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Conquest Princess: Fashion Is Power

Conquest Princess: Fashion Is Power Rulebook

Table of Contents

Table of Contents

  • Missions Overview
  • Tutorial Mission: The Captain Ashii Marooned
    • Mission Objectives
    • Complication
    • Mission Specifics
    • Setup
    • Learn-As-You-Play
    • Let the Rescue Begin!
    • Types of Actions
    • Check for Transformation
    • Blue's Turn (Diagram A)
    • Green's Turn
    • Purple's Turn
    • Red's Turn
    • Starting the Next Round
    • Events!
    • Lock & Load
    • Fashion is Power! Recycle everything
    • Special Tiles: Blast Bad Guys with Style!
    • Victory or GAME OVER?
  • Standard Mission: Pet Rescue
    • Mission Objectives
    • Complication
    • Mission Specifics
    • Battlegrounds
    • T.I.A.R.A. and Battleground Setup
    • Invasion
    • T.I.A.R.A.
    • Mechapede
    • Shooting on a Battleground
    • Filling a Battle Board!
    • Pet Rescue: Mission Board
    • Pets
  • Advanced Mission: The Dark Portal
    • Mission Objectives
    • Complication
    • Mission Specifics
    • Battlegrounds
    • T.I.A.R.A. & Battleground Setup
    • Dark Portal
    • T.I.A.R.A. (The Dark Portal)
    • Planet Assault
    • Damaging Enemies
    • Bad Things
  • Boss Battle: Conquest Princess vs. the Fashion Tyrant
    • Mission Objectives
    • Complications
    • Mission Specifics
    • Battlegrounds
    • Conquest Princess & Battleground Setup
    • Conquest Princess
    • T.A.S.S.R. Beam Attack
    • T.A.S.S.R. Attack Success
    • T.A.S.S.R. Attack Failure
    • Dark Dimension
    • Power Core
    • Crisis: Power Down

Missions Overview

Conquest Princess: Fashion is Power isn't one game, but four. Each mission is a stand alone experience and a universe of fun by itself. As you gather skills and familiarity with the core concepts, Conquest Princess offers you new challenges to move up to.

Take your time, play how you want, and set the difficulty at what's right for you and yours. Each mission is more difficult than the previous one. It's okay to backtrack, improving your skills before moving on.

  • Tutorial Mission: The Captain Ashii Marooned. Save Captain Ashii from space madness! This learn-as-you-play mission will teach the basics for teamwork, game mechanics, and your ship, the T.I.A.R.A. The best way to start your adventures.
  • Standard Mission: Pet Rescue. The Conquest Princess has been stolen with the Pet Co-Pilots inside! Learn the powers of Fashion while juggling the dangers of three Battlegrounds. A challenging Mission for fans of co-op games, only slightly mind-melting.
  • Advanced Mission: The Dark Portal. Race the Conquest Princess to face off against the Fashion Tyrant, Mu-Gahga! Use all the skills you've learned and guide your giant robot across a war-torn sky. The most difficult Mission: attempt if you can lose and still have fun!
  • Boss Battle: Conquest Princess vs. The Fashion Tyrant. Face your greatest foe: a dark-mirror version of the Conquest Princess! All the while, in the power core, the Pet Co-Pilots make terrible sacrifices to keep you in the fight. The Boss Battle plays like an entirely different game. Be prepared!

Tutorial Mission: The Captain Ashii Marooned

Captain Ashii, Hedgehog and Fashion Hunter, has contracted space madness. The minions of Mu-Gahga, the Fashion Tyrant, are invading the system. Rescue Ashii before the Invasion captures him.

Mission Objectives

  • Get Captain Ashii to a fully operational Mendery and Engage its systems to save him.
  • One Agent must Transform to re-ignite the power core.
  • No matter what the mission, you can only lose if you run out of Power. Remember, in Conquest Princess, Fashion is Power! Running out of things to wear means GAME OVER.

Complication

  • The T.I.A.R.A. took heavy damage upon arrival, and Mu-Gahga's minions have already boarded. We're dropping you in the middle of the action.
  • Ashii is defenseless! If Ashii takes damage, it will Disrupt the timeline.

Mission Specifics

  • Titan Tile: If you damage an Enemy with the Titan Tile, you may immediately gain a Power Cube.

Setup

T.I.A.R.A. & Battleground Setup

  1. Invasion set up to the left of the T.I.A.R.A. showing Battle Boards B, D, E, 3, A. Captain Ashii on the planet (see Diagram 1).
  2. All Ship Sectors Critically Damaged except Comms. Ship Sector markers for Critically Damaged areas are placed near the Side Board. Place the Comms Ship Sector Marker Undamaged-side-up on the Comms on the H.A.L.O.
  3. Four available Power Cubes on the H.A.L.O. Additional Power Cubes are placed on the Side Board and out of play.
  4. Place the Power Deck on the H.A.L.O.
  5. Fast Fashion - Remove Crises and place them on the Side Board. Place the remaining Fashion Cards on the T.I.A.R.A.
  6. Hit Tiles on Breach Points.
  7. Minions on Breach Points.
  8. Tutorial Mission Event Deck in order according to the number in the bottom right corner. Place 1 and 2 on Telemetry and the rest facedown with the lowest number at the top of the deck.
  9. Place two Danger Tokens on the Danger Level on the T.I.A.R.A. Place the remaining Danger Tokens on the Side Board.
  10. Agents on the T.I.A.R.A., in the sectors matching their colors.
  11. Put the Special Tiles (Mend, Titan, Power Up) on the H.A.L.O.
  12. Bag of Destiny contains: 10 Hit, 5 Miss, 4 Critical Fail.
  13. The remainder of the Tiles should fill the Side Board.

Standard Player Board Setup

  1. Each player takes the Wrist Blaster that matches their Agent's color.
  2. Place 4 Action Coins in the Load area.
  3. Place the Transformation Sequence matching the color of the Wrist Blaster sequence-side-up so that the action icons are showing.
  4. Place 2 Armor Patches in the AP area of each Wrist Blaster.
  5. Each player takes their matching color Fashion Plate.
  6. Place the Core Suit matching your Agent color non-Super-Side-up in the center of your Fashion Plate.
  7. (Suggested) Play order for the Agents should be Blue as first Lead Agent, then Green, Purple, and then Red. a. Give Blue the Lead Agent Badge.
  8. Place everything else back in the box. Remaining items will not be used for the Tutorial Mission.

Solo Setup: When you're adventuring solo, line up the Agents left to right in the order you want them to go. Reposition the H.A.L.O. to make it easier to reach.

Learn-As-You-Play

The Captain Ashii Marooned is written as a learn-as-you-play tutorial Mission. Players should sit down based on the color of the Agent they want to play. You will be given very specific directions for the first three Agents to teach you some basics. The goal is to learn about your Core Suits, the power of Fashion & Friendship and how to spend your Action Coins every turn.

Let the Rescue Begin!

Lead Agent: Every round of Conquest Princess starts by determining a Lead Agent (See Instruction Book, pg 8). In the first round, you may choose who goes first. For this learn-as-you-play, let's pick the Blue Agent.

You always skip the Events Phase in the first round of a Mission, so let's go right into the Action Phase. Every round, each player will take all of the steps in their Action Phase before play moves onto the next player.

The first step in a player's turn is Lock & Load (IB, pg 11), but we skip this step in the first round of any Mission.

An Agent's second step is Starter (IB, pg 11): Some Fashion items give you a special free action at the beginning of your turn called a Starter. You may only use one Starter each round.

Blue has a Starter as part of their Core Suit. Use it to take a Power Cube. Place the Power Cube on your Wrist Blaster.

Next is Take Action (IB, pg 11): You will spend all your Action Coins before the next player goes. Action Coins are used on your Action-o-Meter and are spent from left to right. Each action breaks down the following way:

  1. Using your Action-o-Meter, slide the Coin down to the Action you want to perform.
  2. Perform the Action, taking any modifiers from Fashion.

Turn Summary

  1. Lock & Load: Reset your Action Coins.
  2. Starter: Pick one Starter (if available).
  3. Take Action: Spend Action Coins and use Fashion!
  4. Check for Transformation: See if you're able to reach your ultimate form.

Types of Actions

1. Move. In this Mission, you can do one of the following things with a Move action:

  • Move your Agent into an adjacent Ship Sector.
  • Move a Tile, returning it to the Bag of Destiny from the Sector you're in.

Have Blue take a Move Action to put the Hit Tile from the Breach Point in the Wardrobe back into the Bag, then have them take another Move Action to join Red in Comms.

2. Shoot. Blast away with your personal weapons:

  • With the Standard Blaster, you may only Shoot Enemies in the same Ship Sector.
  • When you Shoot, you pull a Tile from the Bag and do the following:
    • If it is a Hit: Congrats, that's one crispy evil-doer! Return the Minion to the Side Board, replacing it with the Hit Tile you just drew.
    • If it is a Miss: Darn! Place the Miss Tile at the top of your Action-o-Meter above the Action Coin you slid down to take this Shoot Action.
    • If it is a Critical Fail: Holy Mother of the Galaxy, you've just been shot by the baddies! Remove an Armor Patch and place the Critical Fail on the Action-o-Meter above the Action Coin you just slid.

Fashion & Friendship: Sharing is Caring. You may use ANY Fashion items of Agents with whom you share a space, but be sure to get permission! You can't just borrow things without asking. Get ahead of the Enemies by starting or ending your turn with a friend. It gets lonely out in space.

Have Blue take a Shoot action with the help of Red's Core Suit! Draw two Tiles from the Bag at the same time and choose one, returning the other back to the Bag. If you Miss or Critical Fail, Shoot again, and then pass the Bag to the next player.

3. Engage. Activate one of the special powers of the space your character currently occupies:

  • You may not Engage if there is an Enemy in your Ship Sector.
  • Ship damage can make some abilities unavailable.
  • A space can have no or multiple Engage abilities but you may only choose one per Action Coin.
  • Engaging ends the Take Action step of your turn. Leave unspent Actions Coins in your Load area.

If you successfully cleared Comms of the bad guys, have Blue Engage, activating that Ship Sector's special ability. Comms has a Status (IB, pg 29), an ongoing effect that is active all the time (no actions required), and an Engage that puts all the Tiles from the Breach Points back in the Bag.

The Final Column. The final column on your Action-o-Meter can be used by spending a Power Cube. Slide the Power Cube down the column to the action that you want to perform. Power Cubes spent in this way are returned to the Titan Field on the H.A.L.O. during that Agent's next Lock & Load.

Hold on to that Power Cube. If you collect enough Power Cubes and do your Transformation Sequence, you will Transform (which is one of the Mission Objectives).

Check for Transformation

The final step during an Agent's turn is Check for Transformation. Go super suit! In this step, you check to see if you meet the requirements to Transform:

  • Have four Power Cubes.
  • The Coins on your Action-o-Meter line up with your Transformation Sequence.

If you meet both conditions, your Core Suit must Transform to its ultimate form. Do the following:

  1. Set the Stage! Return your four Power Cubes.
  2. Burst of Light! Flip your Core Suit to the Super Side.
  3. Recovery! Return all Armor Patches to your Wrist Blaster.
  4. Stitch Up! Remove any Wardrobe Malfunctions from your Fashion Plate.
  5. Optional: Strike a Pose! Describe how you imagine your Transformation Sequence so everyone may celebrate!
  6. Go All Out! Perform your Transformation Super Action.

Blue's Turn (Diagram A)

Starter: Blue takes a Power Cube. Move: Blue Moves a Hit to the Bag. Move: Blue Moves to Comms, shares Red's Core Suit. Shoot! Engage: Comms' Engage puts all Tiles back in the Bag.

Green's Turn

It's now Green's turn in Engineering. They should have the Bag of Destiny. Hopefully, Blue was able to fill the Bag, returning the Tiles from the T.I.A.R.A. Either way, let's start blasting. Take a Shoot action. If you Miss or Critical Fail, just Shoot again! When in doubt, blast it out. If you Hit, use a Move Action to put a Hit back in the Bag from Engineering, then Engage to activate Engineering.

Ship Damage & Repair. In the Tutorial Mission, the T.I.A.R.A. starts heavily damaged. Ship damage limits your options and adds negative Status effects. Check the H.A.L.O. for the current condition of that Ship Sector. You will need to effect repairs to meet your objectives!

The T.I.A.R.A. is a living ship! All Repairs happen by Engaging in Engineering:

  • When repairing Critically Damaged Sectors: find the Sector marker from the Side Board and place it Damaged-side-up, covering the red Critical Damaged warning on that sector.
  • When repairing Damaged Sectors: flip the Damaged marker to its Undamaged side.

Engineering is Critically Damaged, so the only Engage it currently has is to Repair Engineering. Have Green Engage to repair Engineering. Find the Engineering Ship Sector marker by the Side Board and place it Damaged-side-up, covering the red Critical Damaged warning on that spot on the H.A.L.O.

Normally, an Engage would end the Agent's turn. But because of the power of Fashion, Green's Core Suit allows them to continue after the first Engage. So... Engage again! Now that Engineering is Damaged rather than Critically Damaged, you have more options on where you are able to Repair. You may choose to Repair any Ship Sector adjacent to Engineering: Teleporter, Mendery, or Wardrobe. Repair the Teleporter. With all of Green's Action Coins spent, time to move on to Purple.

(Diagram B, Green's Turn: Shoot: Green pulls a Hit! Move: Green Moves a Hit to the Bag. Engage: Engage to repair. Engage: Engage again using Core Suit!)

Purple's Turn

It's Purple's turn! Start by Shooting the Enemy in the Mendery. If you're successful, Move to Engineering, Engage to Repair the Teleporter again with Green's help, and Move back to the Mendery.

Teleporting. The Teleporter must be repaired on the T.I.A.R.A. for it to work. Once repaired, you may choose Teleport as an Engage in any area with a Teleporter symbol. The Core Function of Purple's suit is tied to the Teleporter: any space she is in has a Teleporter Engage.

Engaging the Teleporter:

  1. Engage in a Teleporter Space.
  2. Choose any Agent ANYwhere.
  3. Place that Agent on ANY Space.
  4. That Agent Draws Fast Fashion.

Teleporter Damage limits the ability for Agents to Teleport (IB, pg 18). If you are Teleporting a different player's Agent, be sure to get consent. Consent is not optional.

Captain Ashii is infected with space madness and can't be touched. The only way to relocate him is using the Teleporter. Engage to pick him up and place him on a space.

Since Purple's Core Suit Function adds the Teleporter Engage to any space they occupy, getting Captain Ashii to the Mendery requires Purple to be in the Mendery and for the Teleporter to be Undamaged.

(Diagram C, Purple's Turn: Shoot: Purple Shoots the Minion in the Mendery. Move: Purple Moves to Engineering. Purple asks if she can borrow Green's Core Suit ability. Engage: Purple Engages to fix the Teleporter again. Move: Purple Moves to the Mendery.)

Red's Turn

On Red's turn, you've got some options: if the T.I.A.R.A. is free of Enemies, go help repair. If not, go blast them! Nobody tells Big Red what to do; enjoy the freedom.

Starting the Next Round

Every round in Conquest Princess starts with Determine Lead Agent, followed by Events.

Determine Lead Agent. Look at the Load area on each Wrist Blaster. Count the number of Tiles and Action Coins. The Agent with the least is Lead for the round. In case of a tie, the players may decide which of the lightest Loads is Lead Agent. Pass the Lead Agent badge to the new Lead Agent.

Events!

Choose the form of the Destructor. The T.I.A.R.A. is a living time-space ship that can see and alter the future. The possible futures are laid out on the Telemetry section of the H.A.L.O. During Events, the Lead Agent picks which terrible future to enact. The number of cards in Telemetry is determined by the Status of Comms.

Each Battleground has a set of symbols that correspond to the Enemies' Actions. Perform the Enemy Actions in this order:

  1. Start with the top-most icon in the left-most section.
  2. Execute any remaining icons from top to bottom.
  3. Move to the next section and repeat from the top down.
  4. Disintegrate the card if instructed to (move to the Side Board).

For the Tutorial Mission: The Captain Ashii Marooned

  • Enemies Attack: All Enemies attack!
  • Flip: The Enemies move towards the planet! Take the Battle Board closest to the planet and move it to the top. Flip it over and then move all of the Battle Boards down to fill the gap.
  • Breach: Add a Minion standee to the indicated Breach Point.

Our two Event card options are "Protect Ashii!" and "Ashii Under Fire!"

If you choose "Protect Ashii," all the invaders fire directly downward towards the planet (Enemies Attack), then move closer (Flip). After that, on the T.I.A.R.A., you'll spawn Minions on Breach Points.

If you choose "Ashii Under Fire," the Enemies will move down (Flip) and then attack. After that, on the T.I.A.R.A., you'll spawn Minions on Breach Points.

Lead Agent, choose an Event. Warning: One of these is MUCH worse than the other.

The Enemies Attack! Take a Disruption. The Enemies Attack symbol means each Enemy on that Battleground executes their attack. When Enemies attack on the Invasion, each invader shoots down directly, doing one point of damage to any Agents below them. The ones above defenseless, space-madness-filled Ashii will blast him. Oh no!

Lucky for us, our time-space ship has the ability to alter reality. Whenever the T.I.A.R.A. has to step in to prevent a tragedy or correct some other kind of paradox, that's called a Disruption.

When you take a Disruption do the following:

  1. Check the Danger Level.
  2. Disintegrate a number of Power Ups from the Power Deck equal to the Danger Level. Place these cards on the Side Board and out of play.
  3. Add a Danger Token to the Danger Level.

Each time the T.I.A.R.A. must step in, it drains the Power Deck. The Power Deck is filled with our most powerful Fashion Items and if it ever runs out, the timeline resets and it's GAME OVER.

If you chose "Protect Ashii" you would take one Disruption disintegrating 2 Power Ups and raising the Danger Level to 3. Afterward, the Enemies would move down.

If you chose "Ashii Under Fire" the Enemies move down first, revealing even more invaders! You will take 3 separate Disruptions, one for each invader who blasted him! That's 9 Power Ups total and a final Danger Level of 5. (Diagram 6: 1 Disruption = 2 Power Ups Disintegrated; 3 Disruptions = 9 Power Ups Disintegrated.)

Other potential Disruptions include avoiding the death of an Agent, destruction of your ship, falling off the edge of time-space into the void, or Mu-Gahga's forces taking a planet.

Breach Points! Enemies on the T.I.A.R.A. Breach Points are where Enemies force their way through the shields. When a number comes up in the T.I.A.R.A. section of an Event, place an Enemy from the Side Board onto the Breach Point with the corresponding number.

  • If a Tile is on that Breach Point, return it to the Bag!
  • If an Enemy is already in that space, pick an adjacent spot for them to spawn on (a number that is either one higher or lower than the number indicated or 0 which is adjacent to everything). If that also has an Enemy, then keep going around until you find the closest open spot.
  • If there are no open spots for Enemies, then take one Disruption (pg 20) per Enemy you are unable to spawn.

Fill the Breach points indicated by the Event Card you chose! Then we move onto the Lead Agent's Turn.

Lock & Load

Each Agent begins their turn by clearing their Load area and Locking Tiles, following these steps:

  1. Return: Return any Tiles Locked in the previous round from your Load to the Bag of Destiny. Also return any Power Cubes spent in the Final Column of your Action-o-Meter to the Titan Field on the H.A.L.O.
  2. Lock: Optionally, Lock any Tiles. Place the Action Coin from that column on top of any Tiles there. This means you will have fewer actions this turn. If you Locked one or more Tiles, take a single Power Cube from the Titan Field.
  3. Reload: Load Action Coins, returning them to the top of the Action-o-Meter.

Fashion is Power! Recycle everything

An Agent must Transform to beat the tutorial, which means you must get all 4 of the Power Cubes onto one Wrist Blaster. The three ways to get Power Cubes are:

  1. Starters or other Fashion abilities that allow an Agent to take one.
  2. Locking Tiles during Lock & Load.
  3. Disintegrating a Fashion Item for a Power Cube (IB, pg 25).

Special Tiles: Blast Bad Guys with Style!

When Undamaged, three Ship Sectors have the Engage ability to launch special Tiles into the Bag of Destiny. All three count as a Hit when drawn while attacking an Enemy. In addition, they have the following abilities:

  • Mend: When drawn, you may return Armor Patches to your Wrist Blaster or to the Wrist Blaster of an Agent in your space. The value depends on the Status of the Mendery: 2 if it is Undamaged, 1 if it is Damaged, 0 if it is Critically Damaged.
  • Titan: These have Mission-specific effects. In the Tutorial you MAY take a Power Cube.
  • Power Up: When drawn, if the Wardrobe is not damaged, you may Power Up! For more on Power Ups, see IB, page 25.

Victory or GAME OVER?

Either complete the mission objectives or keep trying until you run out of things to wear. If the Event Deck runs out, take a Disruption for each card you cannot refill in Telemetry then move onto the Action Phase.

The only way to lose in Conquest Princess is if you run out of Power Ups from the Power Deck. If you ever need to Disintegrate a card from the Power Deck and there are no cards remaining, the T.I.A.R.A. resets the timeline and GAME OVER.

Standard Mission: Pet Rescue

The rescue of Captain Ashii is the start of a legendary epic! But danger still lurks, even though an Agent transformed and ignited the power core on the T.I.A.R.A. That was all part of the Fashion Tyrant, Mu-Gahga's plot! As the Agents gate into the next sector, they discover Captain Ashii's space madness has infected the ship, temporarily paralyzing her. As they rush to restore power, the Tyrant's minions do the unthinkable: they steal the Conquest Princess, your Giant Robot. Luckily, the Pet Co-Pilots were on board doing maintenance, and they enacted the Epsilon Protocol, reducing the giant robot to her elemental components but trapping themselves inside!

Mission Objectives

  • Recover all the elemental Components (Objective Dice) and rebuild the Conquest Princess.
  • Rescue all the Pet Co-Pilots.

Complication

  • You must start collecting Components at the bottom row. After the first die is collected, each Component must connect to one that was already collected on the Mission Board.
  • The Invaders taking the planet or the Mechapede overflowing the moon with Goo will Disrupt the timeline.
  • No matter what the mission, it is only GAME OVER if you run out of Power.

Mission Specifics

  • To recover the parts of the Conquest Princess, you must use Move and Shoot actions to collect the Component Dice.
    • Use a Move action to pick up Components resting in spaces. You may only pick up Components on the space your Agent is in.
    • Use a Shoot action to recapture Components held by the Enemy. Warning: You can't Shoot Enemies holding Components that you can't collect. The Pets are still trapped inside! (pg 13)
  • Titan Tile: When an Agent hits an Enemy with the Titan Tile, you may immediately take a Power Cube.

Battlegrounds

Every mission in Conquest Princess is fought across 2-3 battlegrounds and has a unique Event Deck. Each Battleground comes with special rules and iconography. The Battlegrounds for Pet Rescue are: the Mechapede, the T.I.A.R.A., and the Invasion.

T.I.A.R.A. and Battleground Setup

  1. Invasion and Mechapede (See Diagram 2. Invasion to the left and Mechapede to the right of the T.I.A.R.A.)
  2. All Ship Sectors Fully Functional.
  3. Eight Power Cubes on the H.A.L.O.
  4. Fast Fashion and Power Up decks on the H.A.L.O. and T.I.A.R.A. Two faceup Power Ups on the Power Line.
  5. Pet Rescue Event Deck. a. Remove "The Tyrant Roars." Place it facedown in the Events area on the H.A.L.O. b. Place two random, non-Crisis Events in Telemetry 1 and Telemetry 2. c. Shuffle the remaining cards. Place the shuffled deck on top of "The Tyrant Roars."
  6. Two Danger Tokens on the Danger Level on the T.I.A.R.A.
  7. Component Dice on their matching die icons on all three Battlegrounds. Three Purple dice on the Side Board (12 unused dice returned to the box).
  8. Pet Co-Pilots randomly placed facedown at the top of the Mission Board.
  9. Agents on the T.I.A.R.A., in the Teleporter.
  10. Place a Minion on Breach Point (*).
  11. Bag of Destiny contains: 15 Hit, 5 Miss, 4 Critical Fail.

Standard Player Board Setup: See Tutorial Mission Guide, pg 8.

Solo Setup: When you're adventuring solo, line up the Agents left to right in the order you want them to go. Reposition the H.A.L.O. to make it easier to reach. Orient the Battlegrounds with their bottoms closest to you.

Invasion

With the Conquest Princess broken and scattered, Mu-Gahga sets loose her invading hordes. Her goal: take the planet and hold it hostage, forcing your surrender. You must not let a single Invader reach the surface! Worse still, some of the Princess's Components have fallen into the clutches of the horde! Watch your fire.

Special Rules. Agents must stay on the bottom row within the planetary shield.

The Planetary Defenses. The Planetary Defenses are essential to stopping the Invasion! They assist in attack, defense, and mobility.

  • Engage: If you're in a Planetary Defenses space, you may Engage to activate it. This is an Engage action, not a Shoot! When you Engage the Planetary Defenses, pull two Tiles simultaneously and resolve BOTH in any order. You must blast the closest Enemy in the column first. Prevent any damage from Critical Fails when resolving Planetary Defenses! Misses and Critical Fails are still placed on that Agent's Load Area. This means more than one Tile could be stacked in a single Load square.
  • Teleporter: Every Planetary Defenses space also is a Teleporter space. If an Agent Engages, instead of firing the Planetary Defenses, they may choose the Teleport action instead (see Instruction Book, page 18).
  • Defense: When Enemies attack during the Invasion section of an Event Card, all damage to Agents is prevented in Planetary Defenses Spaces. This does not apply to Crises.
  • Shoot: You may NOT take an unmodified Shoot action from a Planetary Defenses space. Consider yourself inside a fortified space bunker. Fashion items and Pet Co-Pilots that alter firing direction or origin may still be used to Shoot from Planetary Defenses spaces.

Invasion Event Deck

  • Enemies Attack: ALL Invaders fire, damaging Agents NOT in a Planetary Defenses space. Count the number of undamaged Invaders above the Agents; they do that much damage collectively to the Agents in that square. Agents may divide the damage between them how they see fit.
  • Check Planetary Defenses: If the Planetary Defenses are centered, push them in the direction of the arrow one space. If the Planetary Defenses are off-center, push them back to the center.
  • Flip: If the Battle Board above the Planetary Defenses is empty, move it to the top and flip it over to the side with Invaders. Slide all the Invaders down. Add any Component Dice from the Side Board (not the Mission Board) as indicated. If the board is NOT empty, instead of moving the Invaders down, take a Disruption for EACH undamaged Invader, one at a time, until all undamaged Enemies are accounted for.

Example A, Flipping & Filling: Kim chooses the "They're Coming!" Event Card from the H.A.L.O.'s Telemetry. Executing the Battlegrounds in order, she flips the Battle Board above the Planetary Defenses and places it at the top of the Battleground. She slides all of the Invasion Battle Boards down toward the planet and places the B and D Component Dice in the revealed locations in the top row.

T.I.A.R.A.

With the Pets enacting the Epsilon Protocol, the Power Core comes back online, the H.A.L.O. deploys, and Telemetry begins to broadcast warnings. Mu-Gahga's minions, clad in their fashion worst, pour through temporal breaches. Worse still, the planet below and its red moon are calling for immediate assistance.

T.I.A.R.A. Event Deck

  • Breach Point: place an Enemy from the Side Board onto the Breach Point with the corresponding number.
    • If a Tile is on that Breach Point, return it to the Bag!
    • If an Enemy is already there, pick an adjacent spot for them to spawn on (a number that is either one higher or lower than the number indicated, or 0, which is adjacent to everything). If that also has an Enemy, then keep going around until you find the closest open spot.
    • If there are no open spots for Enemies, then take one Disruption (Instruction Book, pg 22) per Enemy you are unable to spawn.
  • Enemies Attack: All Minions on the T.I.A.R.A. attack.
    • If there are any Agents (including Ashii) in the same Sector as a Minion, that Agent removes one Armor Patch per Minion.
    • If there is no Agent in the Sector, the sector itself takes the damage.
      • If the Sector is Fully Functional, flip its tile to Damaged.
      • If the Sector is Damaged, remove the tile to show Critically Damaged.
    • If the Agent doesn't have enough Armor Patches, or the sector is already Critically Damaged when a damage has to be assigned, take one Disruption for each damage that can't be resolved.

Mechapede

The red moon is of critical strategic importance for the sector! Mu-Gahga set loose her most terrible Mechapede to claim the moon for its nest. You must stop it from drowning the moon in Semi-Sentient Goo. Worse still, the Mechapede wasted no time gobbling up Component pieces of the Conquest Princess!

Special Rules. Agents must stay on the bottom row within the planetary shield. Additionally, when you damage a section of the Mechapede, immediately shift that Battle Board one space in the direction of the arrow connected to the Hit Box you placed your Hit. If you fill all Hit Boxes on a Battle Board, flip it to its empty side, returning all those Tiles to the Bag. Bingo!

If you enter a space filled with Goo, the only available action is to Move to remove it. You may take no other actions until you do, it's that gross.

Engage: Wriggle. The Mechapede is attracted to the Titan energy in your Core Suits. You may thump the ground, causing the Mechapede to Wriggle. Shift one Mechapede Battle Board one space left or right.

Example B, Wriggling the Worm: Graham wants to collect the Component Die. They use an Engage action to slide the Mechapede's third row right, opening up a hole for them to use a Shoot action. Luckily, Graham is playing the Green Agent, so that Engage didn't end Green's turn!

Mechapede Event Deck

  • Enemies Attack: Starting with the head closest to the planet, drop a Goo Cube onto the surface from each head that isn't filled with Hits.
    • If the space is empty, place the Goo Cube there.
    • If the space has one or more Agents, Agents negate the Goo but collectively take one damage. You may allocate where the one damage goes.
    • If the space already has Goo, Agents may choose which adjacent empty space the Goo falls, filling that space instead or damaging an Agent there.
  • Writhe: Shift EVERY Mechapede Battle Board one space back towards center, if off center.
  • Respawn: Remove all Tiles from all Mechapede heads and return them to the Bag.

Shooting on a Battleground

You may only Shoot at Enemies directly above you in your Agent's current column. The Enemy's phase shields prevent damage from other directions.

You may not Shoot through Enemies. If there's an empty Hit Box, you must blast that Enemy before you can Shoot the ones behind it.

  • If a Hit Box is filled with a Hit, you're clear to Shoot the next Enemy in the column.
  • If the Mechapede has repositioned, you may Shoot through empty spaces.

To collect a Component Die from an Enemy who has one, all you need to do is blast them, but you can't damage an Enemy whose Component you cannot place on the Mission Board. Any damage that would be put on an Enemy protected this way is considered a Miss instead. Place that Tile on the appropriate column of your Action-o-Meter.

Reminder: Your first Components must be from the bottom row. Subsequent Components collected must connect to dice you have already collected on the Mission Board. (Diagram 5: Placing Dice on the Mission Board.)

Filling a Battle Board!

If you ever fill a Battle Board completely with Tiles during this Mission, flip it over, returning all those Tiles to the Bag. Victory!

Note: Flipping a Battle Board will prevent the Mechapede from Respawning.

Example C, Filling a Battle Board: Evan came in blasting and filled an Invasion Battle Board with Hits. Since the Battle Board is full, it flips, staving off the Invasion for a little longer. Evan returns all of the Tiles on that Battle Board to the Bag.

Pet Rescue: Mission Board

The Mission Board is where the Elemental Components of the Conquest Princess go when you collect them.

If you collect every Component in a column, you rescue that Pet! The Agent who collects the last Component chooses which of the compatible Agents the Pet partners with for the rest of the Mission.

If you collect every Component in a row, the Agent who collects the last Component is rewarded the following:

  • Power Up: That Agent Powers Up.
  • Teleport: Pick any Agent and immediately Teleport them if able.
  • Heal: Pick any Agent and Heal them equal to the Mendery's heal value.
  • Fast Fashion: That Agent draws a Fast Fashion.

If you collect any of the Green Components, you Reveal the Pet in that column of the Mission Board. This allows you to strategize and allows interaction with some Fashion items, like the Quantum Leashers.

Pets

The Pet Co-Pilots are one with the Titan Field, the infinite energy of possibility, which powers your ship, the T.I.A.R.A., and is woven into the Fashion Items! This allows them to alter reality for your benefit. They are choosy about their partners, however, and won't work with just anyone. If you are awarded a Pet Co-Pilot that has no compatible Agents left, you may place it on the remaining Agent. But nobody's happy about it.

Each Pet has an ability that only works for the Agent they are paired with. Pets are not Fashion! Unlike Fashion Items, Agents cannot share Pets.

Temporal Hazard!

Proceed with caution: The Fashion Tyrant is even more dangerous when cornered. The Dark Portal is MUCH more difficult. Proceed only when you are ready for a more menacing challenge.

Advanced Mission: The Dark Portal

Temporal Hazard: If any of your team have not yet experienced the Pet Rescue Standard Mission, we suggest that, for maximum success, you do not punish them with this mission... yet.

As the Agents of T.I.A.R.A. celebrate the return of the Pet Co-Pilots, the Fashion Tyrant, Mu-Gahga, retreats to the Dark Dimension, wary of facing off against a rebuilt Conquest Princess. She sends out her minions to cover her escape as the Dark Portal slowly closes. The Agents must charge through her armada and reach the Dark Dimension before it disappears. With the death of her doom-machine, the Mechapede, its semi-sentient, mechanovirus-infected goo slinks off to all corners of the system. Squeezing through the crystalline seams of the T.I.A.R.A., one Mechanovirus Blob coagulates in the Teleporter. Planetside, Butt Blasters and Infectorpions take aim at the T.I.A.R.A.

Mission Objectives

  • Get the Conquest Princess to the Dark Portal.
  • Clear all Blobs from all boards.

Complication

  • Beware: damaging a Blob will split them, spreading the menace out in all directions.
  • Enemies that reach the T.I.A.R.A. will attack it directly.
  • The battlefield changes quickly, and the Conquest Princess and the Agents must keep up. If any are left behind on a Battleground, it will Disrupt the timeline.
  • Goo Cube infections on the T.I.A.R.A. are permanent and cannot be removed. These infections will spawn Blobs.

Mission Specifics

  • Agents and the Princess may move orthogonally in any direction. You may C.R.A.S.H. into Enemies (Instruction Book, page 14), but you may not occupy the same space as an undefeated Enemy.
  • The limitations for Shooting are the same for ALL Standard and Advanced Missions: You may only Shoot at Enemies directly above you in your Agent's or the Princess's current column. You may not Shoot through Enemies.
  • Titan Tile: If you damage an Enemy with the Titan Tile, you may immediately reveal the top Pet Co-Pilot and partner them with an appropriate Agent.

Battlegrounds

The Battlegrounds for The Dark Portal are: the Dark Portal, the T.I.A.R.A., and Planet Assault.

T.I.A.R.A. & Battleground Setup

  1. The Dark Portal and Planet Assault (See Diagram 6. Dark Portal to the left and Planet Assault to the right of the T.I.A.R.A.). a. Place the Conquest Princess on the "START" space of the Dark Portal. b. Place the mini-Conquest Princess Cockpit near the Dark Portal Battleground with 2 Critical Fail Tiles on it. c. Place the 2 Smart Bombs near the Planet Assault Battleground. d. Place the blue, green, and purple dice on the Side Board.
  2. All T.I.A.R.A. Ship Sector Markers fully functional.
  3. Eight Power Cubes on H.A.L.O.
  4. Fast Fashion and Power Up decks shuffled and on the H.A.L.O. Two faceup Power Ups on the Power Line.
  5. Advanced Mission Event Deck. a. Remove "The Tyrant Roars." Place it facedown in the Events area on the H.A.L.O. b. Place two random, non-Crisis Events in Telemetry 1 and Telemetry 2. c. Shuffle the remaining cards. Place the shuffled deck on top of "The Tyrant Roars."
  6. Two Danger Tokens on the Danger Level on the T.I.A.R.A.
  7. Pet Co-Pilots shuffled facedown between the Wardrobe and Engineering.
  8. Agents on the T.I.A.R.A., in the Teleporter.
  9. Place a Minion on the Breach Point marked with the Breach icon.
  10. Place a 4 Blob (4-pip green die) on the same Breach Point.
  11. Place a Goo Cube in the Teleporter.
  12. Bag of Destiny contains: 15 Hit, 5 Miss, 4 Critical Fails.

Standard Player Board Setup: See Tutorial Mission Guide, pg 8.

Solo Setup: When you're adventuring solo, line up the Agents left to right in the order you want them to go. Reposition the H.A.L.O. to make it easier to reach. Orient the Battlegrounds with their bottoms closest to you.

Dark Portal

Having reassembled the Conquest Princess, the Pet Co-Pilots do their thing, taking their places in the Pet cockpits. Agents hang onto the outside of the giant robot, pointing the way as she marches toward the Dark Portal. As they zoom, they blast anything that can, knowing any enemies they let slip by will attack the T.I.A.R.A. Worse still, the amethyst Blob spins toward the T.I.A.R.A., seeking to conjoin with its emerald sibling to end the timeline.

Special Rules

Agents: Agents in this Battleground may either be on the Conquest Princess, giving it directions or they are floating in space blasting away with personal weapons.

  • Move: Agents taking the Move action outside of the Conquest Princess may move one space in any orthogonal direction, or they may C.R.A.S.H. one space to any orthogonally adjacent space.
  • Shoot: Agents can Shoot the closest target in the column of Enemies above them, whether Shooting from the Conquest Princess or when outside of the Conquest Princess.

Conquest Princess: The Conquest Princess must be occupied by an Agent in order to perform any actions:

  • Move: Agents taking a Move action may either Move the Conquest Princess one space to any orthogonally adjacent empty space, or exit the Conquest Princess altogether and move themselves one space. Agents can also C.R.A.S.H. into orthogonally adjacent Enemies, whether using the Conquest Princess or when outside of the Conquest Princess. If you are on the Princess's space, pick up your Agent and move them to the mini-Conquest Princess Cockpit.
  • Taking Damage: If you Move to C.R.A.S.H. and the Conquest Princess takes damage, remove a Critical Fail from the mini-Conquest Princess Cockpit and add it to the Bag of Destiny. If there are no Critical Fails left, take a Disruption instead. If you Shoot, Agents take damage as normal.
  • Engage, Conquest Cannons: On the Conquest Princess, you may Engage to fire the Conquest Cannons. When Engaging the Conquest Cannons, pull two Tiles simultaneously and resolve BOTH in any order. You must blast the closest Enemy in the column above you first. Additionally, prevent any damage from Critical Fails when resolving Conquest Cannons! Misses, Temp Misses, and Critical Fails are still placed on that Agent's Load Area. This means more than one Tile could be stacked in a single Load square.
  • Teleporter: The Conquest Princess is also a Teleporter space. If an Agent Engages, instead of firing the Conquest Cannons, they may choose the Teleport action instead. When Teleporting to the Conquest Princess, place the Agent on/near the mini-Conquest Princess Cockpit.

Dark Portal Event Deck

  • Double Headers (Enemies Attack): All undefeated Double Headers fire a Danger Token (even if they have one damage). Place a Danger Token in the closest available space in that column towards the T.I.A.R.A.
    • If a Danger Token would spawn on an Agent or the Conquest Princess, take a damage instead.
    • When a Danger Token spawns on a defeated Enemy's Hit Box, replace the Hit Tile, returning it back in the Bag.
    • If you are unable to place the Danger Token because all spaces are full with living Enemies, add it to the Danger Level instead.
    • Danger Tokens spawned in this way are considered Enemies and may be targeted normally.
  • Flip: If the board closest to the T.I.A.R.A. contains the Princess, Blobs, and/or any Agents, do not Flip. Skip this step and take a Disruption instead for each.
    1. If there are any undamaged Enemies on the bottom Battle Board when it flips, they trigger Bad Things based on the type of Enemy (pg 28)!
    2. Once the Bad Things are resolved, remove any Tiles and return them to the Bag of Destiny.
    3. Move the bottom Battle Board to the top and flip it over (see Diagram 9).
    4. Add a die if it is revealed on the flipped board.
    5. Slide the whole Battleground closer to the T.I.A.R.A.

T.I.A.R.A. (The Dark Portal)

Triggered by the death of the Mechapede and Ashii's space madness, the goo coalesces into virulent emerald Blobs! As they multiply and spread, they flood into the crystalline cracks of the T.I.A.R.A., destabilizing the ship and the timeline. Worse still, on top of the regular breaches by Mu-Gahga's Minions, enemies on the planet below set their sights on the ship.

Special Rules. Blobs: for damaging Blobs, see Damaging Enemies below.

T.I.A.R.A. Event Deck

  • Enemies Attack: All Minions on the T.I.A.R.A. attack. Blobs do not attack.
  • Breach Point: Spawn a Minion onto the Breach Point with the corresponding number (for more details, see pg 10). Blobs fill Breach Points, making them unavailable.
  • Blob Spawn: All Goo Cubes create a Blob in their Sectors! Do only one of the following, checking in order:
    1. If the Sector has no Blobs or a 4 Blob: Place a 1 Blob on an open Breach Point in the Infected Sector(s). Placed Blobs push Tiles back to the Bag.
    2. If the Sector has a 1 Blob or a 2 Blob: Double the value of the highest Blob in the Infected Sector(s).
    3. If all Breach Points in that Sector are already filled by Minions or 4 Blobs, place the 1 Blob in an empty Breach Point in an adjacent Sector.
    4. If you must spawn and cannot, take a Disruption for each Blob unable to spawn.

Planet Assault

It's an ugly planet, it's a bug planet. Butt Blasters and Infectorpions crawl out of the smoking husk of the Mechapede, where it crashed on the planet. As the Butt Blasters prepare to launch Minions into orbit and onto the T.I.A.R.A., the Infectorpions steady their goo-lancers to amplify the spread of the emerald Blob. Worse still, the fluids from the Mechapede's inner goo-sack coalesce into a sapphire Blob, which creeps across the battlefield, seeking to join the emerald Blob on the T.I.A.R.A.

Special Rules

  • Move: Agents taking the Move action may move one space in any orthogonal direction, or they may C.R.A.S.H. one space to any orthogonally adjacent space.
  • Shoot: Agents can Shoot the closest target in the column of Enemies above them.
  • Smart Bombs: Perform the Engage action on any space on the Planet Assault Battleground to use a Smart Bomb. Target all undamaged Enemies in your row:
    • Draw 1 Tile from the Bag for each Enemy.
    • Agents do not take damage from Critical Fails when using Smart Bombs. Misses, Temp Misses, and Critical Fails are placed in the Load Area of the column used to Engage. More than one Tile could be stacked in a single Agent's Load square.
    • You may not assign more than one Hit to any one Enemy.
    • Remove a Smart Bomb token after use.

Example D, Smart Bombs: Graham is on the Planet Assault Battleground. The row they're on is full of Enemies so they decide to use a Smart Bomb. Graham sets his Action-o-Meter to Engage and draws Tiles equal to the number of Enemies in Green's row. That's 2 Hits, 1 Critical Fail, and 1 Temp Miss. They choose to spend both Hits to destroy the two Enemies. Since they used a Smart Bomb, they place the Critical Fail and Temp Miss on the Load area of their Wrist Blaster and don't take damage.

Planet Assault Event Deck

  • Enemies Attack: Undamaged Butt Blasters will each spawn 1 Minion on the appropriate Breach Point on the T.I.A.R.A.
  • Flip: If the bottom board contains Blobs, and/or any Agents, do not Flip. Skip this step and take a Disruption instead for each.
    1. If there are any undamaged Enemies on the bottom Battle Board when it flips, they trigger Bad Things based on the type of Enemy (pg 28)!
    2. Once the Bad Things are resolved, remove any Tiles and return them to the Bag of Destiny.
    3. Move the bottom Battle Board to the top and flip it over.
    4. Add a die if it is revealed on the flipped board.
    5. Slide the whole Battleground closer to the T.I.A.R.A.
  • Respawn: Butt Blasters. Those dastardly enemies just keep coming! Remove all Tiles from Butt Blasters and return them to the Bag of Destiny (except Temp Miss Tiles; those go back to the Sideboard).
  • Respawn: Infectorpions. Just when you thought it was safe to go back to the planet! Remove all Tiles from Infectorpions and return them to the Bag of Destiny (except Temp Miss Tiles; those go back to the Sideboard).

Damaging Enemies

Blob: When hit by an attack, they will split (see Diagram 10)!

  1. When Hit by an attack, replace the original die with that Hit Tile, then place 2 dice with half the original value. Each die goes in an available space diagonally behind the original OR on the T.I.A.R.A., on Breach Points adjacent to the original. a. If that space has an Enemy, place the die in the closest available space in that row OR the closest available Breach Point, returning any Hits back to the Bag. b. If there are no available spaces in the row behind, place the die in the closest available space. c. If a Blob cannot be placed, take a Disruption instead.
  2. Doing double damage to a 4 Blob reduces it to two 1 Blobs (as printed). Doing double damage to a 2 Blob destroys it.
  3. When a 1 Blob is Hit, it is destroyed.

Moth Mends: When Hit by an attack, you may heal AP on your Agent or an Agent in your space, based on the current status of the Mendery OR return a Critical Fail from the Bag of Destiny to the mini-Conquest Princess Cockpit (if there's room).

Gold Generals: When Hit by an attack, you may Power Up!

Bad Things

If Enemies on the Battle Boards reach the bottom and that board needs to be flipped, Bad Things happen!

  • Blobs: Blobs cause the most damage of all! Resolve a Disruption for each Blob on the board. The board does not flip, do not resolve any other Bad Things until it does.
  • Space Evaders: These slippery creatures launch a Temp Miss Tile into the Bag of Destiny from the Sideboard.
  • Double Header: These two-headed fiends will not attack directly, but will make Disruptions more deadly by adding a new Danger Token to the Danger Level.
  • Moth Mends: They slimed you! When these Enemies reach the T.I.A.R.A., they cause Blobs to grow or spawn at every Infected Sector on the T.I.A.R.A. Do only one of the following, checking in order:
    1. If the Sector has no Blobs or a 4 Blob: Place a 1 Blob on an open Breach Point in the Infected Sector(s). Placed Blobs push Tiles back to the Bag.
    2. If the Sector has a 1 Blob or a 2 Blob: Double the value of the highest Blob in the Infected Sector(s).
    3. If all Breach Points in that Sector are already filled by Minions or 4 Blobs, place the 1 Blob in an empty Breach Point in an adjacent Sector.
    4. If you must spawn and cannot, take a Disruption for each Blob unable to spawn.
  • Infectorpions: These fiends will gum up the works on the T.I.A.R.A.! Place a Goo Cube in the indicated Ship Sector.
  • Butt Blasters: Minions explode from these space beetles like fireworks! Place a Minion on the appropriate Breach Point on the T.I.A.R.A. Butt Blasters push Tiles back to the Bag if necessary. If that Breach Point is filled, go to the next closest Breach Point. If there are no Breach Points available, take one Disruption for each Minion that cannot be placed.
  • Gold General: The Generals will deny you your greatest fashion by Disintegrating the Power Line! Refill the Power Line after Disintegration.

Boss Battle: Conquest Princess vs. the Fashion Tyrant

Temporal Hazard: If any of your team have not yet experienced the Dark Portal Advanced Mission, we suggest that, for maximum success, you do not punish them with this mission... yet.

The Agents of TIARA, fully transformed and upgraded, pilot the Conquest Princess into the Dark Dimension in pursuit of the Fashion Tyrant Mu-Gahga. As they finally corner the Tyrant, warning alarms blare. One transdimensional-micro-speck of a Blob has infiltrated the Princess's Power Core and is devouring the energy reserves! The heroic Pet Co-Pilots volunteer and project themselves into the core, gathering what resources they can before the Blob renders the giant robot powerless. In response to the realization, the Tyrant releases her greatest weapon, the Mirror Shades. What could defeat the most powerful weapon for justice in the galaxy? Only the most powerful weapon for justice in the galaxy.

Mission Objectives

  • Defeat the Mirror Shades and Mu-Gahga before the Blob devours the Power Core.

Complications

  • The Conquest Princess's ultimate powers can only be unlocked through Dynamic Directional Resonance, or D.D.R.: direction of movement is dependent on an Agent's current Cockpit.
  • Mirror Shades must be permanently shattered by the Conquest Princess's most powerful attack, the T.A.S.S.R. Beam wielded by the Agent of the corresponding color.
  • After a Mirror Shade is defeated, Agents must give up their Core Suits to the Conquest Princess so she may defeat the Fashion Tyrant.
  • Each Disruption speeds up the Blob's devouring in the Power Core.

Mission Specifics

  • All Agents' Fashion Plates start with Super-Side-up Core Suits and a Pet Co-Pilot.
  • All Agents may share the Core Suit ability of the Agent in the Head Cockpit.
  • When Agents give up their suit, that Cockpit gains that Core Suit ability, and new powers are unlocked for the Princess.
  • The Conquest Princess may only Move in the direction of your current Cockpit.
  • You may only Shoot with the Conquest Princess in the direction of your current Cockpit.
  • There are no Special Tiles in this Boss Battle.
  • If a Power Cube is used, move it to the Side Board instead of the Titan Field during Lock & Load.
  • Pets are Moved through Bonus Movement.
  • On the Dark Dimension Battleground, the Princess may move orthogonally in any direction. You may C.R.A.S.H. into Enemies (Instruction Book, page 14) but you may not occupy the same space as an undefeated Enemy.

Battlegrounds

The Battlegrounds for the Boss Battle are: the Dark Dimension, the Conquest Princess, and the Power Core.

Conquest Princess & Battleground Setup

  1. Conquest Princess board in the center of the play area: a. Place a Minion on Breach Point (*). b. Place the Head card faceup in its appropriate slot. c. Place the Left Arm, Right Arm, and Legs cards facedown in their slots. d. Place the "Power Loss," "Co-Pilots!," and "I'll Form the Head" Mission Status cards above the Princess board. e. Eight Power Cubes on the Titan Field.
  2. Boss Battle Board: a. Place 2 Danger Tokens on the Danger Level. b. Place the 4-colored Shade on the lefthand side, color-side up. c. Shuffle the remaining Shade Colors and place them on top, color-side up. d. Place the 6 Shade next to the Shade Color cards, die-side up. e. Shuffle the remaining Shade Numbers and place them on top, die-side up. f. Place Final Sacrifice on the right side of the board. g. Place the Agent whose color matches the top Shade Color in the Head Cockpit. Give them the Lead Agent Badge. h. Place remaining Agents in cockpits clockwise around the Conquest Princess in seating order.
  3. Conquest Princess vs. the Fashion Tyrant Event Deck: a. Remove "The Tyrant Laughs." Place it facedown in the Events area below the Boss Battle Board. b. Place two random, non-Crisis Events in Telemetry 1 and Telemetry 2. c. Shuffle the remaining cards. Place the shuffled deck on top of "The Tyrant Laughs."
  4. Bag of Destiny contains: 6 Hit, 3 Miss, 2 Critical Fail.
  5. Dark Dimension Battleground: a. Randomly place the 24 Fashion Emergency cards facedown in a 5x5 grid near the left side of the Conquest Princess board, leaving the center of the grid empty. b. Place the Teleporter card faceup in the center of the grid, and place the Conquest Princess standee on the Teleporter card. c. Fill the Objective dice matching the top Boss Color card on the appropriate Fashion Emergency cards with indicated values. d. Place all remaining dice on the Side Board.
  6. Power Core Battleground: a. Randomly place the 24 Power Up cards facedown in a 5x5 grid near the right side of the Conquest Princess board, leaving the top left corner of the grid empty. b. Place the Blob Standee in the empty corner of the grid. c. Gather 24 Tiles that are not currently in the Bag of Destiny (13 Hit, 5 Miss, and 6 Critical Fails). Randomly place those Tiles facedown, unseen, on the Power Up cards, one on each card. d. Place the Lead Agent's Pet Co-Pilot standee one space diagonally from the center closest to the Blob. Place the remaining standees in the same order as the Agents sitting in the Princess. e. On each card with a Pet Co-Pilot, flip the Tile faceup.

Player Board Setup

  1. Start with the Standard Player Board Setup (Tutorial Mission Guide, pg 8).
  2. Flip the Core Suit to its Super Side, remove Transformation Sequence.
  3. Distribute appropriate Core Pet Co-Pilots to each Agent (If using Exotic Pets, see Instructions, page 28).

Solo Setup: When you're adventuring solo, line up the Agents left to right in the order you want them to go.

Conquest Princess

The Conquest Princess, the champion of the second age, was originally piloted by a single pilot. But the power was corrupting, and as she stepped away, she decreed that it be split by four champions of fashion and friendship, each with their own direction and responsibilities.

Special Rules

Agents: Agents cannot leave the Conquest Princess, but they can change Cockpits. All Agents can share the Core Suit ability of the Agent in the Head of the Conquest Princess.

Conquest Princess: As the Cockpits are upgraded with Agent Core Suits, any Agent in an upgraded Cockpit can use the Core Suit Upgrade of that Cockpit.

1. Move: When taking a Move Action, you must choose one of the following:

  • Swap places with another Agent on the Conquest Princess or return a Tile from a Breach Point to the Bag.
  • Alternatively, you may Move / C.R.A.S.H. with the Conquest Princess in your Cockpit's direction in the Dark Dimension.

After taking any Move action, players may immediately take a Pet Bonus Move to either:

  • Pick up a Tile from the space their Pet is in.
  • Move your Pet in your Cockpit's direction one space. The Power Core is an 8th dimensional space, allowing wrap-around movement.

Example E, Boss Battle Movement: Dani's Purple Agent starts her turn in the Head of the Conquest Princess, but she wants to Move the Conquest Princess to the right. She Moves to the Right Arm, swapping positions with the Red Agent. Dani's Pet gets a Bonus Move, moving to the right, and flipping a Tile in the new space they are in in the Power Core. She then uses a second Move action to Move the Conquest Princess on the Dark Dimension 1 space to the right. She then chooses to use her second Bonus Move to pick up the Hit Tile, adding it to the Bag.

2. Shoot: When taking a Shoot action, you can choose one of the following:

  • You can Shoot a Minion on a Breach Point in your Agent's current Cockpit.
  • The Conquest Princess may Shoot in the direction indicated by your current Cockpit.
    • Follow all normal Shoot rules. Any Critical Fail damage taken is applied to your Agent.
    • When you Hit Objective Dice, add them to the Boss Battle Board.

Example F, Collecting Objective Dice: Dani's Purple Agent is now in the Right Arm of the Conquest Princess. She chooses the Shoot action to get an Objective Die in the Dark Dimension. Drawing from the Bag, Dani draws a Hit. She picks up the Objective Die and replaces it with the Hit, placing the Objective Die on the Boss Battle Board.

3. Engage: When unlocked, you may use the Engage ability of the Cockpit you're currently occupying or Teleport the Conquest Princess.

  • Head: Time & Space Seam Ripper: Attempt a T.A.S.S.R. Beam attack.
  • Arms: Conquest Cannon / Fashion Barrage: Fire an attack in a single diagonal direction, depending on Cockpit.
    1. Pull two Tiles simultaneously. Place Hits in any order on valid targets.
    2. Prevent any damage from Critical Fails.
    3. Miss, Critical Fail, and Temp Miss are still placed on that Agent's Load Area. This means more than one Tile could be stacked in a single Load square.
  • Legs: Light Speed Step: Place (not Move) the Conquest Princess 1 space in any diagonal direction on an unoccupied space.
  • Note: If there is a Minion threatening your Cockpit, it must be defeated before the Engage action can be taken.
  • Teleport: Purple's Super-Suit Ability allows all Agents anywhere access to the Teleport Engage. The Conquest Princess may Teleport to any space not occupied by Objective Dice.

T.A.S.S.R. Beam Attack

To attempt a T.A.S.S.R. Beam attack:

I. The Agent matching the Shade Color must be able to Engage in the Head. II. Before you can Engage, you must collect a number of Objective Dice in that color equal to the Shade Number. a. If targeting the Fashion Tyrant, you must have at least one die of each color, and the total value of all dice must be 6. III. Determine the T.A.S.S.R. Target Value:

Danger Level + Minions on Breach Points + Minions on Boss Spawns - Sacrificed Pets = T.A.S.S.R. Target Value

This is the number of Hits (or equivalents) that must be drawn from the Bag for the T.A.S.S.R. attack to be successful.

IV. Fire! Draw Tiles from the Bag of Destiny.

a. Place any Hits (or equivalents) in the area near the Danger Level on the Boss Battle Board until you reach the Target Value. b. Place any Misses and Critical Fail Tiles in their matching row on the Boss Battle Board (if not being used as Hits). If their respective rows are filled, place extra Misses and extra Critical Fails in the bottom row (marked "T.A.S.S.R. fails!"). Also, place Temp Misses in that bottom row. i. When the Critical Fail row is filled, immediately add a Danger Token to the current Danger Level. This will increase the T.A.S.S.R. Target Value. ii. When the Miss row is filled, immediately add a Temp Miss Tile to the Bag of Destiny. iii. When the bottom row is filled (with Critical Fails, Misses, and/or Temp Misses in any combination), the T.A.S.S.R. attack fails. d. If the Bag runs out of Tiles before the Target Value is drawn, the attack fails.

Example G, T.A.S.S.R. Beam Attack: Graham's Green Agent has the Hot Dog as their Pet Co-Pilot. The Hot Dog allows any Misses drawn from the Bag of Destiny to be treated as Hits. During a T.A.S.S.R. attack by Green, those Misses would be placed with the other Hits and count toward a successful T.A.S.S.R. attack. If his T.A.S.S.R. Attack succeeds, Graham will be able to disintegrate one of these Misses when resolving the back of the Shade Color card.

T.A.S.S.R. Attack Success

Boss Battle Board

  1. If the Critical Fail and/or Miss rows are full, return those Tiles to the Bag. If they are not full, leave them in place.
  2. Disintegrate Objective Dice matching the Shade's Color from the Boss Battle Board with a total value equal to the Shade Number. Place any remaining Objective Dice on the empty Objective Dice squares on the Boss Battle Board.
  3. Flip over the Shade cards and perform the actions listed, then Disintegrate those cards.

Dark Dimension

  1. Place the Conquest Princess on the center Teleport space.
  2. Pick up any Fashion Emergency cards that have Tiles on them. Return those Tiles to the Bag.
  3. The Agent who T.A.S.S.R.ed hands out these Fashion Items to the other Agents at their discretion.
  4. Fill the Objective dice matching the new Shade Color on the appropriate cards.

Conquest Princess

  1. Flip the card on the Conquest Princess indicated on the back of the Shade Number. Place the Core Suit of the Agent currently in the Head Cockpit on the flipped card. a. Your Agent is no longer considered to be wearing that Core Suit. This may affect card interactions such as "I'll Form the Head" or other cards that reference Agents Core Suits.
  2. If you reveal the Fashion Tyrant, follow the instructions on that card.

T.A.S.S.R. Attack Failure

The T.A.S.S.R. Beam attack will fail if either of the following conditions are met:

  • The Bag of Destiny runs out and you need more Tiles.
  • The "T.A.S.S.R. fails!" row on the Boss Battle Board fills.

If the T.A.S.S.R. Beam attack fails:

  1. Place the Conquest Princess on the center Teleport Space.
  2. Return all Tiles from rows that are full on the Boss Battle Board. If they are not full, leave them in place.

Conquest Princess Event Deck

  • Enemies Attack: All Minions present on the Conquest Princess attack, dealing 1 damage each to any Agent in their Cockpits.
  • Breach Point: Spawn a Minion onto the Breach Point with the corresponding number (for more details, see pg 10).

Dark Dimension

Mu-Gahga welcomes you to the Dark Dimension knowingly. She takes her place in her own Titan, the Fashion Tyrant. Knowing that the Conquest Princess is the most powerful weapon for justice, she releases the Mirror Shades. The only thing that can defeat the most powerful weapon is itself.

Special Rules

Objective Dice: When an Objective Die is defeated by the Princess, place the die on the Boss Battle Board on a space matching the die's value. Dice with a value of 2 must be Hit twice before the die can be placed on the Boss Battle Board.

Movement: When moving the Conquest Princess, it must move to an adjacent Fashion Emergency card. If a card has been previously removed, that empty space is impassable with a Move action.

Damaging the Conquest Princess: When an Enemy attack hits the Conquest Princess the Agent in the Cockpit facing the Enemy takes damage.

When a T.A.S.S.R. happens: The Princess is placed back in the center Teleport space.

Dark Dimension Event Deck

  • Boss Spawn: Spawn a Minion on the indicated spawn point.
  • Shades Attack: All Minions and Objective Dice in the Dark Dimension attack in the directions shown (up/down, left/right).

Power Core

Micro-specks of the Blob infect the Power Core and the Pet Co-Pilots must comb the fragments of destiny to help fuel a way to victory against all odds. With each passing moment, the micro-blob devours more of the Core and the window to the brightest future closes.

Special Rules

The Blob: The Blob cannot be attacked or damaged.

Pets may only Bonus Move. After an Agent takes a Move action, their Pet may immediately either:

  • Pick up a Tile from the space the Pet is in.
  • Move in the direction of their Agent's Cockpit one space. The Power Core is an 8th dimensional space, allowing wrap-around movement: if your Pet moves off the Battleground, you reenter the Battleground on the opposite side.
  • When a Pet moves onto a card with a facedown Tile, flip it faceup.

Final Sacrifice: If all 4 Pets are sacrificed (don't worry, they're okay), that unlocks the ability to use either a Smart Bomb or to place the final Pet in the Head of the Conquest Princess, where its ability can be used by any Agent in the Head.

  • The Smart Bomb is a one-time-use item that immediately targets all undamaged Enemies on either the Dark Dimension or Conquest Princess Battleground.
    • Draw 1 Tile from the Bag for each Enemy and Objective Die and resolve them in any order.
    • Agents do not take damage from Critical Fails when using Smart Bombs. Misses, Temp Misses, and Critical Fails are placed on the Wrist Blaster of the Agent whose Pet made the Final Sacrifice. Place them in the Load Area of the Final Column. More than one Tile could be stacked in a single Agent's Load square.
    • You may not assign more than one Hit to any one Hit Box.

Power Core Event Deck

  • Blob Moves: The Blob moves around the outermost edge of the Power Core, clockwise, a number of spaces, one at a time, equal to the Danger Level. As it moves around the Battleground, it spirals toward the center.
    • Any cards the Blob moves over are Disintegrated.
    • Any Tiles on cards are EITHER added to the Boss Battle Board or Disintegrated:
      • Critical Fails and Misses are added to the Boss Battle Board.
        • When the Critical Fail row on the Boss Battle Board is filled, immediately add a Danger Token to the current Danger Level and place those Critical Fail Tiles back in the Bag of Destiny.
        • When the Miss row is filled, immediately add those Miss Tiles back into the Bag along with a Temp Miss Tile from the Side Board.
      • Any Hit Tiles are Disintegrated.
    • Any Pet Co-Pilots it moves over are Sacrificed, and the Pet card is placed along the top of the Boss Battle Board. If a Pet is Sacrificed, the Blob's movement immediately ends.
  • Blob Belch: Return all Tiles matching that symbol from the Boss Battle Board to the Bag.

Crisis: Power Down

"Wave of Despair" and "Titanic Crush" give you the option to Power Down two Agents. If you choose that option, those Agents must flip their Core Suits to their non-Super Side. If Agents cannot Power Down, you must choose the other option.

Fashion Emergency

Stashed under the seat of each Cockpit are Fashion Emergency items. Practical and stylish, they are there for any sort of cataclysm in the time space continuum.

Fashion Emergency cards are considered Fast Fashion cards and are Disintegrated after use. The free actions some provide can be used at any time on your turn. If one requires you to draw from the Bag, any Tiles that would normally go on your Load area are placed in the Load area of the Final Column.

Disruptions

In Conquest Princess, Fashion is Power. The Power Core is made up of the Power Ups that your giant robot brought from the T.I.A.R.A. When a Disruption is required, instead of Disintegrating them normally, move the Blob, one space at a time, a number of spaces equal to the current Danger Level. Perform all Blob actions under "Blob Moves."

If you ever run out of Power Ups, GAME OVER!

"You think you've defeated me? You have only doomed us all!" Mu-Gahga laughs wildly as the Fashion Tyrant disintegrates, taking her with it... The Agents of T.I.A.R.A., troubled by the Tyrant's final words, escape from the Dark Dimension. Whatever the future holds, they can be content knowing that Fashion & Friendship won this time. Fashion is Power!

  • Temporal Hazard!
  • Fashion Emergency
  • Disruptions