Infinities: Defiance of Fate
Infinities: Defiance of Fate Rulebook
Table of Contents
Table of Contents
Components
Before stepping through a breach, your first priority is taking inventory of your possessions, limbs, and memories. Most of them should make it to the other side. (from The Dimensional Explorer's Field Guide)
- Leader Boards: represent your avatar's actions, attribute levels, and Trigger resource. 6 boards per faction, 12 total.
- Leader Standees & Standee Bases: mark your map location. 6 standees per faction, 12 total. 1 base per player, 5 total.
- Action Dice: used in actions and checks. 4 dice per player, 20 total.
- Attribute Cubes: track attribute levels. 3 cubes per player, 15 total.
- Lightbearers & DEVA Network Faction Decks: unit and action cards. 48 cards per deck, 96 total.
- Reference Cards: double-sided cards for quick reference. 1 card per player, 4 total.
- Skirmish Cards: used for scoring in Skirmish mode. 8 cards.
- Player Cubes: track Triggers. 1 cube per player, 5 total.
- Story Guide: used for objectives in Story mode. 12 chapters, 12 solo quests.
- Score Markers: track current score. 1 marker per player, 5 total.
- Sands of Varra & Genesis Circuit Tile Sets: double-sided map tiles. 23 tiles per set, 46 total.
- Rift Tile: map starting point. 1 tile.
- Control Tokens: mark controlled tiles. 15 tokens per player, 75 total.
- Game State Mat: tracks rounds, turn order, and score.
- Hit Point Dice: track unit hit points. 5 dice per player, 25 total.
- 10-Sided Die (d10): tracks round number.
Game Overview
Infinities: Defiance of Fate is a 4X (eXplore, eXpand, eXploit, eXterminate) adventure game which blends card play, dice actions, area control, and an evolving story across multiple realities. Players assemble units under a powerful faction leader to explore and conquer a modular hex-tile board, take risks with dice rolls and card draws, and battle for supremacy alongside friends or against rivals.
In Story mode, two factions follow a branching narrative during multi-session games with asymmetric actions, objectives, and persistent elements which carry through a campaign. This first edition pairs the Lightbearers faction from the Sands of Varra in Ob'dija with the DEVA Network from the Genesis Circuit in Xilsen. Each of the included 12 leaders also comes equipped with a unique solo quest that delves into their history and provides a showcase of their abilities. In Skirmish mode, you play a standalone game in which you seek to collect more points than your opponents from a set of evolving, world-specific objectives.
Core Concepts
A leader acts as your avatar in the game's worlds. Your leader is represented as a standee moved on an ever-growing tile map and as a board with unique actions; 3 attribute tracks, which reflect your skills as you level up; and a Trigger resource meter, which enables you to control map tiles and react to enemy threats. You will also manage a hand of cards and a tableau of active cards around your board that will further empower your leader.
You will progress through the game by rolling dice each round to pay for actions, such as:
- Exploring the map, controlling tiles to build resources, and moving strategically to gain advantages on enemies.
- Playing cards, including one-shot action cards or unit cards which grant new ways to spend dice in future turns.
- Attacking enemies to weaken their armies.
- Activating unit, leader, and story-specific actions that add unique twists to every battle.
(Sample tableau: A. leader board, B. unit card(s) in play, C. card(s) prepared for future use, D. dice used for actions. Partial sample map: A. explored tiles, B. possible spaces to discover new tiles, C. a leader standee occupying a tile.)
You'll also periodically roll checks to determine the success, failure, or enhanced effect of some actions. Whenever you meet or beat the difficulty of those checks (displayed as a numeric (X) value) the appropriate effects take place. As your leader becomes more skilled, you will receive bonuses to roll more dice and increase your chances at succeeding with checks.
Finally, when it isn't your turn, you can react to enemies' actions if they destroy your components. Reactions have a wide range of effects from regrouping to changing your position to counterattacking.
Five thematic icons appear throughout the game representing the resources that can be harnessed through the various lands and elements of Infinities' worlds. These icons are present on map tiles to notate tile types, on dice as an action resource, and on leader, card, and story-specific actions as dice costs required to activate them.
| Icon | Tile Control | Dice Action | Dice Check |
|---|---|---|---|
| Agility | Play more units | Move on the map | (X) React to destroys |
| Energy | Prepare more cards | Play cards | (X) Empower a card |
| Power | Increase reach | Attack enemies | (X) Destroy a unit |
| Boost | Replenish Triggers | Change other dice | (none) |
| Will | Reroll Will in checks | Any of the above | (none) |
Exploring & Controlling Tiles. Movement is initiated from the tile your standee is currently occupying to an adjacent space, which can be either an existing tile or an empty space where you'll discover a new tile. Note that walls slow you down, while other standees in your path completely block your movement.
You can control tiles by consuming your leader's Trigger resource and marking the tiles with control tokens. Controlling tiles grants bonuses such as refilling Triggers, rerolling check dice, or increasing the Agility, Energy, and Power attribute levels on your leader board. Keep in mind that control bonuses are lost upon losing control of the respective tiles. Other tile properties, like Influence and events, provide benefits in the current tile your standee occupies; you receive these benefits from tiles regardless of who controls them.
Playing Cards. Play action cards to resolve their effect immediately then discard them; some can be empowered by passing an Energy check (X). Play unit cards to the area above your board called the group to gain new, repeatable ways to spend dice. You begin with a group limit of 3 unit cards.
Your timeline is an area to the side of your board where you can prepare either type of card to play later. You can play timeline cards as though they were in your hand, and they also carry the benefit of not being discarded at the end of round if they go unused. Additionally, cards with the Prepared keyword gain a passive benefit as long as they are in the timeline. You begin with a timeline limit of 3 cards.
Attacking & Reach. You can attempt to destroy the unit cards in enemy groups by attacking them to lower their hit points (HP) to 0. Your primary motive in attacks is eliminating a unit's actions from the enemy's options, but destruction is also often tied to game objectives. To resolve an attack, roll a Power check (X) and deduct as many HP as times you meet the unit's DEF value. Destroy the unit as soon as its HP reaches 0.
Most interactions, including attacks, require your target(s) to be within your reach, unless specified by the words "anywhere" or "any" followed by an icon (icon not reproduced here). Your starting reach limit is your current tile plus a clear path of 3 more.
Reacting. When an enemy's action destroys your cards or tokens, you can use your leader's unique reaction or a basic reaction by consuming a Trigger and rolling an Agility check (X) to activate the reaction's enhanced effects. Bear in mind that Triggers are the same resources you spend to control tiles.
Round Structure
The basic round sequence begins with all players locking in 4 action dice each. Match 1 die to your current map tile's type icon and roll the other 3 (with an optional reroll). Next, spend dice to take actions (like those listed in the table above) one player at a time. At the end of the round, prepare a card for future use before resetting your hand with new ones, morph the game worlds with a Rift effect, and adjust your leader's bonuses to reflect changes to the map. Finally, check for objectives and the Influence of each player's current tile for new turn order.
Game Modes
Story mode is narrative- and objective-based, typically lasting 30-40 minutes per player. Choose Story mode to embark on a multi-session multiplayer campaign where each chapter is different and can be a team battle, one vs. all, co-op, or free for all. Alternatively, you can play Story mode to complete challenging solo quests for each leader with unique rulesets and backstories.
Skirmish mode is the best way to learn and master Infinities and lasts an average of 20-30 minutes per player. Choose Skirmish for a points-based competitive mode played one game at a time. There are two game types for Skirmish mode: free-for-all and teams.
Story Mode
Multiplayer chapters and solo quests offer a variety of unique avenues toward victory, usually 2-4 objectives each. Unless stated in a special rules section, the game ends immediately when an objective is fulfilled. In multiplayer, you'll proceed to the next chapter. In a solo quest, the game is over.
The Story Guide. Use a Story Guide to reveal the narrative, objectives, allegiances, and actions for all sessions of Story mode. Each chapter in the guide includes exclusive actions which range from special attacks, item capturing, tile control, and more. To begin a multiplayer session, choose your preferred starting world and refer to the first page of the Story Guide to find your starting chapter. To play a solo quest, choose a leader and find their entry in the Story Guide. Be warned, these quests are tough. See if you can earn all of the "best" endings. Once you do, try to defeat each quest at an optional, elevated Challenge difficulty!
Playing a Campaign. Multiplayer Story mode is best played as a continuous campaign using the branching narrative mechanics built in to the Guide. When you or your team meets an objective, read aloud the Ending entry matching the condition which finished the game. This entry includes a narrative transition, which chapter to play next, and provides a Story Thread.
Story Threads are changes which affect future sessions of the campaign; these range from boosts, limitations, card drafting, component removal, and more. Not to worry, though, you won't be destroying or defacing any of the components! Once a campaign reaches its conclusion according to the Story Guide, reset all components affected by Story Threads to their initial state and start again, unless there is something that can withstand traveling back in time . . .
A campaign can result in thousands of combinations of storylines and game states. As such, Infinities rewards multiple play-throughs and is perfect for those looking to forge new stories or who have a completionist personality.
Skirmish Mode
In Skirmish, you will be hopping across the worlds of Infinities to complete various objectives for points as specified on skirmish cards. Typically, a game ends immediately after one world has its base card and two additional skirmish cards completed and scored; however, you can scale the length of your games as described below. The player or team with the highest score at the end of the game wins.
Skirmish Cards. Skirmish cards are assigned in columns to one of the two world settings at the beginning of a game. Each card has objectives attached to boxes containing numbers. When you complete an objective while occupying a tile in the appropriate world, place one of your control tokens over the attached box; do not score points yet. Each box can only fit one token, but some objectives have multiple boxes and thus can be completed multiple times.
(Skirmish card parts: 1. name, 2. multi-box objective, 3. single-box objectives, 4. special scoring rules.)
Setup & Scoring. Lay out the Sands of Varra and The Genesis Circuit skirmish cards face-up side by side. Shuffle the remaining skirmish cards and place one face-up below each world's card to start columns; keep the rest in a face-down pile so they can be put into play when required.
Each column represents the objectives available to players to earn points while occupying a tile in the corresponding world. Points cannot be earned during setup nor when occupying a tile from the opposite world unless stated otherwise.
Once all the boxes on a card are filled:
- Read and resolve the scoring rules at the bottom of the card. Advance corresponding score markers on the Game State Mat.
- Afterward, as you take your tokens off the card, score additional points according to the numbered boxes you had tokens on.
- Flip the finished card face-down and add a new card to the other world's column.
Note that the base Sands of Varra and Genesis Circuit cards have global point-earning effects on their face-down side which are scored at end of every round for the rest of the game; you earn these points regardless of your current location.
Example: A card in the Sands of Varra column has been completed. After scoring it, add one to the Genesis Circuit column.
Resolving Ties. In case of a tie at the end of the game, non-tied leaders are defeated and discard all of their components. Add one card to each world and play until the next card is scored. Continue attempting to break the tie one scored card at a time until none remain; if you score all of the cards and there is still a tie, the game is a draw. The score can go above 50 if necessary.
Scale Your Skirmish. As with any game, adjusting the player count will proportionally alter your game's duration. You can modify the amount of cards to be completed or set a point target to play exactly as long as you wish. Have four new or slower players? Consider playing until only two cards in a world are completed. Craving a one-on-one with another veteran and want to prove who is superior once and for all? Try a game where you keep adding and completing skirmish cards until they run out. These game length dials are here for you to turn to create your perfect casual or competitive experience!
Gameplay Tip: Your First Game. For new players, we recommend a tutorial Skirmish game using only the base world skirmish cards to review and learn the rules. Play for 1-3 rounds, or as long as you need to feel comfortable with the game. Don't focus on winning; instead, try to perform most or all of the basic elements of the game.
Setup
"The creatures have passed through the breach." "What is the vector analysis?" The engineer glides his finger across a holoscreen hovering before his solemn face. "DEVA's directive states 'prepare for deletion.'"
- Gather Components. Collect faction decks and standees on opposing table sides; 1 stack of tiles per world on opposing table sides; leader boards; a standee base, reference card, player and attribute cubes, score marker, 4 action dice, 5 HP dice, and set of tokens per player; the Game State Mat, and the d10.
- a. Skirmish Mode: Place players' or teams' score markers at 0 on the Game State Mat depending on the type of game you have decided to play. In a team game, each team shares one score marker; any time either team member earns points, move the team's marker. Lay out the starting Skirmish cards in two columns.
- b. Story Mode: Use the Story Guide to determine which pages to play by either selecting a quest, a starting chapter, or the chapter you were directed to play after the last game. Follow any special setup rules therein, which may include setting up components, such as map tiles, standee bases or tokens, in a way or order different from that described below.
- Open the Rift. Place the Rift tile at the center of the table (unless a Story directs otherwise). Have each player select 1 tile from the bottom of either world's stack and place it with the higher Influence side up on the table in front of them.
- Establish Order. Set turn order by highest to lowest Influence of players' tiles on the table (always break Influence ties using alphabetical order of tile names). Place control tokens in the turn order portion of the Game State Mat to note initial order for the first round.
- Select Leaders. In turn order, choose a leader standee and board from the faction matching your tile's world. Place 3 translucent attribute cubes in the lowest slots of your attribute tracks on the left side and your opaque player cube at 3 Triggers in the Trigger meter on the right side.
- Start Exploring. In turn order, place your tile in a space adjacent to the Rift and orient it with a path clear of walls. Place your standee onto the tile to mark your location and control your starting tile for free by placing a control token on it; if it is an Agility, Energy, or Power tile, raise that attribute to level 2 on your leader board.
Gameplay Tip: Prepare for Success. When it comes to choosing which of your first 4 cards to prepare, look for the Prepared keyword. Cards with this keyword grant special effects while in your timeline, so you will start the game strong! Remember that your timeline can often be targeted by enemies, so take care what you expose to them.
Sample Table After Setup
Each player has their own area. The worlds area holds the two columns of skirmish cards with world-specific objectives, the Sands of Varra world tile stack, the Genesis Circuit world tile stack, and each faction's card deck and discard pile (Lightbearers deck on one side, DEVA Network deck on the other). The map area has the Rift in the center and the initial tiles around it. In your area: your initial hand, your prepared card, and the Game State Mat with players' score markers, turn order tokens, and the d10.
Round Phases
A round is comprised of four phases in a specific order. All players complete each phase in turn order according to the Game State Mat. When all have finished a phase, move to the next.
1. Start Phase: Lock in a die matching your tile's type.
Check for any objective conditions. Lock in one action die to a face matching your current tile's type. Locking in means placing a die on your board with a specific face up to spend it on future actions.
2. Roll Phase: Roll 3 dice with an optional full reroll.
In turn order, roll three 6-sided action dice. You may alter these once with an all-or-nothing reroll. When you have decided to keep the dice, lock them onto your board and pass the turn to the next player. When everyone's dice are rolled and locked, proceed to the Action phase.
3. Action Phase: Spend locked in dice on actions.
In turn order, spend locked in dice to perform one action then pass the turn to the next player. Actions include basic actions (see Basic Actions), special Story actions, and those listed on your leader board or grouped unit cards. To activate Story, leader, and card actions, spend the exact die face(s) shown next to the action text. Place spent dice off the side of your board to track them. If you cannot or do not wish to perform an action on your turn, you must still choose 1 of your locked in dice (if any remain) to move to your spent dice pool and pass the turn. Continue taking turns until everyone has exhausted all of their dice then move to the End phase.
4. End Phase: Reset hands, resolve the Rift effect, and check turn order.
In turn order, reset your hand. First, you may prepare a card from your hand to the timeline next to your board; you may replace a card if your timeline is full. Next, you must discard your hand and draw 3 cards from your faction deck. Then, gain 1 Trigger per Boost tile you control.
When everyone has finished resetting, resolve the Rift's global effect if the tile is present on the map. To do so, the last player to act rolls 1 action die and flips over all tiles matching the icon result. The contents of flipped tiles remain on top of their new side. Verify all players' attribute levels and card limits afterward.
(Rift in play? Roll an action die. Flip tiles matching the die result. Adjust levels.)
Check for objective conditions and resolve scoring. Before the next round, adjust turn order on the Game State Mat based on current Influence, and add 1 to the d10's value for the next round.
Basic Actions
Agility: Move your standee to explore and control tiles.
Spend an Agility die to move your standee up to 2 spaces into new or existing tiles. You cannot travel in directions with other standees in your path. Standard movement cannot travel in directions with walls in your path. However, you may use a half move with this basic action to travel 1 space through a wall.
Any time you enter a tile without a control token already in it, you may consume a Trigger and place a control token on the tile. If that tile's type is Agility, Energy, or Power, increase the matching attribute level by 1 on your leader board.
Energy: Play a card from your hand or timeline.
Spend an Energy die to play a card. There are two types:
- Play action cards to the center of the table, resolve them, and place them on their faction's discard pile when finished.
- Play unit cards into the group area above your leader board. Units are signified with a defense (DEF) and starting value for their hit point (HP) die in the top corner. Units' actions are only available while they are in your group. If you would exceed your group limit when playing a unit, first draw one of your existing grouped units.
Note: If a mechanic directs you to play a card, do so without a die cost from your hand or timeline.
Power: Attack a unit in a leader's group.
Spend a Power die to make an attack. Target a grouped unit of a player within your reach and make a Power check by rolling dice equal to your leader's Power level plus any bonuses. The difficulty for the check is set by the unit's defense (DEF) at the top of the card. Each time the sum of the numbers on your dice meets this number, you can deal -1 to the unit's HP die. Destroy units you bring to 0 HP by placing them on their faction's discard pile.
(Example: This attack check has a sum of 8, meeting the defense of 7 once, so you can do 1 damage.)
Boost: Convert another die to a chosen face.
Spend a Boost die to select one of your other locked in dice and change that die to any face you wish. While this does end your turn for this action, it adds great flexibility to your next action(s).
Will: Perform any of the 4 basic actions.
Spend a Will die to use one of the 4 above basic actions or an action which requires a Will die. Will cannot be used for actions requiring a different specified die face (e.g., from units, leaders, or Story mode).
Any Die, Rest: Replenish Triggers.
Spend any die to gain up to 2 Triggers. You cannot exceed 5 Triggers at any time.
Gameplay Tip: Dice Economy. Pay attention to the amount of dice you and your fellow players have locked in at each moment of the game. While 2-die actions are powerful, using them means that you may run out of dice before other players. This could lead to them using back-to-back actions against you later in the round.
The Game Map
"These portals shear paths into mirrorworlds, alien and familiar. Some hover patiently, world-predators hungering for mortalities. Others swallow mountains and cry forth rivers of demons." (Chijen)
Tile Properties
Each double-sided tile has: 1. Name & Setting, 2. Influence, 3. Type, 4. Same walls on both sides, and 5. Side.
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Name & Setting. The top half of a tile indicates the name of the tile and the faction it is associated with. Tiles with the DEVA Network icon are part of the Genesis Circuit and those with the Lightbearers icon are part of the Sands of Varra.
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Influence. Tiles have an Influence value of 1-5. This value is used for various actions and objectives, but it most importantly determines players' turn order based on current tiles. During the End phase of each round, arrange control tokens on the Game State Mat from highest to lowest Influence to indicate order. When a rule refers to Influence, it equals your current tile's Influence unless another tile is specified.
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Tile Type. Each tile has a type: Agility, Power, Energy, Boost, or Will. Your current tile's type determines the Start phase die you lock in each round. Occupying an Agility, Energy, or Power tile affords you flexibility during the Action phase through events. Additionally, controlling these types increases your attributes for level-based bonuses, whereas controlling Boost and Will tiles grants resource and luck mitigation bonuses. True mastery of Infinities requires being constantly mindful of the tiles around all players.
| Tile Type | Events / Control Bonuses |
|---|---|
| Agility | When you would initiate your exit from these tiles, you may instead warp to and control a tile in reach. |
| Energy | While inside, you may spend any die to use the basic Energy action. |
| Power | While inside, your reach and movement bypasses all walls. This also applies to forced movement used against you. |
| Boost | During End phase, gain 1 Trigger per Boost tile you control. |
| Will | After rolling a check, you may reroll 1 die from the result per Will tile you control. |
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Walls. The solid bars on the edges of tiles indicate directions in which you cannot move (except with a basic half move action) or use actions requiring reach. When discovering a tile, you typically cannot orient it with a wall in your path if you are moving into it from an adjacent tile. A tile's walls match the color of its type for improved visibility from a distance.
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Side. Tiles have a top and bottom side indicated by a white arrow at the upper or lower area of the tile. These sides represent spatial or temporal shifts in that region. While both sides have the same walls, their Influence and type often change. The Rift and some actions can flip tiles after they have been discovered. When flipping a tile, turn it over in the same orientation as before and ensure everything that was on it (e.g., a standee or token) stays on the new side. This does not count as entering, exiting, or controlling a new tile.
Movement Rules
Basics. You cannot occupy or move through the same tile as another player. When moving your standee, you may move to an existing tile or an empty space. Your path when moving typically cannot have walls in the way; however, you may bypass walls with a basic half move action.
Discovery. Before you move or warp to an empty space, draw the top tile from your current tile's world stack if any are left. Choose a side of the tile, place it next to your tile in any orientation that would allow you to reach it, and move your standee into the new tile. If a special action allows you to place a tile without moving, you must still orient walls so you have reach into the new tile unless otherwise specified. If you are targeted by forced movement, you still choose the side and orientation of new tiles when you enter empty spaces.
Rift Tile. The worlds of Infinities are connected by the chaotic forces of multiversal rifts. You will typically begin the game map with a Rift tile in the center. When discovering a tile while occupying the Rift, you may draw from any world's stack. As long as you have a clear path, you may move through tiles of different worlds. The Rift also possesses a unique global effect which you will resolve during the End phase: roll a single die and flip all tiles whose type matches the icon on that die.
Control. In addition to controlling uncontrolled tiles upon entry, some effects allow you to destroy tokens or to control tiles, including already controlled ones. Whether you directly destroy or replace a control token via control, destroy the existing token and return it to the player's token pool.
Reach. You must have reach on standees (cards are considered attached to these), tokens, or other objects to target nearly all interactions. Reach is an area including your current tile plus a clear path of up to 3 tiles. Walls and empty spaces obstruct this path. Your reach limit can be raised to 4 tiles by leveling up your leader's Power attribute. Some mechanics can ignore reach and will include the keyword "anywhere."
Warps. You can warp components such as tiles and standees to existing tiles or empty spaces. When warping a component, move it and anything on top of it to a space. A warped tile brings along any standees or tokens on it, while a warped standee only moves itself. You cannot warp tiles onto other tiles.
(Movement diagram key: A. Legal standard move directions. B. Standard move blocked by wall. C. All movement blocked by occupied tile. D. Rift tile connecting the worlds. E. Red leader is within reach. Attack!)
Gameplay Tip: Be a Moving Target. Agility tiles have an event which allows you to warp to tiles other than the one next to you upon exit. Use this to dodge out of an opponent's reach mid-round before they hit you with their actions or to engage someone who is trying to do the same. You may even force them to abandon their plans!
Leader Board
"They don't just need something to stand for. They need someone to stand beside them." (Reiso, Hero of Dawn)
A leader board has: 1a-1c. Limit reminders, 2. Attribute tracks, 3. Actions, 4. Reaction, 5. Trigger meter, and 6. Leader's name & Faction icon.
1. Limit Reminders
Reminders of your card and map limits are located along the top of your board. While these all begin at 3, note the empty 4th slot in each of them, which can be earned through attribute tracks. These reminders also indicate the directions that your group and timeline cards should be placed in relation to your board.
- Group limit: You may possess 3 units in your group. Play grouped units above your board.
- Reach limit: Your reach is a clear path of 3 tiles plus your own.
- Timeline limit: You may possess 3 cards in your timeline. Prepare cards to the right of your board.
2. Attribute Tracks
You begin at level 1 for all attributes and can increase them to level 4. Use your translucent green, red, and blue attribute cubes along the columns to track your levels. You can increase your attributes by controlling tiles of a matching type, but you must lower them after losing control of those tiles (e.g., after an enemy destroys your control token) or the tile's type changes (e.g., after resolving the Rift effect). Bonuses on these tracks are cumulative, meaning you possess everything below your cubes. As shown at the right side of the track window, your levels also determine the number of dice rolled in checks, so you have multiple incentives for leveling up.
Track Bonuses
- Checks: Level 2 in each attribute grants +1 to the sum of your checks for the other two attributes. For example, level 2 Agility increases Energy and Power checks, and so on.
- Limit Increases: Level 3 in each attribute increases a limit (above, section 1) to 4. If your group or timeline has 4 cards and you lose this bonus, you must choose a card in that area to draw.
- Persistent Events: Level 4 in each attribute adds the event of the corresponding tile type to any tile you occupy. In other words, consider your standee as having that event attached to it.
3. Actions
Your leader has two unique dice actions on the right of its board. One action costs a single attribute-faced die and the other costs one attribute-faced die and a Will die. The attributes for your leader's actions generally represent their nature (i.e., a leader with Power and Energy actions might be considered an "offensive mage"). This can be useful when it comes to selecting a leader to match your playstyle. Pay close attention to your leader's 2-die action, because it is the only consistent way for you to spend Will dice apart from conversions and Rests.
4. Reaction
Reactions are the only way you can respond to others' actions off-turn. Everyone has access to a basic reaction, and each leader possesses a unique reaction. After an enemy resolves an action on their turn which destroyed one or more of your cards or tokens, you may spend a Trigger to react. You may also optionally roll an Agility check to empower the reaction at the time you activate it. If the sum of your check meets or beats the difficulty, you gain the bonus effect. Even if an enemy's action destroys multiple cards or tokens you owned, you may only react once after the action finishes resolving.
Basic Reaction: -1 Trigger: Draw 2 cards. Agility check (5): Gain 2 Triggers.
5. The Trigger Meter
The six spaces at the bottom-right of your board contain your leader's Trigger meter. Use the opaque cube of your player color in these slots to denote your Trigger amount from 0-5. You will typically begin the game with 3. To increase your Triggers, you can spend any die to Rest and gain 2 or you can control Boost tiles to gain 1 per Boost tile you control during the reset step of End phase.
Triggers fuel both your reactions and your ability to control tiles with control tokens. If you have no Triggers, you cannot react or control tiles, except for actions or reactions which instruct you to do so for free.
Gameplay Tip: A Balancing Act. Because your Triggers represent both off-turn and on-turn capabilities, it is crucial to carefully decide how you spend them. Consider taking actions that replenish these or prioritize staking a claim on Boost tiles for maximum flexibility.
(The page also shows the Lightbearers Leaders and DEVA Network Leaders.)
Unit Cards
"The name of each agent is not important. What they serve is. The price of servitude is worth the peace of perfection." (Genesis Circuit security captain Talo Wexlei)
While action cards are fairly straightforward (play the card and resolve its effect) unit cards possess multiple aspects which are key to success. You can identify a unit card by the presence of dice actions in the rules text and a floating defense (DEF) and hit point (HP) display in the top left of the card. When you play a unit, place it into your group. The below properties are not relevant to gameplay while a unit is in your timeline or hand unless an effect specifies otherwise.
(Unit card parts: 1. Dice action, 2. Defense (DEF) & Hit Points (HP), 3. Name.)
1. Dice Actions
First and foremost, units provide unique actions while in your leader's group. Like leader actions, these are one- or two-die cost effects that occur during the Action phase. What makes these effects more powerful than those on action cards is that you can repeatedly use a unit's action as long as it survives in your group and you have the dice to activate it.
2. Defense & Hit Points
Defense. The defense (DEF) of a unit determines how difficult it is for an attacker to cause lasting wounds. This number can be adjusted by a handful of effects, but for the most part it will remain constant as long as a unit lives. In a basic attack, target a unit, roll dice equal to your level plus any bonuses, and add up the results. For each multiple of the defense in your sum, you deal 1 damage to the unit. Example: Nadia rolls an attack with 3 dice against Glenn's unit who has 7 DEF and 2 HP. Her roll's sum is 8, which meets the DEF once. She can deal 1 damage to Glenn's unit.
Hit Points. As opposed to defense, the value on a unit card that will fluctuate is its hit points (HP). This number determines how much damage a unit can take before it is destroyed. HP is displayed as a face from a six-sided die; the printed value is both the unit's starting and maximum HP. You need not place an HP die to track units with full HP, but once a unit takes damage, place an HP die with the unit's new HP value either on the card or near it. A unit's HP cannot be affected while in the timeline or hand.
- Dealing Damage: In addition to attacks, you can also deal damage to grouped units with other actions. An action's rules text will describe how you deal the damage, signified by "-X HP." If instructed to deal damage to one unit, do so. If instructed to deal damage to a group, you choose how to divide the listed damage across the units in a group (e.g., "-3 HP to a group" means you can deal 1 damage to one unit and 2 to another, 1 to three different units, or all 3 to a single unit). If instructed to deal damage to "all units" in a group, apply the listed damage amount to all of those units (e.g., "-1 HP to all units in a group" means you deal 1 damage to all the units in the targeted group). When your attack or effect reduces a unit to 0 HP, you destroy it and send the card to its discard pile.
- Healing: Damaged units can be healed with several unique actions that are signified by "+X HP." When healing a unit, increase the value on its HP die by the directed amount. You cannot increase a unit's HP above the amount that is printed on its card. The same targeting rules apply to healing as damage (single, group, all units).
Gameplay Tip: Who to Play, Who to Attack. When deciding which units to play and which enemy units to target, consider the action diversity each one brings to bear. Also, actions that deal damage are potent because they do so regardless of a unit's DEF. Such actions are key to destroying units who are tougher to damage with a basic attack.
Game Resolution
Order of Activation
When activating any game mechanic, follow these distinct steps. In most cases, these happen so quickly that you won't notice.
- Announce: State the name of the mechanic.
- Spend: Use any resources necessary.
- Check: Empower the mechanic (as applies).
- Target: Declare targets.
- Resolve: Complete the mechanic's rules text.
- React: Eligible players may use their reaction in the order they were affected.
Targeting
A mechanic must have at least one valid target and value in order to be played or activated (e.g., a leader must have cards in hand for you to target them with a discard). You also cannot activate a mechanic if it would only have a 0 value, such as "draw 0 cards."
An enhanced mechanic such as a card or reaction with a check to improve it does not necessarily need to be able to execute the base effect for the power up to be legal; this is only a limiting factor if the improvement is intrinsically tied to the nature of the base effect.
In any dispute of which player is affected by a game mechanic, use highest Influence to resolve. In all disputes of tied Influence, use highest alphabetical order of tile names to break ties, though the Influence values are still considered equal.
When using a mechanic with "up to" in its text, you must only declare the first target and value. Based on the resolution of each step, you may choose to continue or stop.
Drawing & Playing
If a deck runs out of cards, shuffle its discard pile to reset the deck. You may not preview any decks, discard piles, or tile stacks and may not show your hand to anyone. When interacting with a stack of components, always do so from the top and 1 at a time without previewing the next item(s).
When you reveal cards, place them face up from your deck or other specified location left to right in a neutral table area. Once you have resolved all mechanics for the revealed cards, discard them in the order they were revealed.
If your group or timeline is full but a card would be added to it, you must replace an existing card from that area by adding the new card and drawing the existing card.
When you play or prepare a card, you may place it in any position in the appropriate play area and adjust the relative positions of other cards as needed (e.g., when playing a unit in the leftmost slot of a 2-unit group, slide the other 2 cards to the right). You cannot otherwise rearrange your tableau at-will.
Controlling Tiles
If you run out of control tokens and wish to control a new tile, you must choose one of your existing control tokens in use to pick up and place onto your newly-controlled tile. Therefore, you may typically control a maximum of 14 tiles since 1 token is used for tracking turn order.
Conceding
You may concede during any Start phase. Discard all of your active cards, cards in hand, and tokens and remove your standee from the map. You are defeated. If all of a player's or team's opponents are defeated, they win regardless of game mode. If the winner has multiple win conditions, they choose which occurs.
Game Variants
Deterministic Dice. If you and your friends so choose, you can play with a deterministic variant to reduce the effect of luck. Instead of rolling dice in the Roll phase, select any faces you wish for those dice in turn order. We do not recommend this in Story mode, but who are we to stop you?
Deck Drafting. To personalize your experience with Infinities and dive into the multiverse, you can play with a customized deck as part of a drafting variant of Skirmish mode. Before you would normally draw cards in setup, place all faction decks on the table. Refer to the back of your leader board for a starting deck of 8 cards; search for these and begin your custom deck with 1 copy of each from the list. From the remaining cards in your faction deck, draw a hand of 2 x [players in the game] cards and choose 1 to add to your personal deck. Once everyone has done this, simultaneously pass your hands clockwise and repeat the single card selection until hands are empty. Since hands are passed, you are able to choose cards from multiple factions! Repeat this draw-pick-pass process until everyone has 24 cards in their personal deck. Place all remaining faction deck cards into the game box; only use personal decks and discard piles during the game.
Note: Only 2 players can play from the same faction when drafting.
Glossary / Index
- Action: An effect activated by spending action dice.
- Active: A component face up in play on the table (leader, group, timeline, tokens).
- Agility: Symbol used in movement.
- Anywhere: Indicates an effect does not require reach for targeting.
- Attack: Target a grouped unit in reach and roll a Power check against its DEF. For each multiple of the DEF in the result, deal -1 HP to the unit.
- Boost: Symbol typically used to amplify or complement others.
- Check: Roll a set of dice to meet or beat a specified total number (difficulty).
- Control: Place a control token onto a tile. If one is on the tile, first destroy it.
- Convert: Change a die to another face.
- Deck: Cards which are stacked face down. Decks must be kept separate from each other.
- Defense (DEF): The difficulty of an attack check dealing 1 damage to a unit.
- Destroy: Move an active component out of a play area and to the top of its discard pile, tile stack, or pool. Any components on the destroyed one are also destroyed and/or returned to their pool.
Component List
Lightbearers Leader Boards x 6; DEVA Network Leader Boards x 6; Lightbearers Standee Profiles x 6; DEVA Network Standee Profiles x 6; Leader Standee Bases x 5; Attribute Cubes x 15 (5 sets of 3); Player Cubes x 5; Score Markers x 5; Control Tokens x 75 (5 sets of 15); Action Dice x 20 (5 sets of 4); Hit Point Dice x 25 (5 sets of 5); Lightbearers Faction Cards x 48; DEVA Network Faction Cards x 48; Sands of Varra Tiles x 23; Genesis Circuit Tiles x 23; Rift Tile x 1; Reference Cards x 4; Game State Mat x 1; d10 (10-sided die) x 1; Skirmish Cards x 8; Rulebook x 1; Guiding Stars & Broken Signals (Story Guide) x 1.
Quick Reference
Round Phases
- Start: Lock in a die matching your tile's type.
- Roll: Roll 3 dice with an optional full reroll.
- Action: Spend locked in dice on actions.
- End: Reset hands, resolve the Rift effect, and check turn order with Influence.
Icon Table
| Icon | Basic Action | Dice Check | Tile Event | Tile Control Bonus |
|---|---|---|---|---|
| Agility | Move up to 2 spaces, or move 1 space through a wall (half move) | After reacting to destroys: (5) Gain 2 Triggers via basic reaction; or (10) Perform your leader's enhanced unique reaction | Warp to a tile in reach. You may spend 1 Trigger to control the tile. | Improve the odds of enhancing reactions. Lv 3: Increase group limit for more unit cards. Lv 4: Warp from any tile |
| Energy | Play a card from your hand or timeline | (X) Enhance the effect of an action card or unit's action | Spend any die to play a card | Improve the odds of enhancing card effects. Lv 3: Increase timeline limit to prepare more cards. Lv 4: Play cards with any dice |
| Power | Attack a grouped unit in reach | (X) Attack a unit and -1 HP from it as many times as you meet its DEF | Ignore walls for reach and movement | Improve the odds of dealing damage with attacks. Lv 3: Increase reach limit to target farther away. Lv 4: Always ignore walls |
| Boost | Change another of your dice to a different face |
Tips for the Game Map
- You almost always need reach [your tile + 3] to affect a target.
- Keep your eye on events for ways to warp, ignore walls, or play cards with any die.
- Don't control every tile; your Trigger resource is finite!
- Strive to end rounds in high Influence tiles for turn priority.
- Make use of effects with the anywhere keyword to strike at opponents and avoid retaliation.
Tips for Your Tableau
- Always cross-check your dice with your leader's and grouped units' actions. You never know when a new opportunity will present itself.
- Don't forget the Prepared effects in your timeline. They offer unique passive bonuses for an extra edge.