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D.E.I.: Divide et Impera – The Citadel thumbnail

D.E.I.: Divide et Impera – The Citadel

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

D.E.I.: Divide et Impera – The Citadel Rulebook

Table of Contents

Table of Contents

  • Alternative Leaders and the Jaeger Drone
  • The Jaeger Drone
  • The Citadel Mode
    • Setup
  • Citadel Rules
    • Ahab's Actions
    • Ahab Action Cards for Rounds 1 and 2
    • Ahab Action Cards for Rounds 3 and 4
  • Jaeger Activation
  • Control of the Citadel
  • Citadel Mission Cards

Alternative Leaders and the Jaeger Drone

This expansion includes 4 alternative faction leaders from the base game and 1 leader of the Purebred (this faction is part of the Old London expansion). Each of these leaders has a figure and a token, which is placed on the faction pad.

At step 20 of setup, the players who chose these factions must decide which leader they will use in the game.

Nathan — 1 token + 1 figure

Nathan's skill: Extortion: When you perform an action and Nathan is in a region where you have the majority, reduce the cost of the market card you buy by 1 resource for each outpost in that region that matches the colour of the market (the cost cannot drop below 0).

Andromeda — 1 token + 1 figure

Andromeda's skill: Motorcyclist: When you perform an action involving Andromeda (alone or with 1 scrapper at most), you may move her up to 2 regions. You must end this movement in a region where you will have the majority, but you may ignore the majority rule in a region you move through.

Argyle — 1 token + 1 figure

Argyle's skill: Brigadier: Before performing an action involving Argyle, you may remove 1 neutral bridge of your choice from the board and place it so that one of its ends is in the roof region where Argyle is, following all other rules of the base game.

Z-07 — 1 token + 1 figure

Z-07's skill: Killer Instinct: At the end of its action phase, each opponent that has at least 1 scrapper in the region with Z-07 becomes the target of a Kill action.

Ahab — 1 token + 1 figure

Ahab's skill: Undisputed Authority: During your action phase, if you perform an action involving Ahab, you always have the majority in the region with Ahab until the end of that phase.

The Jaeger Drone

If one of the players chooses to play the Purebred faction, they may choose the Jaeger as its starting drone.

  • If this player chooses the Jaeger, add the Jaeger drone token (setup step 3) and the corresponding drone cards for the markets (setup step 8).
  • The Jaeger drone follows all the drone rules stated in the base game, and has the activation effect described below.

Jaeger — Armed Guard: You may move the Jaeger up to 2 regions. In addition, you may move your units with it from the region it started its movement in, or through which it moved. Then each opponent that 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 initiative order, chooses the region in which it becomes the target of this action).

The Citadel Mode

For the Purebred, the Citadel is one of the cornerstones of their power, for it is here that the secrets not meant for ordinary people are kept. Is it not time to take the initiative into your own hands and reveal the hidden truth? You may not get another chance to win freedom. Are you ready to challenge the tyranny of the Purebred?

The Citadel Mode is an alternative game mode for up to 4 players. In this mode the Purebred faction (from the Old London expansion) cannot be played.

Setup

If you decide to play this mode, make the following changes to the base game setup.

  • Setup step 1: Replace the district tiles 2.2, 2.3, 2.5 and 2.6 of the base game with the 4 Citadel district tiles from this expansion. Assemble the game board as shown in the illustration. The Citadel district tiles must be placed exactly as shown in the illustration; the other tiles may be placed at random. The size of the game board, as in the base game, depends on the number of players. Finally, place the assembled 3D model of the Citadel in the centre of the Citadel districts, as shown in the illustration.
  • Setup step 8: After preparing the markets by the base game rules, divide the Ahab action cards by their backs into 2 decks: one for rounds 1 and 2 (A), and the other for rounds 3 and 4 (B). Shuffle each deck separately. Then reveal the 4 top cards of the deck for rounds 1 and 2 and place them next to it.
  • Setup step 11: Randomly take 4 Citadel mission cards (C) and place them face up in the upper row of the mission board. The fifth card is not needed in this game — put it back in the box. Place the 4 standard mission cards face up in the lower row of the mission board. Finally, place the "Control of the Citadel" card (D) next to the game board.
  • Setup step 23: Before the start of the game, shuffle all the Jaeger activation cards (E) and form a deck from them. Place it face down next to the first player's pad. Place the Jaeger figure in the region with its symbol, and the Ahab figure in the adjacent courtyard region.

Components listed in the setup: Citadel mission cards (5), Jaeger activation cards (6), Ahab action cards (8 round cards for rounds 1-2 and 8 round cards for rounds 3-4), "Control of the Citadel" card (1).

Citadel Rules

In the Citadel Mode the factions fight for control over the walls of the Citadel, in order to break through its defensive fortifications and obtain as many supplies and valuable information as possible. While doing this they must avoid the armed drone Jaeger, which patrols the walls of the fortress. On the other hand, a meeting with Captain Ahab, the charismatic leader of the Purebred, may prove very fortunate... if he finds this cooperation advantageous for his secret aims.

Ahab's Actions

Ahab helps the factions complete missions, but supports only those who prove themselves worthy. Any player may use Ahab action cards: each card states the condition that must be met to apply its effect. During one phase, each faction may use only 1 Ahab action card.

To use an Ahab action card, choose one of the available cards whose condition you meet, and play it by placing it on your faction pad in one of the two slots of the current phase.

When you play an Ahab action card, treat the Ahab figure as a unit of your faction (which adds +1 to the majority count in the region with it) until the end of the current action phase. This may be useful for revealing advantage tokens and completing missions.

All actions on an Ahab action card must be performed with Ahab himself (alone or with any number of units). Ahab may use bridges and elevators, both neutral and those belonging to other factions. The units that move together with him may do the same.

In the clean-up phase, remove from the game (and return to the box) all Ahab action cards that lie on the faction pads or are face up next to his deck; they can no longer be used in this game.

At the start of a new round, reveal the 4 top cards of the deck corresponding to the current round.

As with ordinary action cards, every symbol on an Ahab action card is optional — you decide whether to perform the action shown.

Ahab Action Cards for Rounds 1 and 2

Icons below are named from the base game icon key: a blue boot is Logistic Move, a red boot is Tactic Move, a black figure is Enlist, a red hooded figure is Tactic Enlist, a green figure is Machinery Enlist, a hammer with wrench is Build. Other icons are described by their appearance.

  1. Condition: you have built at least 2 refuges. Effect: perform Tactic Enlist, Tactic Enlist, Logistic Move, Tactic Move, Tactic Move.

  2. Condition: you have at least 2 drone cards (face-down cards and cards in the recycle bin also count). Effect: place any drone in the region with Ahab and perform Logistic Move, Tactic Move, Tactic Move.

  3. Condition: you have at least 3 technology in your reserve. Effect: perform Enlist, Enlist, Logistic Move, Tactic Move, Tactic Move.

  4. Condition: your leader is in a region with an outpost. Effect: reveal the next Jaeger activation card, apply its effects, and perform Tactic Enlist, Tactic Move, Tactic Move, Tactic Move.

  5. Condition: your leader is in a roof region. Effect: place your leader in the region with Ahab and perform blue figure icon, Tactic Enlist, Tactic Move, Tactic Move.

  6. Condition: you have bought at least 2 market cards. Effect: perform Buy (black shield with fist), Logistic Move, Tactic Move, Tactic Move.

  7. Condition: you have the majority in a region with at least 1 structure. perform Build, blue figure icon, Tactic Move, Tactic Move.

Ahab Action Cards for Rounds 3 and 4

  1. Condition: you have at least 3 energy cells in your reserve. Effect: perform blue figure icon, Machinery Enlist, Machinery Enlist, Logistic Move, Tactic Move, Tactic Move.

  2. Condition: you control at least 3 outposts. Effect: perform Tactic Enlist, Tactic Enlist, Tactic Enlist, Logistic Move, Tactic Move, Tactic Move.

  3. Condition: your leader is in a roof region. Effect: reveal the next 2 Jaeger activation cards, apply their effects, and perform blue figure icon, Tactic Enlist, Tactic Enlist, Tactic Move, Tactic Move.

  4. Condition: you have at least 3 drone cards (face-down cards and cards in the recycle bin also count). Effect: perform the circle-with-sound-waves icon, Machinery Enlist, Logistic Move, Tactic Move, Tactic Move.

  5. Condition: your leader is in a region with an outpost. Effect: place your leader in the region with Ahab and perform Tactic Enlist, Tactic Enlist, Logistic Move, Tactic Move, Tactic Move.

  6. Condition: you have bought at least 4 market cards. Effect: perform Buy (black shield with fist), Tactic Enlist, Logistic Move, Tactic Move, Tactic Move.

Jaeger Activation

The first player in initiative order, before each action phase of their turn, reveals the top card of the Jaeger activation deck and applies the effects on it from left to right.

In the Citadel Mode the Jaeger is not an ordinary drone and you cannot control it.

It is convenient to keep the Jaeger activation deck next to the first player's pad, because that player reveals a new card in each action phase of the current round.

The list of Jaeger effects:

  • Patrol: the Jaeger moves to the next region clockwise. Each faction that has at least 1 scrapper in the region with the Jaeger becomes the target of a Kill action.
  • Heavy Fire: the Jaeger does not move. Each faction that has at least 1 scrapper in the region with the Jaeger or in a region adjacent to it becomes the target of a Kill action (each player, in initiative order, chooses the region in which they become the target of this action).
  • Displacement: the Jaeger moves to the next region clockwise. Each scrapper and each leader in the region where the Jaeger finished its movement must move to the next region clockwise. This effect does not apply to Ahab.

The Jaeger moves clockwise only through the wall regions of the Citadel and never leaves them.

The Patrol and Heavy Fire effects do not apply to Ahab or to other leaders.

Each time a new initiative order is determined, shuffle all the Jaeger activation cards, form a new deck from them, and place it next to the first player under the new order.

Control of the Citadel

The Citadel is a special region into which you cannot move your units.

The 8 roof regions adjacent to the Citadel are the walls of the Citadel. To determine whether any faction controls the Citadel, count all units in the wall regions. The faction with the highest majority value across these 8 regions takes the "Control of the Citadel" card and places it next to its faction pad.

If no one controls the Citadel, leave this card next to the game board (or return it there).

Plundering the Citadel: the owner of the "Control of the Citadel" card may, once in each action phase, withdraw one scrapper located in a wall region and immediately gain 3 supplies. To withdraw a scrapper, this player must place it in a region with a neutral refuge.

In one action phase you cannot withdraw more than one scrapper in order to gain more supplies.

Citadel Mission Cards

Each Citadel mission card gives the supplies stated on it. Where a card gives a second, smaller amount, that amount applies if the mission was completed late (in a later turn, per the base game rules).

  • Citadel: if you control the Citadel, receive 2 supplies for each roof region in which you have the majority, or 1 supply for each such roof region if the mission was completed late.
  • Infrastructure: if you control the Citadel, receive 3 supplies for each region with at least 1 structure in which you have the majority, or 2 supplies for each such region if the mission was completed late.
  • Attack on the Jaeger: receive 5 supplies for each of the region with the Jaeger and each region linked to it in which you have the majority, or 2 supplies for each of them if the mission was completed late.
  • Alliance: if your leader is in a region with Ahab, receive 3 supplies for every 2 scrappers in the wall regions of the Citadel, or 1 supply for each scrapper in the wall regions of the Citadel if the mission was completed late.
  • Outpost: if you control the Citadel, receive 3 supplies for each outpost you control, or 2 supplies for each outpost you control if the mission was completed late.
Effect:
  • Condition: among all players you have the most scrappers placed on the board. Effect: perform Kill (skull), blue figure icon, Tactic Move, Tactic Move.

  • Condition: you have the majority in 2 regions, each with at least 1 structure. Effect: perform Build, Build, Logistic Move, Tactic Move, Tactic Move.

  • Condition: among all players you have the most scrappers placed on the board. Effect: perform Kill (skull), Machinery Enlist, blue figure icon, Tactic Move, Tactic Move.