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D.E.I.: Divide et Impera – Candy Boost Pack

Expansion for D.E.I.: Divide et Impera

D.E.I.: Divide et Impera – Candy Boost Pack Rulebook

Table of Contents

Table of Contents

  • Component Description
    • Leader Rings – 12
    • Memo Sheets
    • Informant Market
    • Corrected Retribution Cards – 2
  • Informant Market
    • Informant Advantage Tokens
    • Informant Action Cards
  • Psionics
    • Psionic Leaders
    • Psionic Abilities
    • Psionic Missions
  • Wild
    • Wild Leader
    • Wild Natural Advantages
    • Feral Rule
    • Wolf Abilities
    • Tolstoy Cards (Wild faction cards)
  • Fauns
    • Fauns Leader
    • Fauns Abilities
    • Altar of Gaia
    • Fauns Missions
  • Automa (Fauns)
    • Automa Collect
    • Automa Capture
    • Automa Move
    • Automa Enlist
  • Automa Mission Phase and Weather
    • Automa Mission Phase
    • Playing with Weather Cards
    • Automa Final Supply Count
    • Weather Effects
  • Mercenaries
    • Alexandra
    • Penny Boom
    • Yukas
    • Madness and Max
  • Industrial Market
    • Machines
    • Industrial Market Cards
  • Citadel
    • Yeager Drone
  • Citadel Missions
  • Ahab
    • Ahab Action Cards – Rounds 1 and 2
    • Ahab Action Cards – Rounds 3 and 4
  • Purebred
    • Retribution Mode
    • Purebred Faction Tokens
    • Purebred Abilities (Old London / Citadel expansions)
    • Purebred Abilities
  • Equipment Market
    • Equipment Advantage Tokens
    • Equipment Market Cards
  • Automa (Chrono Cult)
    • Automa Collect
    • Automa Buy
    • Automa Enlist
    • Automa Move
    • Free Units
    • Automa Mission Phase
    • Automa Final Supply Count

Component Description

Leader Rings – 12

Place each Leader's stand (from the base game and from the expansions) into one of these rings.

Memo Sheets

  • Memo Sheets (Planshety-pamyatki) – 11
  • Memo Cards – 8

Use the memo sheets from this expansion together with the memo sheets from the base game.

Informant Market

Market cards – 12

On setup step 8, add the Market cards from this expansion to the Outpost market cards (the red, blue and green Outpost markets) of the base game. Shuffle each market deck separately. Randomly select 8 cards for each market and add Drone cards to them following the normal rules. Put the remaining Market cards back into the box.

Corrected Retribution Cards – 2

These Retribution cards replace the "Intimidation" (Запугивание) and "Dangerous Roofs" (Опасные крыши) cards from the Old London expansion.

Informant Market

Informant Market cards are placed on the Informant Market board. Advantage tokens for the Informants are listed below.

Informant Advantage Tokens

  • Spy Network – The condition of the "Moment" effect at the bottom of Informant action cards is always considered met for you.
  • Experienced Prospector – If you perform a Collect action in a Region where only 1 of your Units is present, perform 1 additional Collect action in that same Region.
  • Adaptable – When you buy an Informant action card, immediately apply its "Moment" effect (even if its condition is not met).
  • Charismatic Leader – If you perform an Enlist action in a Region with your Leader, you may place 1 additional Scrapper in that Region.
  • Lone Scout – If you perform a Move action with a single Unit (not a group), you may perform 1 additional Move action with that same Unit.
  • Sharp-Eyed, Buddy – When you buy cards on any Market, gain 2 Supplies if you buy the card from the leftmost slot of the Market.

Informant Action Cards

Starter card No. 1 Gain 1 Supply. Moment: if you control at least 2 Outposts, gain 3 Supplies.

Starter card No. 2 Perform Enlist. Moment: if you have no Technology in your supply, perform Enlist, Move, Move.

Starter card No. 3 Perform Enlist. Moment: if you have no Energy Cell in your supply, perform Enlist, Collect, Collect.

Starter card No. 4 Perform Enlist, Enlist. Moment: if you have at least 2 Drone cards (cards lying face down and cards in the Recycle Bin also count), perform Enlist, Enlist, Enlist, Enlist. Moment for Psionics: if you have at least 2 Signal symbols on any Drone cards. Moment for Wild: if you have played at least 2 Tolstoy cards.

Starter card No. 5 Perform Build. Moment: if you have built exactly 1 Refuge, perform Build, Move, Move. Moment for Wild, Psionics and Purebred: remove this card from the game and immediately gain 2 Supplies.

Starter card No. 6 Perform Build. Moment: if you have built exactly 1 Bridge and/or exactly 1 Elevator, perform Build, Enlist, Enlist. Moment for Wild, Psionics and Purebred: remove this card from the game and immediately gain 2 Supplies.

Market card No. 1 Perform Enlist, Enlist. Moment: if you control at least 3 Outposts of different colors, perform Enlist, Enlist, Collect, Collect.

Market card No. 2 Perform Enlist, Enlist. Moment: if you have at least 2 Informant Market cards, perform Enlist, Enlist, Move, Move.

Market card No. 3 Gain 2 Supplies. Moment: if you control at least 2 Informant Outposts, gain 4 Supplies.

Market card No. 4 Perform Enlist, Enlist. Moment: if among all players you have the fewest Scrappers placed on the board, perform Enlist, Enlist, Enlist, Enlist (does not apply on a tie). Moment for Psionics: your Signal tokens count as Scrappers.

Market card No. 5 Perform Move. Moment: if among all players you have the fewest Resources, perform Move, Enlist, Enlist, Enlist (does not apply on a tie).

Market card No. 6 Perform Enlist, Move. Moment: if you control at least 2 Informant Outposts, perform Enlist, Collect, Collect, Move, Move.

Market card No. 7 Perform Move, Move. Moment: if you have no dominance in any Region, perform Enlist, Enlist, Move, Move.

Market card No. 8 Perform Build. Moment: if you have exactly 10 Scrappers on the game board, perform Build, Move, Move, Move.

Psionics

Psionic Leaders

Leader Willow – Telekinesis Specialist

  1. Levitation: if you move only one Willow, you may move it between Regions of different levels without using an Elevator.
  2. Telekinesis: instead of an Enlist action, you may move 1 Signal token anywhere on the game board to an adjacent Region.
  3. Teleportation: instead of an Enlist action, you may move 1 Psionic Leader in a Region with Willow (including Willow herself) to another Region that contains a Signal token or another Psionic Leader.

Leader Kit – Mind Control

  1. Mind Control: instead of an Enlist action, perform a Move or Collect action involving only 1 opposing Unit (a Leader or a Scrapper), respecting the Majority rule for its Faction. Each opponent who becomes the target of this effect at least once during an Action Phase (lightning icon) gains 1 Candy Boost for it (but no more than 1 Candy Boost per Action Phase).

Leader Vladimir – Source Manager

  1. Signal Control: instead of an Enlist action, place 1 Signal token in a Region with Vladimir or in a Region adjacent to it.

Leader Kar'Ra – Illusion Specialist

  1. Ghost Soldiers: instead of an Enlist action, place 1 Signal token on Kar'Ra's Leader token. When determining Majority in a Region with Kar'Ra, add to your Majority value the sum of the Signal symbols on the Signal tokens lying on her Leader token.
  2. Instill Fear: instead of an Enlist action, remove 1 Signal token from Kar'Ra's Leader token. If you do so, every opponent whose Units are in the same Region as Kar'Ra must perform, with all of their Units in that Region, a Move action into an adjacent Region of their choice, ignoring the Majority rule. All opponents perform this Move action in Priority order.

Leader Elly – Technomancy Specialist

  1. Psionic Impulse: instead of an Enlist action, place 1 Signal token on any Drone card in play: one lying on a Market board, on your Pad or on an opposing Faction's Pad. Then you may immediately activate this Drone. You cannot use this skill on a Drone card that already has a Signal token. If one of the players buys a Drone card from a Market while it has a Signal token, move that token onto that Market's board. In the Refresh phase, return all Signal tokens lying on Market boards and on all Drone cards to your Signal token supply on the Psionic Pad.

Psionic Abilities

  • Leader Ascension: at the start of each round's Action Phase 1, choose a Psionic Leader who has not yet entered the game and place it in a Neutral Refuge of your choice. When a new Leader enters the game, reveal 2 Psionic Mission cards from the stack corresponding to that Leader and place them face up next to the other Psionic Mission cards.

  • Bad Reputation: Psionic Leaders may move into a Region ignoring the Majority rule, and may use Neutral Constructions and opponents' Constructions.

  • Signal Strength: if an effect says to place 1 Signal token from your supply on the board, take the token with the fewest Signal symbols among those available. Each Signal token adds the number of Signal symbols shown on it to your Majority value in the Region where it is.

    You must remove Signal tokens in the following cases:

    • if the Round marker moves to hourglass 3, remove all Signal tokens with 1 symbol, wherever they are in the game, and return them to the box;
    • if the Round marker moves to hourglass 4, remove all Signal tokens with 2 symbols, wherever they are in the game, and return them to the box.
  • Personal Goals: at the end of the Third Action Phase (lightning 3) of each round, you must complete exactly 1 of all the available Psionic missions.

Psionic Missions

At the end of each round's Third Action Phase (lightning 3), each Psionic player completes exactly 1 of the available Psionic missions (see Personal Goals above). Each mission card is marked with the Leader's name and a letter (A, B or C). Supplies are awarded as shown on the card.

  • Willow A: gain 2 Supplies for each Outpost you control.
  • Willow B: gain 1 Supply for each Outpost in a Region that contains at least 1 Psionic Leader or 1 Signal token.
  • Willow C: gain 3 Supplies for each Psionic Leader in a Roof Region.
  • Kit A: determine which type of Resource (Technology or Energy Cell) you have the fewest of in your supply; gain 2 Supplies for each Resource of that type. On a tie, you may choose any one Resource type.
  • Kit B: choose an opponent who has fewer Resources than you, and count your difference in Resources; gain 2 Supplies for each Resource in that difference.
  • Kit C: gain 3 Supplies for each Market card you bought.
  • Vladimir A: gain 1 Supply for each Signal token on the game board (all Regions count).
  • Vladimir B: gain 1 / 2 / 4 / 6 / 10 / 15 Supplies for 1 / 2 / 3 / 4 / 5 / 6 Outposts you control.
  • Vladimir C: gain 2 Supplies for each Region where you have Majority and in which there is at least 1 Signal token.
  • Kar'Ra A: gain a number of Supplies equal to the sum of the Signal symbols on all Signal tokens lying on Kar'Ra's Leader token (for example, if there are Signal tokens with 1, 2 and 3 symbols on it, gain 6 Supplies).
  • Kar'Ra B: if you have Majority in the Region with Kar'Ra, gain 2 Supplies for each opposing Unit in that Region.

Wild

Wild Leader

Leader Nikita – Alpha: when you perform an Enlist action, you must place a Wolf in the Region with Nikita. Wolves that move together with Nikita may use Neutral Elevators and Neutral Bridges.

Wild Natural Advantages

  • Howl – 2 (Wild symbol): when you perform an Enlist action, instead of placing a new Wolf, you may choose a Region containing at least 1 Wolf and a Region linked to it. Every opponent who has at least 1 Unit in the chosen Region must move 1 of their Units from that Region into the linked Region you chose.
  • Sniff – 4 (Wild symbol): when you place a Wolf in a Region by an Enlist action or by any other effect, you may then perform a Move action with that Wolf.
  • Wolf Pack – 6 (Wild symbol): if a Region contains 3 or more Wolves, add +1 to your Majority value in that Region.

Feral Rule

You cannot build Constructions or use Drone cards. You may still buy Drone cards in order to get Tolstoy cards: when you buy a Drone card, immediately discard it into your Recycle Bin, then choose one of the Tolstoy cards lying next to the Market and take it into your hand.

Note: Tolstoy cards are not Drone cards.

Wolf Abilities

  • Animal: if Wolves do not move together with Nikita, they cannot use Neutral Bridges and Neutral Elevators.
  • Training: when you perform a Collect action in a Region, you must remove 1 Wolf from that Region (if there is one) and place it in the Region with Nikita.
  • Lone Wolf: when you perform a Move action with only one Wolf, you may choose one of the options below.
    • Run: the Wolf may move 2 Regions or fewer, but only through Ground Regions and respecting the Majority rule.
    • Jump: the Wolf may move from one Roof Region to another Roof Region in the same District, even if they are not linked.
    • Climb: the Wolf may move from a Ground Region to an adjacent Roof Region.

Tolstoy Cards (Wild faction cards)

Excavation (starter card) – This card is one of the Faction's 8 cards. Move Tolstoy 2 adjacent Regions or fewer. If you finish this movement in a Region with a Neutral Construction or an opponent's Construction, collect all Resources in that Region.

Fury – Move Tolstoy 2 adjacent Regions or fewer, then every opponent who has at least 1 Scrapper in the Region with Tolstoy becomes the target of a Kill action.

Pack Leader – Move Tolstoy 2 adjacent Regions or fewer, then place no more than 2 Wolves in the Region with Tolstoy.

Fierce Roar – Move Tolstoy 2 adjacent Regions or fewer. Until the end of this Action Phase, Tolstoy adds +3 to your Majority value.

Fauns

Fauns Leader

Leader Lilith – Envoy of Gaia: if you complete a Move action with Lilith in a Region where you control at least 1 Outpost, you may place 1 Lair token in that Region. Using an Enlist action, you may place your Scrappers only in the Region that contains both Lilith and a Lair token.

Growth: at the end of Action Phase 2 (lightning 2) of each round, if you control at least 2 Outposts of the same color, choose one of them. Remove its token from the board (and return it to the box), and place 1 Lair token in its place. Place the removed Outpost's cube in the leftmost empty slot of the matching color on Lilith's Growth track. You cannot remove more than 3 Outposts of one color.

Then you may choose one of the following options, or both:

  • Place the Altar of Gaia in the Region from which the Outpost was removed.
  • Replace 1 starter Faction card (either one already played or one in your hand) with one of the upgraded Faction cards available to you.

At the end of the game, when counting Supplies for Advantages, gain 1 Supply for each cube on the Growth track.

Fauns Abilities

  • Capture (fist-shield symbol): when you perform a Capture action, you pay the Resource cost of a Market card and turn it face down. Other players cannot buy face-down cards. In the Refresh phase of each round, return to your hand all played cards from your Faction Pad (including those lying face down), and put the face-down captured Market cards into your Recycle Bin. At game end, the cards in the Recycle Bin give you extra Supplies just as they do for other Factions.
    • Note: for all other effects that trigger on a purchase (for example, effects of other Factions), a capture counts as a Buy action.
  • Nature's Harmony: you cannot use any Refuges, Elevators or Bridges of other Factions, but you can use Neutral Elevators and Neutral Bridges. Your Lairs count as Constructions, and all Regions containing Lairs are considered Linked for you.

Fauns Missions: see Fauns Missions below.

Altar of Gaia

The Altar of Gaia adds +1 to your Majority value in the Region with it, but it is not a Scrapper, a Leader or a Drone. It can move only with your own Action cards, and ignores the Majority rule when it moves. The Altar of Gaia cannot use Bridges.

Activation (activation symbol): when you activate the Altar of Gaia, move it 2 adjacent Regions or fewer, then perform a Move or Enlist action in the Region with the Altar, respecting the Majority rule.

The Altar of Gaia is boosted by the Growth token. Each cube on that token gives the bonus listed below.

  • Red cube: +1 to your Majority value in the Region with the Altar of Gaia.
  • Green cube: if you perform a Collect action when activating the Altar of Gaia, collect 1 additional Resource (if possible).
  • Blue cube: +1 to the movement of the Altar of Gaia.
  • Yellow cube: if you perform an Enlist action when activating the Altar of Gaia, place 1 additional Scrapper.

Fauns Missions

At the end of each round's Third Action Phase (lightning 3), you must choose one of the available Fauns missions instead of the standard mission. Complete the chosen mission and mark it with your Faction token. The symbol at the bottom of a mission card (sacrifice) shows which game element you use as the sacrifice.

  • Free Life: choose 1 mission card on the Mission Board. Gain the number of Supplies shown on the top part of that card (for completing it on time).
  • Sacrifice of a Leader: choose a Region where you have Supremacy and which contains at least 1 opposing Leader. Gain 1 Supply for each of your Units in that Region. Choose an opponent who has a Leader in that Region; that opponent must move its Leader into a Region with its own Refuge or a Neutral Refuge, and gain 1 Candy Boost.
  • Sacrifice of a Machine: choose a Region where you have Majority and which contains at least 1 Drone. Gain 3 Supplies for every 2 of your Units in that Region. Choose a Drone in that Region and place it in any starting Region showing the Drone symbol.
  • Sacrifice of Souls: gain 3 Supplies for each Region in which you have Supremacy over at least 1 Faction. Each opponent who has at least 1 Scrapper in those Regions becomes the target of a Kill action.
  • Sacrifice of a Construction: gain 3 Supplies for each Region in which you have Majority and which contains at least 1 Construction. If there are opposing Constructions in that Region, you may remove 1 of them of your choice.
  • Sacrifice of an Outpost: gain 3 Supplies for each Outpost you control, then remove 1 of them and place 1 Lair token in its place. Apply the effects described in your Growth ability.
  • Sacrifice of Resources: choose up to 3 Regions where you have Majority. Gain 1 Supply for each Resource token in those Regions. Then remove 1 Resource from each of those Regions.

Automa (Fauns)

Reference sheet CB-REF 5.

Automa Collect

The Automa collects 1 Resource shown on its Automa card, if possible. Check the game board for Regions where the Automa has Majority and that contain the shown Resource.

  • If there is no suitable Region, the Automa cannot perform a Collect action.
  • If there is 1 suitable Region, the Automa collects 1 Resource shown on its card.
  • If there are several suitable Regions, the Automa collects 1 Resource shown on its card in the Region with the fewest of that Resource.

Automa Capture

The Automa captures 1 Market card, if possible.

  1. Choose the Market. The Automa card shows which Market the Automa chooses (red, blue, green or black).
  2. Choose the card. Look at the rightmost card on the chosen Market.
    • If the Automa can pay the card's Resource cost (ignoring the Market requirement to control Outposts), it pays those Resources and turns the card face down.
    • If the rightmost card has already been captured or cannot be captured, the Automa chooses the next card to the left that it can capture.

If the Automa cannot capture any card on the chosen Market, it cannot perform a Capture action.

Free Units: a Free Unit is a Unit that can move from one Region into an adjacent Region, provided the Automa keeps Majority in the Region it leaves. Units in a Region with no Resources and no Outposts are always considered Free.

Automa Move

The Automa moves its Units on the game board, if possible. The Automa card shows the object toward which the Automa tries to move its Free Units (red, green, blue, black triangle or black circle icons).

  • If there are no Free Units on the board, the Automa cannot perform a Move action.
  • If there is only 1 group of Free Units that can move into a Region with the shown object, the Automa moves that group into that Region.
  • If several groups of Free Units can move, the Automa moves:
    1. the group with the most Free Units in a Region where it has Majority;
    2. the group with the fewest Free Units in a Region where it does not have Majority.

Completing the movement: once the group to be moved is determined, check how many Regions with the shown object it can move to. If there are several, the Automa moves its Units into the Region with the most Resources.

The Automa must spend 1 Technology to move Units from a Ground Region to a Roof Region. Otherwise it cannot perform a Move action.

Automa Enlist

The Automa places new Units on the game board, if possible. Place 1 Scrapper from the Automa's supply in a Region containing the object shown on the Automa card (red, green, blue or black icons).

If the Automa has no Scrappers left in its supply, it takes 1 of its Scrappers from the Region with the most Free Units and places it in the indicated Region.

At any time when the Automa faces a choice between 2 or more options, use the tie-break tokens.

Automa Mission Phase and Weather

Automa Mission Phase

At the end of each round's mission phase (the phase marked with the lightning symbol), the Automa performs the steps below.

  • Move all captured Market cards into the Automa's Recycle Bin (on the Automa pad). Refill the Markets with new cards by the normal rules.
  • If the Automa has Majority in 1 or more Regions with Outposts, remove all Outposts from them and place them in the Outpost slot on the Automa pad.
  • If a Region from which an Outpost was just removed contains a Lair token, move that Lair token to another Region with an Outpost of the same color.

Playing with Weather Cards

After step 2 of each Refresh phase, place the face-up Weather card from the top of the Weather deck next to the game board, on top of the previous one. Then reveal the next Weather card and leave it on top of the deck.

Automa Final Supply Count

At the end of the game, the Automa gains Supplies by the criteria below.

  • For captured cards: add up the Supplies on the Market cards in the Automa's Recycle Bin.
  • For sacrificed Outposts: group the Outposts on the Automa pad by color. For each color, the Automa gains 5 / 15 / 30 Supplies for 1 / 2 / 3+ Outposts of that color.
  • For Resources: count the Supplies for the Resources the Automa still has, in the same way as for ordinary players.

Weather Effects

The Weather card lying next to the game board shows the effect in force for the whole current round. The Weather card on top of the deck shows the effect that will apply in the next round.

  • Acid Rain: at the end of the phase marked with the lightning symbol, remove from the board all Scrappers that are not in shelter. A Scrapper is in shelter if it is in a Region with an Outpost, a Neutral Refuge or its own Faction's Refuge.
  • Snowstorm: actions may be performed only with 1 Unit. Moving in groups is forbidden.
  • Black Ice: players cannot use Bridges or Elevators.
  • Heavy Snowfall: at the end of the phase marked with the lightning symbol, remove from the board all Scrappers that are buried under rubble. A Scrapper is buried if it is in a Region with any Refuge or any Elevator, or in a Region over which any Bridge passes.
  • Gusty Wind: Units in Roof Regions cannot perform Action cards. Players may still move Units from a Ground Region to a Roof Region (but not the other way round).
  • Solar Flare: at the end of the phase marked with the lightning symbol, the first player in Priority order removes 1 Resource from each Region that contains at least 1 Unit.

Mercenaries

Reference sheet CB-REF 6.

Final Supply Count: gain 6 Supplies for your Mercenary card.

Alexandra

Hire: to hire Alexandra, you must move your Leader into the Region with Alexandra, and you must have at least 7 identical symbols on all revealed cards played in this round.

Skill – Appropriation: when you perform a Collect action in the Region with Alexandra, collect all Resources in that Region.

Penny Boom

Hire: to hire Penny Boom, you must move your Leader into the Region with Penny Boom, and your supply must contain at least 6 Energy Cells.

Skill – Demolitionist: if at the end of any phase marked with the lightning symbol Penny Boom is in a Region with at least 1 opposing Construction (Neutral Constructions do not count), you may remove those Constructions from the game board. Gain 1 Supply for each Construction removed this way. Return the removed Construction tokens to the supply of their owners, who each gain 1 Candy Boost for each of their Constructions removed.

Yukas

Hire: to hire Yukas, you must move your Leader into the Region with Yukas, and you must have 3 Drone cards (cards lying face down and cards in the Recycle Bin also count).

Skill – Psionic Hack: if at the end of any phase marked with the lightning symbol Yukas is in a Region with a Drone, you may activate that Drone.

Madness and Max

Hire: to hire Madness and Max, you must move your Leader into the Region with Madness and Max, and you must control at least 3 Outposts of one color.

Skill – Snow Hunter: Madness and Max may move only into Ground Regions, ignoring the Majority rule, and they never move together with other Units. To move Madness and Max, you may use only 1 Move symbol from each played Action card.

At the end of a move of Madness and Max, apply 1 of the following effects of your choice:

  • collect 1 Resource in the Region where they are;
  • choose 1 opponent who has at least 1 Scrapper in the Region with Madness and Max; that opponent becomes the target of a Kill action.

Industrial Market

Machines

  • Eal: must be placed in a Roof Region (remove 1 of your Scrappers from that Region).
    • Sniper: move Eal 2 Roof Regions or fewer, then choose an adjacent Ground Region. Each opponent who has at least 1 Scrapper in the chosen Region becomes the target of a Kill action.
  • Slizen: must be placed in a Ground Region (remove 1 of your Scrappers from that Region).
    • Tunnel: move Slizen 2 Regions or fewer (it may move through Roof Regions, but must finish its movement in a Ground Region). You may move any number of your Units from the Region where Slizen started its movement into the Region where it finished.
  • Ripli: may be placed in any Region (remove 1 of your Scrappers from that Region).
    • Loader: move Ripli 2 Regions or fewer, then collect up to 2 Resources in the Region where this Unit is, or in a Region linked to it.

Machine rules

  • Machines cannot use Elevators, but they can use Bridges.
  • A Machine belongs to the player who played the corresponding card, and adds +2 to that player's Majority value in the Region where it is.
  • Machines ignore the Majority rule when they move.

Industrial Market Cards

Market card No. 1 Perform Move, then perform 1 additional Move for each Bridge you have built.

Market card No. 2 Perform Enlist, then perform 1 additional Enlist for each Refuge you have built.

Market card No. 3 Perform Collect, then perform 1 additional Collect for each Elevator you have built.

Market card No. 4 Perform Move, Move, Move. When doing so, you may move from any Region with a Neutral Elevator or an Elevator of your Faction to another Region with a Neutral Elevator or an Elevator of your Faction, as if they were Linked.

Market card No. 5 Perform Collect, Collect, Collect. When doing so, you may also collect Resources in any Ground Region that contains a Neutral Elevator or an Elevator of your Faction.

Market card No. 6 Perform Enlist, Enlist, Enlist. When doing so, you may place Scrappers in any Roof Region that contains a Neutral Bridge or a Bridge of your Faction.

Market card No. 7 Perform Move, Move, Move. If you move across a Neutral Bridge or a Bridge of your Faction, you may collect 1 Resource in the Ground Region over which it passes, ignoring the Majority rule.

Market card No. 8 Perform Collect, Collect, Collect. Gain 1 Supply for each Resource you collect in a Region with a Refuge of your Faction.

Market card No. 9 Gain 2 Supplies for each set of 3 different Constructions of your Faction on the game board (Refuge + Bridge + Elevator).

Citadel

Looting the Citadel: the owner of the "Control of the Citadel" card may, once in each phase marked with the lightning symbol, withdraw one Scrapper that is in a Citadel wall Region, and immediately gain 3 Supplies. To withdraw a Scrapper, this player must place it in a Region with a Neutral Refuge.

If you are not playing in Citadel mode, you may use Yeager as an ordinary Drone.

Yeager Drone

Yeager – Armed Guard: you may move Yeager 2 Regions or fewer. You may also move with it any of your Units from the Region it started its movement from, or from a Region through which it passed. Then every opponent who has at least 1 Scrapper in the Region where this Drone is, or in a Region linked to it, becomes the target of a Kill action (each opponent, in Priority order, chooses the Region in which they become the target of this action).

Yeager activation

  • Patrol: Yeager moves to the next Region clockwise. Each Faction that has at least 1 Scrapper in the Region with Yeager becomes the target of a Kill action.
  • Squall Fire: Yeager does not move. Each Faction that has at least 1 Scrapper in the Region with Yeager or in an adjacent Region becomes the target of a Kill action (each player, in Priority order, chooses the Region in which they become the target of this action).
  • Displacement: Yeager moves to the next Region clockwise. Each Scrapper and Leader in the Region where Yeager finished its movement must move to the next Region clockwise. This effect does not apply to Ahab.

Citadel Missions

Missions are scored as follows. Where a mission is completed late, the lower value applies.

  • Citadel: if you control the Citadel, gain 2 Supplies for each Roof Region in which you have Majority, or 1 Supply for each such Roof Region if the mission is completed late.
  • Infrastructure: if you control the Citadel, gain 3 Supplies for each Region with at least 1 Construction in which you have Majority, or 2 Supplies for each such Region if the mission is completed late.
  • Attack on Yeager: gain 5 Supplies for the Region with Yeager and for each Region linked to it in which you have Majority, or 2 Supplies for each such Region if the mission is completed late.
  • Outpost: if you control the Citadel, gain 3 Supplies for each Outpost you control, or 2 Supplies for each Outpost you control if the mission is completed late.
  • Alliance: if your Leader is in a Region with Ahab, gain 3 Supplies for every 2 Scrappers in Citadel wall Regions, or 1 Supply for each Scrapper in Citadel wall Regions if the mission is completed late.

Ahab

Reference sheet CB-REF 8. Ahab's action cards are sorted by round. The colored action icons keep the base-game feat colors: red for Tactic, blue for Logistic, green for Machinery.

Ahab Action Cards – Rounds 1 and 2

  1. Condition: if you have built at least 2 Refuges. Effect: perform Enlist (red), Enlist (red), Move (blue), Move (red), Move (red).

  2. Condition: if you have Majority in a Region with at least 1 Construction. Effect: perform Build, Enlist (blue), Move (red), Move (red).

  3. Condition: if you have bought at least 2 Market cards. Effect: perform Capture, Move (blue), Move (red), Move (red).

  4. Condition: if you have at least 3 Technology in your supply. Effect: perform Collect, Collect, Move (blue), Move (red), Move (red).

  5. Condition: if you have at least 2 Drone cards (cards lying face down and cards in the Recycle Bin also count). Effect: place any Drone in the Region with Ahab and perform Move (blue), Move (red), Move (red).

  6. Condition: if among all players you have the most Scrappers placed on the board. Effect: perform Kill, Move (blue), Move (red), Move (red).

  7. Condition: if your Leader is in a Roof Region. Effect: place your Leader in the Region with Ahab and perform Enlist (blue), Enlist (red), Move (red), Move (red).

Ahab Action Cards – Rounds 3 and 4

  1. Condition: if you have at least 3 Energy Cells in your supply. Effect: perform Enlist (blue), Enlist (green), Enlist (green), Move (blue), Move (red), Move (red).

  2. Condition: if you have Majority in 2 Regions, each with at least 1 Construction. Effect: perform Build, Build, Move (blue), Move (red), Move (red).

  3. Condition: if you have bought at least 4 Market cards. Effect: perform Capture, Enlist (red), Move (blue), Move (red), Move (red).

  4. Condition: if you control at least 3 Outposts. Effect: perform Enlist (red), Enlist (red), Enlist (red), Move (blue), Move (red), Move (red).

  5. Condition: if you have at least 3 Drone cards (cards lying face down and cards in the Recycle Bin also count). Effect: perform Drone Action, Enlist (green), Move (blue), Move (red), Move (red).

  6. Condition: if among all players you have the most Scrappers placed on the board. Effect: perform Kill, Enlist (green), Enlist (blue), Move (red), Move (red).

  7. Condition: if your Leader is in a Roof Region. reveal the next 2 Yeager activation cards, apply their effects, and perform Enlist (blue), Enlist (red), Enlist (red), Move (red), Move (red).

Purebred

Retribution Mode

A player playing the Purebred may choose not to apply the penalties of Retribution cards to their Faction.

Purebred Denunciation: to file a denunciation, use the rules below instead of the standard ones.

Take the top 3 cards of the Retribution deck and swap 1 Retribution card on your board for 1 of the cards you took. Having done so, advance your Faction token on the Retribution track by a number of spaces equal to the rank of the Retribution card you replaced. Then you must retreat from the Big Ben Region with a number of your Units equal to that rank. Discard the replaced card and the remaining cards drawn from the deck.

Purebred Faction Tokens

  • Storage: you no longer have a limit on Resource storage. Resources on your pad above 10 are not counted when completing missions, but they are counted in the final Supply count at the end of the game.
  • Drone Control: when you buy a Drone card, immediately apply its effect.
  • Sewers: all Regions with Barracks and Neutral Refuges are considered Linked for you. This effect does not apply to Regions with opponents' Refuges.
  • Bribe: when you perform a Buy action, you may additionally pay 1 Technology to take 1 Candy Boost of your choice from the supply (you may look at them, but then shuffle the remaining Candy Boost tokens face down in the supply).
  • Mechanical Arm: after you activate a Drone, collect 1 Resource in the Region where that Drone finished its movement (if possible).
  • Motivation: when you apply the "Subjugation" ability in a Region with no Resources, you may take 1 Resource from a Faction over which you have Supremacy in that Region. If there are several such Factions, take 1 Resource from one of them of your choice.
  • Inspection: when an opposing Faction builds a Construction, you may choose any Scrapper on the board and place it in the Region with that Construction.
  • Corruption: after you perform a Collect action, you may perform an Enlist action, if you have more Resources in your supply than any other player.

Purebred Abilities (Old London / Citadel expansions)

Leader Boris – Patron of Markets: when you perform a Buy action and Boris is in a Region with an Outpost that you control, you may, after that action, place 1 Energy Cell from your supply on any Market card of the color of that Outpost. If you do, immediately apply the effects of that Market card without buying it. Afterwards, any player who buys a card with an Energy Cell on it takes that Energy Cell (after paying the card's cost). You cannot use this ability on a Market card that already has an Energy Cell on it.

Leader Ahab – Undisputed Power: during your Action Phase (lightning icon), if you perform a Move action involving Ahab, you always have Majority in the Region with Ahab until the end of that Action Phase.

Purebred Abilities

  • Military Architecture: each Drone adds +1 to your Majority value in the Region where it is.
  • Military Discipline:
    • When counting Supplies for Market cards at the end of the game, you gain Supplies only for Drone cards; other Market cards are not counted.
    • Each time any player activates a Drone, you may choose not to apply its effect to your Units.
    • You do not build Constructions, but you may use any Bridges and Elevators, both Neutral and those belonging to other Factions. Each time you use an opponent's Construction, that opponent immediately gains 1 Supply.
    • Barracks count as your Constructions and are used as Refuges of your Faction.
    • You cannot buy cards in the Black and Industrial Markets.
  • Evacuation: you may perform a Move action to move 1 opposing Scrapper from a Region that contains at least 1 of your Units into a Region linked to it.
  • Orders: when any player for the first time completes a mission on which an Order token lies, flip that token face up; it stays face up on that card until the end of the game.
    • Increased reward (+): if a player completes the mission on time, they gain the Supplies shown on both the top and the bottom part of that Mission card. If a player completes the mission late, they gain only the Supplies shown on the top part.
    • Reduced reward (−): the player gains only the Supplies shown on the bottom part of the Mission card, regardless of when they complete it.
  • Subjugation: you may perform a Collect action only in a Region where you have Supremacy over at least 1 Faction. Each time you perform this action, take 1 additional Resource of the same type from the common supply.

Equipment Market

Equipment Advantage Tokens

  • Available Goods: you no longer need to meet the Outpost requirements of the Markets in order to buy cards on the Outpost Markets (blue, red and green).
  • Natural Gift: you may open your advantage tokens at the end of any of your phases marked with the lightning symbols 1, 2 or 3, if you control 2 Outposts of the matching color (not only at the end of your Action Phase 2).
  • Watchtowers: when you build an Elevator, you may perform Kill, Kill (or fewer) in the Region with that Elevator.
  • Bridge Crane: when you build a Bridge, you may perform Collect, Collect (or fewer) in the Region with that Bridge.
  • "We Need You!": when you build a Refuge, you may perform Enlist, Enlist (or fewer) in the Region with that Refuge.
  • Opportunist: when this token is revealed, gain 1 Supply for each Outpost you control.

Equipment Market Cards

Vending Machine

  • Leader actions: gain 2 Candy Boost.
  • Equipment effect: each time you spend 1 Candy Boost to perform an action involving your Leader or in a Region with your Leader, immediately gain 1 Candy Boost.

Banner

  • Leader actions: perform Enlist, Enlist (or fewer) in the Region with your Leader, even if there is no Refuge in it.
  • Equipment effect: add +2 to your Majority value in the Region with your Leader.

Metal Detector

  • Leader actions: perform Collect, Collect (or fewer) in the Region with your Leader.
  • Equipment effect: each time you perform a Collect action in a Ground Region with your Leader, you may take 1 Technology from the common supply instead of from the game board.

Plasma Claws

  • Leader actions: perform Enlist in the Region with your Leader.
  • Equipment effect: each time you perform a Move action with your Leader, you may count it as a Logistic Move action (moving between Ground and Roof Regions without an Elevator).

Battery

  • Leader actions: gain 1 Technology.
  • Equipment effect: each time you perform a Collect action in the Region with your Leader, you may count it as a Logistic Collect action (exchanging a Technology for an Energy Cell).

Mines

  • Leader actions: perform Build in the Region with your Leader.
  • Equipment effect: if the Region with your Leader contains at least 1 Construction of your Faction, you may perform Kill in that Region instead of Enlist.

Power Block

  • Leader actions: exchange up to 2 Technology for the same number of Energy Cells from the common supply.
  • Equipment effect: each time you collect a Resource with a Collect action in the Region with your Leader, gain 1 Supply.

Shortwave Radio

  • Leader actions: perform Move, Move (or fewer) involving your Leader (alone or with any number of Units).
  • Equipment effect: each time you perform an Enlist action in the Region with your Leader, you may count it as a Tactic Enlist action (placing a Scrapper in a Region without a Refuge, but with at least 1 of your Units).

Automa (Chrono Cult)

Reference sheet CB-REF 11.

Automa Collect

The Automa collects 1 Resource shown on its Automa card, if possible. Check the game board for Regions where the Automa has Majority and that contain the shown Resource.

  • If there is no suitable Region, the Automa cannot perform a Collect action.
  • If there is 1 suitable Region, the Automa collects 1 Resource shown on its card, and the action ends there.
  • If there are several suitable Regions, the Automa collects 1 Resource shown on its card in the Region with the fewest of that Resource.

At any time when the Automa faces a choice between 2 or more options, use the tie-break tokens.

Automa Buy

The Automa buys 1 card at one of the Markets, if possible.

  1. Choose the Market. The Automa card shows which Market it chooses (red, green, blue or black).
  2. Choose the card. Look at the leftmost card on the chosen Market.
    • If the Automa has the necessary Resources and meets the Market requirement to buy this card, it spends those Resources and places the card face down in its Recycle Bin on the Automa pad.
    • If the Automa cannot buy the leftmost card, it tries the middle card, and if it cannot, the rightmost card.

If the Automa cannot buy any card on the Market of the shown color, or cannot buy any card for the Chrono need (after checking all Markets), it cannot perform a Buy action.

  1. Extra Supplies for Chrono needs. Only if the Automa performed a Buy action: it gains a number of Supplies equal to the Chrono need bonus of the Market on which it bought the card.

Automa Enlist

The Automa places new Units on the game board.

  • Leader: if Balthazar is a Free Unit, determine a Region in which another Faction has Supremacy and which contains at least 1 Automa Unit. That Faction becomes the target of a Kill action in that Region, and the Automa places Balthazar there and places 1 Scrapper there. If there are several such Regions, choose the Region in which the Faction with Supremacy has fewer Units. If Balthazar is not a Free Unit, or there is no suitable Region, the Automa places 1 Scrapper in the Region with Balthazar.
  • Drone: the Automa places 1 Scrapper in the Region with the Altar (as printed on the Automa card) where it has fewer Units.
  • Refuge: determine the Region with an Automa Refuge in which the Automa has the fewest Units, and place 1 Automa Scrapper there. If there are several such Regions, choose the Region with an Outpost that matches the Chrono need token with the bigger bonus (the one placed further left).

Each time the Automa must place 1 or more Scrappers and has none left in its supply, it takes 1 of its Scrappers from the Region with the most Free Units and places it in the indicated Region.

Automa Move

The Automa moves its Units on the game board, if possible. The Automa card shows the object toward which it tries to move its Free Units (the red, green, blue and black triangle and black circle icons, and one further object icon).

  • If there are no Free Units on the board, the Automa cannot perform a Move action.
  • If there is only 1 group of Free Units that can move into a Region with the shown object, the Automa moves that group into that Region.
  • If there are several groups of Free Units that can move, the Automa moves the next group in this order of priority:
    • the group with the most Free Units by Majority;
    • the group with the fewest Free Units by Minority;
    • the group with the most Free Units by Majority, using a Reserve Move;
    • the group with the fewest Free Units by Minority, using a Reserve Move.

Completing the movement: once the group to be moved is determined, check how many Regions with the shown object it can move to. If there are several, the Automa moves its Units into the Region with the most Resources.

Reserve Move: the Automa places a Bridge or an Elevator on the game board and performs a Move action. If all of the Automa's Bridges and Elevators are already on the game board, it loses 1 Supply and performs this movement without placing a Construction.

Free Units

A Free Unit group is a group of 1 or more Automa Units that can be moved to another Region, provided the Automa keeps Majority in the Region they leave (if that Region contains at least 1 Resource or at least 1 Outpost; otherwise all Units in that Region count as Free).

Free Units by Majority are Automa Units that are in a Region where the Automa has Majority, and whose movement to other Regions keeps Majority for the Automa in the Region they leave. In addition, Units in a Region with no Resources and no Outposts always count as Free Units by Majority, even if the Automa does not have Majority in that Region.

Free Units by Minority: if there is no group of Units free by Majority on the game board, check the Regions in which the Automa does not have Majority. Units in those Regions then count as Free Units by Minority.

Automa Mission Phase

At the end of each round's Action Phase 3 (lightning 3), the Automa gains Supplies for the Outposts it controls. For each Outpost cube on its pad, it gains a number of Supplies equal to the Chrono need bonus above that cube's slot.

Automa Final Supply Count

At the end of the 4th round's Action Phase 3 (lightning 3), the Automa gains Supplies by the criteria below.

  • 1 Supply for every 2 Technology in its supply.
  • 1 Supply for every Energy Cell in its supply.
  • The Supplies shown on the Market cards it has bought.
  • Kar'Ra C: if you have Majority in the Region with Kar'Ra, gain 2 Supplies for each Resource token in that Region.
  • Elly A: gain 3 Supplies for each Signal token in every Region that contains at least 1 Drone.
  • Elly B: gain 3 Supplies for each Signal token on a Drone card or on a Market board.
  • Elly C: choose a Purebred mission card in the column of the current round on the Mission Board. Gain the number of Supplies shown on the top part of that card (for completing it on time).
  • Condition: if your Leader is in a Region with an Outpost. Effect: reveal the next Yeager activation card, apply its effects, and perform Enlist (red), Move (red), Move (red), Move (red).

  • Effect:
  • Condition: if your Leader is in a Region with an Outpost. Effect: place your Leader in the Region with Ahab and perform Enlist (red), Enlist (red), Move (blue), Move (red), Move (red).