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Cry Havoc: Aftermath

Expansion for Cry Havoc

Cry Havoc: Aftermath Rulebook

Table of Contents

Table of Contents

  • Components
    • New Types of Components
  • Setup Changes
  • Gameplay Changes
    • Universal Structures
    • Events and Ending the Game
  • Card Explanations
    • Trogs
    • Machines
    • Humans
    • Pilgrims
    • Events
    • Tactic Cards
  • Structures
  • Universal Structures
  • Leader Boards
  • Skills
  • Leaders

Components

The expansion contents: 20 Skill cards (44x68mm), 5 Scoring cards (44x68mm), 8 Tactic cards (63x88mm), 5 Event tokens, 4 Leader boards, 4 Connector tiles, 15 Structure tiles, 45 Structure tokens, 3 Autodestruction tokens, 3 Camouflage tokens, 3 Swamp tokens, 3 Napalm tokens, 3 Infusion tokens, 4 Skill tokens.

New Types of Components

  • Leader boards
  • Scoring cards
  • Universal Structures

If you use the back side of a Leader board, use a Connector tile and place your Structures on the left instead of the right side. Consequently, place your Skill cards on the right side.

Setup Changes

  1. Shuffle all Event tokens from the base game and Aftermath together. Shuffle the Scoring cards together and place them in a face-down pile near the board.

  2. When separating Terrain Tactics, include the Aftermath cards before shuffling.

5a. Instead of using the base Faction board, players choose which Faction they want to play and draw 1 Leader from this Faction.

5b. Players shuffle the Default skills from the base game and Aftermath, then draw one at random to use for this game. Players then Shuffle all non-default skills from both sets together and draw the appropriate number of Skills. All unused skills are returned to the box.

5c. Players choose 3 Structures (5 for Machines) from all structures available to their faction from the base game and Aftermath expansion.

5d. Place the 3 Universal Structures and the matching tokens near the board. These Structures are available to all players.

Gameplay Changes

Universal Structures

Using the standard Build Action, players may may build a Universal Structure as long as there are Structure tokens remaining for the Structure they wish to build. (sic: "may may" as printed.)

Universal Structures are controlled by the Faction which currently controls the Region. If a Player loses control of a Region with a Universal Structure, the Structure remains and the new controlling Player now may use this Structure.

Events and Ending the Game

The game now lasts for 5 Rounds with one Event each Round. If a player moves their score marker past an Event, do not move the passed Event. At the start of each Round, simply reveal the next Event token and resolve it. When an Event instructs you to draw a Scoring card, reveal the top card of the Scoring deck and resolve it.

The sheet pictures an example Event token that reads: "Draw 1 scoring card."

Card Explanations

Trogs

Withdrawal: Please remember that "any Region" means any non-Battle Region.

Distraction: Resolve the remaining Battle Objectives in their normal order. Cannot be placed in a Region with Machine Bombardment token present.

From the Shadows: You may only spend 1 [green compass icon] in this way for each activation.

Machines

Bombardment: Resolve the remaining Battle Objectives in their normal order. Cannot be placed in a Region with Trog Distraction token present.

Additional Processors: Take this extra action after all normal player actions have been completed.

Recycling: Structures activated with this Skill don't count when using Data Processing Skill. You may always use the Passive ability – even when the Recycling is exhausted.

Humans

Recon Team: You may place Crystals in Your HQ when resolving this Skill.

Special Forces: You may take these Units from any combination of Regions.

Pilgrims

Recognition Cell: You may only spend 1 Crystal this way for each activation.

Events

Interrogations: You score points at the beginning of the Prisoners phase – before any player regains their prisoners.

Training Alarm: Trog halve their [Victory Point icon] scored (rounding up).

Probe Reports: Outer Regions are those Regions along the perimeter of the board that do not have a terrain type.

Winter Offensive: When tied on Score track, both players gain the same number of [Victory Point icon]. For example: when tied for a second place, both players gain 2 [Victory Point icon] when winning Battle Resolution Objective and the fourth player gets acordingly (sic) 4 [Victory Point icon].

Tactic Cards

Hit and Run: You may swap any number of [Unit icon], as long as You keep 1:1 ratio.

Structures

Psycho-Chamber: Immediately score 1 [red icon] for each Prisoner you have.

Matrix: Draw 1 Terrain Tactic card and place it face down here. You can use this card in any Battle Region with Machines. Max 3 cards.

Bunker: If there is a Battle token present in this Region, add up to 2 [Unit icon] from your Reserve to this Region.

Autodestruction: Place an Autodestruction token in an adjacent Region. Next Battle Resolution step in that Region, your opponent cannot place or move their [Unit icon] on the Capture Prisoners Objective.

Transporter: Move any number of your [Unit icon] from this Region to any adjacent Region.

Armored Shuttle: The Units moved MUST end the movement exactly 2 spaces away from the region they started in.

Camouflage Plan: Camouflage tokens are placed before either player places their Units. Choose and place 1 Camouflage token face-down on each Battle Objective. Reveal each Camouflage token as you resolve each Objective. After the Battle has been resolved, remove the Camouflage Plan token from the Region.

Hive Mind: You may choose any Pilgrim skill, even those that were removed from play during setup. Exhaust the used Skill, passive Skills work until the end of the Round. All Skills gained from Hive Mind Structure are removed back to the box at the end of the Round.

Infusion Reactor: When used place an Infusion Reactor token in the Battle Region. Remove it after the Battle has been resolved. Strength increase of your [Infusion icon] works only when resolving Objectives. Your opponents still kill Your Units using standard rules, without paying the extra cost. For example by placing 1 [Infusion icon] on the Attrition Objective they get to kill one of Pilgrim Units.

Turbo Harvester: When you build a Turbo Harvester, place the matching color marker on the 1 space of the tile. Each time you use a Turbo Harvester, move the maker (sic) up one space to track the increasing cost. The first time you activate the Turbo Harvester costs 1 [blue icon] and adds 1 Crystal to the region. The second time costs 2 [blue icon] for 2 Crystals and so on.

Swamp Fields: Other players pay 1 [icon] per action, not per miniature entering/leaving a Region with Swamp token.

Universal Structures

Geological Scanning Center: Add 1 Crystal in two different Regions.

Leader Boards

Col. E. Rose: When you take the "Draw two tactics cards, keep one" action, and you draw cards from the Terrain Tactic deck, you may additionally draw 1 card from your deck into your hand.

Omega Brain T-14: When you take the Build Structure action, you may activate another Structure in the same Region for free.

Skills

Nuclear Battery (marked Default on the card): During your next Action this round, gain 1 [red icon].

Additional Processors: Take 1 of your [Unit icon] from any Region and remove it from the game. This round you gain a 4th action.

Recycling: Passive: When a Machine [Unit icon] is killed, put it on this Skill card. Active: Return any number of [Unit icon] from this card back to your Reserve. Gain 1 [red icon] for each returned.

Leaders

Gen. Fusenbach: If you lost the Region Control Objective and the [Unit icon] saved with Leader ability was the only left, it has to retreat using standard rules.

Omega Brain C-64: This ability increases your firepower only - it works similar to the Infusion Reactor.

Cardinal: You can do any Action after using his ability.

Auntie: You cannot use this ability when other player unit enters a Region with Trog Nest/War Party token.