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Assassin's Creed: Brotherhood of Venice

Assassin's Creed: Brotherhood of Venice Rulebook

Table of Contents

Table of Contents

  • Golden Rules & Glossary
    • Golden Rules
    • Glossary
  • How to Read the Rulebook
    • Learning Through Play
    • Reading All the Rules Before Playing
  • Number of Players
    • Playing solo or with less than 4 players
  • Introduction
  • 1 — Starting Off
    • Envelopes
    • Choosing an Assassin Apprentice
  • Game Turn
    • 2 — Turn Phases
    • 3 — Event Phase
    • 4 — Overview of the Assassin Phase
    • Overview of the Enemy Phase
    • 5 — End of Turn Phase
      • Continuing the Memory
      • Successful Memory
    • 6 — Failed Memory
  • Map
    • 7 — Map Setup
    • 8 — Hiding Spot
    • 9 — Tower
    • Game Overview Reference
    • 10 — Chest
    • 11 — Canal
  • Assassins
    • 12 — Choosing an Assassin
    • 13 — Assassin Actions
      • Move (1 action cube)
      • Trading (1 action cube)
    • 14 — Completing an Objective (1–3 action cubes)
    • 15 — Use a Fast Travel Station (1 action cube)
    • 16 — Use a Weapon (1 action cube)
      • 1. Aim
      • 2. Attack
      • 3. Weapon's special ability
      • 4. Assign the hits
      • 5. Alert State and status change
      • 6. Retaliation
    • 17 — Hiding and Searching Bodies (1 action cube)
    • 18 — Equip (0–1 action cube)
    • 19 — Save 1 (1 action cube)
  • Stealth
    • 20 — Incognito
    • 21 — Exposed
    • 22 — Detection Test
    • 23 — Alert State
    • 24 — Equipment
    • 25 — Armor
    • 26 — Assassins' Health
      • Full Health
      • Injured
      • Critical Condition
      • Eliminated
    • 27 — Playing as an Assassin Apprentice
  • Enemies
    • 28 — Enemy Phase
    • 29 — Enemy Reinforcement Step
    • 30 — Enemy Movement Step
    • 31 — Enemy Combat Step
      • 1) Determine the Target Square
      • 2) Attack
    • 32 — Hunt
    • 33 — Boss
  • Campaign
    • 34 — 100% Sync
    • 35 — Diary of Memories and XP
    • 36 — Villa
    • 37 — Adjusting the Number of Players
    • 38 — Blueprint Cards
    • 39 — Leveling Up and Skills
      • Leveling Up
      • Skills
    • 40 — Headquarters — Assignment Step
      • Headquarters — Steps
      • First Assignment
      • Assignments After Memory 1.1
    • 41 — Headquarters — Steps Resolution
      • I. Hospital
      • II. Workshop
      • III. Shop
      • IV. Command Room
    • 42 — Saving the Game
  • Additional Rules
    • 43 — Collapse
    • 44 — Escort
    • 45 — Difficulty Level of the Game
      • Normal Difficulty
      • Easy Difficulty
    • 46 — Optional Memory
      • Set Up
    • 47 — Time Limit
    • 48 — Leonardo da Vinci's Machines
    • 49 — Restricted Area
    • 50 — Setting Up Two Maps Side by Side
    • 51 — Playing on Two Maps Side by Side
      • Event Phase
      • Assassin Phase
      • Enemy Phase
  • Icons

Golden Rules & Glossary

Golden Rules

  • When a situation in the game implies several options, the players decide what to do. For example, if a card states: "Remove 1 Guard from a square", you choose the square and the Guard to be removed (if there are more than one).
  • No action (movement or ranged attack, for example) can be performed diagonally.

Glossary

I, II, III, IV, V: Roman numerals, 1, 2, 3, 4, 5, respectively.

1+: Means "1 or more".

1 (or any other number): When a number is specified, you are strictly limited to that number. Example: If a card states "1 Assassin may move", only one Assassin is allowed to move.

Ally: Refers to an Ally of the Assassins, such as Leonardo da Vinci, Courtesans or Mercenaries.

Assassin: Refers to any Assassin or Assassin Apprentice, male or female.

Enemy: Refers to any Guard (Crossbowman or Elite Guard) or Boss. When "Guard", "Crossbowman" or "Boss" is specified, only that type of enemy is affected.

Guard: Crossbowman and Elite Guard. Elite Guards are detailed in the Memories set up instructions.

Hidden Blade: Weapon used by the Brotherhood of Assassins. Any weapon bearing the Hidden Blade icon is a Hidden Blade. For example the "Poison Blade".

Memory: Mission.

Capitalized word: Element generally associated with a rule. Examples: "Nearby" or "Assassin Apprentice". You can find these terms in the index at the end of this booklet.

Character: Refers to any miniature in play, Assassin, Ally and Enemy.

Map: Combination of miniatures, tokens and tiles on which a Memory takes place.

XP: Experience points.

How to Read the Rulebook

You can learn how to play by reading only the rules you will need before each game, or you may read them all before you start playing.

Learning Through Play

Rule point 0.

The first Memories (missions) include numbered rule points in blue diamonds. As soon as you encounter one (in the Campaign Booklet, on a card or on a token during play), refer to the Rulebook and read the corresponding rule point.

We strongly recommend that you read the rule points of the Memory you are going to play ahead of time in the Campaign booklet. Then summarize them for the other players once you're ready to play. Note: As soon as an Assassin reaches a numbered token, after having read the corresponding rule point, remove this token as well as any token bearing the same number.

If this is your choice, keep reading until you reach the blue box at the end of rule point 1.

Reading All the Rules Before Playing

When you have finished reading this booklet, refer to the Campaign booklet to set up and play your first Memory.

Number of Players

Playing solo or with less than 4 players

If you chose to play solo, you must pick at least 2 Assassins. If there are 2 or 3 players around the table, each player picks 1 Assassin. Some players can play a second Assassin if they so desire.

Introduction

Hidden Blade. Ever since Darius, a Proto-Assassin, eliminated the Persian king Xerxes, the hidden blade has become the signature weapon of the Brotherhood of Assassins.

It is usually hidden using an armband and can be deployed in a flash, revealing a formidably sharp point. Thanks to modifications made by Altaïr, you no longer need to cut off a finger to use it to its best advantage. Some Assassins, however, continue to mutilate themselves out of tradition and devotion to the Brotherhood.

1 — Starting Off

Envelopes

Assassin's Creed®: Brotherhood of Venice contains many envelopes that are to be opened only when one of the booklets prompts you to do so.

Whenever you are asked to open an envelope, start by only taking out the large red card found on top of the pack of cards. Read the instructions on the card to learn what to do with the other cards inside the envelope. When the text is preceded by a reveal icon, reveal and read those cards. If the text is preceded by a do-not-reveal icon, you must not reveal or read them.

Regardless of the number of players, open the 4 Alessandra, Bastiano, Claudio and Dariâ envelopes. Take the large red card out of each envelope and follow the instructions on each card.

Choosing an Assassin Apprentice

As you are new to Assassin's Creed®: Brotherhood of Venice, you will play as Assassin Apprentices for your first Memory. Choose the Apprentices you will play as. Note: At this stage, the only differences are the color of the Apprentice's card and their gender. You will be able to switch characters after playing through your first Memory.

Take the miniature and color base corresponding to your Assassin Apprentice from the game box.

Place an Assassin board in front of you with your Assassin Apprentice's card in the center. Place 3 action cubes and 3 health cubes on your board.

Leave the remaining Assassin Apprentice cards in their respective envelopes and put the 4 envelopes back inside the game box.

The space on the Assassin Board for the hidden blade and the slots to the right labelled III and IV are used by Assassins only and are not available to an Apprentice.

If you want to start playing right away, you can now stop reading the rules. Open the Campaign Booklet and set up Memory 0.1.

If you have chosen to read all the rules before starting to play, you may read on.

Game Turn

2 — Turn Phases

Each game turn consists of 4 phases that take place in the following order:

Event phase: Draw an Event card and apply its effect.

Assassin phase: Use your Assassins' action cubes.

Enemy phase: Bring in reinforcements, move enemies and then make them fight if necessary.

End of Turn phase: Check whether to start a new game turn or not.

3 — Event Phase

Begin each game turn by placing 3 action cubes on the grouped slots of each Assassin's board.

Then draw 1 Event card (regardless of the number of Assassins in play). Read it aloud, then place it next to the Map for the duration of the turn.

The effect of an Event card takes place immediately, unless the card states otherwise. It can apply to 1+ Assassins, or sometimes to the whole group.

Example: The Dark Night card begins with "During this turn...": An Assassin (or several, if the Detection Test involves several Assassins) can benefit from its effect during this turn at the time of your choice.

The effect of an Event card only applies during the turn in which it was drawn. However, any change or addition to a Map (tile rotation, addition of Guards...) persists until the Memory is completed.

If the Event card deck runs out, shuffle the discard pile and form a new deck.

4 — Overview of the Assassin Phase

Assassins use their action cubes to perform actions. These action cubes can be used in the order of your choosing (including alternating players). This choice is important!

Example: Alessandra spends 1 action cube, then Bastiano uses 2, Alessandra uses her last 2, Claudio uses his 3 then Bastiano uses his last.

Each used action cube is removed from your Assassin's board. Assassins can perform the same action more than once, for example attack twice by spending 2 action cubes.

At the end of the Assassin phase, any action cubes left in the 3 action cube slots of your board are lost (remove them from the board).

The Assassins' actions are detailed later.

Overview of the Enemy Phase

Note: You will not play this phase during Memory 0.1 and you will only play it partially during Memory 0.2.

During this phase, the players control the Enemies during each of the 3 following steps in order:

  1. Enemy Reinforcement.
  2. Enemy Movement.
  3. Enemy Combat.

This phase is detailed later.

5 — End of Turn Phase

Check if the Memory is a success or a failure:

Continuing the Memory

As long as there are 1+ Assassins on the Map and/or 1+ Objectives to complete, start a new game turn:

  • Discard the Event card drawn at the start of the turn.
  • Remove from play any red bases that aren't attached to a miniature. Note: A red base indicates the last known position of an exposed (spotted by Enemies) Assassin/Ally.

Successful Memory

A Memory is successful as soon as:

  • All Memory Objectives have been completed.

AND

  • At least 1 Assassin has left the Map using a Fast Travel Station.

AND

  • No Assassin is left on the Map.

When these conditions occur, the game turn ends immediately (do not play the Enemy phase). Dismantle the Map: Tiles, Enemy miniatures and tokens go back inside the game box.

Then turn the page of the Memory you just played in the Campaign Book to discover the conclusion of the Memory and receive your rewards.

6 — Failed Memory

A Memory is failed as soon as one of the following conditions occurs:

  • All Assassins have been Eliminated.

OR

  • The Memory included a failure condition that was met. For example: The character that the Assassins had to protect has been Eliminated.

OR

  • There are not enough miniatures left to place all the Guards when required. Note: This also applies if 1+ of your Characters are wearing a Guard uniform (their miniature has been replaced by a Guard miniature).

If you have failed a Memory, you have a second chance to complete it:

  • Keep the Equipment cards present on your Assassin boards. Note: Do not recover the Equipment cards that were discarded during the first attempt.
  • Remove any action cube from the "+" slots of the Assassin boards.
  • Return any Chest cards you collected during your first attempt to the Chest card deck in their original order.

When you replay the Memory:

  • Set the Map up once again as if you were playing the Memory for the first time. Do not forget to restore the tiles, Enemy miniatures and tokens to their original state.
  • The Assassins restart the Memory with the health cubes left at the end of their first attempt. Each Eliminated Assassin is replaced by an Assassin Apprentice (see rule point 27).
  • Before restarting the Memory, you can trade Equipment between Assassins, equip yourself, deposit and/or remove Equipment stored in the Villa or the Headquarters (without using any action cubes).

In any case, if you fail a second time, other members of the Brotherhood of Assassins will come and complete the Memory for you. Consider this Memory as successfully completed and read the "Memory Synchronized" page on the back of the Memory concerned, but:

  • Do not keep any Chest cards from this Memory (put them back on top of the Chest deck).
  • Do not place any 100% Sync stickers.
  • Only receive XP from mandatory Objectives.

Then continue the campaign.

Map

7 — Map Setup

Each Memory in the Campaign Booklet begins with the setup of the Map as shown by a diagram.

IMPORTANT! From Memory 0.2 onwards, place the Compass near the Map and always orient it towards the North that is indicated on the map.

Place the Map tiles, tokens and miniatures listed under the diagram. The diagram shows the size and type of tiles to place: Interior, street, roof, etc. (each type of tile has several variations). Some tiles include 1+ walls represented by a thick black line.

Small tiles, from left to right: Interior with 3 walls, street with 1 wall and 3 variations of roofs without walls.

You can place any tile of a given type, provided that its type, size, wall(s) and orientation match the diagram.

Once you have chosen and placed the tiles, miniatures and tokens according to the diagram on the left, the Map could look something like this:

A small tile represents 1 square, a medium tile is split into 4 squares and a large tile is split into 6 squares.

8 — Hiding Spot

There are 3 types of Hiding Spots: Haystack or cart (printed on the Tower tiles) or rooftop garden miniature. 1 Assassin/Ally (one only) on a square with a Hiding Spot can enter that Hiding Spot for 0 action cubes. Place their miniature on the Hiding Spot.

IMPORTANT! An Assassin/Ally on a square with an empty Hiding Spot can enter it if they are incognito (invisible to the Enemies' eyes). If they are exposed, they can hide there provided there is no Enemy on their square (they become incognito, leave their red base on the square).

An Assassin/Ally in a Hiding Spot does not undergo Detection Tests (see below) when 1+ Enemies enter the square they are on. Additionally, an Assassin in a Hiding Spot can perform the following actions (the first three actions do not require the Assassin/Ally to exit the Hiding Spot):

  • Attack with their Hidden Blade. Note: You cannot attack from a Hiding Spot with any other weapon.
  • Hide the Bodies of Enemies that were Eliminated on their square.
  • Use Equipment.
  • Leave their Hiding Spot for 0 action cubes: Place their miniature on the square where the Hiding Spot is located. If 1+ Enemies are present: Perform a Detection Test.

9 — Tower

An Assassin located on one of the 4 squares around a Tower can spend 1 action cube to climb it and place their miniature at the top if an Assassin isn't already there.

IMPORTANT! An Assassin on a square in contact with a Tower can climb it if they are incognito. If they are exposed, they can climb it provided there are no Enemies on their square (they become incognito, leave their red base on their starting square).

An Assassin at the top of a Tower can spend 1 action cube once per Map to Synchronize and reveal new elements on the Map: Then, flip the large card showing a Tower.

An Assassin at the top of a Tower is always incognito and cannot attack. To leave the Tower, perform a Leap of Faith for 0 action cubes and place the Assassin on the Hiding Spot (cart or haystack) located at the foot of the tower. If 1+ Enemies are present on the square where the Hiding Spot is located, perform a Detection Test before entering the Hiding Spot. If this Test fails, place your miniature with a red base on the square (outside the Hiding Spot).

Note: The top of a Tower is neither a square, nor a roof.

Game Overview Reference

Above is a Memory ready to play. Elements without a blue outline are used from the first Memory on; those with a blue outline will be added in the following Memories.

Assassin Boards. The Assassin's health cubes: The base 3 + those added by their armor card, up to 5 Equipment (or other type) cards, 3 action cubes and the Assassin's card are placed on the Assassin board. The board can also hold: The Assassin's Melee and ranged weapons, as well as their Hidden Blade; a fourth action cube which can be saved. Each Skill card acquired after reaching a higher level is placed in one of the 4 slots on each side of the board.

Enemy reserve. The Reserve contains 10 Elite Guard and 30 Crossbowmen miniatures. Note: there are 2 different poses for Crossbowmen. When setting up the Memory above, we placed 2 Crossbowmen on the Map, so there are 28 left in the Reserve.

Map. Each Map consists of a set of tiles of different types and sizes: Small interior tiles, roof tiles, street tiles or canal tiles. The Map usually includes a medium Tower tile with 4 squares and 1 Hiding Spot. Guard and Assassin miniatures (with their colored bases) are placed on the Map, as well as 1+ Fast Travel Stations to enter and exit the Map, ladders and tokens, such as: Objective tokens (usually placed on a transparent Objective base), Reminder tokens and Enemy Entrance tokens which show reinforcement entry points.

Red cards, dice and bases. Next to the players, there are: The red bases, the Event and Equipment decks. You can also find the Detection, Enemy (black) and Assassin (white) dice.

Enemy Board. The Enemy board holds the Alert State token, the Crossbowmen and Elite Guard cards that are in play as well as the deck of Reinforcement cards. The Compass is placed next to it and will be used when moving Enemies.

10 — Chest

Assassins on a square containing a Chest can spend 1 action cube to open it: Take the card on top of the Chest deck, remove the Chest miniature from the Map and take 1 Chest token (flip it and keep it close to you until the end of the Memory). Tip: You may place 1 Chest token under each Chest miniature as a reminder.

IMPORTANT! An Assassin can open a Chest on their square if they are incognito. If they are exposed, they can open it provided there are no Enemies on their square.

Note: Inside some of the envelopes, you will find Chest decks. You have a limited number of Memories to retrieve all the Chests from each Chest deck. Otherwise they will be permanently discarded!

11 — Canal

A Canal square is split into 2 zones: In and out of the water.

  • Assassins/Allies on a Canal square always have to be placed in the water and cannot use weapons with the ranged icon, nor specific bulky weapons (as mentioned on the affected weapons' cards).
  • The Enemies on a Canal square are always placed outside of the water (on a dock or on a gondola for example). Enemies on a Canal square can attack unhindered. Note: Enemies on a Canal square are not blocked by water. They can join any Nearby space (if the Nearby square is a roof, they will usually need a ladder).

Assassins

12 — Choosing an Assassin

Once your first Memory is completed, turn over the Assassin Apprentices cards to discover your Assassins. If you played with less than 4 Assassin Apprentices, take out the remaining Assassin cards from the Alessandra, Bastiano, Claudio and Dariâ envelopes. Each player chooses 1+ Assassin cards, as well as the corresponding miniatures and attaches their color base to it.

Each Assassin has a special ability mentioned under their illustration.

Place your Assassin card Lvl. 0 side up on your Assassin board.

Note: You can replace Assassins from the main game by those included in the Roma expansion. To find out how to proceed, see the boxed text under rule point R2 of the Roma rulebook.

13 — Assassin Actions

Move (1 action cube)

Move to a Nearby square (see following boxed text). The start and destination squares can be of any type, for example a roof or a street.

Nearby Square. Squares Nearby a Character include the one on which they are, as well those in orthogonal (never diagonal) contact with that square, as long they are not separated by a wall (thick black line).

In this example, Bastiano can move up, down and left. The square on the right is blocked by a wall.

Trading (1 action cube)

When an Assassin performs this action, all Assassins in the square in which they are located can take, give or trade equipment, weapons and armors at will.

14 — Completing an Objective (1–3 action cubes)

Objective tokens represent Objectives to complete, for example opening the door of a cell. Any Assassin on a square with an Objective token can complete it by spending as many action cubes as the number written on the token. Several Assassins can combine their action cubes to complete an Objective. In any situation, all the action cubes must be spent during the same game turn.

Objective token example: Spend 2 action cubes to complete this Objective.

IMPORTANT! An Assassin can complete an Objective on their square if they are incognito. If they are exposed, they can complete it provided there are no Enemies on their square.

After completing an Objective, flip the token and keep it next to you until the end of the Memory. Then remove the Objective base.

15 — Use a Fast Travel Station (1 action cube)

Assassins use Fast Travel Stations to enter and exit a Map. Any Assassin on a square containing a Fast Travel Station can spend 1 action cube to leave the Map. You then have 2 options:

  • Go to the next Memory: Place your Assassin on the table (outside of the Map) while waiting to set up the next Map. Assassins who have left the Map cannot do anything and aren't affected by anything.
  • Return to the game for 0 action cubes: Place your Assassin on the square of your choice containing a Fast Travel Station, whether it be on the Map they just left, or on another (you'll find out how to do this later).

The Assassin keeps everything they owned when entering the Fast Travel Station (Equipment, action cubes, health cubes, etc.).

IMPORTANT! Assassin/Allies that are incognito can use Fast Travel Stations. Assassin/Allies that are exposed can use one provided there are no Enemies on the square where it is located (leave their red base on the square).

When more than one Fast Travel Station is present on a Map, each Assassin can use the one of his choice whether to enter or to exit the Map.

Note: Enemies cannot use Fast Travel Stations.

16 — Use a Weapon (1 action cube)

Spend 1 action cube to use a melee or ranged weapon. Then follow these steps in order:

1. Aim

Designate 1 square within range. The range depends on the icon on the weapon's card:

  • Melee icon: The square where the attacker is located.
  • Ranged icon: A Nearby square.

Square within range of a Character equipped with a melee weapon. Squares within range of a Character equipped with a ranged weapon.

2. Attack

Roll as many Assassin dice as mentioned on the weapon's card. Note: An attack represents a sequence of blows that can hit several Enemies.

  • Hit symbol = 1 hit.
  • Special symbol = 1 hit AND triggers the weapon's special ability (see below).
  • Fail symbol (X) = Failure AND Enemy Retaliation (see below).

3. Weapon's special ability

The weapon's special ability is triggered once only per attack. Any additional special symbol on another die is considered a hit. The effect of the special ability is added to the current attack (it is not a new attack).

4. Assign the hits

Assign the hits to Enemies on the target square as desired. Each Enemy that has received a number of hits equal to the total of health cubes on their card is Eliminated. Lay down each Eliminated Enemy miniature: They are now "Bodies". If the total of hits is inferior to the Enemy's total of health cubes, their armor absorbs the attack and nothing happens. If there are more hits than wounds to allocate, the hits are lost (they cannot hit Enemies on other squares). Note: An Assassin's attack cannot hit another Assassin.

5. Alert State and status change

Apply the effect of the red eye and/or alert icons if they are on the card of the weapon that is used:

  • Eye icon: The Assassin/Ally becomes exposed. Attach a red base onto their base.
  • Alert icon: The Alert is triggered. Flip the Alert State token.

6. Retaliation

After rolling the dice and allocating the potential hits, if you rolled 1+ fail symbols AND there is at least 1 living Enemy remaining on the targeted square, the Assassin becomes exposed if they were incognito (the Alert is triggered) AND is immediately subjected to 1 Retaliation: Each Enemy present on the target square performs 1 attack on the Assassin who has just attacked (see rule point 31 to know how the Enemies attack). Note: Only Assassins that have taken part in the attack that has caused the Retaliation are subjected to it. Enemies equipped with a ranged weapon can Retaliate from a distance.

Example: Dariâ uses a Throwing Knife to target a square in contact with the one where she is. The square contains 1 Crossbowman and 1 Agile Guard. She rolls 1 die and gets 1 fail symbol: She missed her target. She becomes exposed, the Alert is triggered and the Crossbowman Immediately Retaliates with his ranged weapon (which allows him to attack from a distance). The Agile Guard cannot Retaliate because he is not in range (his weapon is melee).

Coordinated Attack. Assassins can combine their melee and/or ranged attacks to make a powerful Coordinated Attack. Each participating Assassin spends 1 action cube. Designate a target square within range of the Assassins, then each participating player rolls their dice. Choose how to assign the potential hits to the Enemies on the targeted square. In the event of a Retaliation, share the dice as evenly as possible among all the exposed Assassins who participated in the Coordinated Attack then roll them.

17 — Hiding and Searching Bodies (1 action cube)

Assassins on a square containing 1+ Bodies (Enemy miniatures that are laid down) can hide all Bodies by spending only 1 action cube:

  1. If you want to search them: draw and reveal, one by one, as many Equipment cards as there are Bodies to hide. You can stop drawing cards whenever you want. Important: As soon as you draw an "Investigation" card, apply its effect and stop searching immediately.
  2. Remove all the Bodies from the square, even if the search was interrupted by an "Investigation" card, and put them back in the Enemy Reserve.
  3. Choose to discard or keep the Equipment cards on your Assassin board (see below).

If the Equipment card deck has run out, shuffle the discard pile and form a new deck.

IMPORTANT! An incognito Assassin can hide 1+ Bodies on their square. An exposed Assassin can hide them provided there are no Enemies on their square.

18 — Equip (0–1 action cube)

When you collect 1+ new Equipment cards or cards of another type that you want to keep, place them on the corresponding slot (melee, ranged, armor or Hidden Blade) or on one of the 5 inventory slots of your Assassin board. Adding any equipment card to an available slot does not cost any action cubes. If the required slot is already occupied, you have the following options:

  • 1 action cube: Move a card that is in a melee, ranged, armor or Hidden Blade slot to an unoccupied slot in your inventory.
  • 1 action cube: Perform the Trade action with 1+ other Assassins on your square (or for 0 action cubes if they are the one who spent 1 action cube to perform the Trade).
  • 0 action cubes: Discard the card that is in the slot. Reminder: A card with the discard icon is permanently discarded.

19 — Save 1 (1 action cube)

When setting up Maps from Memory 0.3 onward, place a 4th action cube next to each Assassin board.

Whenever you decide to save 1 of your 3 action cubes, place it on the slot with the "+" icon on your Assassin board. The action cube stays there until you decide to use it. You can use 1 saved action cube in either of these situations:

  • During an Assassin phase.
  • During an Enemy phase, before or after one of the three Enemy Steps (you will learn about them later). You can also perform an action costing 0 action cubes during the enemies phase by respecting these conditions.

Example: Guards enter a square containing the 4 Assassins and 2 of them become exposed after the Detection Test! If they don't do anything, the Guards will attack them. Once the Enemy Movement step is complete, Bastiano uses the action cube that he has saved to throw a smoke bomb: All Assassins become incognito, they no longer have anything to fear during this turn.

At the start of the next game turn, you will collect your 3 action cubes as usual; if you haven't used your saved action cube, you will therefore have a total of 4 action cubes on your Assassin board. At the end of a Memory, if you have an action cube in your "+" slot, you must remove it.

Note: The special ability on Dariâ's card allows her to give an action cube back to an Assassin, even if they used a previously saved action cube. This Assassin can therefore play with a 5th action cube during the same turn!

Stealth

20 — Incognito

An incognito Assassin/Ally has no red base around their base. Enemies do not see them: They cannot be targeted.

Note: Only Assassins and some of their Allies can be incognito.

21 — Exposed

Enemies that are Nearby an Assassin/Ally who is exposed will move towards them and attack them as soon as they can.

An Assassin/Ally automatically becomes exposed:

  • If 1+ Enemies have successfully performed a Detection Test against them (see rule point 22).
  • As soon as they use a weapon or Equipment with an eye icon.
  • As soon as they are subject to a Retaliation (fail symbol).

Clip a red base to the base of the miniature of the Assassin/Ally who is exposed (in place of the Assassin's color base). If there already is a red base on the Assassin's square, clip it to their base.

Any Assassin/Ally who becomes exposed immediately triggers the Alert State.

To become incognito again, an Assassin/Ally who is exposed must move to a square without any Enemies. Then, remove the red base from the miniature, place it on their arrival square and recover your color base. Assassins can also use a card that allows someone to become incognito. Note: A red base that isn't attached to miniature represents the last known position of an Assassin/Ally who is exposed. Reminder: At the end of each turn, remove any red base that isn't attached to a miniature from the Map.

If the Assassin does not move or use any cards, they remain exposed, even if there are no Enemies left on their square or even on the Map.

22 — Detection Test

As soon as an Assassin/Ally who is incognito moves to a square containing 1+ Enemies, before anything else they simultaneously perform 1 Detection Test. Each involved player then rolls as many Detection dice as there are Enemies on the square of their Assassin/Ally:

  • No icons: The Assassin stays incognito.
  • 1+ eye icon: The Assassin becomes exposed and the Alert State immediately becomes triggered.
  • 1+ eye-and-alert icon: The Assassin becomes exposed only if the Alert State is already triggered. If the Alert State is not yet triggered, the Assassin remains incognito.

Example: Claudio moves to a square containing 2 Enemies. 1 Detection Test is immediately performed by rolling 2 Detection dice (1 per Enemy). It's a success, Claudio stays incognito. He begins the next game turn with the 2 Enemies who remained on his square: Do not perform Detection Tests for these 2 Enemies (perform this Test only after an Assassin has moved towards 1+ Enemy or vice versa).

Likewise, 1+ Enemies who move to a square containing 1+ Assassins/Allies who is incognito perform 1 Detection Test at once (see text box under rule point 28).

23 — Alert State

You are most likely going to trigger the Alert during every Memory, but do your best to make sure that happens as late as possible.

As soon as it is triggered:

  • Flip the Alert State token to its red side.
  • Enemy reinforcements are more numerous.
  • During each Detection Test, 1+ Assassins become exposed if you get 1+ eye icon and/or 1+ eye-and-alert icon on 1+ Detection dice.

The Alert State remains triggered even if all the Assassins/Allies become incognito again or if there are no Assassins left on the Map. The only way to stop the Alert State is to play a specific card.

Note: Only the Assassins/Allies who triggered the Alert become exposed. The Assassins/Allies can become incognito again even when the Alert State is triggered.

24 — Equipment

An Equipment card carries several pieces of information: a slot icon showing where it must be placed on your Assassin board (melee, ranged, armor or Hidden Blade); if there is no icon or if the slot is already occupied by another card of that icon, place it on one of the available inventory slots. It also shows the Equipment's name; the number of the rule point in the Rulebook that will teach you how to use this piece of Equipment; the cost in action cubes to use the piece of Equipment and a description of its effect; the name of the envelope that contained this card; and, on some cards, an icon meaning the card has a black background and must be placed in the Equipment discard pile after use, or an icon meaning the card with a light gray background can be used as many times as you want — if you decide to get rid of it, it will be permanently discarded and put back inside the envelope it came from.

Each melee, armor, ranged or Hidden Blade slot on the Assassin board can accommodate a maximum of 1 card bearing the corresponding icon. A weapon card must be placed in one of these slots before it can be used by an Assassin.

Each of the 5 inventory slots on the bottom right can accommodate 1 card of any type.

The Common Sword is placed on the melee slot, the Parachute is placed on one of the inventory slots.

25 — Armor

Place 1 Armor card (maximum) under the armor slot of your Assassin board to equip it. Add as many health cubes to your health gauge as there are on the card.

Bastiano wears an armor: His total health goes from 3 to 4.

An Assassin can remove the armor they are wearing only if they replace it with better armor. In this case, add only the difference of health cubes between the armor you removed and the new one. Note: Don't forget to spend 1 action cube if necessary to equip yourself.

26 — Assassins' Health

Full Health

An Assassin/Ally who has all their health cubes is in Full Health.

Injured

An Assassin/Ally is Injured when they have lost 1+ health cubes but still have at least 1.

Critical Condition

An Assassin/Ally is in Critical Condition when there are no longer any health cubes on their board. Lay their miniature down and remove their red base from the Map. Assassins/Allies in this state cannot do anything.

Assassins/Allies in Critical Condition must be healed, with Medicine for example. They will then go back to Full Health status if they recover all their health cubes or to Injured status if not. They can then immediately use their action cubes if they have any left, otherwise they will have to wait until the start of the next turn's Event phase to collect their 3 action cubes. Note: Assassins in Critical Condition recover 3 action cubes at the start of the Event phase as usual (however, they cannot use them while in Critical Condition).

An Assassin on the same square as an Assassin in Critical Condition can perform the Trade action with the latter if they agree to it. For example, they can take Medicine from the Assassins in Critical Condition in order to cure them.

Eliminated

If no one comes to heal an Assassin/Ally who is in Critical Condition before the end of the next game turn, they are Eliminated. Then put the remaining health cubes in a plastic bag, as well as the following cards if they are on your Assassin board:

  • Assassin card.
  • Melee weapon card.
  • Aptitude cards level III and IV.

Remove the Eliminated Assassin miniature from the Map and place it on the table near you. After completing the Memory, place the miniature in the Hospital of the Headquarters if available.

Note: Assassins who cannot leave a Map are Eliminated. For example, they used a parachute (discarded after use) to move behind a wall and they no longer have a parachute to go back.

27 — Playing as an Assassin Apprentice

The Eliminated Assassin will not participate in the next Memory:

  • If he was Eliminated during a successful Memory or on the second attempt to complete a Memory, he will be replaced by an Assassin Apprentice at the start of the next Memory.
  • If he was Eliminated in the 1st attempt of a Memory that failed, he will be replaced by an Apprentice Assassin at the start of the 2nd attempt to complete that Memory.

Take an Assassin Apprentice miniature. If you have Headquarters, take this miniature from any location of your choice on the Headquarters board when you place the Eliminated Assassin in the Hospital. Note: You will then have 1 Assassin Apprentice less to place in your Headquarters.

An Assassin Apprentice can perform the same actions as an Assassin. On your board, place:

  • The corresponding Assassin Apprentice card.
  • On the melee, ranged, armor and inventory slots, the cards chosen from those available to you: Usually those of the Eliminated Assassin (except their armor) or those in the Villa/Headquarters. Important: An Assassin Apprentice cannot use a Hidden Blade.
  • 3 health cubes + those of their armor.
  • 3 action cubes +1 saved action cube on the side from Memory 0.3 onwards.
  • The Eliminated Assassin's Level I and II Skill cards. Important: An Assassin Apprentice cannot use Level III or IV Skill cards.

If you don't have your Headquarters yet, your Assassin will be in Full Health as soon as you complete the Memory with the Assassin Apprentice. You can then recover the Assassin with all their health cubes.

Enemies

28 — Enemy Phase

Play as the Enemies during these 3 steps:

  1. Enemy Reinforcement
  2. Enemy Movement
  3. Enemy Combat

Important reminder: You can perform an action before or after one of the Enemy steps by using a saved action cube or if the action costs 0 action cubes.

Enemy Detection Test. Whenever 1+ Enemies move or appear on a square containing 1+ Assassins/Allies who are incognito and/or 1+ Bodies, before anything else, perform 1 Detection Test (see rule point 22). If several Detection Tests take place during the same step (Enemy Reinforcement or Movement), they take place simultaneously: If the Alert must be triggered following one of these Tests, it will only take place at the end of the current step. Example: During the Enemy Movement step, 3 Guards enter a square containing Dariâ, who is incognito, and 1 Body. Immediately perform 1 Detection Test: Dariâ must roll 3 Detection dice (there are 3 Guards), also roll 3 Detection dice for the Body. Dariâ rolls 3 blank sides: She remains incognito. The Body rolls 1 eye icon. The Alert will be triggered at the end of this step.

1 Detection test per square is performed regardless of the number of Enemies, Assassins, Allies and/or bodies involved. Example: An Event card tells you to ignore the first Detection Test. 3 Enemies move to a square containing 2 Assassins and 1 Body. You should have performed 1 Detection Test, but get to ignore it.

29 — Enemy Reinforcement Step

Each turn, new Guards enter the Map. There are 2 types of Guards: The Crossbowmen and the Elites.

The top of the Crossbowmen and Elite Guard cards (in this case Agiles).

Always play with the 8 Reinforcement cards that have an icon that matches the total of Assassins in play (2, 3 or 4 icons).

Example: Use Reinforcement cards with this icon when 4 Assassins are in play.

Draw 1 Reinforcement card and select the column that corresponds to the Alert State (not triggered or triggered). Pick the number of Guards of the indicated type from the Enemy Reserve (Crossbowmen or Elite) and place them on each square in contact with an Enemy Entrance token matching the letter.

Example: If the Alert State is triggered (right column), place: 1 Elite Guard on each square in contact with an Entrance A token. 1 Crossbowman on each square in contact with an Entrance B. 1 Crossbowman on each square in contact with an Entrance C. No Enemies on all squares in contact with an Entrance D.

Ignore any reinforcement associated with Enemy entrances (A, B, C or D) that are not on the map. Likewise, ignore reinforcements that fail to enter because the square is full (see brown box below). Note: If an Enemy Entrance token is placed behind a wall, the Guards can still enter.

Reminder: If there are not enough miniatures to place ALL the reinforcements, the Memory is failed.

Maximum 4 Enemies per Square. There can never be more than 4 Enemies and/or Bodies, on a square. If Enemies have to enter a square containing 1+ Bodies and there are not enough spaces to accommodate them all: Remove as many Bodies as necessary (return them to the Enemy Reserve) and perform a Detection Test for those Bodies.

Example: 4 Agile Guards must enter a square containing 1 Crossbowman and 3 Bodies. Remove the 3 Bodies, Move 3 Agiles to the square (the 4th cannot Move as there is no space left) and perform a Detection Test: Each Agile rolls 1 Detection die for each Body. As there are 3 Bodies and 3 Agiles, roll a total of 9 dice.

Note: The 4 miniatures per square limit is only for Enemies.

30 — Enemy Movement Step

Start by moving any Enemy Nearby a square containing 1+ red bases into that square. Reminder: If there is not enough space on the square to accommodate them all, you decide which ones will not enter. Likewise, if 1+ Enemies are on a square in contact with several squares containing 1+ red bases, you decide which square they move to.

All the Enemies that have not yet moved move 1 square (unless otherwise indicated on the Enemy card) in the direction indicated on the Event card drawn at the start of the turn: N, S, E or W. Refer to the compass placed on the table. If the direction on the Event card is ?: Check a random card halfway through the Event deck until you get a direction, then move Enemies 1 square in that direction.

First, move the Enemies who are on the row of squares closest to the direction shown by the Event card. Then move those on the row of squares that is in contact with the previous row and so on until all have been moved (see example below).

1+ Guards located on a square containing an Objective base with 1+ unoccupied spaces are immediately placed on that space.

After performing all Enemy movements, resolve what they may have triggered (Detection Tests, bomb, etc.).

Reminder: If the arrival square of 1+ Enemies contains 1+ Assassins/Allies/Bodies, perform 1 Detection Test.

An Enemy does not move if:

  • A Wall blocks their movement.
  • The square they are headed to already contains 4 Enemies.
  • There are no Ladders between street and roof squares. Note: Some Elite Guards, such as Agiles, do not need ladders.
  • They are on one of the 3 spaces of an Objective base.
  • They are on a square containing 1+ red bases (even if it is not attached to a miniature).

Important: If a card states to move 1+ Guards, it must always be done in accordance to the above rules, unless the card states otherwise.

Reminder: Enemies cannot use Fast Travel Stations.

Example: Enemies must move North according to the "Shadow" Event card drawn at the beginning of the turn. They move in the following order:

1 - Square A: The Guard located on this square cannot move: There is no square to the north. The Body (the miniature that has been laid down) will be removed from the Map when the 3 Guards on square B enter the square (see below).

2 - Square B: Only 3 Guards can move north (Square A) where there is already 1 Guard. When they enter, they perform 1 Detection Test because of the Body which is then removed from the Map (return it to the Enemy Reserve).

3 - Square D: The Guard cannot move: They are blocked by a wall.

3 - Square E: Only 1 Guard can move to square C, because the other 3 are on the spaces of an Objective base.

31 — Enemy Combat Step

When 1+ Assassins/Allies are exposed, all Nearby Enemies simultaneously make 1 attack targeting the square where the Assassins/Allies are located. Each Enemy can perform a maximum of 1 attack during the Enemy Combat step. Each attack is performed in the following order:

1) Determine the Target Square

Each group of Enemies present on the same square targets in order of priority:

I. Their own square.

II. 1 Nearby square provided they have a ranged weapon equipped. If the group (or part of the group) of Enemies can shoot at several squares containing Assassins/Allies who are exposed, the players decide which square will be targeted (each group can only target 1 single square).

2) Attack

For each square, collect as many black dice as shown on each attacking Enemy's card. If there are several exposed Assassins/Allies on the targeted square, split the dice evenly between them. If an equal split is not possible, the players decide how to allocate the remaining dice. Then roll the dice for each targeted Assassin/Ally:

  • Hit symbol = 1 hit.
  • Fail symbol = Fail.

Each hit removes 1 health cube from the targeted Assassin/Ally. An Assassin/Ally who no longer has any health cubes is in Critical Condition. If an Assassin/Ally falls in Critical Condition, the remaining hits (if any) that should have been allocated to them are lost.

Example: Alessandra and Claudio are exposed and on the same square. 1 Agile Guard (melee weapon with 2 dice) is on their square and 3 Crossbowmen (ranged weapon with 1 die) are on Nearby squares. There is a total of 5 dice to roll (3 dice for the 3 Crossbowmen and 2 dice for the Agile). Each Assassin receives 2 dice, the players decide to allocate the remaining die to Alessandra. The players roll the dice assigned to them: Alessandra rolls 2 hits and 1 fail, so she loses 2 health cubes and Claudio gets 2 fails: He does not lose any health cubes.

32 — Hunt

Whenever an exposed Assassin leaves a square containing 1+ Enemies, they are immediately Hunted by half of them, rounded up. Choose which Enemies participate in the Hunt among those who can move.

As long as an Assassin is Hunted, they cannot be incognito. Enemies stop the Hunt as soon as they can no longer move (see rule point 30).

Reminder: A Guard does not move if he is on an Objective base or a square with 1+ red bases.

Reminder: An exposed Assassin cannot use a Fast Travel Station or climb a Tower if there are 1+ Enemies on their square.

Tip: Enemies cannot Hunt an Assassin who is using a piece of Equipment that lets them glide, such as a parachute.

Example:

  1. Dariâ is exposed. She is on a square with 1 Elite Guard and 2 Crossbowmen.
  2. She exits the square: The players decide that the 2 Crossbowmen are the ones to immediately Hunt her. They enter a square where Bastiano is incognito. The Guards perform a Detection Test and roll 1 eye icon: Bastiano becomes exposed!
  3. Dariâ, who was being Hunted, leaves the square. The Guards don't Hunt her: Bastiano's red base is on their square. She becomes incognito again on her destination square (her red base is then placed on it). This square contains a Fast Travel Station: Dariâ can use it to leave the Map.

33 — Boss

A Boss is a particularly powerful and difficult Enemy to Eliminate. When you face a Boss, place the number of health cubes corresponding to the number of Assassins on the Map on the Boss' card. Reminder: Assassin Apprentices are considered as Assassins.

Example: 3 Assassins are in play. The Boss attacks with 4 dice and has 4 health cubes: Place 4 health cubes on the Boss' card.

  • A boss moves, performs Detection Tests and fights according to the same rules as the Guards, unless the Boss card states otherwise.
  • When hit, he loses 1 health cube if he takes a number of hits at least equal to the total of health cubes remaining on his card. Example: Alessandra is on the square of a Boss who has 4 health cubes. She attacks and rolls 5 hits. The Boss loses 1 health cube (it took 4 hits, because the Boss has 4 health cubes). The 5th hit is not enough to hit the Boss, but it can be assigned to another Enemy on the square targeted by the attack. If the total of hits is inferior to the Boss' total of health cubes, he is not injured. Reminder: An Enemy Retaliates if 1+ dice roll 1+ fail symbols. An Assassin's attack or a Coordinated attack (multiple Assassins) can remove several of a Boss' health cubes. Continuation of the previous example: Bastiano joins Alessandra on the square of the Boss who now has 3 health cubes. They each spend 1 action cube to perform a Coordinated Attack. They roll the dice and get a total of 5 hits. The Boss loses 2 health cubes: 3 hits remove 1 health cube, he now has 2 health cubes left. The 2 remaining hits remove 1 extra health cube. He now has 1 health cube.
  • A Boss is Eliminated when you remove their last health cube. Their Body can be searched and hidden, unless the Boss card says otherwise.
  • A Boss occupies 1 space on a square in the same way as a Guard would. If he should appear on a square that already contains the maximum number of Guards, remove 1 Guard from that square (return it to its reserve).

The number in the hexagon next to the Boss's name represents the amount of experience (XP) you will gain at the end of Memory after Eliminating him.

Tip: Some powerful melee weapons can directly remove 1+ health cubes from a Boss.

Reminders: When a Boss appears on a square containing 1+ Assassins, he performs 1 Detection Test. Any text referring to 1+ "Guards" does not apply to a "Boss".

Campaign

Assassin's Creed®: Brotherhood of Venice is played as a campaign. As you explore the game's Memories, your Assassins will level up and acquire Equipment that is increasingly powerful.

You will help the Venetian Brotherhood grow within your Headquarters and you will uncover the plot that is unfolding around you. The Diary of Memories will help you keep track of your progress and of all the 100% Syncs (optional Objectives) that you have successfully unlocked.

34 — 100% Sync

100% Syncs measure the excellence of your team of Assassins. Each time you play a Memory, you can try to complete an optional Objective called "100% Sync". If you succeed and successfully complete the Memory, peel the corresponding sticker and place it onto its dedicated spot in the Diary of Memories located at the end of the Campaign Booklet.

Since practice makes perfect, you have just unlocked your first 100% Sync! Place this sticker on the corresponding location under Memory 0.1 block in the Diary of Memories located at the end of the Campaign booklet.

IMPORTANT! For each 100% Sync completed while playing all or part of a Memory in Easy mode, place the gray version of the 100% Sync sticker in the Diary of Memories. Note: You can change the game's difficulty from Memory 0.2 onwards.

Note: Every 100% Sync you unlock in a campaign is valid for all the campaigns you played before. You can place the matching sticker on their Diaries as well.

35 — Diary of Memories and XP

An Objective 1 is worth 2 XP.

The Diary of Memories is located at the end of the Campaign Booklet. It is used to record your progress throughout the campaign. The Diary consists of 27 boxes (26 for the Memories and 1 for the Headquarters) and an experience track to record the experience, or XP, you will gain. After each completed Memory, add up the XP you have gained (shown at the back of Objective tokens, on Boss cards, etc.) and mark it on the experience track.

Note: There are three copies of the Diary of Memories so you can play the campaign several times.

36 — Villa

At the end of Memories 0.1 to 0.3, keep the cards and the 3 action cubes present on your Assassin boards. Recover your lost health cubes (your 3 initial health cubes and those added by your armor if you are wearing one).

Before starting the next Memory, you can freely trade and equip Equipment. You can also store or recover unused Equipment from the Villa envelope.

If you want to pause your campaign and save the game, go to rule point 42.

37 — Adjusting the Number of Players

You can change the number of Assassins of a campaign that is in progress. This change must be made between 2 Memories (never during a Memory).

When an Assassin joins the campaign:

  • If your Assassins are at level 0, take the new Assassin's card from its envelope, as well as 4 action cubes (or 3 if you are playing Memory 0.1 or 0.2) and 3 health cubes.
  • If your Assassins are level I or higher, from the Assassin's envelope and the game box, take:
    • The Assassin card matching the Level of the other Assassins already in play.
    • Their Skill card(s).
    • Their health cubes and 4 action cubes.
  • Equip the Assassin with the cards of your choice from the Villa envelope or from your Headquarters if you have any.

When an Assassin leaves the campaign:

  • Put their Assassin card, action cubes, remaining health cubes and Skill cards inside a plastic bag.
  • Place all the Equipment and Reward cards that were on their Assassin board in the Villa envelope or in the Main Hall of the Headquarters if you have any.

Note: You can also swap your Assassin in full health for another during the Campaign by following the above rules, but you cannot swap an Apprentice for an Assassin this way.

38 — Blueprint Cards

Spend 4 black cards + 4 white cards to craft this Equipment in the Headquarters' Workshop.

Blueprint cards allow you to build unique items in your Headquarters' Workshop. You can reveal and read a Blueprint card before building it.

The object shown on the Blueprint must be built in the Headquarters' Workshop. You will have to use the number of black and/or white cards indicated on the Blueprint card to build it.

As long as a Blueprint has not been crafted, it must be placed in the Headquarters' Main Hall Blueprint face up.

39 — Leveling Up and Skills

Each time you reach or pass a Level I, II, III or IV space on the Experience Track located in the Diary of Memories, all Assassins (including those not in play), level up: The special ability on their Assassin card is upgraded and they acquire a new Skill.

Leveling Up

To display the Level reached, turn over each Assassin's card or take it from their envelope and swap it with the one on their board. If the Assassin is not in play or is in the Headquarters' Hospital, place the card in the Assassin's plastic bag.

Skills

Take the 3 Skill cards matching the Level reached out of each Assassin's envelope. Choose 1 and place it on the corresponding slot of their Assassin board (leave the other 2 inside their envelope). If the Assassin is not in play, place the card in their plastic bag. Reminder: An Assassin Apprentice cannot use Level III or IV Skill cards (place them in their plastic bag).

Skill cards can be used at the time indicated on the card or at any time if not indicated. You can play several at the same time. The effect of a Skill card only applies to the Assassin who owns it, unless the text on that card indicates otherwise.

Some Skill cards have "Lvl. I, II, III or IV Headquarters required" written on them. You can pick one of these cards, but to use it, your Headquarters must be at the indicated Level.

40 — Headquarters — Assignment Step

The Headquarters board will be placed on the table when you unlock them. It consists of the following Buildings:

  • The Hospital to heal Assassins.
  • The Shop to get Equipment.
  • The Main Hall to store your surplus Equipment and Blueprints.
  • The Workshop to craft Special Equipment from Blueprints.
  • The Command Room to improve your Headquarters by fulfilling Contracts, which will allow you to:
    • Heal your Assassins more effectively.
    • Unlock more Skill cards for them.
    • Benefit from certain advantages on the Map.

Each Building has spaces on which you place the miniatures that will operate it.

Headquarters — Steps

The Management of the Headquarters takes place during 2 steps:

  • Assignment before the 1st attempt of each Memory.
  • Resolution after each Memory completed (success).

Actions available in the Headquarters. During the Assignment and Resolution steps, at any time, you may:

  • Trade small cards between Assassins (except Skill cards).
  • Take or store small cards in the Headquarters' Main hall.
  • Rearrange the cards on your Assassin board.
  • Use Medicine to heal an Assassin (discard the card).

First Assignment

If this is your first time in the Headquarters, follow the 5 steps below, otherwise go directly to the "Assignments after Memory 1.1" paragraph. The Assignment step only takes place on the 1st attempt of each Memory (if you failed on the 1st attempt, miniatures cannot be reassigned before the 2nd attempt)

  1. Place each Eliminated Assassin miniature on an available red Hospital space.
  2. Place the Flying Machine Blueprint card (collected at the end of Memory 0.4) in the Workshop.
  3. Reveal Contract card 1 and read it. Do nothing else with this card for the time being (you will play it during the Resolution step). Important: Do not shuffle Contract cards!
  4. Place all the cards contained in the Villa envelope in the Main Hall, then store the envelope inside the game box (it will no longer be used for this campaign).
  5. Make up 2 groups of miniatures using your Assassins, the 4 Apprentices and your 4 Mercenaries/Courtesans (according to the chosen Headquarters):

a) The "Memory" group will be available for the next Memory. The following miniatures make up the "Memory" group:

  • Your Assassins. Any Assassin on a red Hospital space is replaced by an Assassin Apprentice on the Map. Important: You can never replace an Assassin who is in Hospital by another Assassin.
  • Ezio Auditore.
  • 1 Mercenary/Courtesan (according to the chosen Headquarters).

b) The "Headquarters" group will be assigned to the Headquarters:

  • Hospital: Place 1 Assassin Apprentice or Mercenary/Courtesan miniature on a white space.
  • Workshop: Place 1 Assassin Apprentice or Mercenary/Courtesan miniature there.
  • Command Room: Place 1 Assassin Apprentice or Mercenary/Courtesan miniature there.
  • Shop: Place 1 Assassin Apprentice or Mercenary/Courtesan miniature there if you have any left.
  • Assign any remaining Assassin Apprentice or Mercenary/Courtesan miniatures to the Command Room.

Calling Upon an Ally from the Headquarters During a Memory. Some Allies can be played either in the Headquarters or on the Map during a Memory. This is indicated on their brown card. To use the Ally on the Map, place their miniature on the table. A miniature can be used multiple times as long as you have cards available to play it. You can make your Ally appear on the Map:

  • Each time you use an Equipment card (Mercenaries/Courtesans).
  • Each time you use a Skill card (Ezio).
  • By meeting the conditions written on the Ally's brown card.

Assignments After Memory 1.1

The Assignment step only takes place on the 1st attempt of each Memory. Assign your miniatures and cards in the following order during each Assignment step:

  1. Place each Eliminated Assassin miniature on a red Hospital space. If you wish, you may also place 1+ Injured Assassins there. In any case, put their Assassin card, melee card, ranged card, III and IV Skill cards and their remaining health cubes inside a plastic bag (you will recover them as soon as they leave the Hospital). Reminder: Any Assassin on a red Hospital space will be replaced by an Assassin Apprentice during the next Memory.
  2. Choose 1 Blueprint card and place it in the Workshop.
  3. If the card located on the top of the Contract deck in the Command Room is placed face down, reveal it. If this card has a gray text box, read/play what it says now (refer to the "Contract card" text box on the next page). If this is your 2nd attempt at fulfilling the Contract (you failed the 1st time), you have to place enough miniatures in the Command Room to succeed. Each hit die that should be rolled automatically provides a hit (no need to roll them).
  4. Separate your miniatures into 2 groups: Those who will participate in the next Memory and those who will stay in the Headquarters.
  5. Assign Allies and Assassin Apprentices of the "Headquarters" group in the Buildings of your choice. You can have a maximum of:
    • 4 Injured or Eliminated miniatures and 4 caregivers in the Hospital.
    • 4 miniatures in the Workshop and in the Shop.
    • 6 miniatures in the Command Room.

Contract Cards. Each Contract card is divided into several text boxes which can be:

  • Gray: To be played during the Assignment step (before the Memory).

and/or

  • Red: To be played during the Resolution step (after the Memory).

As long as the text in the box you read directs you to a box or card of the same color, keep playing. Whenever you need to switch to a box or card of a different color, wait for the next step (Assignment or Resolution) to continue playing.

Note: You can always read the entire text of a Contract card, even if you can't play it yet.

On the card above, you can read all of the text (gray box and red box), but you will have to wait for the Headquarters' Resolution step to play what is written in the red box.

41 — Headquarters — Steps Resolution

When returning from a successfully completed Memory (including if you failed twice trying to complete it), resolve the effects of each Building, in the following order:

I. Hospital

Each Ally/Assassin Apprentice on a white space will restore 1+ health cubes to 1+ Assassins depending on the Headquarters' level. The level is indicated on the back of the card located on the top of the Contract deck.

  1. Determine the number of health cubes to give back to the Assassins by checking the brown cards of the Allies/Assassin Apprentices in the Hospital. Any Eliminated Assassin who is healed in the Hospital returns as either Injured or Full Health (if they have recovered all their health cubes) and may take part in the next Memory.
  2. Remove all miniatures from the Hospital.

Allies and Assassin Apprentices do not need to be healed: If they have been Injured or even Eliminated, they will be available with all their health cubes for the next Memory or for the second attempt at a Memory that was failed.

II. Workshop

Each Blueprint card has a manufacturing cost in small black and white cards. If you have placed 1 Blueprint card in the Workshop, you can build the object shown on the Blueprint by paying its cost with Equipment, Reward and Special Equipment cards (made from Blueprints). Note: A Blueprint card that has not been manufactured is not considered as a small card.

  1. Determine the number of cards needed by looking at each brown card of the Allies/Assassin Apprentices in the Workshop. Used cards that bear a permanent-discard icon are permanently removed from the game, those with a discard icon are placed in the Equipment discard pile.
  2. Remove all miniatures from the Workshop.

Once the object is manufactured, flip the Blueprint card: You can now use it.

Example: You have to spend 4 white cards and 3 black cards to build the Flying Machine. Since the players have not placed any miniatures in the Workshop, they decide to permanently discard the Borgia cape and 3 common swords (4 white cards), 2 parachutes and 1 smoke bomb (3 black cards to be returned to the Equipment deck). They now have the Flying Machine!

If you no longer wish to craft the item, put the Blueprint card in the Main Hall.

III. Shop

The Shop allows you to acquire additional Equipment cards. Draw and reveal 4 cards from the Equipment deck (ignore Investigation cards and draw other cards to replace them):

  1. Determine the number of cards to keep by reading the brown card of each Ally/Assassin Apprentice present in the Shop.
  2. Remove all miniatures from the Shop.

Place the Equipment cards thus acquired on the Assassins' boards and/or in the Headquarters' Main Hall.

IV. Command Room

Each Contract card requires a certain number of hits to be completed. These Contracts improve the Headquarters' Level. Reminder: The Headquarters' Level is shown on the back of the card that is on top of the Contract deck. The Headquarters' Level determines the amount of health restored to Assassins and allows them to use more Skill cards.

  1. If this is your 1st attempt at completing the Contract, determine the number of hit dice to roll by reading the brown card of each Ally/Assassin Apprentice in the Command Room. Roll the dice. If the total of hits (Reminder: 1 special symbol counts for 1 hit) is greater than or equal to the value indicated on the Contract card, you have succeeded: Remove the card from the game (permanently). The back of the new card thus revealed indicates the Headquarters' new level. If the total is lower, you have failed: Your Headquarters' level does not increase and the Contract remains face up on top of the deck. If this is your 2nd attempt, the Contract is automatically fulfilled. Reminder: During the Assignment step, enough miniatures had to be placed in the Command Room in order to fulfill the Contract.
  2. Remove all miniatures from the Command Room.

Example: A Contract requires 3 hits to be completed on a first attempt. The players placed 4 Allies without any particular bonuses in the Command Room. They roll 4 dice, the result is 3 hits: That's just enough to complete the Contract!

If the result was 2 hits (or less), the Contract would not have been completed: During the next Assignment step, players should place enough miniatures in the Command Room (for example 3 Allies with no particular bonuses) to automatically obtain 3 hits and fulfill the Contract.

42 — Saving the Game

After each Memory, you can pause your campaign and save the game. If the Memory was unsuccessful, first follow steps 1 and 3 of rule point 6.

In any case, follow these steps:

Assassins. Place the following items from each Assassin board inside a plastic bag:

  • All cards.
  • The 4 action cubes and the remaining health cubes. Important: Put the health cubes you have lost inside the game box (your Character will need to be healed to be able to recover them).
  • Store your miniatures inside the game box.

Headquarters. If you have Headquarters:

  • Store all cards (Allies, Assassin Apprentices, Contract, Equipment, Chest, Blueprints, and Reward) inside the Headquarters save box.
  • Store your Allies' miniatures in the game box.

Map. Place the Event, Chest and Equipment cards in a plastic bag. Store the rest inside the game box.

Additional Rules

43 — Collapse

At the end of the turn in which a collapse occurs, remove the tile indicated in the relevant Memory.

At the end of each subsequent turn, remove all tiles in contact with those previously removed. Also remove those that are no longer in contact with any tile. The miniatures present on each removed tile are Eliminated (Enemies go back to their Reserve). Note: In order to locate the tiles that will disappear, place a warning token on each of them at the beginning of each game turn in which a collapse occurs.

Example: Tile 1 will disappear at the end of the first turn of the collapse, number 2 tiles will disappear at the end of the second turn, etc.

44 — Escort

You will sometimes have to escort an Ally. When 1+ Assassins complete an Objective where they have to escort an Ally, replace the Objective token by the matching miniature.

An Escorted Ally does not have action cubes. They can:

  • Follow any Assassin present on their square each time an Assassin moves or uses a Fast Travel Station (in this situation, remove the Escorted Character from the game).
  • Hide in a Hiding Spot.
  • Be exposed or incognito, under the same conditions as the Assassins.
  • Perform a Coordinated Attack with 1+ Assassins on their square provided there are 1+ dice printed on their character card. Note: The Escorted Ally becomes exposed if an eye icon is present on their card and they may have to incur a fail symbol if required.
  • Go into Critical Condition if they have 1+ health cubes on their card and lose all of them. If no one heals them before the end of the next turn, the Escorted Ally is Eliminated.

They cannot:

  • Climb up to or down from a roof without a ladder;
  • Climb a Tower;
  • Benefit from the special Ability of the Assassin escorting them.

45 — Difficulty Level of the Game

You can choose the game's difficulty level: Normal or Easy. This choice can be made before starting a Memory or even during play.

Normal Difficulty

Apply the game's regular rules. For each 100% Sync won when playing through a Memory entirely in Normal Difficulty, stick the red version of the 100% Sync in the Diary of Memories.

Easy Difficulty

When attacking Enemies, ignore the Retaliation rule for Crossbowmen only. However, for each 100% Sync won by playing through all or part of a Memory in Easy Difficulty, stick the gray version of the 100% Sync in the Diary of Memories.

46 — Optional Memory

Optional Memories will allow you to get 1+ specific Reward cards, a 100% Sync and a second chance to obtain a Chest that you missed before. You will also learn more about the past of your four Assassins.

You always get to choose: Either you play 1 Optional Memory when it is offered to you, or you ignore it for good (in this particular situation, continue the campaign by playing the next Memory).

Set Up

When playing an Optional Memory, continue playing with all the cards and miniatures acquired or unlocked during the campaign (Equipment, Assassins, Events, Guards, etc.).

47 — Time Limit

When a Memory must be completed in a limited number of turns, create an Event deck with a number of cards equal to the specified number of turns. Use this deck to count the number of turns left on that Map and set aside unused Event cards. If you draw an Event card with a ?, use the deck of Event cards that were set aside to determine the direction in which the Enemies will move.

If the Memory does not end once the time limit is reached, play the next turns by drawing Event cards from the deck that was set aside.

48 — Leonardo da Vinci's Machines

  • A Machine can accommodate a maximum of 1 Character. For 0 action cubes, 1 exposed or incognito Assassin on the same square as an unoccupied Machine can climb into it. Exiting it costs 1 action cube: Place your miniature on the Machine's square (perform 1 Detection Test if 1+ Enemies are present).
  • An Assassin who is inside a Machine is incognito. They can only carry out actions specific to this Machine by using their own action cubes. They cannot use their Special Ability, or Skills, and cannot benefit from those of other Assassins.
  • Place as many health cubes on the Machine's card as the number of health cubes written on the card. Similarly to a Boss, a machine loses 1 health cube only when it targeted by an attack with a number of hits at least equal to the number of health cubes remaining on its card. When you remove its last health cube, the Machine is Eliminated (remove it from the Map). If an Assassin was inside, leave their miniature incognito on the square where the Machine was Eliminated (perform 1 Detection Test if 1+ Enemies are present).
  • When an Enemy attack targets a Machine containing an Assassin, all hit dice are allocated to the Machine. If 1+ exposed Assassins are on the square of a Machine that is not controlled by a Guard, the Enemies' hit dice are split equally between the Machine and the Assassins. Note: Enemies never attack a Machine containing a Guard.
  • When a Machine attacks with hit dice and rolls 1+ fail symbols, the surviving Enemies on the target square Retaliate as usual.

Note: A Machine does not occupy a space on a square (4 Enemies can enter it as usual), but the Guard aboard a Machine occupies 1 of the square's spaces.

49 — Restricted Area

In the Campaign Booklet, each square on a Map containing a warning icon is considered a Restricted Area. Any Assassin who enters a square containing a Restricted Area token AND 1+ Enemies automatically becomes exposed (without Detection Test) and the Alert is triggered as usual. Likewise, when 1+ Enemies enter a square with a Restricted Area token containing 1+ Bodies/Assassins/Allies, they become automatically exposed (even if they are in a Hiding Spot) and the Alert State becomes triggered.

50 — Setting Up Two Maps Side by Side

When playing on two Maps side by side, flip the Enemy board to the side with the letters A and B, then place it between the two Maps, with the letter A next to Map A and the letter B next to Map B. Then place the second Alert State token, not-triggered side up, on its dedicated space.

Reminder: The orientation of the Maps is important, make sure you always have both Maps facing north.

Example of a set up with the Enemy board in the middle.

51 — Playing on Two Maps Side by Side

Event Phase

Draw 1 Event card for each Map and apply its effect to the corresponding Map.

Assassin Phase

Assassins use their action cubes as usual.

Enemy Phase

As long as both Maps are in play, reinforcements enter only on the Map pointed by the small white triangle located on the back of the card on top of the Enemy Reinforcement deck. In the example above, the white triangle points to Map B.

Play the Enemy Movement and Combat steps as usual on both Maps.

Reminders: You can use a Fast Travel Station to move to another Fast Travel Station, even if it is on a different Map. Furthermore, the Enemy phase must always be played, even if no Assassin is present on a Map where there are still 1+ Objectives to accomplish.

As soon as one of the two Maps no longer contains neither Objectives nor Assassins, dismantle it as usual (return the Guards who were on it to their Reserve). During each subsequent turn, Reinforcements will enter the remaining Map until the end of Memory.

Note: If an Alert is triggered on one Map it does not automatically trigger an Alert on the other Map.

Icons

  • 1 hit
  • Melee weapon
  • Ranged weapon
  • Exposed Assassin/Ally
  • Headquarters' Workshop
  • Red base
  • Boss
  • Weapon's Special Ability
  • Card to be removed from the game permanently
  • Card to be placed in the discard pile of the same type
  • Special card or token
  • Headquarters' Shop
  • Action cube
  • Health cube
  • Assassin attack die
  • Enemy attack die
  • Detection die
  • Attack Failed (Enemies) / Armor (Assassins)
  • Alert State inactive
  • Alert State active
  • Headquarters' Hospital
  • Hidden Blade
  • Number of Assassins in play
  • Headquarters' Main Hall
  • Escorted Ally
  • Retaliation
  • Headquarters' Command Room or Contract (Contract cards)