RulesPal
Chat
Rulebook
D.E.I.: Divide et Impera – Cash & Rad thumbnail

D.E.I.: Divide et Impera – Cash & Rad

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

D.E.I.: Divide et Impera – Cash & Rad Rulebook

Table of Contents

Table of Contents

  • Components
    • Components for 5-6 players
    • Components for the Information Market
    • Camdens components
    • Rads components
  • Camdens
    • How to use the Camdens
    • Apu's Skill
    • Zaius Drone
    • Zaius Market
    • Zaius Market – Effect of the Cards
  • Rads
    • How to play the Rads
    • Cherno Drone
    • Dr. Pierre's Skill
    • Rad Faction Skills
  • Information Market
    • How to use the Information Market
    • Timing!
    • Information Market – Starting Action Cards
    • Information Market – Market Cards
    • Information Feats
  • 5-Player Game Setup
  • 6-Player Game Setup

Components

Components for 5-6 players

  • Technology Tokens (30)
  • Energy Cell Tokens (16)
  • Districts (4)
  • Candy Boost (16)
  • Outposts (6)
  • Faction Pads (2)
  • Additional Cubes (6)

Components for the Information Market

  • Information Market Board (1)
  • Information Action Cards (8)
  • Starting Information Action Cards (6)
  • Information Feats (6)
  • Information Outposts (7)
  • Yellow Cubes (7)

Camdens components

  • Faction Cards (8)
  • Supply Tokens (1)
  • Faction Tokens (7)
  • Leader (1 card + 1 model)
  • Constructions (9 tokens)
  • Scrappers (15 models)
  • Zaius Drone (3 cards + 1 model + 1 Drone Token)
  • Zaius Market Cards (6)
  • Zaius Market Board (1)

Rads components

  • Faction Cards (8)
  • Supply Token (1)
  • Faction Tokens (7)
  • Leader (1 card + 1 model)
  • Constructions (9 tokens)
  • Scrappers (15 models)
  • Cherno Drone (3 cards + 1 model + 1 Drone Token)

Transcriber's note: the icons in this expansion are the same symbols used in the base game. Where the printed rulebook names an action in words, that wording is used. Where it shows only a symbol, the symbol is written here in brackets with a short description of its shape: [boot icon] (Move), [crossed-tools icon] (Build), [figure icon] (a single standing figure, the Scrapper/Unit symbol), [helmet icon] (a helmet-faced figure), [gripper icon] (a claw-shaped figure), [shield icon] (a shield with a figure inside), and so on. The exact action names behind the helmet, figure, gripper and shield symbols were not printed in this expansion; check them against the base rulebook's icon key before relying on them.

Camdens

Made up of traders and businessmen all coming from the famous London district, this survivor band is still alive all these years after White Death, dealing with all the other survivors. Thanks to their large stock in tech and food, it was so easy to build up a trading network to ensure their survival for years and years. Even the Purebred recognized the Camdens' utility, exploiting them in order to keep their status quo among the Factions of Old London.

How to use the Camdens

If you add this Faction to a game, during the setup, Step 3, add the Zaius Drone token to the already available ones, then decide as usual the starting District where the Drone is placed.

The Zaius Drone follows all Drone rules described in the base game.

Apu's Skill

Apu (Camdens) — Trader: Once during your Action Phase, if a [boot icon] Action with Apu ends in a Region with an Outpost, the player can instantly take an [shield icon] Action in the corresponding Market (meeting all requirements and costs).

In case there are 2 or more different Outposts, the player must choose 1 of the Outposts, then takes 1 [shield icon] Action.

Zaius Drone

Zaius – Mobile Trading Hub: The player can move Zaius up to 2 Regions, then they select an opponent Faction with at least 1 Unit in the same Region where Zaius is located. The player who controls Zaius chooses one Market Action Card on that Faction's Pad and copies all Actions of that card.

Note: This skill can be used only to copy face-up cards.

Zaius Market

Zaius Market Setup: during the setup, Step 8, shuffle the 6 Zaius Market cards. Then place the deck on the Zaius Market Board and reveal the first 2 cards onto the 2 corresponding spots.

The Zaius Drone is the location of a special Market, with 6 powerful cards. All players can purchase from this Market as long as they have the Majority in the Region where the Zaius Drone is, by using a Purchase Action (see page 20 in base game rulebook) and paying the cost as indicated on the card.

Zaius Market – Effect of the Cards

  • Card 1 – Perform [boot icon] [boot icon] [boot icon].
  • Card 2 – Perform [helmet icon] [helmet icon] [helmet icon] [helmet icon].
  • Card 3 – Perform [gripper icon] [gripper icon] [gripper icon] [gripper icon].
  • Card 4 – Gain 1 Supply for every 2 Resources in your Reserve.
  • Card 5 – Perform a Purchase. This purchase has a discount of 3 Resources.
  • Card 6 – Gain 1 Supply for each Outpost you control.

Rads

Hinkley Point Nuclear power plant is where these survivors lived for years, despite the fact that the White Death's cold damaged it. The Rads chose to embrace the warmth of radiation instead of a new icy and wintry climate. Now, many years later, the power plant has collapsed and those hardy scrappers, who lived there, are migrating west toward the old Capital, looking for a new place to settle down.

How to play the Rads

If you add this Faction to a game, during the setup, Step 3, add the Cherno Drone token to the already available ones, then decide as usual the starting District where the Drone is placed.

The Cherno Drone follows all Drones described in the base game.

Cherno Drone

Cherno – Nuclear Collapse: The player can move Cherno up to 2 Regions. All the opponents in the Region where Cherno ends its movement are forced to perform a [boot icon] Action with all their Units to a single linked Region of their choice and ignoring the Majority Rule.

All the opponents perform the [boot icon] Action in Priority order.

Dr. Pierre's Skill

Dr. Pierre (Rad) — Unstable Scientist: if a [boot icon] Action with Dr. Pierre ends in a Region where there are 1 or more Technology tokens, the Rad Player MUST remove one and replace it with 1 Energy Cell.

Rad Faction Skills

Radioactives: All Rad Scrappers and the Rad Leader can perform their [boot icon] and [figure icon] actions ignoring Majorities.

Nuclear Disease: At the end of each Turn (before completing a Mission) the Rad player must remove the same amount of Scrappers as the current Turn number (1 Scrapper in the first Turn, 2 Scrappers in the second Turn, and so on).

Medical Camp: At the end of the first, second and third Turns of the Rad player, before removing their Scrappers according to the Nuclear Disease rule, they can build a Refuge for free in a Region where a Rad Unit is present.

Information Market

In the icy streets of London, handling the right information at the right time is just as important and vital as is drinking and eating. Informers gather in their crowded outposts, selling their knowledge at a really high price; all the survivors know the worth of their information. It's now, more than ever, essential to predict all the movements or to know the plans of rival factions to better manipulate or plan for potential attacks. The Information Market is growing like the other markets in this ruthless era.

This Expansion adds a new Market to the 3 already available in the base game. The Information Market, depicted in Yellow, adds 8 brand new Market Cards, 6 brand new Feats, 6 Starting Information Action Cards and introduces a new mechanic called Timing!

How to use the Information Market

If you decide to add the Information Market to a game, follow these steps during the Setup:

  • Setup, Step 6: Choose or pick randomly 1 of the 3 Markets and remove it, substituting it entirely with the Information Market (yellow). Place the Information Outpost (the yellow ones) as you would with the rules for the other Outposts. All rules that refer to the Market that was replaced are now applied to the Information Market.
  • Setup, Steps 7, 8, 9: perform these phases using all the Yellow components for the Information Market instead of the removed Market. During Step 8, form the Information Deck using the 8 Market Cards, keeping aside the 6 Starting Information Action Cards depicted with the [yellow banner icon] symbol in the Yellow banner.
  • Before the game starts, randomly give 1 Starting Information Action Card to each player (remove the remaining ones from the game). Therefore, each player starts with an additional Action Card.

Note: if a player uses the Faun Faction, this player does not gain the additional Information Action Card, but gains 2 Supplies instead.

Timing!

Information Action Cards (both the Starting ones and the available ones in the Market) use this new rule called Timing! These cards are divided into two sections.

In the upper section, you'll find Actions that you can use as usual in the game.

In the lower part you will find the Actions that you can perform instead of the upper part, and only if you meet the Timing request.

The Timing has to be verified at the time when the Information Card is played and before any other effect is resolved.

Information Market – Starting Action Cards

  • Starting Card 1 – Gain 1 Supply. Timing: if you control at least 2 Outposts, gain 3 Supplies.
  • Starting Card 2 – Perform [helmet icon]. Timing: if you don't have any Technology resources [technology icon], perform [helmet icon] [boot icon] [boot icon].
  • Starting Card 3 – Perform [helmet icon]. Timing: if you don't have any Energy Cell resources [energy cell icon], perform [helmet icon] [figure icon] [figure icon].
  • Starting Card 4 – Perform [helmet icon] [helmet icon]. Timing: if you have at least 2 Drone Cards, perform [helmet icon] [helmet icon] [helmet icon] [helmet icon]. Psionic – Timing: if you have 2 Echoes on any Drone Cards. Wild – Timing: if you played 2 Tolstoj Cards.
  • Starting Card 5 – Perform [crossed-tools icon]. Timing: if you have exactly 1 Refuge (no more than 1) already built, perform [crossed-tools icon] [boot icon] [boot icon]. Psionic, Pure, Wild – Timing: Remove this card from play and immediately gain 2 Supplies.
  • Starting Card 6 – Perform [crossed-tools icon]. Timing: if you have exactly only 1 Bridge (no more than 1) and/or only 1 Elevator (no more than 1) already built, perform [crossed-tools icon] [figure icon] [figure icon]. Psionic, Pure, Wild – Timing: Remove this card from play and immediately gain 2 Supplies.

Information Market – Market Cards

  • Market Card 1 – Perform [helmet icon] [helmet icon]. Timing: if you control at least 3 different colored Outposts, perform [helmet icon] [helmet icon] [figure icon] [figure icon].
  • Market Card 2 – Perform [helmet icon] [helmet icon]. Timing: if you have at least 2 Information Market Cards, perform [helmet icon] [helmet icon] [boot icon] [boot icon].
  • Market Card 3 – Gain 2 Supplies. Timing: if you control at least 2 Information Outposts, gain 4 Supplies.
  • Market Card 4 – Perform [helmet icon] [helmet icon]. Timing: if you are the player with the lowest amount of deployed Scrappers, perform [helmet icon] [helmet icon].
  • Market Card 5 – Perform [boot icon]. Timing: if you are the player with the lowest amount of Resources, perform [boot icon] [figure icon] [figure icon] [figure icon].
  • Market Card 6 – Perform [figure icon] [boot icon]. Timing: if you control at least 2 Information Outposts, perform [figure icon] [figure icon] [figure icon] [boot icon] [boot icon].
  • Market Card 7 – Perform [boot icon] [boot icon]. Timing: if you don't have any Supremacy in any Regions, perform [figure icon] [figure icon] [boot icon] [boot icon].
  • Market Card 8 – Perform [crossed-tools icon]. Timing: if you have exactly 10 Scrappers on the Game Board, perform [crossed-tools icon] [boot icon] [boot icon] [boot icon].

Information Feats

  • Spy Network – The Timing condition to trigger the lower section of the Information Action Cards is always considered fulfilled.
  • Trading Opportunist – When you purchase an Information Action Card, you instantly trigger the Timing Effect (even if you don't fulfill it).
  • Lonely Scout – If you perform a [boot icon] Action with a single Unit (not in a Group), you may perform an additional movement with that Unit.
  • Experienced Miner – If you perform a [gripper icon] Action in a Region where you have a single Unit, you perform an additional [figure icon] in that Region.
  • Charismatic Leader – If you perform a [leader icon] Action in a Region where your Leader is, you can deploy 1 additional Scrapper.
  • You Have Good Eyes, My Friend – When you Purchase cards from any Market, you gain 2 Supplies if you Purchase the left-most Card in that Market.

5-Player Game Setup

When you set up a 5-Player Game, follow the standard Setup with these exceptions:

Game Board: When you assemble the Game Board, build it with a 3 by 6 grid, using the Districts depicted in this figure. You can place and rotate the Districts as you like, but Districts with Neutral Refuges can never be adjacent.

Drones: During Setup, Step 8, assemble 3 decks with 5 Drone Cards each, corresponding to the Drones in game.

Note: in 5-Player Games, you must always place five Districts having the Drone Deployment icon.

Starting Unit Deployment for the fifth Player: Deploy the Leader and 6 Scrappers on any Neutral Refuge; deploy the Units dividing them as evenly as possible in the Regions with a Neutral Refuge.

6-Player Game Setup

When you set up a 6-Player Game, follow the standard Setup with these exceptions:

Game Board: When you assemble the Game Board, build it with a 5 by 4 grid, using the Districts depicted in this figure. You can place and rotate the Districts as you like, but Districts with Neutral Refuges can never be adjacent.

Drones: During Setup, Step 8, assemble 3 decks with 6 Drone Cards each, corresponding to the Drones in game.

Note: in 6-Player Games, you must always place six Districts having the Drone Deployment icon.

Starting Unit Deployment for the fifth Player: Deploy the Leader and 6 Scrappers on any Neutral Refuge; deploy the Units dividing them as evenly as possible in the Regions with a Neutral Refuge.

Starting Unit Deployment for the sixth Player: Deploy the Leader and 7 Scrappers on any Neutral Refuge; deploy the Units dividing them as evenly as possible in the Regions with a Neutral Refuge.