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Fallen Angel

Fallen Angel Rulebook

Table of Contents

Table of Contents

  • Game Overview
    • Region and Section
  • Ways to Gain VPs
  • Components
  • Setup
    • Main Board and Public Area
    • Each Player
    • On the Main Board
  • The Phases of a Round
  • Preparation Phase
    • Dice Roll and Turn Order
    • Hero Arrival
  • Main Phase
    • Use of Hero Cards
    • Turns
    • Dice Slot & Dice Group
    • Types of Dice
    • Dice Placement Rules
    • Section, Tile & Dice Jail
    • Monster Tiles
    • Action Tiles
    • The Resource Triangle
    • Action: Gem Mining (2* / 4* / 6*)
    • Action: Gems to Shields (1 / 2 / 3)
    • Action: Shields to Engine (1:2 / 1:3 / 1:4)
  • Conclusion Phase
    • Monster Explosion
    • Technology Salvage
    • Air Supremacy
    • Round Objective Bidding
    • Enlistment of Dice Army
  • Reset Phase
  • Full Gear Bonus
  • End Game
    • Crash Evaluation
      • Case 1: Saved (10 or fewer gems remain)
      • Case 2: Crash (more than 10 gems remain)
      • Domination Table
    • Surplus Disposal
  • Variant: Imperial Formation
    • Weight Adjustment
    • Type Adjustment
    • Turn Order
  • Variant: Shadow of Fallen Angel (Cooperative Mode)
    • Number of Rounds
    • Setup
    • Preparation Phase: Dice Roll and Turn Order
    • Main Phase: Destroying Monster Dice
    • Conclusion Phase
    • Reset Phase: Refill Gems
    • Game End
  • Variant: Chaotic Battlefield
    • 1. Dual Hero Operation
    • 2. Objective Roulette
    • 3. Clash of Dominance
    • Clarifications for Dual Hero Operation Effects
  • Appendix
    • Round Objectives
    • Starting Technologies
    • Monster Technologies
    • Hero Cards

Game Overview

Fallen Angel features dice-worker placement and area-majority scoring as its core mechanisms.

The game is played in 4 rounds. Each round players attack the Angel City, extract gems from its fragments, turn the gems into shields and engines, use the engine power to rescue citizens across the land, and extract more gems. The battle continues until the moment of fate - the Crash Evaluation.

Region and Section

One of the key concepts of Fallen Angel is the distinction between "Regions" and "Sections." There are 3 Regions on the main board, separated by thicker white lines. Each Region consists of 3 Sections, separated by thin white lines.

In each round, players place dice in Sections and perform the associated actions.

At the end of each round, dice in each Region are evaluated to determine area control and award victory points (VPs).

Whenever Landing Section or Landing Region is mentioned in the rules, it means the area where the active player is going to place his dice.

At some point in the game, the correspondence between the Regions on the main board and that in the Angel City is important, which we will explore later.

Ways to Gain VPs

There are 7 ways to gain VPs in Fallen Angel:

At the end of each round:

  1. Air Supremacy - Each Region is scored based on the number of dice each player has in the region.
  2. Technology Salvage - Players compete for the Monster Tiles and either take control of their special powers or discard them for 3 VPs.
  3. Round Objectives - Players bid for bonus VPs.

Any time in the game:

  1. Full Gear Bonus - When the inventory of any of the four resources (shields, engine power, Citizen cubes, and gems) in a player's airship reaches its maximum capacity, a one-time VP bonus is awarded immediately.

At the end of the game:

  1. Land Domination - When a player moves his airship and rescues Citizen Cubes, he may dominate Locations in the land for VPs.
  2. Gems consumed in the game - Depending on how the story of the game ends, different colors of consumed gems will grant extra VPs.
  3. Surplus Disposal - Unused resources are worth VPs.

Components

Paper parts:

  • Main board x1
  • Angel City tile x1
  • Player Mat w/ dial x4
  • Hatch Tile x3
  • Order Chamber tile x1
  • Action Tile x6
  • VP Puzzle Piece x6
  • Monster Tile x18
  • Starting Technology Tile x12
  • Battery Tile x12
  • House Token x48
  • Bonus Token x16
  • Reroll / Skull Token x12
  • Honor Token x48
  • Objective Token x10
  • Airship standee x4
  • Hero Card x40
  • House Box x4
  • Player Aid x4

Plastic parts:

  • 6-side die x52
  • Elemental Gem x60

Wooden parts:

  • Citizen Cube x60
  • Player Disc x9
  • Airship meeple x4

Fabric parts:

  • Velvet bag x2

Optional (paper):

  • Elemental Dice Tower x1

Setup

This setup process is also represented by symbols on the back of the Angel City tile.

Main Board and Public Area

  • Place the main board on the table.
  • Attach the extension tiles to its sides - put a Hatch Tile to the top, left, and right of the main board with their "one window" side face up; put the Order Chamber Tile to the bottom.
  • Place the Angel City tile in the center of the main board with its tip just above the first of the four objective spots.
  • Pile up the Honor Tokens in a public area on the table for easy access.

Each Player

  • Choose one player mat.
  • Insert the 3 Starting Technology Tiles designed for your specific airship. Every such tile has two versions - Generic and Unique - with each printed on one side of the tile (unique ones have two white ribbons). Upon agreement, every player turns all their tiles to the Generic or Unique side up (which will not change throughout the game). Then insert Battery Tiles to their end, charged side up.
  • Take the House Box of the corresponding color, each of which contains 1 airship meeple, 2 player discs, 12 House Tokens, 4 Bonus Tokens, and a deck of 10 Hero Cards. Take the contents out.
  • Place the 4 Bonus Tokens on the upper edge of your player mat, lighter side up.
  • Place 3 Reroll Tokens on the upper edge of your player mat, "Reroll" side up.
  • Set Engine and Shield - adjust the pointer on the player mat to indicate the starting Engine position (the one marked with an Engine icon), and place a player disc on the starting Shields position (the one marked with a Shields icon).
  • Form the Hero Deck and draw the starting hand - Shuffle your Hero Cards to make a private Hero deck. Then draw 5 Hero Cards from the deck and choose 3 to form a starting hand. The other 2 cards are returned to the deck each on top or at the bottom of the deck.
  • Take 3 Honor Tokens and 1 Player Aid.

On the Main Board

  • VP discs - put one player disc from each player on the 10 VP spot on the VP track.
  • Fill the Land Map - Put the Citizen Cubes into a bag, and randomly place them on every Location on the land map, according to the number of players:
No. of PlayersEach color of cubes in bagTotal in bagCubes into each Location
28402
3black - 11, others - 10513*
412603

* In 3 player games, 3 Locations on the Land Map (marked with forbidden zone icons) along with their associated lines are left empty and ignored (no cubes are placed there, airships cannot enter these spaces or dominate them).

  • Randomly pair each Action Tile with a VP puzzle piece and randomly place each pair over one of the 6 square marks on the board.
  • Shuffle the Monster Tiles and put them into the Monster Bag. Draw 3 and randomly place each over the 3 circle marks on the board. Then roll a number of black dice (the Monster Dice) based on the number of players indicated at the top of the tile, and place the dice beside the tile.
    • 2 player game - 2 Monster Dice
    • 3 player game - 2 Monster Dice
    • 4 player game - 3 Monster Dice
  • Objective Tokens - there are 10 Objective Tokens. Locate the 5 with orange ribbons and randomly place 2 of them face up over the first two objective spots below the Angel City tile. From the remaining 5 tokens, randomly place 2 of them face up over the lower two objective spots.
  • Starting Gems: put gems in the Gem Bag according to the number of players. Then draw gems and fill the three Regions of Angel City according to the number of players:
No. of PlayersEach color of gems in bagTotal in bagGems into each Region
26304
39455
412606

The Phases of a Round

Fallen Angel is played in 4 rounds. Each round consists of the following phases.

Preparation Phase

  1. Dice Roll and Turn Order - Players roll and determine the turn order by comparing their dice combinations.
  2. Hero Arrival (skipped in Round 1) - Each player draws a new Hero Card from their deck.

Main Phase

Players take turns placing a set of dice on the main board, optionally play one Hero Card alongside, and optionally taking the specific action granted by the Section, until all players pass.

Conclusion Phase

  1. Monster Explosion - All players reduce VPs based on the number of remaining Monster Dice, or drop their Shields to avoid it.
  2. Technology Salvage - Players claim the Monster Tiles and insert them in their airships (or gain VPs).
  3. Air Supremacy - Compare players' number of dice in each Region on the main board and award VPs.
  4. Resolve Round Objective - Use Honor Tokens to bid for bonus VPs.
  5. Enlistment of Dice Army - Players may fill up Barrack Slots on their player mat with Citizen Cubes to gain new dice.

Reset Phase (skipped in Round 4)

  1. Return Dice - All Players take back their dice.
  2. Renew Action Tiles - Shuffle the Action Tiles and VP Puzzle Pieces and randomly match them again on the 9 Sections.
  3. Renew Monster Tiles - Draw and place new Monster Tiles and roll Monster Dice for them.
  4. Refill Gems - Draw gems from the Gem Bag and refill Angel City.

Preparation Phase

Dice Roll and Turn Order

Rolling Dice. At the beginning of each round, all players roll their dice simultaneously (7 basic plus ones gained in previous Enlistment Phases). Each player sums up the value of all his dice, and compares it with each other's.

Free Reroll. If the sum of your dice is less than 22, you may reroll all your dice.

Reroll Token. If a player has a dice value of 22 or greater, but is not satisfied with the result, he may reroll all his dice once per Reroll Token. After use, the Reroll Token is exhausted and flipped from "Reroll" side (usable) to "Skull" side (exhausted). Reroll Tokens are used in the Preparation Phase only.

Determining Turn Order. One House Token from each player is arranged in the Order Chamber according to their summed up dice value, from low to high, left to right. (Besides establishing player priorities, turn order also acts as the tie breaker for area majority.)

Special Tie. When two or more players have the same summed up dice value, they are said to be in a "Special Tie". In a Special Tie, first the tied players compare their "6"s, fewer "6"s go earlier. If still tied, then compare their "5"s, "4"s and so on. (In the rare case that players have exactly the same combination of dice, each of them rolls a die outside of the game, higher values go earlier.) And then Honor Tokens are placed between the House Tokens of the players in Special Tie, as a reminder for special treatments in the Air Supremacy Phase.

Hero Arrival

This step is skipped in Round 1.

Each player draws the top 3 cards from their private Hero Deck, adds 1 to their hand, and returns the remaining 2 each on top or at the bottom of their deck.

There is no hand limit for Hero Cards.

Main Phase

Use of Hero Cards

In the Main Phase, a player may play one Hero Card alongside his set of dice to enhance their dice placements.

When playing a Hero Card, the card must be placed on the Hatch Tile corresponding to the Region where the dice group is about to be placed (the Landing Region), on top of any Hero Cards already there.

Once played, a Hero Card stays on the Hatch Tile for the rest of the game.

Details of the Hero Cards' abilities are explained in the Appendix.

Turns

Before the Main Phase begins, players should make sure all of their Battery Tiles are Charged side up.

In the Main Phase, in turn order, each player must do one of the following:

  1. Place a set of dice (an Assaulting Dice Group) in a Section on the main board, and then optionally execute the action granted by the Action or Monster Tile there.
  2. Discard one die (which will be retrieved in Reset Phase) in exchange for one Honor Token or one of his Reroll Tokens flipping back to Reroll side.
  3. Pass (once passed, a player cannot take any more action this round).

This process repeats until all players have passed. Then the Main Phase ends and the Conclusion Phase begins.

If at the start of his turn a player has no unused dice, he must pass.

A player who has passed can still be affected by other players' Technologies.

Dice Slot & Dice Group

Dice Slots. Every Section has a Starting Point for dice placement. Above the Starting Point there are an infinite number of imaginary Dice Slots.

A set of dice placed together is called a dice group. In a placement, all dice in a dice group are arranged in a row and occupy exactly 1 slot. Slots are occupied one by one from the bottom.

Types of Dice

There are 7 types of dice or dice groups:

  1. Assaulting Dice Group - The set of dice which the active player is about to place.
  2. Topmost Dice Group - The set of dice in the topmost Dice Slot, which acts as the criteria for the placement of the Assaulting Dice Group.
  3. Jail Dice - Dice that are placed on top of an Action or Monster Tile (by Hero Card effects or Technologies).
  4. Free Dice - Any player dice in a Section that are not Jail Dice.
  5. Monster Dice - The black dice beside the Monster Tiles.
  6. Unused dice - The dice rolled in the Preparation Phase which are not yet placed or discarded.
  7. Discarded dice - The dice that have been placed on the side of the main board by some game effects. They will return to their owners at the end of the round.

Dice Placement Rules

To place dice in a Section, a player constructs an Assaulting Dice Group and compares it with the existing Topmost Dice Group.

Once the placement rules are satisfied, the Assaulting Dice Group is placed above the existing Topmost Dice Group, and becomes the new Topmost Dice Group.

Basic Rule: Same quantity of dice, greater sum. An Assaulting Dice Group must consist of the same number of dice as the Topmost Dice Group and have a greater sum.

Exception 1: No Free Dice in a Section. Place exactly one die of any value. When there are no Free Dice in a Section, players have to place a 1-die Assaulting Dice Group there.

Exception 2: All "6"s in the Topmost Dice Group. Increase the number of dice exactly by one. The maximum value of a Dice Group is reached when all the dice in the group have a value of "6". At that point, a player must place an Assaulting Dice Group that has exactly one more die than the Topmost Dice Group, and with a greater sum.

Section, Tile & Dice Jail

In every Section, there must be either an Action Tile or a Monster Tile present.

Immediately after placing a dice group, a player may execute the specific action granted by the tile.

Tiles as Dice Jails. Some game effects put dice in "Dice Jails". To represent this, the dice are placed on top of an Action or Monster Tile.

The dice in the jail - namely Jail Dice - have the following qualities:

  1. Jail Dice do not belong to any dice group.
  2. Jail Dice cannot be removed from jail until the end of the Main Phase.
  3. Jail Dice do not affect dice placement or Action Strength.
  4. Jail Dice do count in the Technology Salvage and Air Supremacy scoring steps.

Monster Tiles

There are 3 Monster Tiles present on the main board, each accompanied by a number of black dice - the "Monster Dice" - which can be destroyed and grant Honor Tokens.

Players can also "Salvage" the Monster Tiles. Each Monster Tile awards its respective winner either a new airship technology or 3 VPs. (In "Technology Salvage", we will discuss how to "Salvage" a Monster Tile.)

Destroying Monster Dice. After placing his dice group in a Section with a Monster Tile, a player may pair the dice in the group with the Monster Dice there, on a 1-to-1 basis. In each such pair, if the player die has a value greater than or equal to the Monster Die, the Monster Die is discarded, and the respective player gains 1 Honor Token.

Each player die in the dice group only fights once, but multiple Monster Dice can be destroyed in one placement.

Example of Destroying Monster Dice:

  1. Neither the blue die nor the red die is big enough to destroy any Monster Dice, but they are legal placements.
  2. The green-6 destroys the "black-3"; the green player receives 1 Honor Token. (Alternatively he can destroy the "6".)
  3. Two yellow dice enter and each can destroy one Monster Die. The yellow player gains 2 Honor Tokens.

New Assaulting Dice Groups are still free to enter this Section, even though no Monster Dice are left, as long as they follow the usual dice placement rules.

Action Tiles

There are 6 Action Tiles on the board, divided into 5 types:

  • Gem Mining (Action Strength 2* / 4* / 6*)
  • Gems to Shields (1 / 2 / 3)
  • Shields to Engine (1:2 / 1:3 / 1:4)
  • Airship Movement (+0 / +1 / +2)
  • Honor / Technology (1* / 2* / 3*)

Action Strength. At the top of each Action Tile, there is a line denoting three levels of "Action Strength", each corresponding to the first, second, and third & subsequent dice groups of the same color placed in its Section.

The more times a player places a dice group in a Section, the stronger the associated action becomes.

For example, Gem Mining has Action Strengths of 2* / 4* / 6*. The first time the red player places a dice group, it has an Action Strength of "2 mining quotas". In his second placement, the Action Strength becomes "4 mining quotas". For third and subsequent placements (for example, fourth, fifth, etc.), the Action Strength will be "6 mining quotas".

*Jail Dice do not count towards Action Strength.

The Resource Triangle

In this era of airship technology, elemental gems are at the heart of everything. In the deepest bowels of every airship, there are numerous storage compartments for gems. Gems power the airship's protective shields and anti-gravity ability. Part of the energy is drawn from the shields to the engine system in order to provide motion.

Even if the airship loses all of its movement and battle capabilities, as long as the core of the airship is undamaged, the airship will remain aloft.

During the game, players will mine elemental gems from fragments of the asteroid's body to maintain energy supply.

The conversion cycle between gems, shields, and engine power:

  • Use engine power to mine gems (Gem Mining)
  • Consume gems to generate shields (Gems to Shields, 1 / 2 / 3)
  • Draw energy from shields into engine system (Shields to Engine, 1:2 / 1:3 / 1:4)

Action: Gem Mining (2* / 4* / 6*)

When mining gems from Angel City, a player takes a number of gems from the Angel City tile to his player mat.

Mining consumes "mining quotas" which is related to the distance between the Action Tile and the gem.

The three Regions in Angel City and the three on the main board are each represented by a triangle, circle, or square. Regions with the same symbol are considered "near", otherwise they are "distant". A gem in a near region only consumes 1 mining quota, while one in a distant region consumes 2.

Based on the Action Strength, a player is given 2, 4, or 6 mining quotas.

Mining quotas may be split among the three Regions of Angel City. However, in a single action, it is limited to mine a maximum of 2 gems from each Region.

Players are free to look at the contents of the Gem Bag at any point in the game.

Gem storage. Mined gems are put in a player's Gem Storage Compartments, filling from right to left. There is a red number in each compartment indicating an Engine Power cost for storing a gem there (+2, +1, +0 on the example mat). Players pay the cost by lowering their engine pointer accordingly.

A player can only mine as many gems as both their number of compartments and Engine Power can afford. All unused mining quotas are lost.

Example of Gem Mining:

  1. The yellow player is placing a dice group in the same Section for a 2nd time so he has 4 mining quotas.
  2. He uses 2 quotas to mine 2 gems from the near Region. This reaches the "maximum of 2 gems per Region" limit for this Region.
  3. He uses the 2 remaining quotas to mine 1 gem from a distant Region. All 4 quotas are used.
  4. He puts the 3 gems into his Gem Storage, filling compartments from right to left. According to the compartments used, this process consumes 2 units of Engine Power (1+1+0 = 2).
  5. He reduces his Engine Power by 2 steps.

Action: Gems to Shields (1 / 2 / 3)

This action lets a player discard gems from their storage to increase their Shields.

Based on the Action Strength, a player is allowed to turn 1, 2, or 3 gems into Shields.

Each of the four Houses uses a unique technology built upon their own elemental affiliation. If the gem used for the conversion matches a player's color, its conversion ratio is 1 : 2 (1 gem for 2 shields), otherwise, the ratio is only 1 : 1.

Black gems are special. Normally they are considered as not matching any player's color. However, if a commander renounces his reputation to utilize the black "forbidden technology", the efficiency of the black gem is doubled. If the player discards 1 Honor Token in conversion, each black gem generates 2 Shields instead of 1.

If a player's disc reaches the top of his Shields track, any additional Shields are lost.

After the conversion, the consumed gems are placed beside their player mat for end game scoring.

Example of Gems to Shields:

  1. The yellow player is visiting the Action Tile for a 3rd time. He can convert up to 3 gems into Shields. He spends 1 yellow gem, 1 red gem and 1 black gem. He decides to discard 1 Honor Token to boost the black gem's conversion ratio to 1 : 2. His total for converting the 3 gems is +5 Shields (2+2+1 = 5).
  2. He moves his player disc up 5 spaces on his Shields track.
  3. The gems are then placed next to his player mat.
  4. The three previously filled compartments are now empty. All other remaining gems shift to the right to fill any empty compartments. (The player does not pay Engine Power for this movement of gems.)
  5. This storage compartment will hold the next gem that the player mines.

Action: Shields to Engine (1:2 / 1:3 / 1:4)

This action allows players to reduce their Shields and raises their Engine Power accordingly.

With a single action, the number of conversions is unlimited, but the conversion rate changes according to the player's Action Strength. For the 1st visit, each Shield turns into 2 Engine Power. For the 2nd visit, each Shield becomes 3 Engine Power, and for the 3rd and subsequent visits, 1 Shield converts to 4 Engine Power.

Example of Shields to Engine:

The yellow player has no Engine Power and 3 Shields. He needs a lot of Engine Power. He decides to visit this Action Tile twice. For the 1st visit, he does not perform any conversions - the visit is just to accumulate Action Strength. Later on, he visits this Action Tile again. This time he converts all of his Shields into Engine Power. He drops his Shields from 3 to 0 and, with a conversion ratio of 1:3, his Engine Power increases 9 spaces, reaching the meter's upper limit.

A player's Engine Power is limited to the maximum number permitted by their engine meter.

Action: Airship Movement (+0 / +1 / +2)

While working hard to destroy Angel City, players also search for and rescue citizens lest the struggle fail and the asteroid ends up crashing into the Earth.

This action consists of spending Engine Power to move airship meeples across the Land Map, picking up Citizen Cubes and placing them on player mats, and hopefully dominating locations on the map.

Engine Power and Movement Points. When moving, an airship reduces its Engine Power by a number of steps equal to the red number on the engine meter, in exchange for a number of regular movement points equal to the black number. (In the example the airship reduces its Engine Power by 2 steps and gains 3 movement points.)

Furthermore, based on the Action Strength, a player is given 0, 1, or 2 bonus movement points that do not consume Engine Power.

A player is free to use all or part of their movement points, but the Engine Power is reduced regardless. All unused movement points are lost.

The bonus movement points are usable only after all of the regular movement has been used.

When a player's Engine Power is at 0, he cannot move his airship at all (they do not gain any movement points, regular or bonus).

Moving the Airship. On the Land Map, there are 20 Locations linked by lines. For each movement point, a player can move their airship from its current Location to any Location directly linked by a line.

Within one movement, the airship can only enter each Location once, and it cannot return to its Starting Location.

House Tokens or other players' airships do not affect airship movement. Several airships may coexist in a single Location.

Upon an airship's first move in the game, it has no Starting Location, so it can take its first step in any Location.

2-player special rule: in an airship's first move in the game, every Location it enters must contain 2 Citizen Cubes.

Rebel Attacks. Black cubes are rebels. Whenever an airship enters a Location containing black cubes, it comes under attack by the rebels. For each black cube in the Location, the airship's Shields are reduced by 1.

If an airship does not have enough Shields to cover the rebels' attack in a Location, it cannot enter there.

*Black cubes at the Starting Location do not attack.

Rescuing Citizens. Whenever an airship enters a Location and there is at least one Citizen Cube there, the player must pick up 1 of them and put it on his player mat. He can choose any color, including the black cubes.

A player does not pick up Citizen Cubes in his Starting Location.

Dominating Locations. Finally, if there are no cubes and no House Tokens on the airship's Final Location (either it has been emptied before entering or by the airship's own rescuing action), the player may cover that Location with one of his House Tokens, which will remain there for end game scoring.

The House Token supply is unlimited.

Action: Honor / Technology (1* / 2* / 3*)

Quota and Sub-actions. Similar to the Gem Mining action, this action operates with "quotas". Based on Action Strength, a player is granted 1, 2, or 3 quotas.

The Honor / Technology tile provides 2 sub-actions:

  1. Gain 1 Honor Token
  2. Activate Technologies

Each sub-action consumes 1 quota. A player uses his quotas one after the other, each time executing one of the two sub-actions. A player may perform either sub-action any number of times as long as they have enough quotas.

Gain 1 Honor Token. Take an Honor Token from the public area onto your player mat. The Honor Token supply is unlimited.

Technology Chain Reaction. When using the "Activate Technologies" sub-action, a player chooses a row of Technology Tiles on the left of their player mat. Every Technology in this "Technology Chain" is activated, each of them available for use once. This is called Technology Chain Reaction.

The player is free to use the Technologies in the activated chain in any order.

Read "Technology Salvage" for details in the construction of Technology Chains.

The Battery Tile. Each Technology Chain can be activated only once per round. A Battery Tile is attached to the end of it to indicate its availability (Charged / Exhausted).

A Technology Chain can only be activated when its Battery Tile is Charged side up.

After activation, even if none or only some of the technologies have been used, the respective Battery Tile is flipped to its Exhausted side, meaning this Technology Chain cannot be activated again this round.

At the end of each round, all Battery Tiles will be flipped back to Charged side up at no cost.

Conclusion Phase

Monster Explosion

After ferocious attacks, any monsters that have not been destroyed now launch their final strike. They rush to the airships, exploding themselves and causing serious damage.

Suffer VP Damage. Count up how many Monster Dice remain on the main board. This is the amount of VPs each player will lose ("VP Damage") if they do not block any of the damage.

Block VP Damage. To reduce the VP Damage, each player may reduce their Shields and offset the VP Damage on a 1-to-1 basis, partially or completely. If necessary, players may carry out this step in turn order.

When a player has no Shields left, he is unable to block any more VP Damage.

After the explosion, all Monster Dice are discarded (while the Monster Tiles stay on the board).

Technology Salvage

*Do not take away any player dice from the main board in this step.

After the explosion, fragments of the monsters are scattered in the air. Players can salvage these fragments, extract the advanced technologies within and install them in their airship.

The back of each Monster Tile is a Technology Tile, ready to be installed in a player's airship.

Details of the Technology Tiles are explained in the Appendix.

Winning the Monster Tiles. The winner of each Monster Tile is determined individually, by comparing the number of dice (including Jail Dice) for each player in its Section. The player with the most dice wins the Monster Tile.

If there is a tie, then the tied player who owns the Topmost Dice Group wins.

If there are no player dice in a monster's Section, the Monster Tile is discarded and no one gains it.

Rare case: If the only dice in a Monster's Section are Jail Dice and there is a tie in number of dice, the winner is the player in the earlier position of the Order Chamber.

Using the Monster Tiles. The Monster Tiles then each go to their respective winner. The winner can choose whether to install the Technology OR discard the tile for 3 VPs.

Installed technologies will stay in the airships until the end of the game, and cannot be discarded for VPs at a later time.

Installing Monster Technology. To install a Monster Technology, the newly gained Monster Tile is flipped to its back and attached to any existing Technology Chain (a row of tiles) on the left of the player mat.

The only restriction for installation is that the difference in number of tiles between any two chains cannot be more than 1.

Under the "chain reaction" rule (see Action: Honor / Technology), all Technologies in a chain can be activated in any order within a single sub-action. It is possible to create some amazing combos.

Battery Tiles are then attached back to the end of each Technology Chain, Charged side up.

Air Supremacy

The power struggle between the Houses continues even in mutual crisis. The Houses display their air force to settle the argument about who has made the biggest contribution.

For each of the 3 Regions, the number of dice (including Jail Dice) of each player are compared, and different tiers of VPs (derived from the two VP Puzzle Pieces in the Region) are awarded accordingly.

The 3 tiers of VPs in each Region are:

  • Tier 1 - the VPs of the smaller Puzzle Piece,
  • Tier 2 - the VPs of the bigger Puzzle Piece,
  • Tier 3 - the VPs of both Puzzle Pieces added together.

2 player Air Supremacy scoring. For each Region, the player with more dice takes the VPs from tier 2, and the other player takes the VPs from tier 1. (VPs from tier 3 are not awarded.)

3-4 player Air Supremacy scoring. For each Region, the player with the most dice takes the VPs from tier 3. Then the 1st runner up takes from tier 2, and the 2nd runner up takes from tier 1.

  • If a player does not have any dice in a Region, he cannot score any Air Supremacy VPs for that Region.

Tie Situation. In case of a tie (in number of dice), it is resolved by the Order Chamber (earlier turn order wins the tie).

In case of a Special Tie, first the players in the Special Tie each occupy the respective VP tiers according to the Order Chamber, and then sum up and divide them equally among themselves (rounded down).

Example of 3-4 player Air Supremacy scoring:

Region A (triangle): Tier 3: 6 VPs, Tier 2: 5 VPs, Tier 1: 1 VP. Region B (square, left): Tier 3: 7 VPs, Tier 2: 4 VPs, Tier 1: 3 VPs. Region C (circle, right): Tier 3: 8 VPs, Tier 2: 6 VPs, Tier 1: 2 VPs.

Triangle RegionCircle RegionSquare Region
Blue6 VPs---0 VPs
Yellow5 VPs---3 VPs
Red1 VP---(7+4)/2 = 5 VPs
Green---8 VPs(7+4)/2 = 5 VPs

*Green and Red are in special tie.

Round Objective Bidding

Each round, players use Honor Tokens to bid for the Objective Token located immediately below Angel City, gaining a VP bonus.

First, all players show each other how many Honor Tokens they have. Then each player puts their Honor Tokens under the table, decides how many to bid, and holds their bid in a closed fist, and then all simultaneously reveal their bids.

The player who bids the most Honor Tokens wins. That player immediately earns an amount of VPs as depicted on the Objective Token.

In case of a tie, all tied players earn the VP bonus on the Objective Token.

Afterwards, the winner(s) of the bid lose all the Honor Tokens they used. The other players lose half of their bid, rounded up (for example, a player who bids 3 Honor Tokens and does not win loses 2).

The Objective Token is then discarded and Angel City is moved downward to cover the space.

Unused Honor Tokens are kept in a player's inventory.

The 10 Objectives are explained in the Appendix.

Enlistment of Dice Army

In this step, players can mix and match their Citizen Cubes and assign them to any suitable Barrack Slots.

Once filled, each slot rewards the player with 1 new die to use for the remainder of the game.

The three kinds of Barrack Slot (each slot is filled with 4 cubes, the first space of each slot accepts a black cube):

  • 1 black cube + 2 different pairs of cubes (black + a pair of one color + a pair of another color)
  • 1 black cube + 4 cubes of different colors
  • 1 black cube + 4 cubes of the same color
  • Black cubes are only accepted in the first space in each slot.

After Enlistment, the filled slots are locked and the Citizen Cubes will remain there until the end of the game. A player cannot assign cubes to a filled slot.

Unused Citizen Cubes will stay in a player's inventory for future use.

(A Barrack Slot may not be partially filled - players can only assign Citizen Cubes to a slot if they can fill it.)

Rare Case 1: If the colors of Citizen Cubes on the Land Map make it impossible for a player to fill his remaining Barrack Slots, he can substitute one Citizen Cube of any color for each missing one by discarding 1 Honor Token.

Rare Case 2: If there is an insufficient number of cubes on the Land Map for a player to fill any remaining Barrack Slots, they will be left unfilled.

  • This phase is skipped in Round 4.

Reset Phase

Before starting the next round, reset the following:

Each player:

  • Retrieves all of their dice from the board, and the ones discarded in this round.
  • Flips their Battery Tiles to Charged side up.

On the main board:

  • Shuffle the Action Tiles and VP Puzzle Pieces, match them 1-to-1, and randomly place the matched pairs over the square marks on the board.
  • Draw 3 new Monster Tiles and randomly place them over the circle marks on the board. Roll and place respective Monster Dice beside the tiles.
  • Refill each Region of Angel City with gems (up to the amount at the start of the game). Start with Triangle region, then Circle region, then Square region (if a Region is full, skip it), until all 3 Regions are filled or there are no more gems in the Gem Bag.

*In the Reset Phase of Round 2 and Round 3, after refilling Angel City, all gems in the Gem Bag are shown to all players, giving a clear idea of the number and colors of gems remaining.

Players are free to investigate the contents of the Gem Bag at any point in the game.

Full Gear Bonus

At any time in the game, if any one of a player's four types of resources reaches its maximum, he immediately gains a one-time VP bonus for that resource. The four types of resources are:

  1. Shields
  2. Engine Power
  3. Gems in storage
  4. Citizen Cubes in all three Barrack Slots

Each player also has a set of 4 Bonus Tokens corresponding to these 4 types of resources.

After gaining the specific VPs, flip the respective Bonus Token to the darker side, showing that it cannot be earned again.

The amount of bonus VPs are different for each resource, and they are written at the maximum points of the respective resources.

End Game

Crash Evaluation

The Fate of Angel City. After the 4th round, the destruction level of Angel City (number of gems left in Angel City and the Gem Bag combined) determines whether or not the Crash occurs, resulting in two different endings and scoring criteria.

Victory: after adding the VPs described below, the player with the most VPs wins. In case of a tie, the tied players share the victory.

Case 1: Saved (10 or fewer gems remain)

Angel City is destroyed, its fragments are vaporized in the atmosphere, Asteria is saved and hope returns to the land. The dominated lands bring the Houses prosperity and their contributions to the war are highly praised.

Prosperity. Each player counts up how many of their House Tokens are on the Land Map. VPs are awarded based on the upper row of the Domination Table.

War Contribution. Each gem (except the black ones) a player has consumed during the game (either by the "Gem to Shields" action or by technologies) - i.e. the ones placed beside their player mat - grants them 2 VPs.

Case 2: Crash (more than 10 gems remain)

Angel City crashes to the ground and destroys everything. Lands remain destitute and the monsters rampage throughout the countryside. Citizens of each House blame their leaders for the doom of Asteria. The era of Black Technology Worship begins.

Destitution. Each player counts up how many of their House Tokens are on the Land Map. VPs are awarded based on the lower row of the scoring table.

People's Resentment. Players lose 1 VP for each Citizen Cube of their color remaining on the land map.

Black Technology Worship. Each black gem a player has consumed during the game (either by the "Gem to Shields" action or Technologies) - i.e. the ones placed beside their player mat - grants them 5 VPs.

Domination Table

House Tokens on Land Map12345678910+
Saved (10 or fewer gems)2469121620253036
Crash (more than 10 gems)123468101215

Surplus Disposal

Finally, regardless of which ending occurs, players score for unused resources.

  • Each Hero Card in hand is worth 1 VP.
  • Add up remaining gems in storage, Honor Tokens, and unused Citizen Cubes; every 2 of them is worth 1 VP.
  • Add up remaining Shields and Engine Power; every 3 of them is worth 1 VP.

Variant: Imperial Formation

Bearing the ancient glory of Asteria Empire in mind, the Houses inherit the military intelligence and honorable tradition of the great commanders in the past. They compose their dice army in Imperial Formation.

Reroll Tokens are not used in this variant.

This variant is applicable to the original mode, introducing mechanisms to further reduce the uncertainty of dice roll in Fallen Angel.

To apply Imperial Formation, replace the Dice Roll and Turn Order step in the original rules with the following two steps.

Each player rolls their 7 basic dice plus any dice gained in previous rounds, and sorts their dice into three groups:

  • Group A - all dice with values 5 and 6
  • Group B - all dice with values 3 and 4
  • Group C - all dice with values 1 and 2

Weight Adjustment

Compare groups A and C - if either of these groups has two or more dice than the other group, choose any die from the larger group and move it to the smaller group. If the die is a "6", turn it into a "2"; if it is a "5", turn it into a "1", or vice versa.

Repeat this process until the difference of dice between groups A and C is 0 or 1.

Type Adjustment

After completing Weight Adjustment, consider groups A, B and C individually. Within each group, if there are more than 3 dice of the same value, turn the extra dice to the other value in the same group.

If Type Adjustment is impossible (for example, having 7 dice in Group B), a player must reroll all of his dice and repeat the Configuration.

Turn Order

After Configuration is finished, players determine their turn order in the following ways:

Order by number of all dice. First, players with fewer dice go earlier in turn order.

Order by number of biggest dice. Secondly, among players with the same number of dice, compare their number of "6"s; the player with fewer "6"s goes earlier. If still tied, they proceed to compare their "5"s, "4"s and so on until turn order is settled.

Special Tie: If two or more players have exactly the same set of dice, each of the tied players rolls a die outside of the game. Whoever rolls higher goes earlier in turn order.

Afterwards, Honor Tokens are placed between these players' House Tokens in the Order Chamber as a reminder.

When resolving Air Supremacy, if these players tie in number of dice in a Region, the VPs they gained in their respective tiers are summed up and divided equally among them (rounded down).

Variant: Shadow of Fallen Angel (Cooperative Mode)

Shadow of the Fallen Angel is a cooperative variant in which all players work together against a Shadow Player who gains VPs in different ways, and the black gems become a vicious entity, strengthening the Shadow Player in every respect.

At the end of the game, if the Angel City is destroyed and each player has more VPs than the Shadow Player, all players share the victory.

It is strongly recommended to play the original rules at least once before trying the cooperative variant.

Below are the rules that are different for the cooperative variant. Whenever a phase or step is not mentioned, it operates the same way as in the original rules.

Number of Rounds

Only 3 Rounds (instead of 4) are played. Accordingly, cover the topmost objective spot with the Angel City tile.

Setup

VP Track. When placing Player Discs on the 10 VP position, also place a black disc for the Shadow Player.

Round Objective. 3 Objective Tokens are randomly chosen from those with orange ribbons and placed on the three objective spots, face up.

Monster Cards. 6 Monster Tiles are not used (numbers 1-3, 12, 17, and 18).

In this variant, destroyed Monster dice become Assaulting Dice Groups and they are placed in dice slots instead of discarded. As the game proceeds, take care not to mix up the Monster Dice and those dice.

Reroll Token. Reroll Tokens are not used in this variant. Instead they are all flipped to their Skull side, piled up in the public area for other use.

Hero Card starting hand. Each player draws 3 Hero Cards and keeps 1 (the unchosen two are returned each on top or at the bottom of the deck). The cards are open information.

Starting Honor Tokens. Each player gains 3 Honor Tokens as normal. The Shadow Player also gains 3, placed in the center of the Angel City.

Starting Gems. There are four difficulty levels based on the number of starting gems. These represent the mass of Angel City and, thus, they determine how difficult it will be for the players to prevent Angel City from crashing.

2 player game:

Difficulty LevelEach color in bagTotal in bagGems into each Region
Easy5254
Normal6304
Hard7355
Insane8405

3 player game:

Difficulty LevelEach color in bagTotal in bagGems into each Region
Easy7355
Normal8405
Hard9456
Insane10506

4 player game:

Difficulty LevelEach color in bagTotal in bagGems into each Region
Easy9456
Normal10506
Hard11557
Insane12607

Preparation Phase: Dice Roll and Turn Order

This step is skipped. Players use their first and only dice roll for each round. Turn order is decided by players.

Main Phase: Destroying Monster Dice

If the value of a die in the Assaulting Dice Group is high enough to destroy a Monster Die, it must. If there is more than one die in the group, the player can freely arrange the order of combat.

Shadow Dice. When Monster Dice are destroyed, they grant Honor Tokens, but they are not discarded. Instead, they become "Shadow Dice", taken as one or more Assaulting Dice Groups, and the player must place them in Sections as long as the placement rules can be satisfied.

The player is free to place the dice individually or in groups, in different Sections or in the same Section, one group after the other.

After placement, these Shadow Dice become the Topmost Dice Groups, acting as the criteria for the next placements in their Sections.

Shadow Dice do not activate any Action Tiles or destroy any Monster Dice.

It is permitted for a player to arrange the sequence of placement of the Shadow Dice on purpose to deprive themselves of a valid placement.

If there is no valid placement for the Shadow Dice, any such dice are discarded and the same amount of Skull Tokens are placed beside the Land Map. Each such Skull Token will count as one Location dominated by the Shadow Player in the end game scoring.

Gem Mining. In this cooperative variant, when there is no gem in Angel City, players can mine gems from the Gem Bag. Every gem mined this way costs 2 quotas.

When a black gem is mined in any manner (either from the Angel City tile or from the Gem Bag, by Technologies or by tile actions), the Shadow Player immediately gains a number of VPs for this gem based on which Round it is - Round 1: 8 VPs / Round 2: 4 VPs / Round 3: 2 VPs. Black gems are placed in Storage following normal rules.

Gems to Shields. Black gems are not affected by the "Shields to Engine" Action. They will permanently occupy the rightmost compartments in the Airships' Storage.

Airship Movement. When a player's "Airship Movement" action is finished, any Locations left empty (without Citizen Cubes or House Tokens) are immediately covered by a Skull Token. In the remainder of the game, no House Tokens can be placed in these Locations.

Honor / Technology. Technologies (including "VP Grab" and "Honor Control") do not affect the Shadow Player.

Honor Tokens used to activate technologies are placed in the center of the Angel City tile instead of the public area. They become Honor Tokens for the Shadow Player.

In this cooperative variant, the Red player's technology "VP Grab" can be used in reverse (for example, the Red Player takes 1 Honor Token from any player and loses 2 VPs, while the other player gains 2 VPs).

Conclusion Phase

Monster Explosion. Unlike in the original game, there is no VP Damage to the players. Instead, the Shadow Player gains VPs equal to the number of Monster Dice remaining on top of the Monster Tiles multiplied by the number of black gems in Angel City.

If there are no black gems in Angel City, the Shadow Player still gains VPs equal to the number of remaining Monster Dice (pretend there is at least 1 black gem).

If there are no Monster Dice remaining, the Shadow Player does not score any VP.

After scoring, the Monster Dice are discarded.

Technology Salvage. If the winner of a Monster Tile decides to install the technology, he can install it in any player's airship. But if he decides to discard it for 3 VPs, the VPs go to him only.

If a Monster Tile is won by the Shadow Player, or not won by any actual players, it is discarded and grants 3 VPs to the Shadow Player.

Air Supremacy. The Shadow Dice compete for Air Supremacy with players in the same way as if they were dice from a normal player.

The Shadow Player wins any ties.

For each VP tier won by Shadow Dice, the Shadow Player gains VPs equal to the tier multiplied by the number of black gems in Angel City.

If there are no black gems in Angel City, the Shadow Player still gains VPs granted by the tiers (pretend there is at least 1 black gem).

If no tiers have been won by the Shadow Dice, the Shadow Player does not earn any VPs.

Round Objective. In this step, VP bonus is not gained by bidding. Instead, players compare their number of Honor Tokens with that of the Shadow Player.

Black gems count as "Virtual Honor Tokens" for the Shadow Player and are added together with the "Actual Honor Tokens" placed in the center of Angel City.

To resolve a Round Objective, first, players with a number of Honor Tokens less than or equal to the Shadow Player total their VP bonus as if they had won the Objective, but the VPs are then given to the Shadow Player instead. These players do not lose any Honor Tokens.

Second, players with a number of Honor Tokens greater than the Shadow Player gain their VP bonus as normal, but then give half of their Honor Tokens (rounded up) to the Shadow Player, placing them in the center of the Angel City.

Finally, if the Shadow Player has gained at least 1 VP in this step, he loses half of his Actual Honor Tokens to the public area (rounded up).

Reset Phase: Refill Gems

Gems are refilled up to the number stated in the Starting Gems table above, according to the difficulty and number of players.

Game End

Crash Evaluation. After Round 3, the fate of Angel City (Saved or Crash) is determined the same way as in the normal game. If the result is that Angel City Crashed, the players lose. Otherwise proceed to the next step.

Prosperity. Angel City is "Saved". As in the original game, each player gains VPs for land domination according to the upper row of the Domination Table.

The Shadow Player gains VPs in this step, too. Two items are considered as Locations dominated by the Shadow Player:

  1. Locations not covered by any House Tokens.
  2. Skull Tokens placed beside the Land Map.

Based on the number of (1) and (2) combined, the Shadow Player gains the corresponding VPs on the upper row of the Domination Table.

War Contribution. As in the original game, each player gains 2 VPs for every gem consumed (except black gems).

The Shadow Player gains 5 VPs for each black gem and 2 VPs for every other colored gem in Angel City.

Surplus Disposal. Players gain VPs for unused resources as normal. Add up any Actual Honor Tokens remaining in Angel City and black Citizen Cubes on the Land Map; every 2 of them is worth 1 VP for the Shadow Player.

Victory. Finally, if every player has MORE VPs than the Shadow Player, the darkness over Asteria fades away and all players share in their triumphant Victory!

Variant: Chaotic Battlefield

Chaotic Battlefield consists of 3 modules that can be applied to the original mode of Fallen Angel, introducing more uncertainty and tactical interest to the game. Each module can also be used individually.

1. Dual Hero Operation

In the Setup Stage, place the Hatch Tiles with the "2 windows" side up. Now there are 2 slots for Hero Cards on each Hatch Tile.

In the Main Phase, a player can use 2 Hero Cards with 1 dice placement, applying their effects together in combination.

Placing Hero Cards: When a player uses 2 Hero Cards with 1 placement, each card is placed in one slot on the Hatch Tile, not overlapping. When only 1 Hero Card is played, it can be placed on either one of the 2 slots.

Clarifications below highlight some key points. The numbers at the bottom of the Hero Cards are also a quick hint for the sequence of effects.

2. Objective Roulette

In the Setup Stage, all unchosen Objective Tokens are set aside without revealing. The 4 selected Objective Tokens are placed face down over the objective spots. Each of them is only revealed at the beginning of the Preparation Phase in their respective rounds.

In the Round Objective step, the bidding for the Objective Token becomes open bidding.

First, all players show each other how many Honor Tokens they have. Then the bidding starts with the first player in the Order Chamber, who can either bid a number of Honor Tokens (minimum bid of 1) or pass. When it is their turn, a player must bid a higher number of Honor Tokens (increasing any previous bid) or pass. If a player passes, they may not reenter the bidding at a later time.

This continues until only one player remains. The winner loses all the Honor Tokens that he bid and gains the corresponding number of VPs. Players who do not win the bid take back all their Honor Tokens.

3. Clash of Dominance

In the Airship Movement action, the active player can spend 1 Shield to attempt to replace an existing House Token in his airship's Final Location with his own. After his Shield has dropped and before replacement, the affected player can spend 1 Shield to counter this attempt.

This process repeats until one of them is unwilling or unable to spend further Shields.

Any Shields spent in this manner are lost, regardless of who wins the clash.

Clarifications for Dual Hero Operation Effects

A Landing Section must be chosen before playing Hero Cards. Even though 2 Hero Cards can be played, there is only 1 dice placement. The dice placement occurs after all "before placement" effects have been resolved.

  • I. Demon Jester - The Jester is placed on the Hatch Tile before any other cards are resolved. A player cannot use any Hero Card's effect twice in one dice placement.
  • II. Human Paladin - The "kick an opponent's die" effect of the Paladin is applied first.
  • III. Doomed Assassin - The Assassin Die (which must be an unused die) is placed and the target die is discarded first.
  • IV. Fey Illusionist - The "turn a Free Die bottom up" effect of the Illusionist is applied first.
  • V. Elder Summoner - It is impossible to summon a die to become an Assassin Die or Phantom Die, or summon an Assassin Die that was just placed.
  • VI. Halfling Thief - It is permitted to first affect the dice in the Landing Section with Hero II to V and then use the Thief to place the Assaulting Dice Group in the Dice Jail.
  • VII. Undead Ninja - If the Ninja is used together with the Thief, you place a 2-die Assaulting Dice Group into the Dice Jail, and gain an extra strength level-1 bonus action.
  • VIII. Dwarf Warrior - It is allowed to use the Warrior to increase the value of a "Phantom Die".

(Placement of Assaulting Dice Group)

  • IX. Elf Archer - The Elf Archer grants the ability to activate an Action Tile other than the one in the Landing Section.

(Tile action execution)

  • X. Phantom Warlord - After dice placement and action execution, now a player can discard their Phantom Die (which must be an unused die) and apply the effect to any Region. The Phantom Warlord's effect does not affect the Assaulting Dice Group in this placement, but it can kick the "Assassin Die" previously placed by the Doomed Assassin in the same placement.

Appendix

Round Objectives

The 10 Objective Tokens:

  • Score 2 VPs for each Honor Token you possess (after the bidding). Honor Tokens used for bidding do not count.
  • Score 1 VP for each point of Engine Power space above 0.
  • Score 3 VPs for every 2 unused Citizen Cubes. After scoring, the Citizen Cubes can be used during enlistment as normal.
  • Score 2 VPs for each gem in your Gem Storage that matches your player color.
  • Score 3 VPs for each Monster Technology installed in your airship (Starting Technologies do not count).
  • Score 2 VPs for each Location on the Land Map covered by your House Tokens.
  • Score 2 VPs for each gem in your Gem Storage (including black gems) that does not match your player color.
  • Score 3 VPs for each Hero Card in your hand.
  • Score 2 VPs for each point of Shield space above 0.
  • Gain 8 VPs.

Starting Technologies

  • Engine Boost - Add 2 Engine Power (no Shields are consumed).
  • Gem to Honor - Discard 1 Gem from your storage to the side of your player mat (for end game scoring). If the color of the gem matches your color, you gain 2 Honor Tokens, otherwise 1.
  • Space Leap - Discard 1 Honor Token. Move your Airship meeple to any Location ignoring lines (no Engine Power is consumed, rescue and land domination are performed as normal).
  • Honor Control - Choose any player (even yourself), this player gains or discards 1 Honor Token (your choice). You may perform this two times, each time targeting any player.
  • Resources Conversion - Freely convert between 1 VP, 1 Honor Token, and 1 Shield. You may perform this two times.
  • Copy Technology - Discard 1 Honor Token. Use any one Technology in any other player's airship that does not have a House Token on it, paying the technology's cost as normal. The status of the copied technology is not relevant, and is not affected by your action. Each Technology can be copied only once per game. Place a House Token of the respective player on top of it to indicate it cannot be copied again.
  • Resources to VP - Lose 1 Shield, 1 Engine Power, discard 1 gem from your storage to the side of your player mat, and gain 6 VPs.
  • VP Grab - Give an opponent 1 Honor Token (from your inventory); he loses 2 VPs, you gain 2 VPs.
  • +1 Engine - Add 1 Engine Power (no Shields are consumed).
  • +1 Shield - Add 1 Shield (no gems are consumed).

Monster Technologies

  1. Vanity King / Honor Computation - Choose an opponent whose number of Honor Tokens is equal to or greater than yours. Take 1 Honor Token from him. You may perform this up to 2 times in a row, each time targeting any opponent. Check the criteria each time.
  2. Luxury Queen / Elemental Attraction - Choose an opponent whose number of gems in storage is equal to or greater than yours. He transfers 1 gem from his storage into yours (his choice). You do not lose Engine Power in this transfer.
  3. Mind Hacker / Telepathic Propaganda - Choose an opponent whose number of unused Citizen Cubes is equal to or greater than yours. He gives 1 of his unused Citizen Cubes to you (his choice).
  4. Rocketman / Hypersonic Drive - Discard 1 Honor Token. Move your airship 2 Locations (no Engine Power is consumed). Pick up citizen cubes as normal, but you cannot place a House Token in the Final Location.
  5. Apocalyptic Beast / Blitz Invasion - Discard 1 Honor Token. At the Location where your airship is, place one of your House Tokens there (if there is not yet any), without taking any Citizen Cubes.
  6. Elemental High Priest / Elemental Altar - Discard 1 gem from your storage to the side of your player mat, and gain VPs. If the color of the gem matches your House color, you gain 2 VPs, otherwise you gain 1 VP. You may perform this up to 2 times.
  7. Elemental Nuke / Energy Rush - Discard 1 gem from your storage to the side of your player mat, and gain Engine Power. If the color of the gem matches your House color, you gain 2 Engine Power; otherwise you gain 1 Engine Power. You may perform this up to 2 times.
  8. Perpetual Falcon / Reverse Engineering - Lose 1 Engine Power to gain 1 Shield. You may perform this up to 2 times.

Hero Cards

I. Demon Jester Game function: Play the Jester on any of the three Hatch Tiles, copy and apply the power of the Hero Card covered by it to the placement of your Assaulting Dice Group. Remarks: If the card being covered is another Jester, or if no Hero Card is covered, the Jester receives no special power. The Jester is the only Hero Card that can be played on a Hatch Tile not corresponding to the Landing Region of the Assaulting Dice Group.

  • Example 1: The Yellow player places the Jester on a Hatch Tile to cover her own Paladin which was played earlier in the game. This lets him use the ability of the Paladin again.
  • Example 2: If the Jester covers another Jester, it does not use any ability.

II. Human Paladin Game function: Before placement, choose one opponent's free die from the Landing Section, and place it in any Dice Jail on the board. Remarks: The die you kick is not limited to ones from the Topmost Dice Group. You cannot kick a die of your own color into jail.

  • Example 1: Originally the Topmost Dice Group consists of two dice - a red-4 and a red-5. The yellow player plays the Paladin. He places the red-5 in a Dice Jail in another Section. The Topmost Dice Group now consists of only one red-4 so he places a yellow-5 as the Assaulting Dice Group.
  • Example 2: In this case, by jailing the red-5, the Yellow player removes the only Topmost Dice Group from the Section. Now his yellow-1 becomes the new Topmost Dice Group.

III. Doomed Assassin Game function: Besides the Assaulting Dice Group, you use one extra unused die in this placement as the "Assassin Die". Before placement, replace one opponent's Free Die in the Landing Section with one of your own unused dice, value is irrelevant. The replaced die is then discarded (thematically, it was killed by your Assassin Die). Then you place your Assaulting Dice Group into the Landing Section, following general placement rules. Remarks: The Assassin Die contributes to your action strength. The Assassin Die does not destroy Monster Dice. This ability may cause dice of different colors to coexist in a dice group. In this case, each of them contributes Action Strength to future Assaulting Dice Group of their respective color. You cannot use the Doomed Assassin when there are no opponents' dice in the Landing Section.

  • Example 1: Yellow player first replaces a red-6 with his own yellow-1, and then places his yellow-2 Assaulting Dice Group, granted an action of strength level 2.
  • Example 2: A) Originally there was a red dice group consisting of a red-6 and a red-4. Yellow player uses his yellow-1 to replace the red-6. Now the Topmost Dice Group consists of 2 dice of different colors. B) And then the yellow player places his Assaulting Dice Group with 2 dice and a total value greater than 5, and is granted an action of strength level 2. Later on if red player places a dice group there, her Action Strength will be 2.

IV. Fey Illusionist Game function: Before placement, flip one Free Die or Monster Die in the Landing Section exactly bottom up ("6" turns into "1"; "2" turns into "5"... etc). Then place your Assaulting Dice Group following normal placement rules. Remarks: You can even flip a Free Die of your color. You cannot flip a die in your Assaulting Dice Group.

  • Example 1: Yellow player uses the Illusionist to "enchant" the red-6, it turns upside-down and becomes a red-1. Then he places a yellow-2 over it.
  • Example 2: Yellow player uses the Illusionist to "enchant" the Monster Die of value "5", so it turns upside-down and becomes a "2". Then he places a yellow-3 and destroys it.

V. Elder Summoner Game function: Before placement, pick up 1 Free Die of your color anywhere on the main board except the Landing Section, it becomes a member of your Assaulting Dice Group. Remarks: Do not change the value on the summoned die. The summoned die can even be the only die in your Assaulting Dice Group. If a player does not have any unused dice at the start of his turn, he passes immediately and is not allowed to use the Elder Summoner.

  • Example 1: The Yellow player has one yellow-4. He plays Elder Summoner to take a Free Die from another Section. He cannot choose the yellow-5 from the Dice Jail and the yellow-2 is not big enough to form a valid dice group, so he chooses the yellow-6. The yellow-6 joins with the yellow-4, forming an Assaulting Dice Group, and is successfully placed. Now the single yellow-2 is still considered a dice group and it counts towards subsequent Action Strength.
  • Example 2: In this case, the Yellow player chooses a yellow-6 from another Section to become his 1-die Assaulting Dice Group. At the same time, the red-3 of the affected Section becomes the Topmost Dice Group.

VI. Halfling Thief Game function: Place one of your unused dice (any value) in a Dice Jail, and then you may execute the associated action. Action Strength is determined as if this die were a normal Assaulting Dice Group. This die will remain in the Dice Jail and does not count towards future Action Strength determinations.

  • Example 1: A. The Yellow player plays the Thief and places 1 die on top of the Action Tile. The Action Strength of this placement is 2. B. Later on he places another Assaulting Dice Group in the same Section. The yellow-1 is in jail, so his Action Strength remains at 2.
  • Example 2: In this placement the target is a Monster Tile so Action Strength is irrelevant. The Yellow player places her yellow-1 on the Tile and defeats the black-1 Monster Die, for which she receives 1 Honor Token. Afterwards, the Monster Die is discarded and the yellow-1 stays on the tile (in the Dice Jail).

VII. Undead Ninja Game function: Your Assaulting Dice Group can consist of exactly 1 more die than is normally allowed. The value of the Assaulting Dice Group is totaled after the extra die is added. The extra die is called "Skeleton Die", it brings an extra action of strength level 1 to the player in the same placement. Remarks: The Assaulting Dice Group must still have a greater sum than the Topmost Dice Group.

  • Example 1: In this case, the Topmost Dice Group is a red-6, which is at its maximum value, so the Assaulting Dice Group should consist of 2 dice. The Yellow player plays the Ninja. He is allowed to add 1 more die to his Assaulting Dice Group. After the addition of the extra yellow-4, his dice group value is (4+1+2)=7, which is greater than the Topmost Dice Group, making this a valid dice placement. Because this is his first placement in this Section, he is originally granted a strength level-1 action, and the Skeleton Die brings him another strength level-1 action as bonus. He performs the action twice, both with strength level 1, one after the other.
  • Example 2: It is also permitted for a player to play the Ninja against a Topmost Dice Group of their own color. In this case, the player has a normal action of strength level 3, plus a bonus action of strength level 1 granted by the Skeleton Die.

VIII. Dwarf Warrior Game function: Before placing your Assaulting Dice Group, you may increase the value of the dice in the group by a total of 3, or until the dice group reaches its maximum value (all "6"s). Remarks: The dice are turned to a higher value immediately. You may add less than 3. Unused bonus value is lost.

  • Example 1: The Yellow player plays the Warrior. He adds 1 point to the yellow-5 and 2 points to the yellow-4 resulting in both dice becoming "6"s.
  • Example 2: In this case the player's die has already reached "6" after adding 2 points. The remaining 1 point cannot be used and is lost.

IX. Elf Archer Game function: After placing an Assaulting Dice Group in a Section, you activate another Action or Monster Tile instead of the one in the Section. If the target is an Action Tile, you execute the action with Action Strength based on the Landing Section. If the target is a Monster Tile, you can destroy Monster Dice based on the value of the dice in the Assaulting Dice Group you just placed.

  • Example 1: The Yellow player places a yellow-5 in a Section with a Monster Tile and plays the Archer. He executes the action from another Section, so he cannot use his die to destroy any Monster Dice. Based on the placement times in the Landing Section, his Action Strength is 2.
  • Example 2: In this case, the Yellow player places his Assaulting Dice Group in the Section with an Action Tile and plays the Archer. He uses the dice to destroy Monster Dice in another Section. The Action Strength is irrelevant, but the "1-to-1", "equal or greater" rules for destroying Monster Dice still apply. The result is that the Yellow player's two dice each destroy one Monster Die in the target Section and he receives 2 Honor Tokens.

X. Phantom Warlord Game function: Choose 1 of your unused dice, it is now the "Phantom Die"; remember its value and discard it. And then select a Region on the main board, you can kick a number of Free Dice from there each into any Dice Jail. The only restriction is that the sum of their values must be less than or equal to that of the Phantom Die. Remarks: You do not place an Assaulting Dice Group this turn. You can even kick dice of your own color.

  • Example: The Yellow player discards one of his unused dice, a yellow-5, and applies the effect of the Phantom Warlord to the left Region. He kicks two red dice each to a Dice Jail in two different Regions, and 1 die of his own color on top of a Monster Tile (to help in the Technology Salvage step later on). The summed up value of the 3 jailed dice is (2+2+1)=5, which does not exceed that of the Phantom Die, so it is a valid use of Phantom Warlord.
  • Action: Airship Movement (+0 / +1 / +2)
  • Action: Honor / Technology (1* / 2* / 3*)
  • 18
  • Move 1 - Move airship 1 space (no Engine Power is consumed, rescue and land domination performed as normal).
  • Giant Stone Chameleon / Elemental Alchemy - Put 1 gem from your storage into the Gem Bag, and then optionally draw 1 gem from the Gem Bag to place into your storage (without losing Engine Power). You may perform this up to 3 times. It is permitted to only put gems into the Gem Bag and not draw any replacement gems from the bag.
  • Werewolf / Metamorphosis Experiment - Discard 1 Honor Token, reroll one and only one of your unused dice up to 2 times.
  • Titanium Mantis / Jail Break - Discard 1 Honor Token, take back 1 of your dice from any Dice Jail without changing its value. This die is now an unused die and may be placed as normal in your next turn.
  • Soul Reaper / Morality Swap - Choose any opponent who still has unused dice, give him 2 Honor Tokens (from your inventory). Swap the values between one of your unused dice and one of his unused dice.
  • Synthetic Gaia / Genetically Engineered Hero - Discard 1 Honor Token. Draw 3 Hero Cards from your Private Hero Deck, take 1 into hand, and put the other 2 back, each on top or at the bottom of the deck.
  • Quantum Amoeba / Technology Mirror - Use a technology depicted on any Monster Tile on the main board (and not the ones installed in other players' airships). Pay any cost for the Technology as normal.
  • Multiverse Traveller / Overlapping Reality - Choose a VP puzzle piece on the main board, place one of your House Tokens on top of it (without blocking the number). In the Air Supremacy Phase, if this Puzzle piece contributes VPs to you, you gain double the amount of VPs from it.
  • Space-Time Vortex / Coordinate Disruption - Discard 1 Honor Token and choose 2 Action Tiles (not Monster Tiles) on the main board. Pick them up, together with any Jail Dice on them, and swap their Sections.
  • Technology Virus / Quantum Lock - Choose a Technology (either on the main board or in any Airship), place one of your House Tokens on top of it. In this round, before this Technology is activated, the player activating it must choose - either he loses 2 Shields or you gain 2 Honor Tokens. After this is resolved, the House Token is discarded. At the end of the round, if your House Token is still there on the Technology, take it back.
  • Holy Tesseract / Dimensional Barrier - Put 2 of your House Tokens in any one Section. When an opponent places a dice group there, he must choose - either he loses 1 Shield or you gain 1 Honor Token (from the public area), and then 1 of your House Tokens is discarded. This stops occurring when there are no more House Tokens of yours present. At the end of the round, if your House Tokens are still there in the Section, take them back.