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Cyberflesh

Cyberflesh Rulebook

Table of Contents

Table of Contents

  • Game System
  • Box Contents
  • The Rules
  • 1. Setting Up the Game Table
    • 1.1 Decks
    • 1.2 Combat Slots
    • 1.3 Alert Level
    • 1.4 Character Positioning
    • 1.5 Biome (Map)
  • 2. Characters and Objective of the Game
    • 2.1 Objective of the Player Characters
    • 2.1 Character Cards
    • 2.2 Character Statistics
    • 2.3 Defeat
    • 2.4 Initial Equipment of the Characters
    • 2.5 Necrosis (Necrosis icon)
  • 3. Equipment
    • Loot Cards: Consumables (consumable icon)
    • Loot Cards: Weapons (weapon icon)
    • Loot Cards: Armour (helmet and body icons)
    • Loot Cards: Mutations (mutation icon)
    • 3.1 Managing Loot Cards
  • 4. Exploring the Biome
    • 4.1 Inside the Biome
    • 4.2 NPC (Non-Player Character)
    • 4.3 Backtracking
    • 4.4 Cyberflesh Boss
    • 4.5 Cyberflesh NPC
  • 5. Combat Phase
    • 5.1 Populating the Combat Slots
    • 5.2 Turns of the Combat Phase
    • 5.3 Order of Attack and Priority
    • 5.4 Choosing the Target
    • 5.5 Attacking
    • 5.6 Critical Hit
    • 5.7 Defence Score
    • 5.8 Immolation
    • 5.9 Death and Enemy Loot
  • 6. Common Enemy Abilities

Game System

Cyberflesh is a game based on the Entropy 8 system (copyright Hollow Press di Nitri Michele).

The D8 (eight-sided die) is used for its adaptability to the game system, since the Entropy 8 System is based on the simple concept of having to obtain an 8 or more on every die roll.

Naturally, positive and negative modifiers (respectively bonus and malus) can be applied to the die roll.

In any case, obtaining a natural 8 is always a success, and obtaining a natural 1 is always a failure, regardless of the modifiers that may be applied.

In addition to its natural function of giving random results from 1 to 8, the D8 can also be used as a D4 or a D2 if required, as shown in the examples below:

  • When used as a D4, the result of the die roll is converted as follows: 1-2 = 1 | 3-4 = 2 | 5-6 = 3 | 7-8 = 4
  • When used as a D2, the result of the die roll is converted as follows: 1-2-3-4 = 1 | 5-6-7-8 = 2

Box Contents

  • (a) Game book (32 pages): x1
  • (b) Rules insert (8 pages): x1
  • (c) Biome map (8 pages): x1
  • (d) Events booklet (64 pages): x1
  • (e) Combat slot (tiles): x5
  • (f) Final boss tiles: x2
  • (g) Game cards: x175
  • (h) Biome tiles: x40
  • (i) Character counter: x1
  • (j) Events map insert: x1
  • (k) Custom D8 dice with bag: x5
  • (l) Markers: x75
    • Blood: x40
    • Necrosis: x27
    • Alert: x8

The Rules

1. Setting Up the Game Table

Below are all the instructions for playing a game of Cyberflesh. It can be played in single-player mode, multiplayer with up to 3 players, or with 4 players including the one we could call the Game Master, who will manage the events and the dice rolls linked to enemies.

1.1 Decks

  • Loot Deck (60 loot cards): consumables, armour and weapons for the players.
  • Mutations Deck (40 mutation cards): mutations that affect the players.
  • Monster Deck (50 monster cards): enemies to fight during the game.
  • Graveyard: where defeated enemies are placed.
  • Lord Deck (11 lord cards): lethal enemies to face when a Siren is activated.
  • Events Deck (11 event cards, including the Cyberflesh card): to be resolved in specific situations. Note: the Cyberflesh card must always be placed on top of the Events Deck.
  • 3x Character Cards: the players' characters.

Always shuffle the decks (except the Events Deck) before placing them on the game table, as shown below.

[Setup diagram: Loot Deck, Mutations Deck, Monster Deck, Graveyard (dashed slot), Lord Deck, Alert markers, and the Events Deck placed beside them; below them a row of five combat slots; Blood and Necrosis markers placed to the side.]

1.2 Combat Slots

This is where enemy cards are placed during the combat phase. In total there are 5 combat slots. (5.1)

1.3 Alert Level

A game of Cyberflesh always starts with an Alert level of 2, plus 1 additional for each player beyond the first.

(Example: in a 2-player game the starting level would be 2+2=4.)

Transcriber's note: the printed example reads "2+2=4", which does not match the rule just above it (2 players = 2 + 1 = 3). The example is reproduced as printed; the rule text, not the example, is the rule as written.

The Alert level can increase further in some specific cases (up to a maximum of 8). Show the current Alert level by placing Alert markers next to the combat slots.

1.4 Character Positioning

All characters are represented by a corresponding card. In total there are three, which the players can choose, position, and so on. Players are free to print and customise the character cards for their own use; the files are available for download on the official site (hollow-press.net).

1.5 Biome (Map)

To begin, you must choose one of the 8 available biomes. Roll 1 D8 and look at the Biome Map insert (found in the game box) to position the various tiles. Always shuffle all the tiles available for the Biome and set them up according to the instructions. During exploration (Section 4) it will be possible to reveal the following tiles.

There are two types of placeable tiles.

Environment tiles are always exactly 16. The unrevealed environment tiles are: x1 Start tile; x6 Combat tiles; x2 Loot tiles; x1 Mutation tile; x1 Cure tile; x2 Merchant tiles; x2 Siren tiles; x1 Exit tile.

Their functions are:

  • x1 Start tile: a tile that is always revealed at the beginning of the game. Read and resolve Event 0 of the Events booklet.
  • x6 Combat tiles: when revealed, resolve a combat phase (Section 5) and fill the combat slots.
  • x2 Loot tiles: when revealed, draw 2 × the number of players from the Loot Deck and place them in the combat slots. Each player (in order of their Priority, hourglass icon) can choose one of them and equip it, until all have been collected (discard the remaining ones).
  • x1 Mutation tile: when revealed, each player draws one card from the Mutations Deck.
  • x1 Cure tile: when revealed, read and resolve Event 25 of the Events booklet.
  • x2 Merchant tiles: when revealed, read and resolve Event 26 or 27 (merchant) of the Events booklet.
  • x2 Siren tiles: when revealed, read and resolve Event 28 or 29 (siren) of the Events booklet.
  • x1 Exit tile: always revealed at the end of the game. Read and resolve Event 30 of the Events booklet.

Event tiles are always a number between 6 and 10 (depending on the Biome), chosen completely at random.

  • Unrevealed event tile: shuffle and choose the required number (depending on the Biome) completely at random.
  • Event tile: when revealed, read and resolve the Event corresponding to the number shown on the tile.

(Example of an event tile: in this case the Event 1 tile is shown.)

2. Characters and Objective of the Game

2.1 Objective of the Player Characters

Explore the various tiles of the Biome, starting from the Start tile and concluding the game by reaching the Exit tile. To do so, the players must find the two Siren tiles and resolve/activate them.

2.1 Character Cards

Each character has a sheet with a grid of equipment slots around the character card, placed in the centre. The grid is laid out as follows:

  • Top row: Mutation slot | Helmet slot | Mutation slot
  • Middle row: Weapon slot | character card | Weapon slot
  • Bottom row: Mutation slot | Armour slot | Mutation slot

2.2 Character Statistics

  • Priority (hourglass icon): the value that determines the order of attack of the character with respect to enemies and to the other characters.
  • Precision (crosshair icon): the value of the ability that determines the character's competence in hitting enemies.
  • Strength (fist icon): the value of the ability needed to carry out Strength Tests when required (you obtain 8 or more, adding your Strength score to the die roll).
  • Intelligence (brain icon): the value of the ability needed to carry out Intelligence Tests when required (you obtain 8 or more, adding your Intelligence score to the die roll).
  • Life (HP) (heart icon): the value of the ability that determines the amount of damage a character can take during a game. A character dies and is considered out of play once its HP reaches 0.

2.3 Defeat

When all the characters die, having 0 HP and therefore being considered out of play, the game is over (GAME OVER).

Note: the players are free to keep track of their current HP (heart icon) using the available markers:

  • Corresponds to x1 damage: a single blood marker.
  • Corresponds to x5 damage: a marker showing five blood drops.

Alternatively, they may track it however they prefer (noting it on a card, using dice, etc.).

2.4 Initial Equipment of the Characters

Each character begins the game with the equipment (consumables, weapons and armour) listed on their card. Take the corresponding cards from the Loot Deck and then shuffle it again.

2.5 Necrosis (Necrosis icon)

In certain circumstances the players will accumulate necrosis markers.

When a player accumulates more than 8 necrosis markers, their HP immediately drops to 0. Their character dies and is considered out of play.

Place the necrosis markers anywhere near your character, as you prefer.

3. Equipment

Equipment is the set of consumables, weapons, armour and mutations obtained during the game (loot cards). Each of these is represented by a corresponding card and has a specific blood value (except for Loot cards that are Mutations).

Blood Value determines the value of the loot card when it is exchanged with the Merchant during specific events.

Loot Cards: Consumables (consumable icon)

Consumables are used by applying their effect at any moment during the game, then discarding them and placing them at the bottom of the Loot Deck.

Each character may possess an unlimited number of Loot Consumable cards at a time.

Place accumulated Loot Consumable cards anywhere you like, close to your character card.

Loot Cards: Weapons (weapon icon)

A player may equip up to two weapon loot cards: either two one-handed weapons, or a single two-handed weapon card, placing them at the sides of their character card.

If you have the opportunity and wish to replace a Loot card with another, the equipped card must originally be discarded. (3.1)

Loot Cards: Armour (helmet and body icons)

A player may equip up to one Armour card (Helmet) and up to one Armour card (Body), placing them respectively above and below the card.

If you have the opportunity and wish to replace a Loot card with another, the equipped card must originally be discarded. (3.1)

Loot Cards: Mutations (mutation icon)

During the game, players may obtain Mutation loot cards as a consequence of events or other effects.

When this happens, they are obliged to equip them at the corners of their character card, according to the position already shown on the Mutation card.

There are no limits to the number of Mutation loot cards a player can obtain. This means that, after obtaining a new Mutation loot card, it must be equipped, discarding the mutation possibly already present in the corresponding slot. (3.1)

Note: some mutations may be Weapons or Armour with specific dedicated values.

3.1 Managing Loot Cards

Used or discarded loot cards (whether consumables, weapons, armour or mutations) must always be placed at the bottom of the corresponding deck.

At any moment, except during the Combat Phase, players may discard or exchange their Loot cards (this does not apply to Mutation loot cards).

If the players obtain loot cards (not Mutations) of interest to several players, the player with the highest Priority value may choose first.

4. Exploring the Biome

4.1 Inside the Biome

The players are represented by their Character marker (Segnalino Personaggio).

When the game begins, you must always reveal and resolve the Start tile and place your character marker on top of it.

All the events of the Biome's tiles, unless otherwise indicated, can be resolved only once per game. When a tile is revealed and resolved, the players may move their character marker to a tile adjacent to their position (except for diagonal moves).

4.2 NPC (Non-Player Character)

During a game, a character may, based on some revealed and resolved events, obtain the help of an NPC (cards in the Events deck). In this case, take the specified NPC card from the deck and place it beside the character card of the player who obtained it.

NPC cards may be used by the player who obtained them and managed for all purposes: they act as extra characters during the Combat Phase, making attacks, taking damage, receiving mutations (no loot), necrosis and even sacrificial immolations (5.8) for the player to whom they were assigned.

If an NPC dies and is discarded, return it to the Events deck.

4.3 Backtracking

Each time the players move (placing their character marker) onto a tile that has already been revealed, roll a D8: with a score of 2 or more, nothing happens and they can continue to move freely.

If they roll a 1, take the Cyberflesh (boss) card from the Events deck and place it in a combat slot, starting a Combat Phase. (5)

4.4 Cyberflesh Boss

Card text is printed in English on the card face; it is not reproduced here because it is not legible at the scan's resolution. The mechanics below are transcribed from the manual.

Relentless Assault: The Cyberflesh boss never attacks a single character, but attacks all characters relentlessly every turn.

Escape mechanics: At the start of every turn (before the boss attacks), the players have the opportunity to flee. The character with the lowest Priority (hourglass icon) rolls a D8.

  • If the die result is higher than the current Alert level, all characters escape successfully, moving to an adjacent square on the Biome map and completely avoiding the encounter. Place the Cyberflesh boss card on top of the Events deck; it may reappear during backtracking.
  • If the die result is equal to or lower than the current Alert level, the escape attempt fails and the characters must resolve this combat, although they may try to escape again at the start of the next turn.

Defeat: Defeating the boss causes this card to be flipped over. (4.5)

4.5 Cyberflesh NPC

This card represents Cyberflesh acting as an ally of the player characters. In game terms, it is considered an NPC: it is not controlled by any specific player, but is considered an NPC for all the players/characters.

Defeat: When the Cyberflesh NPC is defeated in combat, it is not removed from the game. Instead, the card is placed on top of the Events deck and may reappear during backtracking in its boss version. (4.4)

5. Combat Phase

The Combat Phase begins every time one or more enemy cards (Monsters or Bosses) must be placed on the combat slots.

5.1 Populating the Combat Slots

By "populating the combat slots" we mean the procedure by which enemy cards are placed in the 5 available combat slots. Once a combat tile is revealed during exploration, resolve it by starting a Combat Phase: roll a D8 for each combat slot (5 in total) and place an Enemy card for every 8 obtained, taking into account the bonus resulting from the current Alert level (1.3).

Example: if the Alert level is 3, a die result equal to or higher than 5 is enough to place an enemy in the slot for which the die was rolled (naturally considering the +3 bonus due to the Alert level).

Note 1 (Hard): in the exceptional case in which the Alert level has reached its maximum, i.e. 8, the players must play in hard mode. In this case, all combat slots (5) are always automatically populated at the start of each Combat Phase.

Note 2 (Easy): when playing solo, if the game becomes particularly difficult, feel free to start the game exceptionally with an Alert level of 1 instead of the default value of 2.

5.2 Turns of the Combat Phase

Each Combat Phase is divided into combat turns, during which each character and each enemy carries out its attacks, alternating according to their Priority value (2.3). Once all characters and enemies have finished attacking (5.3), the game moves to the next turn of the Combat Phase, until either all enemies are dead (returning to the exploration phase (4)) or all the characters are dead (GAME OVER).

5.3 Order of Attack and Priority

During each combat turn, characters and enemies attack according to their Priority (hourglass icon) value, starting from the one with the highest value down to the one with the lowest, moving to the next turn only after all characters and enemies have attacked.

  • If a character and an enemy have the same Priority value, the character attacks first.
  • If two or more characters have the same Priority value, they may choose who attacks first. They may also decide who attacks first by rolling a die.

Enemy card layout, as labelled in the manual's example (the KEOL card):

  • D8 (die icon): the number of D8 to roll during an attack.
  • Damage: the amount of damage inflicted for each D8.
  • Ability: the enemy's special ability (the text printed on the card).
  • Orientation: the statistic used to choose the enemy's target (see 5.4).
  • Priority (hourglass icon), Life (HP, heart icon) and Precision (crosshair icon) are shown at the bottom of the card.

5.4 Choosing the Target

Each player may choose as the target of their attack any enemy placed in one of the combat slots.

Each enemy chooses as its target the character with the lowest value of the statistic shown in its orientation.

If one or more characters have the same statistic value, the character with the fewest necrosis markers (necrosis icon) is the target. If there is still a tie, the decision is up to the players.

5.5 Attacking

Each character may attack with one of the equipped weapons available, performing as many attacks as the attack symbols shown on the weapon card, whether it is a Mutation or a Weapon.

If the character can attack with more than one weapon, several targets may be chosen, but you must declare which enemy is attacked with which weapon before rolling the die.

Each enemy must perform as many attacks on its target as the attack symbols shown on its card.

Once the target has been determined, the character or enemy must roll 1 D8 for each attack, performing a Hit Test: it must obtain a score of 8 or more by adding its Precision value to the die roll. If the test fails, the attack has missed the target and no damage is inflicted (null attack). If the test succeeds, the attack inflicts a damage equal to the value shown on the Weapon, Mutation or Enemy card. Use the blood markers to keep track of the damage inflicted on enemies.

Note: the HP (heart icon) of Lord and Boss enemies is always expressed with three different values, based on the number of players.

5.6 Critical Hit

If an enemy obtains a natural 8 on the die during its attack against a character, the hit is considered critical and inflicts an extra damage (+1 damage).

When a player performs multiple attacks with a weapon and obtains at least a natural 8, that attack is considered critical and inflicts additional damage (+1 damage). During one combat turn, the same weapon cannot inflict more than one critical hit.

A player may nevertheless have more than one weapon to perform successive attacks, which may result in critical hits (but always inflicting no more than one critical hit per weapon).

5.7 Defence Score

Some Armour equipment cards, when equipped, grant the character a Defence statistic (shield icon). The value of Defence must always be subtracted from the total damage an enemy would inflict (except in the case of necrosis).

Example: if an enemy attacks a character equipped with an armour with Defence 1 and inflicts 2 damage, the character suffers only 1 damage: 2 damage − 1 (Defence) = 1 damage.

This does not apply only to characters, since some enemies may also have their own Defence value specified in the description of their card.

5.8 Immolation

Any player may "immolate" themselves by taking the attacks of an enemy about to attack another player. When choosing to do so, the player is automatically hit and suffers the corresponding damage or effects.

Immolation actions must be declared before the enemy rolls its attack die.

5.9 Death and Enemy Loot

When the damage accumulated by an enemy is equal to or greater than its Life (HP, heart icon) value, the enemy dies: its card is discarded, placed face up in the Graveyard, keeping the space between the Monster deck (skull icon) and the Lord deck (arrow icon) free during the placement of the cards.

Some enemy cards mention "Loot" in their description. Once such an enemy is placed in the Graveyard, a loot card is placed in the combat slot previously occupied by the enemy. The loot card obtained may be collected by the characters at the end of the Combat Phase; otherwise it is discarded.

If it is a Mutation, it is immediately suffered by the character who killed the enemy.

6. Common Enemy Abilities

AbilityEffect
Provoke (Provocare)When placed in the combat slots, the players must first attack and eliminate the enemies with the Provoke ability.
Explode (Esplodere)Instead of attacking, inflicts "X" damage to all players, based on the value shown on the card, ignoring any Defence value. It is then automatically discarded and placed in the Graveyard.
Incite (Incitare)All enemies placed in an adjacent combat slot gain a bonus equal to "X" (as shown on the card) to the damage inflicted with each attack.
Absorb (Assorbire)Heals an amount of damage equal to the number of damage inflicted with its attacks.
Necrosis (Necrosi)For each successful attack against a player, regardless of the damage inflicted, increases the necrosis value of that player (+1 necrosis marker for the character hit).