Invaders: Armageddon
Invaders: Armageddon Rulebook
Table of Contents
Table of Contents
Danger from the Stars
Components
- 1x Alien Mothership
- 1x Superstructure tracker
- 1x Stellar Converter tracker
- 1x Tesseract – slide the two halves of the Tesseract into one another, forming the Tesseract
- 1x Missile silo token
Set Up
Set the game up as in the base game with the following additions:
- Place the Alien Mothership next to the game board with the red-lined side facing the Invader player and the blue-lined side facing the Mankind player.
- Place the Tesseract on the Alien Mothership.
- Place the two trackers on their respective tracks on the mothership on the space surrounded by a blue halo.
- Place the Missile Silo token on the right-hand side of the Ops Centre space.
- Place the "Nuke the mothership" token as a memory jogger next to the game board on Mankind's side.
New Components
Alien Mothership
The Alien Mothership is a new invasion zone. By playing cards onto the Alien Mothership you are jostling for military supremacy with your hated opponent. The result of which is determined during the Attack Mothership phase.
- The Alien Mothership has a defence power value of one for the Invader player.
- The mothership invasion zone is ignored during the Invader's attack phase.
- The mothership invasion zone is not an Earth invasion zone.
- The mothership invasion zone is classed as adjacent to all three Earth invasion zones.
- Each player has four slots for cards to be played into at their side of the mothership.
- Heroes of the Resistance cards can never be placed at the mothership during the game's setup.
Moving cards off / to the mothership
- The Mankind player can move a card bearing the shield symbol from an Earth invasion zone to the mothership invasion zone (or back) by discarding a token from the Ops Centre during his turn.
- Important: Location, Warship, or Structure cards cannot be moved to the Alien Mothership.
- If a Hero of the Resistance card allows you to move it freely between Earth invasion zones, you can't move it freely onto the mothership's invasion zone – except The World President and the Vice President.
- The Invader player can use Squid Lander Vehicle to move cards off the mothership, but not into this invasion zone.
Missile Silo
The Missile silo token remains in play on the Ops Centre space until the Mankind player decides to launch the missile. After launching the missile the token is discarded, but the new use of 'Nukes' remains possible.
The Missile silo can only be used to target the Alien Mothership.
New Rules
Game Sequence
Add the following phase to the end of Mankind's turn:
- C. Attack Alien Mothership phase
This phase is only executed during Mankind's turn. It consists of three steps:
- A. Mankind attacks the mothership
- B. Check for superstructure damage
- C. Assess the Tesseract
A. Mankind Attacks the Mothership
At the end of each Mankind turn the alien mothership is assaulted.
Determine the power value of both the Invader player and the Mankind player.
To determine Mankind's attack power add up the total power of all the Mankind cards placed at the mothership invasion zone. To determine the Invader's defensive power at this invasion zone, add up all the power values at his side of the mothership plus the mothership's built-in defence value of one.
B. Check for Superstructure Damage
If Mankind's total power is greater than the Invader's at the mothership invasion zone, then:
- Move the superstructure tracker one space up its track (the mothership is damaged);
- Put a token on Mankind's Ops Centre;
- Move the Stellar Converter tracker token back to its starting space (or leave it there if it has not yet advanced).
When the superstructure tracker reaches the last space of its track, the mothership explodes – complete the following steps:
- Remove the Alien Mothership, the Tesseract and the Missile Silo from the game.
- All cards and tokens on both sides of the mothership are put into their respective discard piles – if a Hero of the Resistance was present, remove it from the game, and put the next hero into play in an Earth invasion zone at 90°.
- Move the marker on the invasion plot track down two spaces.
- WINGMAN RULE: The Mankind player can decide to move the marker on the invasion plot track down one additional space by removing two cards from the top of the Heroes of the Resistance deck.
Important: Once the Alien Mothership has been exploded the "Attack Alien Mothership" phase is skipped at the end of Mankind's turn for the remainder of the game.
C. Assess the Tesseract
If the Invader's total power is greater than or equal to Mankind's at the mothership invasion zone, then place (or leave) the Tesseract on the mothership.
If Mankind's total power is greater than the Invader's at the mothership invasion zone, then place (or leave) the Tesseract in front of the Invader player.
Important: Whatever the outcome of the attack mothership phase, neither player suffers any drain.
The Tesseract
The pan-dimensional Tesseract is a source of great alien energy.
As long as the Tesseract is onboard the mothership during the Invader player turn, he can use it to:
- A. Get a one-card discount. At any time during the Invader player's main phase, he may move the Tesseract from the mothership and put it somewhere on the table in front of him. This confers an immediate one-card discount to the playing of his next card that phase (to a minimum of zero cards). This discount must be used immediately or is lost.
- B. Charge the Stellar Converter. At any time during the Invader player's main phase, he may move the Stellar Converter tracker up one space on its track. The Tesseract remains onboard the mothership.
Fire the Stellar Converter mega-death superweapon
If the Stellar Converter is on the last space of its track, the weapon can be activated:
- Remove the Tesseract from the mothership, and place it in front of the Invader player.
- Move the Stellar Converter tracker back to its starting space.
- Destroy any one Mankind card in play.
Important: The Invaders can only choose to get the one-card discount or to charge the Stellar Converter (and possible fire the weapon), not both!
'Nuke' Cards
The Mankind 'Nuke' cards included in the base game, may now be used to directly target the mothership during Mankind's turn.
When playing a 'Nuke' card the Mankind player can choose from two options:
- A. Destroy an invader card: Use the card as in the base game to destroy a card bearing the Invader icon (the red alien-creature symbol).
- OR
- B. Nuke the mothership:
- Move the superstructure tracker one space up its track;
- Place (or leave) the Tesseract in front of the Invader player;
- Move the Stellar Converter tracker back to its starting space.
Important: These rules only apply to 'Nuke' cards. Cards with an ability that "Counts a nuke" cannot be used to nuke the mothership.
The Death of Man
Components
- 12x Invader Squid tokens
- 3x Cities (Tokyo, Cape Town, and Los Angeles)
- 3x City tracker tokens
- 5x Jet Squadron tokens
- 25x Faction tokens
- 2x Reinforcement control panels
Set Up
Set the game up as in the base game with the following additions:
- Place the three cities beside the main game board.
- Place a jet squadron token on Mankind's side of each city.
- Place two jet squadron tokens on the main game board: one pointing at the gap between the 8 and the 7 spaces on the invasion plot track; the other between the 4 and 3 spaces.
- Place the squid tokens on the Invaders' side of two cities: two on Los Angeles and one on Tokyo. The remainder form a squid token pool to be drawn from.
- Place one city tracker on each city on the space surrounded by a blue halo.
- Each player takes his reinforcement control panel and places it in front of him.
New Components
Cities
Three cities of Mankind are threatened by the Invader.
- Cities have no power value.
- Each city invasion zone is classed as adjacent to all three Earth invasion zones, and the mothership invasion zone (when playing with the Danger from the Stars module).
- Each city has one slot for cards to be played, by both players, into their side of an invasion zone – which is considered an Earth invasion zone.
- Cities cannot be targeted by Invader cards, effects, or abilities – unless the card specifically states that it can do so.
- Heroes of the Resistance cards can never be placed in a city invasion zone as part of the game's setup, but are permitted to move to or placed into one during the game.
- Restrictions on the playing cards at city invasion zones:
- 'Human-Alien Hybrid children' (Invader) and the 'Archangel combat robot' (Mankind) cards cannot be played or moved into a city invasion zone.
- Structure cards cannot be placed at a city.
Each city has a track with a number of spaces (1-3 spaces) on which the city tracker moves back and forth.
If a city is destroyed it is flipped and placed below the respective Earth invasion zone. The destroyed city does not take up a slot at its invasion zone. The intrinsic power of the zone is reduced by one, but can never be reduced below zero.
Squids
These tokens represent fast-moving swarms of flying bio-mechanical horrors.
- Each squid token has a power value of '1'.
- Squid tokens can only be played into city invasion zones, or the mothership invasion zone zone (when playing with the Danger from the Stars module).
- Squid tokens do not occupy slots at invasion zones.
- Squids cannot be individually targeted by Mankind cards, effects, or abilities – unless the card specifically states that it can do so.
Jet Squadrons
These tokens represent military flights of Mankind's airforce.
- Each jet squadron token has a power value of '2'.
- Jet squadrons tokens can only be played or moved into city invasion zones, or the mothership invasion zone (when playing with the Danger from the Stars module).
- Jet squadron tokens do not occupy slots at invasion zones.
- A jet squadron token can be moved by spending an ops centre token.
- Jet squadrons cannot be individually targeted by Invader cards, effects, or abilities – unless the card specifically states that it can do so.
New Rules
Checking for City Supremacy
At the start of each player's turn, before drawing cards, supremacy at each city must be checked. For each city, determine the power value of both the Invader and the Mankind player. To determine the power of a player in a city add up the power value of all tokens and the card (if one is present) at that city.
If the active player's total power in a city is less than or equal to his opponent's in the same city nothing happens.
If the active player's total power in a city is greater than his opponent's in the same city, then the active player has supremacy at a city and must immediately move the respective city tracker token one space toward his faction symbol. If the tracker token is already on the active player's faction symbol, he must activate the city space.
- Mankind activates a city space: the Invader must drain one card.
- The Invader activates a city space: the city is destroyed.
- Place all cards at the city's invasion zone in their respective discard piles.
- Move any squid tokens at the city's invasion zone back into the pool of squid tokens.
- Remove any jet squadron tokens at the city's invasion zone from the game.
- Flip the city token, and then place it below the Earth invasion zone that matches the city token: Tokyo → Eurasia; Cape Town → Africa; Los Angeles → Pacific Rim.
NOTE: The Cape Town city has only one space – the tracker never moves.
Deploying Squids
Each turn, during his main phase, the Invader player must put a squid token into a city invasion zone, or the mothership invasion zone (when playing with the Danger from the Stars module).
Important: The Invader player cannot deploy a squid if the squid token pool is empty.
Deploying Jet Squadrons
When the invasion plot tracker moves across one of the two gaps on the game board containing a jet squadron token, the Mankind player takes this jet squadron token and places it on his reinforcement control panel.
Important: If the invasion plot tracker ever moves back up, the jet squadron is not replaced!
When the Mankind player has a jet squadron on his reinforcement control panel, it is ready for deployment. During his main phase, he may deploy (at no cost) this jet squadron token into a city invasion zone, or the mothership's invasion zone (when playing with the Danger from the Stars module).
The Kiss of Doomsday
Components
- 6x Mankind Strategy control panels
- 6x Invader Strategy control panels
- 1x Interocitor token
- 1x Star-Vampiress token
- 1x President-piloted Odin Warriorbot
- 1x Andromeda Bomb
- 2x Reinforcement control panels
Set Up
Set the game up as in the base game with the following additions:
- Both players pick up their six new strategy control panels, and hold them facedown.
- Both players discard one control panel at random, and put it back in the game box.
- Both players place one control panel at random facedown (unseen) beside the game board, underneath their existing game board strategies.
- Both players now look at their four remaining control panels and pick two of them to keep – putting the other two back in the game box.
- Both players now place their two chosen strategy control panels facedown, below the randomly picked control panel (giving them three new stratagems apiece).
- Both players take their reinforcement control panel and place it in front of him.
New Components
Control Panels
Control panels allow new strategies by enabling one-use powers for both sides.
- The control panel's abilities are kept hidden from the opponent until the point at which they are enabled.
- Each control panel has a one-use power, and may not be used again.
- Invader strategy control panels cannot be targeted by the 'Sabotage' card.
- Neither player's strategy control panels can be targeted by the 'Tachyon Accelerator' card.
- Invader strategy control panels cannot be the chosen target of the 'Aurora Strike Fighters' card.
- Both players may use as many strategies and/or control panels on their turn as they wish.
- Each player may take a peek at their unflipped control panels whenever they wish.
Some common overlooked control panel rules:
- SHARKRIDER DEEP SEA COMMAND BASE: If Mankind uses this control panel to fetch the USS Nimitz, please remember to shuffle his deck afterwards.
- SPAWN BEAUTIFUL, NAKED STAR-VAMPIRESS: The Invader player can only enable (flip and use) this control panel if the Mankind player has two or more cards in his hand.
- EAGLE TWENTY, FOX TWO!: If Mankind uses this control panel to cancel the 'Black Hole Manipulator', nuke the mothership as described in rules of the Danger from the Stars module.
Example control panels
The two control panels shown on the component illustrations are reproduced here as printed on them (the remaining panels' text is printed on the panels themselves):
- "Eagle Twenty, Fox Two!" (Mankind): Cancel the 'Black Hole Manipulator' card – as it is played, and then Nuke the Mothership. Off just before your draw phase, look at up to 4 cards from the top of your deck – put one back on top, the rest on the bottom. (Small print, read from the page illustration.)
- "Provoke Mega-Tsunami" (Invader): Drain 6 cards, and then destroy all cards bearing the globe icon in play in one Earth invasion zone (if 'Atomise the Moon' has already been enabled, drain zero cards). (Small print, read from the page illustration.)
Interocitor token
The 'Consult with Professor Rodríguez Clarke' control panel allows the Mankind player to take the interocitor token. During the Mankind player's turn, he may discard this token to drain two cards from his own deck, and four cards from the Invader's deck. If this causes Mankind to run out of cards: he loses the game!
Andromeda Bomb
This token is used to permanently block an invasion zone card slot on the Invader player's side after enabling the "The city is completely infected, Mr President. We have no choice but to drop the Andromeda bomb" control panel.
The defence power value of the invasion zone in which the bomb is placed is decreased by one for the Mankind player.
Note: Place the Andromeda bomb token with the power value facing the Mankind player in the depicted invasion zone on the Invader player's side.
President-piloted Odin-class Warriorbot
This token can be gained by the Mankind player by enabling the "Awaken the President's Clone!" control panel.
- This Warriorbot token has a power value of '3'.
- The Warriorbot token can only be deployed or moved into city invasion zones, or the mothership invasion zone (when playing with the Danger from the Stars module).
- The Warriorbot token does not occupy a slot at invasion zones.
- The Warriorbot is treated like a card bearing the shield symbol and therefore can be targeted by Invader cards, effects, and abilities.
- The Warriorbot token can be moved by spending an ops centre token.
Star-Vampiress tokens
This token can be gained by the Invader player by enabling the "Spawn Beautiful, Naked Star-Vampiress" control panel.
- The Star-Vampiress token has a power value of '4'.
- The Star-Vampiress token can only be deployed or moved into city invasion zones, or the mothership invasion zone (when playing with the Danger from the Stars module).
- The Star-Vampiress token does not occupy a slot at invasion zones.
- The Star-Vampiress token is treated like a card bearing the Invader icon and therefore can be targeted by Mankind cards, effects, and abilities.
When playing with the Death of Man and/or the Danger from the Stars module, also use this additional rule:
When the invasion plot tracker moves from space '2' to '1', move the Star-Vampiress into a city invasion zone of the Invader player's choosing. If all the cities are destroyed, place the token on the mothership – if this is not possible, the Star-Vampiress remains in the Invader's reinforcement zone.
New Rules
During the game each player can enable each of his facedown control panels once. To do so, he flips over the depicted control panel, and follows the instructions on it. Once a control panel has been active it is discarded.
Reinforcement Packs
The alien armada's goal is to conquer Earth, and they will not rest until all humans are lifeless and dead! After the hard-fought first few months of the invasion, humanity has resorted to using scavenged alien technology to reinvigorate its forces, and has developed giant robots with which to combat the galactic menace. The aliens are now preparing to unleash a terrifying new array of eldritch creatures, engineered specifically to sow chaos and destruction. WILL MANKIND OVERCOME THE ALIEN THREAT?
Note: All reinforcement cards feature a radiation-symbol icon for easy recognition and have an alternate card back.
Components
- 55x Reinforcement deck cards
- 25x Reinforcement tokens
- 2x Reinforcement control panels
Set Up
Set the game up as in the base game with the following additions:
- Each player takes the reinforcement deck cards for his factions, shuffles them and place them as his reinforcement deck on the table within easy reach.
- Shuffle the 'Colonel Caine' card straight into the Heroes of the Resistance deck.
- Both players take their reinforcement control panel and place it in front of him.
New Components
Reinforcement deck
- You may only draw cards from the reinforcement deck when instructed to by other reinforcement cards, or when you remove ANY three tokens from your reinforcement zone.
- When appropriate, reinforcement cards should always be placed in the relevant player's discard pile.
- Reinforcement cards can be used to pay the cost of other cards and vice versa.
- When your reinforcement deck runs out of cards, you may not draw any more – do not reshuffle.
- The reinforcement deck cannot be 'drained' in any way, and is never considered when evaluating victory conditions.
Mankind reinforcement deck cards
On some of Mankind's reinforcement cards there is a new icon – situated in the fourth rectangle along the base of the card.
This icon (a star-in-circle with an arrow) represents an additional cost that some Mankind cards now require to be played.
In order to play a card featuring this icon:
- Pay any other costs involved in the playing of the card.
- Next, remove a number of faction tokens from your ops centre equal to the number depicted beside the icon.
- Put your reinforcement card into play.
New Rules
During each player's draw phase, the active player places a reinforcement token on their reinforcement zone.
Once during each player's main phase, the active player may remove any 3 tokens from their reinforcement zone to draw one card from their reinforcement deck.
Commonly Overlooked Base Game Rules
- Only one Hero of the Resistance can be sacrificed per turn.
- The 'Provoke Suicide Mission' strategy can only be enabled on the Mankind player's turn.
- The Invader player can voluntarily move the marker down one space per turn on the invasion plot track, to draw a card, or reduce the cost of playing a card by one.
- The 'Seed City with Bodysnatcher Pods' strategy can only be enabled on the Invader player's turn.
- The Heroes of the Resistance card 'Maple Street Neighbourhood' can use their ability if the card is turned at 90°.
- With regard to the Invader objectives of reducing either the Africa and Pacific Rim, or Eurasia, invasion zones to zero, ONLY the natural defence value of the zone(s) need be reduced – not the cards defending the zones.
- The Invader Desolator card 'Daddy Long Legs' has an ongoing drain cost of 2 per turn.