D.E.I.: Divide et Impera – White Death
D.E.I.: Divide et Impera – White Death Rulebook
Table of Contents
Table of Contents
New Factions
White Death adds 3 new playable Factions to any Divide et Impera game: the enigmatic Psionics, the untamable Wilds, and the brutal Fauns. Fauns will also be used as the Automa Faction (see page 16).
Each Faction follows different rules from the core game (described in the corresponding chapter).
WARNING: the additional Factions drastically change the game, so we suggest using one of these Factions only for the players having a good knowledge of the core game. They should be considered as advanced Factions.
Components listed for each Faction in the box:
- Wild: Faction cards - 8; Supply token - 1; Faction tokens - 7; Leader 1 Natural Feats card + 1 Model; Natural Feat tokens - 3; Scrappers - 15 models; Tolstoj Special Unit 3 cards + 1 model + 1 Drone token.
- Fauns: Starting Faction cards - 8; Improved Faction cards - 6; Leader 1 Growth card + 1 model; Den tokens - 6; Supply token - 1; Faction tokens - 6; Fauns Mission cards - 7; Scrappers - 15 models; Gaia's Idol Special Unit 1 model.
- Psionics: Psionic presence - 1 card; Psionic Faction cards - 8; Leader cards (Willow, Keith, Kar'Ra, Elle, Vladimir), each 1 card + 1 model + 3 Psionic Missions; Echo tokens - 15; Supply token - 1; Faction tokens - 6.
Wild
Not all the Factions base their survival on technology, blaming tech to be the main cause of the dire climatic situation. Wilds, as they are called by other survivors, choose to live in touch with nature. Thanks to their trained animals, they have found an efficient way to survive and to acquire more power through Old London's streets.
Wild Setup
The Wilds are an asymmetric Faction with unique and new elements compared to core game Factions.
Add the following changes during the core game setup:
- Setup, Phase 3: add Tolstojy's Drone token to those of the starting Drones associated to the Factions in play and proceed to normal deployment, treating Tolstoj in the same way as a Drone.
- Setup, Phase 16: the player takes the 8 Wild Faction cards. Also, reveal the 3 Tolstoj cards anywhere near any Market Board.
- Setup, Phase 20: Nikita is the Faction Leader. The Nikita Leader card also depicts a "Natural Feats" section, designed for Feat tokens. Place the Nikita Leader card in the Leader and Feats spots on their Faction Pad.
- Setup, Phase 21: Wolves are this Faction's Scrappers. Take the 15 Wolves and Nikita Models and deploy them before the first turn, as in a standard game.
- Setup, Phase 22: Wilds use Natural Feat tokens to track unlocked Feats. Place 3 Natural Feat tokens on the Nikita Leader card, covering each corresponding Natural Feats icon. Wilds do not use any core game Feats.
Nikita
Nikita, accompanied by the loyal Musashi, is the Wilds Faction Leader and follows Leader rules, as usual.
Natural Feats (B, C, D) are locked at the beginning of the game and can be unlocked during each Turn at Action Phase 2.
Natural Feats are not linked to any color and each Natural Feat is unlocked if the Faction controls a certain number of Outposts, by removing the Feats token.
- A) Alpha: when the player performs an Enlist Action, this Wolf must be placed in the same Region as Nikita. Wolves that move along with Nikita can use Neutral Elevators and Neutral Bridges.
Natural Feats
- B) Howl - 2 Outposts: when the Wild player uses an Enlist Action, instead of applying the deploy effect, they can choose a Region where a Wolf is located and a linked Region to it. All the other players must move a Unit from the Region where the Wolf is located to the linked one.
- C) Smell - 4 Outposts: when the Wild player deploys a Wolf in a Region due to an Enlist Action, or any other effect, they can perform a free Move Action including that Wolf.
- D) Wolfpack - 6 Outposts: if 3 or more Wolves are in a Region, the Wild player adds +1 to Majority in that Region.
Wild Faction Skills
Citizens of the Wild
The Wild Faction does not build any Constructions and cannot use any Drone card. Nonetheless, the Wild player can buy Drone cards to gain Tolstoj cards. When the Wild player buys a Drone card, they instantly discard this card to the Recycle Bin and then selects one Tolstoj card still available, adding it to their hand.
Tolstoj cards are not considered Drone cards.
Tolstoj
Tolstoj is a Wild Special Unit with a value of 1 for purposes of determining Majorities and is not considered a Scrapper, nor a Leader, nor a Drone. It can only be moved with its own Move card and does not require Majority to enter a Region. Tolstoj cannot use Bridges.
The Wild player starts with Dig, the starting Tolstoj card, in their hand and gains the other ones with Market purchases.
Wolves
Wolves are the Wild Scrappers and follow these additional rules:
- Animal: If Wolves move, they cannot use Neutral Bridges or Neutral Elevators unless Nikita is in the group.
- Retriever: After a Collect Action in a Region, the Wild player must remove a Wolf (if present) from that Region and place it in the same Region as Nikita.
- Lone Wolf: When the Wild player performs a Move Action with a single Wolf, they must choose among these three options:
- Run: a Wolf can move up to 2 Regions, on the Ground Region only, if Majority rule to enter a Region is verified.
- Jump: a Wolf can move from a Roof Region to another Roof Region in the same District (Wolves cannot use Bridges).
- Climb: a Wolf can move from the Ground Region to an adjacent Roof.
Tolstoj Cards
- Dig - Starting card: This card is among the 8 Faction cards. Tolstoj moves up to 2 adjacent Regions. If Tolstoj ends its movement in a Region with a Neutral or opponent Construction, the Wild player takes all the Resources in that Region.
- Fury: Tolstoj moves up to 2 adjacent Regions, then all the other Factions with at least 1 Scrapper in the same Region where Tolstoj ends its movement suffers a Kill Action.
- Leader of the pack: Tolstoj moves up to 2 adjacent Regions, then the Wild player deploys up to 2 Wolves in the same Region where Tolstoj ends its movement.
- Growl: Tolstoj moves up to 2 adjacent Regions. For the whole duration of the Wild player's Action Phase, Tolstoj has a value of 3 for purposes of determining Majority.
Fauns
In the ages before the White Death, non-human races never showed themselves to the world. Known as mythological creatures to fear and to hunt, Fauns conducted their secular existence in the coniferous forests.
Incidentally, the White Death and Purebred rise to power forced these non-human races to come out of hiding because of the frost and lack of resources.
Their time has come for the Fauns: performing sacrifices that Gaia, their ancient Goddess, demanded of them to avoid succumbing to death.
Faun Setup
The Fauns are an asymmetric Faction with unique and new elements compared to core game Factions.
Add the following changes during the core game setup:
- Setup, Step 3: Fauns do not have a starting Drone associated with them. During the Drone tokens setup, add all the Drone tokens you would have used (including the unused Drone) and place them on the Game Board as usual. Then, turn over the tokens, but do not place any Drone where the unused Drone token would have been placed (it remains empty). Finally, the player of the Faun Faction places Gaia's Idol in a Neutral Refuge Region.
- Setup, Step 11: Fauns do not fulfill Purebred Missions: instead, they have a set of 7 Mission cards given to them by their deity Gaia. The player reveals the Street Life Mission card, then shuffles the other Mission cards and reveals 4 of them near their Faction Pad. The remaining 2 Mission cards are not used and are returned in the box.
- Setup, Step 16: Fauns take the 8 Starting Faction cards. Then, the Improved Faction cards are placed near their Faction Pad. You can look at these cards at any time.
- Setup, Step 19: Fauns use a specific kind of Construction. Place a Faun Den in each Region with a Neutral Refuge. The remaining Den tokens are kept near their Faction Pad.
- Setup, Step 20: Lilith is the Faction Leader and follows Leader Setup rules. Place the Growth card in the Leader and Feats spots on their Faction Pad.
Lilith
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A) Gaia Messenger: if Lilith, after a Move Action, ends her movement in a Region where Fauns control 1 or more Outposts, then she can place a Den token in that Region. Also, the player of the Faun Faction can only deploy a Faun for each Enlist Action performed in a Region where both Lilith and a Den token are located.
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B) Growth: at the end of Action Phase 2, each Turn, if the player of the Faun faction controls at least 2 Outposts of the same color, they choose 1 of these Outposts: the chosen Outpost is removed and put back in the box and replaced with a Den token. The removed Outpost cube is placed in one of the slots on the Growth card (B).
During a game, the player of the Faun faction cannot remove more than 3 Outposts of the same color due to this rule.
Lastly, the player of the Faun Faction can choose one or both of the following options (C):
- Place Gaia's Idol in the same Region where the Outpost has been removed.
- Replace a Starting Faction card (already played or in the player's hand) with an Improved Faction card that is still available.
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At the end of the game, for Supplies count for Feats, Fauns count 1 Supply for each cube on the Growth card.
Faun Faction Skills
Raids
Fauns do not buy cards from the Market and do not use Drones. When the player of the Faun Faction performs a Raid Action, paying its Resource cost, they flip the chosen card face-down. Flipped cards cannot be bought by other players.
During each Turn's Clean-Up Phase, the player of the Faun Faction recovers all cards played on their Faction Pad and flipped cards on Markets are placed in the Faun's Recycle Bin. These cards will provide additional Supplies at the end of the game, as for the other Factions.
To trigger any other effects, by the game or by other Factions, a Raid is considered as Buy a card from the Market.
Nature Communion
Fauns cannot use Refuges, Elevators and Bridges, but they can use all the Neutral Elevators and Neutral Bridges. Dens are considered a Faun's Construction, all the Regions with a Den are considered Linked for the Fauns. If the player of the Faun Faction plays a Candy Boost with a Construction they can build a Den in a Region with 1 or more Faun units instead of the depicted Construction.
Gaia's Idol
Gaia's Idol is a Faun Special Unit that counts as 1 towards the Majority and is not considered a Scrapper, nor a Leader, nor a Drone. It can only be moved with its own Action card and does not require Majority to enter a Region. Gaia's Idol cannot use Bridges.
When Gaia's Idol is activated, it moves up to 2 adjacent Regions, then performs an Action among Collect or Enlist, in the same Region where it ends movement.
Gaia's Idol is powered by the Growth Feat. Each cube on the Growth card grants the player of the Faun Faction the following:
- Red Cube: grants +1 Majority to determine Faun Majority in the Regions where Gaia's Idol is located.
- Green Cube: when activating the Gaia's Idol if the player chooses the Collect Action, they collect an additional Resource, if possibile.
- Blue Cube: when activating the Gaia's Idol may move 1 more Region.
- Yellow Cube: when activating the Gaia's Idol if the player chooses the Enlist Action, they place an additional Scrapper.
Faun Missions
Each Turn, at the end of Action Phase 3, the player of the Faun Faction must choose among the available Faun Missions instead of the normal game Missions. The chosen Mission is completed and the player of the Faun Faction puts a Faction token on it.
The Sacrifice icon determines which game element the player of the Faun Faction uses as a Sacrifice, as indicated on the card bottom.
- Street Life: Choose 1 Mission card on the Mission Pad. Gain that amount of Supplies as if you complete that Mission in time.
- Soul Sacrifice: Gain 3 Supplies for each Region where you have Supremacy over at least 1 Faction. Each opponent Faction with at least 1 Scrapper in these Regions suffers a Kill Action.
- Leader's Sacrifice: Choose a Region where you have Supremacy and at least 1 Leader of another Faction is present. Gain 1 Supply for each Unit you have in that Region. A player of the player of the Faun Faction's choice who has 1 Leader in that Region must place their Leader in their own Refuge or Neutral and gain a Candy Boost.
- Machine Sacrifice: Choose a Region where you have Majority and at least 1 Drone is present. Gain 3 Supplies for each 2 Units you have in this Region. A Drone in the selected Region must be placed in a starting Region of the Drones chosen by the player of the Faun Faction.
- Construction Sacrifice: Gain 3 Supplies for each Region you have Majority that contains at least 1 Construction. If in this Region there are 1 or more opponents' Constructions, you can remove one of these ones of your choice.
- Outpost Sacrifice: Gain 3 Supplies for each Outpost you control, then remove 1 of these Outposts and replace it with a Den token. It does count as a Growth.
- Technology Sacrifice: Choose up to 3 Regions where you have Majority: Gain 1 Supply for each Resource token in these Regions. Then, remove 1 Resource from the chosen Regions.
Psionics
Ever since the Purebred started the Genesis experiments, they had confirmation of the existence of humans blessed with mind powers. After the White Death, many of these individuals were kidnapped to be studied by the Purebred.
The Purebred scientists now affirm that the gene mutation which constitutes the Psionic ability has always been on Earth, and those people have always been living among humans, gathering in secret lodges and subversive groups.
Not all the Psionic people have been captured by the Purebred. Some of them are still on the loose and they are forced to use their Skills to survive in this frozen, cruel world we call Planet Earth.
Purebred are hunting them, as they are considered a dangerous rebel Faction, and other Factions look on them with a little suspicion: this band has a detailed plan to ensure the survival of their species, but each and every one of these powerful beings has their own purposes, driven by vengeance, compassion or a simple thirst of power.
Psionic Setup
Psionics are an asymmetric Faction with unique and new elements compared to core game Factions.
Add the following changes during the core game setup:
- Setup, Step 3: Psionics do not have a starting Drone associated with them. During the Drone tokens setup, add all the Drone Tokens you would have used, and include one unused Drone token and place them on the Game Board as usual. Then, turn over the tokens, but do not place any Drone where the unused Drone token would have been placed (it remains empty).
- Setup, Step 11: Psionics do not fulfill Purebred Missions but each Leader has their own personal Missions to fulfill in place of the Purebred Missions. Each Leader has 3 Mission cards, differentiated by their backs. Shuffle all the Mission cards, pick 1 random Mission card and place the Leader model identified to the side. Then return the Mission card just drawn, separate all the Mission cards in 5 mini decks, 1 deck for each Leader and reveal 2 Mission cards for the Leader identified above. Last, shuffle each remaining deck and place them next to their Faction Pad.
- Setup, Step 20: The Psionic player uses the Psionic Presence card to keep Echo tokens during a game. Place the Psionic Presence card on the Psionic Faction Pad, in the Leader and Feats spot. Place the Echo tokens on this card, ordering them by value. This is the pool of Echo tokens to use during a game.
- Setup, Step 21: Psionics do not have Scrappers, but rather, they have 5 Leaders who will enter the game. Place the Leader identified in Step 11 aside for now along with this Leader's 2 revealed Mission cards. (The other Leaders will enter the game as described on page 10.) Each Leader will only have access to 2 of their 3 Leader cards throughout the game.
Psionic Leaders Skills
Willow - Telekinesis expert
- Levitation: if Willow moves alone, he can move from Regions of different levels without an Elevator.
- Telekinesis: for each Enlist Action Willow can move an Echo token on the Game Board in an adjacent Region.
- Teleport: Willow uses an Enlist Action in order to move a Psionic Leader (himself included), in the same Region where Willow is, to another Region where an Echo token or another Psionic Leader is.
Keith - Mind manipulator
- Mind Control: Keith uses an Enlist Action to perform Move or Collect using an opponent Unit's model (Leader or Scrappers). The Majority rule for that Faction must be respected. Any opponent who suffers this Skill 1 or more times during this Action Phase gains 1 Candy Boost.
Kar'Ra - Illusion expert
- Phantom Soldiers: Kar'Ra uses an Enlist Action to place an Echo Token on her Leader card. When determining Majority in a Region, Kar'Ra count as 1 plus the total value of the Echo tokens on her card.
- Fear Influence: Kar'Ra uses a Kill Action to remove an Echo token from her Leader card. If she does, move all opposing Units in the same Region where she is to a linked Region. This movement ignores Majorities. Each opponent chooses the linked Region where to move their Units in Priority order.
Elle - Technomancy Expert
- Psionic pulse: Elle uses an Enlist Action to place an Echo token on a Drone card in play, or in any Market, or on an opponent's Faction Pad. Then, the Psionic Faction player may immediately activate that Drone. Elle cannot use this Skill on a Drone card with an Echo token already on it. If this Drone card is purchased, the Echo token is placed on that Market board.
In the Clean-up phase, Echo tokens placed by Elle on the Market or on Drone cards played by an opponent return to the Echo pool on the Leader's card.
Vladimir - Element Manipulator
- Echo Manipulation: Vladimir uses an Enlist Action to place an Echo token in the same Region where Vladimir is located or in an adjacent Region.
Echo Tokens and Psionic Feats
Psionic Feats are depicted on the Psionic Presence card and are already available at the start of a game, so Psionic Feats do not need to be unlocked as do regular Feats.
Each Turn, at the end of Action Phase 2, all Psionic Feats are resolved in order from A to C.
- A) Mind Map: if a Psionic Leader is in a Region where the Psionics control an Outpost, then the Psionic player places an Echo token in that Region.
- B) Genius Loci: the Psionic player chooses an Outpost color among those controlled by Psionics. For each controlled Outpost of that color, level up 1 Echo token everywhere on the Game Board. To level up an Echo token, replace a "1 Echo" token with a "2 Echo" token, or a "2 Echo" token with a "3 Echo" token.
- C) Expand your Mind: the Psionic player Gains 3 Supplies for each Set of 3 differently colored controlled Outposts.
- D) Echo token pool.
Some game effects played by the Psionic Faction or targeting the Psionic Faction may refer to a Scrapper. In this case 1 Echo token is considered 1 Scrapper regardless of its value. When placing 1 Scrapper the player must take 1 Echo Token of the lowest value in their Faction Pad. When 1 Scrapper has to be removed from a Region, the player must remove 1 Echo Token from that Region and place it in their own Faction Pad. If in a Region there are Echo tokens of different value, the Echo token of lower value must be chosen.
Psionic Faction Skills
Rise of Psionic Leaders
Each turn (the first one included) at the beginning of Action Phase 1 the Psionic player chooses a Psionic Leader to enter the game that has not already done so and places it in a Neutral Refuge of their choice.
When a new Psionic Leader enters the game, the Psionic player reveals 2 Mission cards from the corresponding deck and places them near the other Mission cards.
In this way the first Psionic Leader is determined during the Setup and the other ones will enter the game one-by-one each Turn. At Action Phase 1 of Turn 4 all the Psionic Leaders will be available.
Infamous
Psionic Leaders follow the Leader rules as usual, and also add these rules:
- First Turn: the Psionic Leader, set alongside the Pad during the Setup, is placed in a Neutral Refuge of the Psionic player's choice.
- Psionic Leaders can move into a Region even if they do not have Majority.
- Psionic Leaders can use Neutral and opponents' Constructions, but they cannot build their own Constructions. The Construction icon (crossed tools) on a Market card played by Psionics is resolved with no effect.
If the Psionic player picks a Candy Boost with the Construction icon, they discard it and pick a new Candy Boost, then shuffle all the Candy Boosts along with the discarded one.
Echo Power
The Enlist Action allows the Psionic Leaders to use their psionic powers: each Leader has a card that shows 1 or more powers they can use with an Enlist Action. For each Enlist Action, the Psionic player can activate a power of their choice once. If an effect allows them to place an Echo token from the pool, the Psionic player will use the lowest value available. Echo tokens cannot level up above level 3. If there are no Echo 1 tokens left in the pool and you need to place 1 in a new location, you simply place the next level Echo token available in the pool.
Each Echo token in a Region adds its value to Psionics when determining Majority in that Region.
Echo tokens are not meant to stay in a game permanently. They must be removed:
- when the Turn marker is moved to Turn 3: all value 1 Echo tokens on any game element are removed and placed back into the box.
- when the Turn marker is moved to Turn 4: all value 2 Echo tokens on any game element are removed and placed back into the box.
Personal Agenda
Each Turn, at the end of Action Phase 3, the Psionic player must choose only 1 Psionic Mission card between the revealed ones and place the Mission token on that card.
The Psionic player gains Supplies as the corresponding card indicates. The Psionic player can complete only 1 Mission for each Psionic Leader.
Psionic Missions
- Willow - A: Gain 2 Supplies for each Outpost controlled by the Psionics.
- Willow - B: Gain 1 Supply for each Outpost where at least 1 Psionic Leader or an Echo token is present.
- Willow - C: Gain 3 Supplies for each Psionic Leader on any Roof Region.
- Keith - A: Determine which Resource type (Technology or Energy Cell) you have the least of. Gain 2 Supplies for each Resource of that type. In case of a tie, consider only 1 resource.
- Keith - B: Gain 2 Supplies for each Resource of your choice that you have more of than any other opponent.
- Keith - C: Gain 3 Supplies for each Market card you purchased in the game so far.
- Kar'Ra - A: Gain as many Supplies as the total token Values of all Echo tokens currently on the Kar'Ra card (i.e., 6 Supplies for a value 1, value 2, and value 3 Echo tokens).
- Kar'Ra - B: If Psionics have Majority in the Region where Kar'Ra is located, gain 2 Supplies for each opposing Unit.
- Kar'Ra - C: If Psionics have Majority in the Region where Kar'Ra is located, gain 2 Supplies for each Resource token available in that Region.
- Elle - A: Gain 3 Supplies for each Echo token in all Regions containing a Drone.
- Elle - B: Gain 3 Supplies for each Echo token on a Drone Card or on a Market board.
Industrial Market
Despite the fact that factories are simply big carcasses buried in the ice and snow, some survivors are working hard to retrieve machines and old-fashioned structures which they are now able to produce and sell at these gathering places. In the industrial outposts, Old London Factions can find machineries for every need... At the right price, of course.
This Market introduces brand-new Action cards, focused on Constructions and a new Unit called the Machine.
The Industrial Market has no color associated with it, and is not connected to any Outposts. It replaces the Black Market.
During setup, replace the Black Market with the Industrial Market, following the same procedures.
How to Use the Industrial Market
The Industrial cards do not have a cost depicted on them. Their cost is given by the position they occupy on the Industrial Market board, from left to right:
- First card costs 2 Energy Cells.
- Second card costs 1 Technology + 1 Energy Cell.
- Third card costs 2 Technologies.
In addition, Supplies are gained in a different way. When a player buys an Industrial card, they immediately gain the amount of Supplies as indicated by position:
- Gain 3 Supplies for buying the first card (from the left).
- Gain 2 Supplies for buying the middle card.
- Gain 1 Supply for buying the third card.
Apart from these 2 changes to Market rules, Industrial cards are used in the same way as regular Market cards.
Machines
This Market adds 3 new cards which allow players to deploy 3 new unit types: Machines.
A Machine enters the game when a player uses the corresponding Action card, that also indicates the Region (Roof or Ground) where a player must deploy this Unit.
The Region where the Machine is deployed also needs a Scrapper, of their own Faction, who will control that Machine. This Scrapper is removed from the Game Board and placed in the player Reserve. If there are no Scrappers in the Region as indicated by the Machine card, the player cannot use that card.
Machines are Special Units with a value of 2 for purposes of determining Majorities and are not considered a Scrapper, nor a Leader, nor a Drone. They can only be moved with their own Action card and do not require Majority to enter a Region. Machines cannot use Elevators but can use Bridges.
A Machine belongs to the player who used the corresponding card and they cannot be used by any other player.
3 different Machines are available:
Hal
Must be placed on a Roof Region.
- Sniper: Hal moves up to 2 Roof Regions, then the player chooses a Ground Region adjacent to Hal. Each opponent with at least 1 Scrapper in the chosen Region suffers a Kill Action.
Slug
Must be placed on a Ground Region.
- Tunnel: Slug moves up to 2 Regions, can move through a Roof Region but must end its movement on a Ground. The player may choose to move any number of their own Faction Units from the starting Region to the final destination Region of the Slug movement.
Ripley
Can be placed on any Region.
- Cherry picker: Ripley moves up to 2 Regions, then collects up to 2 Resources in the Region where it ends movement or in a Linked Region.
Industrial Market Cards
- Industrial Market card 1: Perform a Move Action, then perform 1 additional Move Action for each your Bridge on the Game Board.
- Industrial Market card 2: Perform a Enlist Action, then perform 1 additional Enlist Action for each your Refuge on the Game Board.
- Industrial Market card 3: Perform a Collect Action, then perform 1 additional Collect Action for each your Elevator on the Game Board.
- Industrial Market card 4: Perform 3 Move Actions, you can move from any Region with an Elevator of yours or a Neutral Elevator to another Region with an Elevator of yours or a Neutral Elevator, as if they were Linked.
- Industrial Market card 5: Perform 3 Collect Actions, you can also collect Resources in any Ground Region containing an Elevator of yours or a Neutral Elevator.
- Industrial Market card 6: Perform 3 Enlist Actions, you can deploy Scrappers in any Roof Region containing a Bridge of yours or a Neutral Bridge.
- Industrial Market card 7: Perform 3 Move Actions, when you cross a Bridge of yours or a Neutral Bridge you can Collect 1 Resource in the corresponding Ground Region ignoring the Majority Rule.
- Industrial Market card 8: Perform 3 Collect Actions, you gain 1 Supply for each collected Resource in a Region where a Refuge of yours is located.
- Industrial Market card 9: Gain 2 Supplies for each your set of 3 Constructions (Refuge + Bridge + Elevator) on the Game Board.
- Industrial Market card 10: If Hal is on the Game Board, activate it. If Hal is not on the Game Board, deploy it on any Roof Region where you have at least 1 Scrapper then remove 1 Scrapper from that Roof, then activate Hal.
Mercenaries
Even though they followed different paths, two of the Genesis original crew arrived in this desperate Era at about the same time. The Powerful Psionic Jukas is able to control time and space. The Medical Officer Alexandra has been awakened from a millennial cryogenic sleep. Both adapted quickly to this new reality, offering their services to other survivors as Mercenaries.
How to Use Mercenaries
If you decide to use the Mercenaries in a game, please follow the rules in this section.
- Up to 4-player game: Only 1 Mercenary can be used.
- More than 4-player game: Max 2 Mercenaries.
Once players determined the first turn order, they can choose or pick randomly the Mercenary or the Mercenaries to use in the game.
- Up to 4-player game: The chosen Mercenary must be placed in a Region adjacent to a Neutral Refuge, chosen by the last player in turn order.
- More than 4-player game: The second Mercenary must be placed by the second-to-last player in turn order. The chosen Region must be adjacent to a Neutral Refuge and, at least, by a distance of 1 Region from the first mercenary.
How to Hire a Mercenary
A player can hire a Mercenary (if they meet the requirements) when they move their Leader into a Region containing a Mercenary that is not hired. The player acquires the Mercenary card, placing it next to their Faction Pad. The hired Mercenary is now a Faction model for the remainder of the game. Each Faction can control up to 1 Mercenary per game.
During the Game: The Mercenary is considered just like a Leader and can be activated (alone or in a group) using the Action cards or a Candy Boost. Also, Mercenaries have unique capabilities as described on their cards.
End of Game: A player who controls a Mercenary gains 6 Supplies during the Supplies count when counting the Action cards.
Jukas
- A) Hire: to obtain Jukas, the player must move their Leader into the same Region as Jukas and have 3 Drone cards (Drone cards in the Recycle Bin do count).
- B) Ability - Psionic Hacking: if at the end of an Action Phase Jukas is in the same Region as a Drone, the player who controls Jukas can activate that Drone.
Alexandra
- A) Hire: to obtain Alexandra, the player must move their Leader into the same Region as Alexandra and have at least 7 of the same Icons shown on all their cards played so far during this turn.
- B) Ability - Assimilation: when a player performs a Collect Action with Alexandra, they Collect all the Resources available in that Region.
Weather Cards
After the White Death Day, Weather has become a critical factor. Planning an operation with harsh conditions could determine whether the operational team returns home safely or not.
Weather cards are an optional module that can be used in any D.E.I. game, adding a variable element to each turn.
Setup
Shuffle the 6 Weather cards to form a Weather deck. After you reveal the Mission cards, reveal the first Weather card and place it next to the Game Board. Then reveal another Weather card and keep it on top of the deck.
Play with Weather Cards
During each Clean-up phase, after Step 2, the previously revealed Weather card is moved next to the Game Board and a new Weather card is revealed from the top of the deck.
In this way, all players will know the Weather conditions for the next turn due to forecasting (to better perform their actions) and will face that card in the next Turn.
Weather Effect
The Weather card placed next to the Game Board defines the effect for the entire current Turn.
The Weather card on the top of the deck forecasts the Weather change for the next Turn.
If a player is using any Faction from the White Death Expansion, they must also apply the following rules:
- Wilds: Acid Rain card: Nikita is considered as a Refuge (therefore, she provides a Shelter) for the Wolves.
- Fauns: Acid Rain card: All Dens are considered Shelters for the Fauns.
- Psionics: Acid Rain and Heavy Snowfall cards: Echo tokens are not Scrappers, therefore Echo tokens do not suffer effects meant for Scrappers. Psionic Leaders do not suffer Weather effects in any way.
Weather Cards
- Blizzard: Move Action can only be performed by single Units. No group movement is allowed.
- Wind Gusts: Units on Roof Regions cannot perform Move Actions. However, a player can move Units from a Ground Region to a Roof Region (but not vice versa).
- Acid Rain: At the end of Action Phase 3 each Scrapper not in a refuge is removed. The Scrappers in a Region with an Outpost, in their own Refuge or in a Neutral Refuge are considered Sheltered.
- Ice: Players cannot use Bridges or Elevators.
- Heavy Snowfall: At the end of Action Phase 3, a Collapse occurs in each Region where at least any Refuge or any Elevator is located. In addition, a Collapse occurs in each Region under any Bridge. Any Scrappers that are in a Region where a Collapse occurs are removed.
- Sun Wave: At the end of Action Phase 3, the First player removes 1 Resource in every Region that contains any Unit.
Automa and Solo Mode
This Mode allows you to play a D.E.I. game against an Automa player, in other words a virtual player handled by the game.
You could always add an Automa player in any game up to 5 human players. If the Automa player is in the game, it must use the Fauns Faction.
Components and Setup
To play a D.E.I. game with an Automa player, add the following changes during the core game setup:
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Setup, Step 1 - Old London Game Board: set up the Game Board depending on the number of players, including the Automa player. Example: in a game with 3 human players and 1 Automa player, set up the Game Board for a 4-player game, which means 16 districts in a 4x4 Game Board.
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Setup, Step 3 - Gaia's Idol (A) and Tie Breaker tokens (B): Gaia's Idol is a holy relic that the Fauns bring with them during their raids through Old London streets. This is a Fauns' Special Unit and is not considered a regular Unit (Scrapper, Leader or Drone).
The starting Regions of the Drones in play are determined according to the description of the Fauns on page 6. Gaia's Idol starts the game in a randomly selected Neutral Refuge.
You can use Tie Breaker tokens to determine the starting position of Gaia's Idol. These tokens are numbered from 1 to 7. Shuffle the Tie Breaker tokens, concealing the numbers, then place 2 of them, selected randomly, in 2 Regions with Neutral Refuges and then flip them over. The highest number will be the Starting Region for Gaia's Idol. Reshuffle the 2 tokens with the others, concealing the numbers: these will be useful during the game.
In a Solo game with the Automa player, place Gaia's Idol in the only available Neutral Refuge.
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Setup, Step 9: In the case of a solo game it is not possible to draft the Feats. The player gets 3 random Feats, 1 for each color.
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Setup, Step 13 - Faun Supplies token (C): this token is used as a regular Faction Supplies token in the core game. Place the token on the "0" slot on the Supply board.
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Setup, Step 14 - Automa Board (D): players use this board to handle the Automa player's actions during the game (see pg. 17). Place this board near the Game Board so all players can reach it. Place 1 Technology and 1 Energy Cell on this board.
Automa Board
The Automa board (D) has different sections (see page 17):
- E) Automa Deck: place the Automa deck here.
- G) Resources: the space for Automa player Resources.
- H) Outposts: when the Automa player removes an Outpost from the Game Board, place it here.
- I) Controlled Outposts: place the Outpost cubes the Automa player controls in this space.
- L) Recycle Bin: place the Market cards the Automa player raided in this space.
- M) Automa Actions (6 slots): draw 6 Automa cards from the Deck (E) and place them here. Each slot corresponds to an Action performed by the Automa player during a specific phase.
Playing with the Automa
A game with the Automa Player increases the challenge for any number of players, except for 6-player game, and allows D.E.I to be played even in solo mode.
In the next paragraphs, you'll find detailed rules to play a game with an Automa player, physically handled by human players, following these rules:
- The Automa player must always be the Faun Faction.
- The Automa player is ALWAYS the last player in Turn order.
- The Automa player performs its action, and its turn, as a human player. Details about the Automa's Action Phase are described below.
- At the end of its Third Action Phase, the Automa Player gains Supplies as indicated in the Automa's Mission Phase paragraph.
- At the end of the game, score the Automa Supplies as indicated in the Automa Supplies paragraph, see End of Game section, page 19. The ending score is compared with other players to determine who the winner will be (either a player or the Automa).
Free Units
To play a game with the Automa player, a new concept is introduced and used in Automa mode at multiple and various times: Free Units. Free Units only apply to the Automa player.
Free Units are units that can move from one Region to an adjacent one as long as the Automa player does not lose Majority in the Region they moved from (exception: see below for Regions without Resources or Outposts).
Example: in the Region there are 6 Faun Scrappers and 3 Ravager Scrappers. The Automa Player needs only 4 Scrappers to keep Majority, so 2 of its Scrappers (with red outlines) are considered Free Units and they can perform a move.
Units in a Region with no Resources and no Outposts are always considered Free Units.
Finally, the Units located in a Region where the Automa does not have the Majority are also considered Free Units if and only if there are no other Free Units in Majority Regions.
Suggestion: you can better "visualize" Automa Free Units by physically separating Units in a Region keeping Free Units to one side, and the Majority ones near Resources or Outposts in that Region.
Automa Action Phase
During each of its Action phases, the Automa player will perform a certain number of Actions, depending on the current Turn.
For each Action, reveal a new Automa card from the deck and verify which action the Automa player can perform, from top to bottom. In the very rare event that no Action on the revealed card can be performed, that card is discarded; reveal a new Automa Card.
When the Automa player performs an action, place that card in the first Action slot available, near the deck, then from left to right. Draw a new card and so on to reach the number of actions the Automa player can perform during that Action phase.
The Automa's Action Phase ends after a certain number of actions, depending on the current Turn:
- Turn 1: 3 Actions
- Turn 2: 4 Actions
- Turn 3: 5 Actions
- Turn 4: 6 Actions
The Automa's Action slots (M) show the Turns when the Automa Player can use its cards.
At the end of each Turn, in the Clean-up phase, move all the Raided cards into the Recycle Bin and shuffle the Automa cards with the deck, to form a new deck for the next Turn.
The Automa player can perform 4 types of actions:
- Raid a Market card (if possible)
- Collect a Resource (if possible)
- Move Units (if possible)
- Enlist Units.
The Automa can receive Candy Boost, but does not use any.
Automa Actions
Raid
The Automa player tries to Raid 1 card from 1 Market.
In order to verify if the Automa player can perform this action, follow these steps:
1 - Market choice: The Action cards indicate the Market chosen by the Automa player: red Market, blue Market, green Market, or Black Market. As written on page 12, if there is the Industrial Market, this one replaces the Black Market. If there is a different Market instead of the core game Markets, then consider the new Market color as the replaced Market.
2 - Card choice: Look at the rightmost card in the selected Market: if the Automa can pay the Resource cost to buy this card (ignore Controlled Outpost requirements), then it pays the corresponding Resources and flips that card face-down. If the rightmost card has already been Raided or it cannot be Raided, the Automa player chooses the next card to the left that can be Raided.
In the Automa player's Clean-up phase, move all the Raided cards to the Recycle Bin on the Automa board.
If the Automa player cannot Raid any card in the selected Market, then the Raid Action cannot be performed and the Automa player proceeds with the next Action listed on the Automa Action card.
Collect
The Automa player tries to Collect the depicted Resource.
Look at the Regions where the Automa player has Majority and the indicated Resource is still available. Three scenarios can take place, depending on the number of Regions that can be chosen:
- No Region: the Action cannot be performed and the Automa player proceeds to the next Action listed on the Automa Action card.
- 1 Region: the Automa player Collects the depicted Resource identified on the Automa Action card. The Action has been performed.
- More than 1 Region: the Automa player Collects the depicted Resource in the Region with the lesser amount of that Resource. The Action has been performed. In case of a tie, use the Tie Breaker tokens to determine the Region where the Automa player will Collect.
Movement
The Automa player tries to move its Units on the Game Board. The Action card indicates the destination where the Automa player tries to move its Free Units.
There are 5 possible destinations (with Outpost color substitutions also possible):
- Red Outpost
- Green Outpost
- Blue Outpost
- Energy Cell
- Technology
Check if there are Free Units that can move to 1 or more Regions to the depicted destination with a single Movement Action. The Automa player follows the standard rules for Movement and Majorities, then it can enter a Region if they can establish a Majority in the Region where it ends its movement.
The Automa player's Units can use both Neutral Elevators and Neutral Bridges, just like a human player. In addition, because the Automa player cannot build Elevators, Automa Units can move between Roof and Ground Regions without an Elevator using the following rules: to move from the Ground Region to a Roof, the Automa player must spend 1 Technology Resource, if it does not have a Technology Resource, it cannot perform that Movement.
Suggestion: you can better "visualize" the Units that can move by placing a Tie Breaker token, face-down, on them.
In order to move from a Roof Region to the Ground Region, the Automa player does not spend a Technology.
Three scenarios can take place:
- If there is no group of Free Units, the Action cannot be performed and the Automa player proceeds to the next Action listed on the Automa Action card.
- If there is only 1 group of Free Units, which can perform Movement to the depicted destination, that group moves toward the destination and the Action has been performed.
- If there are more than 1 group of Free Units, which can perform the Movement, the Action will be performed by:
- the group with the greatest number of Free Units in a Region where the Automa player has Majority; or alternatively, in case no group of Free Units can claim a Majority,
- the group with the least amount of Free Units in a Region where the Automa has Minority.
In the rare case that there is another tie, use the Tie Breaker tokens to determine which Free Units group will move.
End Movement: once you determine which Free Units group will move, if there are 2 or more available destinations, the Automa player moves to the Region with the most Resources (in case of a tie, use the Tie Breaker tokens to determine the destination).
Suggestion: if you "visualized" the Units with a Tie Breaker token, face-down, then flip them to break the tie.
The Special Units Lilith and Gaia's Idol perform Movement Actions as indicated in the Faun Faction chapter and following these rules:
- If Lilith occupies the Region the Free Units group is moving from, Lilith moves with the Free Units as a group.
- If Gaia's Idol occupies the same Region the Free Units group is moving from, the Gaia's Idol remains with the group that keeps the Majority. Gaia's Idol will only move if it is in a Region with no more Resources or Outposts.
The Automa Gaia's Idol can use Bridge and Elevators as Automa Scrappers.
Enlist
Take a Scrapper from the Automa pool and place it in the Region that contains the game element identified on the Automa card.
Regions where the Automa player deploys are:
- the Region containing a Den with a Red Outpost.
- the Region containing a Den with a Green Outpost.
- the Region containing a Den with a Blue Outpost.
- the Region where Lilith is located.
- the Region where Gaia's Idol is located.
If a core game Market is replaced with a new Market, then consider the new Market elements instead of the core game Market.
If there are no more Scrappers in the Automa pool (all the Fauns are already deployed on the Game Board), the Automa player takes a Faun Scrapper from the Region with the greatest number of Free Units and Deploys it to the identified Region.
In the event that any of the above cases have multiple choices (a tie), use the Tie Breaker tokens on those Regions to determine which one to choose.
Automa Mission Phase
Each Turn, at the end of Action Phase 3, the Automa player follows the next steps in order to complete its Missions:
- The Raided Market cards, with the Raid Action, will be placed in the Recycle Bin on the Automa board. Refill Market cards as usual.
- If the Automa player controls 1 or more Regions with an Outpost, these are removed from the Game Board and placed in the Outposts spot on the Automa board.
- If a Den is in a Region where an Outpost has just been removed, move this Den token to another Region containing the same-colored Outpost so that a Den token is always with an Outpost of each color. If the last Outpost of a color is removed, the Den is removed from the game board. Then, if Automa is to resolve an Enlist Action with that color, that card cannot be resolved. A new card must be revealed.
End of Game
At the end of the game, the Automa player gains Supplies as follows:
- Raided cards: add up all the Supplies depicted on the Market cards in the Recycle Bin of the Automa board, as usual. If you played with the Industrial Market, Supplies for these cards are scored at the same time as the Automa player performed the Raid Action.
- Sacrificed Outposts: the Automa player separates Outposts by colors, then adds up all the Supplies, depending on the amount of Outposts as follows:
- 1 Outpost: 5 Supplies
- 2 same-colored Outposts: 15 Supplies
- 3+ same-colored Outposts: 30 Supplies
- Resources: add up the total of Supplies gained for Resources the same way as for human players.
Automa Difficulty Level
You can adjust the Difficulty level of the Automa player to have a better or more accessible challenge compared to the standard Difficulty described in the previous paragraphs.
If you want to adjust the game difficulty, choose your difficulty and apply the following changes to the amount of Actions that the Automa player performs during each Turn:
- Easy mode: the Automa player performs:
- Turn 1: 3 Actions
- Turn 2: 3 Actions
- Turn 3: 4 Actions
- Turn 4: 4 Actions
- Hard mode: the Automa player performs:
- Turn 1: 5 Actions
- Turn 2: 5 Actions
- Turn 3: 5 Actions
- Turn 4: 6 Actions