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IPA: The Agents

IPA: The Agents Rulebook

Table of Contents

Table of Contents

  • Contents of the Game (Das Spiel enthält)
  • Foreword (Vorwort)
  • The Battle Map (Die Schlachtkarte)
  • Units (Einheiten)
  • Turns (Runden)
  • Turn Cycle (Die Spielrunde)
  • Before the Game Begins (Bevor das Spiel beginnt)
  • Item Cards (Gegenstandskarten)
  • Movement (Bewegung) and Actions (Handlungen)
  • Life (Leben)
  • Death (Tod), Spoils of War (Kriegsbeute) and Takeover (Übernahme)
  • Inventory (Lager)
  • Item Cards (Gegenstandskarten) — Rules for use
  • Multiple Activations (Mehrfache Aktivierung)
  • Discarding (Abwerfen)
  • Random Cards (Zufallskarten)
  • Target Types (Zielarten)
  • Recycle Pile (Der Nachziehstapel)
  • Item Types (Gegenstandstypen)
    • 1. Artifact (Artefakt)
    • 2. Rift (Riss oder Weltraum-Riss)
    • 3. Construct (Konstrukt)
    • 4. Melee Weapon (Nahkampfwaffe)
    • 5. Ranged Weapon (Schusswaffe)
    • 6. Space Manipulation (Weltraum-Manipulation)
  • Bribes and Gifts (Bestechung und Geschenke)
  • Counters (Zähler)
  • Damage (Schaden)
  • Damage Types (Schadensarten)
  • Line of Sight (Blickfeld)
  • Wall (Wand / Gelände-Stein)
  • Level (Rang)
  • Defensive Roll (Verteidigungswurf)
  • Dice Rolls (Würfeln)
  • Physics (Physik)
  • Credits (Credits)
  • Space Shop (Weltraum-Shop)
  • Events (Ereignisse)
  • Rules for Beginners (Regeln für Spiel-Neulinge)
  • Rules for Advanced Players (Regeln für Fortgeschrittene)
  • Alternative Rules (Alternative Regeln)
  • Example Game (Testspiel)
    • Round 1
    • Round 2
    • Round 3
    • Round 4
    • Round 5
    • Round 6
  • Standard Battle Maps (Standardkarten)
  • Injections (Weltraum-Shop: Injektionen)
  • Field Equipment (Weltraum-Shop: Feldausrüstung)

Contents of the Game (Das Spiel enthält)

  • 3 rulebooks (many words explaining how the game is played).
  • 8 Agent Statistics Boards (these keep track of the life and abilities of the agents).
  • 1 battle map, 48 x 48 cm (where the fights take place).
  • 200 Item Cards.
  • 2 six-sided dice (for defensive rolls and other combat rolls).
  • 62 ten-sided dice (for tracking life and ability points, and as counters). (The printed count reads "62" in the text layer; the rulebook gives no other figure here, so check against the physical box.)
  • 8 different Agent tokens.
  • 4 x 5 (20 in total) Space Tunnel tokens.
  • 8 Gravitational Enforcer tokens.
  • 40 terrain tokens (walls).
  • 12 Spider tokens.
  • 4 Scary Mary tokens.
  • 20 Event tokens.
  • 3 Wall of Skulls tokens.
  • 3 Wall of Pure Energy tokens.
  • 3 Illusions of Genarr tokens.
  • 1 Robot Sheep token.
  • 1 Level token.
  • 12 different UE markers.
  • Credit and SP tokens (1 credit, 2 credits, 1 SP, 2 SP markers).

Foreword (Vorwort)

Mougil Entertainment cares especially that IPA: The Agents offers a great playing experience not only in the first games, but that its replay value is so high that you keep coming back to the game again and again.

The Battle Map (Die Schlachtkarte)

The battle map is divided into squares. Distance is counted horizontally and vertically across the squares. Distance is never counted diagonally, unless the effect of an item hits units on adjoining squares (for example melee weapons). In that case the distance is never more than one square.

In addition, the battle map is divided into four sections called quadrants (Q1, Q2, Q3 and Q4).

Each starting corner is located in one quadrant of the battle map (Q1, Q2, Q3 and Q4). The yellow lines point to the four starting corners of the battle map.

Rules for IPA: The Agents.

Units (Einheiten)

When the game speaks of a unit, it means playing pieces (characters) which you move, for example an Agent or an NAC (Non-Agent Character).

NACs are not an element of the basic version of the game.

Field equipment is not called a unit.

Turns (Runden)

Each player is in turn during a game round and may place all of his units in his turn.

Each unit may be moved once per round and take one action (for example an attack). The player decides whether the action takes place before or after his unit moves.

An action cannot take place during a normal movement. Therefore a unit with 5 movement points cannot move 2 squares, perform an action, and then continue with the remaining 3 squares of normal movement. Some effects, however, allow further movement.

Turn Cycle (Die Spielrunde)

A game round is over when every player has had a turn in the round.

After a game round has been completed, all Agents may draw one Item Card, and all Agents advance one rank upwards (up to rank 20). You may also decide not to draw an Item Card. The Item Card must be drawn before the start of the new game round.

If the effect of an item lasts 1 game round, the effect continues until the player who activated (used) the item is in turn again.

The distance between an Agent and its target is 5 squares (yellow line).

Example: Player 2 uses the effect Stun (put under shock) on Player 1. Player 1 remains stunned (under shock) until Player 2 is in turn again. However, this situation can change if another player is in turn before Player 2.

Note: the red line in the printed diagram shows an incorrect measurement of distance.

Before the Game Begins (Bevor das Spiel beginnt)

  1. Each player chooses an Agent.
  2. Each player receives an Agent Statistics Board and 5 ten-sided dice.
  3. Each player (or each group) places the Agent in one of the four starting corners on the battle map (opponents may not start in the same starting corner).

Example of a game round (4 players):

  • Player 1: takes 1 action and moves 5 squares. Player 1 ends his turn.
  • Player 2: moves 4 squares. Player 2 ends his turn.
  • Player 3: takes 1 action. Player 3 ends his turn.
  • Player 4: moves 5 squares and takes one action. Player 4 ends his turn.

Now a complete game round is over. Each Agent may draw 1 Item Card and each Agent also advances one rank, up to rank 20.

  1. An Agent starts the game with:

    • 1 point in the ability Precision,
    • 1 point in the ability Strength,
    • 1 point in the ability Intellect.

    These points are shown on the Agent Statistics Board (ASC) using the ten-sided dice (see point 2).

    The Agent's life is also shown on the ASC with the two ten-sided dice. The number of life points with which an Agent starts depends on the number of Agents taking part:

    • 2 Agents (players): each Agent starts with 20 life points.
    • 3 Agents (players): each Agent starts with 17 life points.
    • 4 Agents (players): each Agent starts with 15 life points.
  2. Each player draws 7 Item Cards for his Agent, which only the player himself may see.

  3. All players divide the 40 terrain tokens fairly between themselves (in the basic game all terrain tokens are walls).

    • The players place the terrain tokens onto the battle map one after the other.
    • You may not place a terrain token in the starting corner of an opponent.
    • Special wall rule: when a game starts, no more than 5 walls may stand directly next to each other. (This also applies diagonally.)
  4. From the 20 Event tokens, each player draws 4 random Event tokens (no UE markers).

    • In each quadrant of the battle map, the same number of Event tokens must be placed face down (for example, with 3 players there are 12 Event tokens, 3 Event tokens in each quadrant).
    • To determine where the Event tokens are placed, use the red and the yellow ten-sided die. The battle map uses a coordinate system. If you roll a 5 with the red die and a 6 with the yellow die, you must place an Event token in the square where the red 5 and the yellow 6 cross. Do this with all the Event tokens drawn.

Example: there are 3 players, so 12 Events (Event tokens) are placed evenly in each of the 4 quadrants.

(The step-by-step setup text above reads as printed; points 6 and 7 may be skipped when using a Standard Battle Map, see pages 20–24.)

Item Cards (Gegenstandskarten)

The Agents may use Item Cards. The Item Cards contain most of the items available in the game.

Some items require certain abilities that your Agents must possess in order to use the items. For example, for the ability Strength you must have a 6 to be able to use the Butcher's Axe. After using the Butcher's Axe the Agent still has its full strength. The ability Strength has not lost 6 points!

Card example — Melee Weapon: Butcher's Axe. Strength: 6. Costs 1 credit. Deals 3 fire damage. If you possess either the Pentagram of Skulls or the Skull of Putrid, the Butcher's Axe also deals 1 fire damage. You must have a 6 in the ability Strength to be able to use the Butcher's Axe.

The abilities and life of an Agent are shown on the ASC (Agent Statistics Board). For this, the ten-sided dice are placed on the corresponding ability or life symbols. The dice must be arranged so that the number of pips corresponds to the Agent's ability or life points.

Example: if the Agent has 6 points in Strength, the die on the ASC at the Strength symbol must show 6 pips.

If the ability rules seem too complicated for you, you may play by the rules for beginners (the rules for beginners are on page 13 of the rulebook).

Movement (Bewegung) and Actions (Handlungen)

Movement (Bewegung): Each Agent has 5 movement points, with which the Agent may move up to 5 squares further. Remember: distance is counted horizontally and vertically, not diagonally.

Action (Handlung): Basically, each Agent has 1 action per round. Activating some items costs an action. Activating an item means that the Agent uses an Item Card.

Life (Leben)

Each unit's starting life depends on the number of players taking part. The starting life also represents the unit's maximum life. Damage dealt to an Agent is subtracted from that Agent's life points.

Units can never be healed beyond their maximum number of life points.

Death (Tod), Spoils of War (Kriegsbeute) and Takeover (Übernahme)

When a unit's life falls to 0 or below, the unit dies. If an Agent dies, its "corpse" remains on the battle map.

If an Agent has been killed, you may look into the Inventory of the dead Agent once and steal 1 item (Spoils of War) from it. In addition, your Agent automatically receives 2 SP for having looked into the Inventory of the dead Agent. To look into the Inventory of the dead Agent and steal an item, your Agent must stand next to the dead Agent. The remaining items stay in the Inventory of the dead Agent. You may not steal upgrades, SP or credits that were obtained through Aliens Events.

You may take over the field equipment of dead Agents. To do so, you place your Agent next to it (including diagonally) and declare it as your possession. The takeover costs one action. Field equipment that you take over may be used in the same round in which you found it.

If your Agent or its field equipment kills another Agent (the fatal attack), you receive 2 credits, which you may save just like the credits you receive from Aliens Events.

Some items can bring dead players back to life.

Dead units lie on the ground; therefore they do not obstruct attacks.

You may stand on squares on which dead units lie.

If an Agent has been exposed to a fatal attack, the Agent may no longer activate abilities or other items; it can no longer do anything at all.

Inventory (Lager)

The inventory consists of your Item Cards / your Agent's cards (Item Cards).

You hold the cards, for example in your hand, so that the other players can see only the back (here the card is inactive). The face of most cards is shown only when they are used (activated) or are in use (active). Such an item can be a weapon for whose use you have the necessary abilities. Active cards are also part of the inventory.

In principle, you may have at most 7 inactive cards in your inventory when your Agent's turn ends.

When your Agent ends its turn, it loses 2 life for each inactive card above 7 that is in the Agent's possession.

Item Cards (Gegenstandskarten) — Rules for use

Item Cards are drawn from the stack of Item Cards, which is placed so that all players who play with an Agent can access it. When an Item Card is used (activated) or is in use (active), it is shown face up on the table and remains active until the Agent is in turn again. Some Item Cards are valid for longer than one round. These cards are deactivated only when their effect has run out.

Activating most Item Cards costs one action (the next page shows which Item Cards cost 1 action).

After an item has been activated, the other players have the opportunity to react to your action. They may perhaps have an Item Card that can cancel your action.

If an Agent dies, all Item Cards are deactivated and their effect ends (including constructs).

Card layout notes (printed on the sample cards): item type; sale price; name of the item; ability requirements to use the item; information about the item; picture of the item; "active item card (visible to others)"; "the card has just been activated".

Multiple Activations (Mehrfache Aktivierung)

If a card can be activated several times, it is deactivated when its owner is in turn again. When deactivated, the card is taken back into the hand and the face of the card is again invisible to the other players. The card is not placed on the draw pile.

If an Agent receives a further action while it is in turn, that Agent may, during its turn, activate an already activated Item Card once more.

Discarding (Abwerfen)

You may, whenever you are in turn, place Item Cards freely on the draw pile.

Random Cards (Zufallskarten)

Random cards are not visible to any player.

Target Types (Zielarten)

A targeted target must always be within your line of sight (see the rules for Line of Sight).

Maximum range of the item (a minimum range may also be stated).

There are three kinds of targets:

  1. Target (Ziel): You may aim at all kinds of units and field equipment, but not at players.
  2. Units (Einheiten): You may aim at all kinds of units, but not at field equipment and players.
  3. Special kind: You may aim at only one specific kind of target (for example Agent, item, player or field equipment).

Some items are aimed only at specific targets, such as Agents. In these cases you may hit only these special targets (in this case Agents).

Recycle Pile (Der Nachziehstapel)

Cards that are "destroyed", fully used up or sold are placed on the recycle pile (Der Nachziehstapel). This pile is shuffled together with the stack of Item Cards when only two cards remain on the stack of Item Cards.

If an Item Card can be activated only once and it has been activated, it must be placed on the recycle pile once its effect has run out (normally after one round).

If no target type is shown, the target type is "Target" (Ziel).

If a card names an "owner" (Besitzer) as its target, it refers to an Agent.

Card layout note: inactive Item Cards (maximum 7).

Item Types (Gegenstandstypen)

There are 6 types of items, each represented by an Item Card:

1. Artifact (Artefakt)

  • Activating this card costs one action.
  • You may activate the card only once. After that you place it on the recycle pile.
  • Duration of effect: 1 round, unless the card states otherwise.
  • The target must be in the Agent's line of sight.
  • The card may only be activated when your Agent is in turn.

Card example — Artifact: Fear. You may move the unit up to 3 squares in any direction you choose. Moreover the unit loses its action in its next turn. Roll a die: 1–5: the unit is struck by fear. 6: the unit is struck by fear and loses 2 life.

2. Rift (Riss oder Weltraum-Riss)

  • Using this card costs one action.
  • You may activate the card only once. After that you place it on the recycle pile.
  • Duration of effect: one time.
  • The target must be in the Agent's line of sight.
  • The rift can cancel the last action of the previous player (not the last action of the game round), and thereby annul its effect on the target. You may also activate a rift after a failed defensive roll.
  • You may activate rifts at any time, including when other players are in turn.

Card example — Rift: Space Vacuum. 1 credit. Advantage: can cancel other cards. Disadvantage: can only be used once. Target Space Manipulation (and its effect) is sucked into the rift and is placed on the recycle pile.

Card note: Space Vacuum can only be used against a Space Manipulation, if it is active.

3. Construct (Konstrukt)

  • Activating a Construct costs no action, but ability requirements may apply, which you must fulfil.
  • Some Constructs are activated in the inventory of another Agent. The activating Agent must fulfil the ability requirements. The other Agent becomes the new owner of the Construct.
  • You may deactivate Constructs only when the Agent is dead or the game has ended.
  • The target must be in the Agent's line of sight.
  • Activating the effect of some Constructs costs credits, one action, or both. If the effect is free, it is active the whole time.

Card example — Construct: Water Shield. Advantage: very powerful. Disadvantage: cannot be deactivated. Advantage: can stay in your possession for the whole game. Precision: 4, Intellect: 4, Strength: 4. All fire damage is reduced by 50%. It does not stack with other fire damage reducing effects. If the fire damage is of an uneven amount, you must round down the amount before reducing the effect by 50%. Thus 3 fire damage will only deal 1 fire damage to you.

4. Melee Weapon (Nahkampfwaffe)

  • Activating the card costs one action and it remains active until its owner is in turn again.
  • You may activate the card several times.
  • Duration of effect: once per action.
  • The target must be visible to the Agent.
  • The target must stand on an adjoining square (diagonal also works).
  • You may activate the card only when your Agent is in turn.

Card example — Melee Weapon: Butcher's Axe. 1 credit. Disadvantage: you must stand next to your target. Strength: 6. Deals 3 fire damage. If you possess either the Pentagram of Skulls or the Skull of Putrid, the Butcher's Axe also deals 1 fire damage.

5. Ranged Weapon (Schusswaffe)

  • Activating the card costs one action and it remains active until its owner is in turn again.
  • You may activate the card several times.
  • Duration of effect: once per action.
  • The target must be in the Agent's line of sight.
  • A ranged weapon must have a "clear shot" (sicherer Schuss) to hit its target. The weapon has a minimum and/or maximum range within which it can fire.
  • You may activate the card only when your Agent is in turn.

Card example — Ranged Weapon: Throwing Stars of the Sun. 2 credits. Advantage: can fire from a distance without side effects. Disadvantage: has a maximum range and requires a "clear shot". Precision: 12, Strength: 4. Deals 3 fire damage. For 2 credits you are able to throw Throwing Stars of the Sun twice per action. You may choose to aim at only one or at two different targets. Maximum range: 9.

6. Space Manipulation (Weltraum-Manipulation)

  • You may activate Space Manipulations only when your Agent is in turn.
  • Activating a Space Manipulation costs one action, and they remain active until the owner is in turn again.
  • You may activate the card several times.
  • Duration of effect: one time (may vary).
  • The target must be in the Agent's line of sight.
  • Disadvantage: some Space Manipulations can have serious side effects.

Card example — Space Manipulation: Drowning. 2 credits. Intellect: 9. Maximum range: none (advantage: no maximum range). The unit is dealt 1 energy damage every time it becomes that unit's turn. The number of turns the unit is drowning depends on the roll of a die. Each pip equals a turn. Drowning stays active until it has dealt all its damage (use a counter to keep track of the turns). The unit gets a defensive roll every time Drowning attempts to deal damage to it. The defensive roll must be taken before the unit does anything else.

Bribes and Gifts (Bestechung und Geschenke)

You may want during the game to give one or more of your Item Cards to another player. Per round you may give away only 1 Item Card, and only if you yourself are in turn. If the Agent to whom you want to give the card does not stand on an adjoining square (including diagonally), either the giver or the recipient must pay 1 credit at the shop so that the item can be handed over.

You may accept items at any time.

Diagram key: Agent 1; Agent 2; Target. Agent 2 is in the line of sight of Agent 1, but the target is not.

Counters (Zähler)

Some items last longer than one round. In these cases you should find a way to count the rounds. For example, you may place a die on the card.

Damage (Schaden)

Damage dealt to a unit is subtracted from that unit's life points.

Diagram note: the target is in the line of sight of Agent 1.

Damage Types (Schadensarten)

There are various types of damage in the game. Unless otherwise noted on the card, weapons and Constructs deal physical damage. Space Manipulations, Artifacts and Rifts deal energy damage unless the card describes otherwise. Other damage types are gas damage and fire damage.

The damage types are colour-coded so that you can easily recognise which type of damage it is.

Line of Sight (Blickfeld)

To be able to hit a target, it must be within your unit's line of sight.

Line of sight is not obstructed by units and by most parts of field equipment.

Line of sight is obstructed by some terrain tokens, such as walls. In the basic game this is the only terrain token.

Players (not Agents or other units) are always in the line of sight of units. You must always pay attention to this when the inventory that an Agent and a player share is affected by other players' items. Here there is an important difference between the inventory of an Agent and the inventory of a player with regard to line of sight.

Diagram note: the target and Agent 2 are in the line of sight of Agent 1.

Wall (Wand / Gelände-Stein)

Units cannot pass through squares with walls, unless they have a special ability or own an item that allows it. Walls obstruct the line of sight of units.

Terrain tokens may never trap units or Events so that you cannot reach them with normal movement.

At the start of the game, no more than 5 walls may stand next to each other (this also applies diagonally).

Level (Rang)

With every rank your Agent advances, it receives one ability point, which you may use freely for any of the 3 abilities: Strength, Precision and Intellect.

This is very important, because your Agent can use special items in the game with its abilities.

An Agent cannot advance higher than rank 20. Once an Agent has reached rank 20, it receives no more ability points after the end of a round.

To keep track of the ranks of the Agents, place the rank token on the corresponding number at the side of the battle map. You may help each other with this.

Agents may continue to draw Item Cards after each completed round, even when they have reached the highest rank.

Diagram note: the rank token helps you keep track of the rank (level) of the Agents.

Defensive Roll (Verteidigungswurf)

Whenever one of your units is attacked, the unit gets the chance to dodge the attack. This is the defensive roll. For the defensive roll you roll two six-sided dice.

  • If one of the dice shows a 6, your unit dodges and is not hit.
  • If you roll a 6 with both dice, your unit dodges, is not hit, and 1 damage is dealt to the attacker, unless the attacker is a piece of field equipment. Against this damage you cannot use a defensive roll, because this damage is self-inflicted. Your Agent also receives 1 additional ability point.
  • If you roll a 1 with both dice, the unit's or its field equipment's attempt to dodge fails badly and your unit takes 2 additional damage.

Only units and field equipment with life may make a defensive roll.

Against gas damage, self-inflicted damage, and attacks directed against items, players or inventories, you cannot use defensive rolls.

If a piece of field equipment is destroyed, it also cannot make a defensive roll (the word "destroy" is the one used here).

You may also choose not to make a defensive roll.

Diagram key: blue line = clear shot; red line = non-clear shot; black line = example of restricted line of sight.

Dice Rolls (Würfeln)

When rolling dice, you can never get more than the maximum (6) or less than the minimum (1). That means if an effect gives you +1 point and you then roll a 6, the roll counts as 6 and not 7. In the same way, you can never roll less than 1. This also applies to the defensive roll.

Physics (Physik)

Your units may only move through other units if the owner of the unit through which your unit is to move allows it.

Units normally cannot stand on squares that are already occupied by another unit.

For a ranged weapon to hit its target, no units or field equipment may stand in the way of the attack.

A ranged weapon must have a clear shot (sicherer Schuss)!

Diagram key: blue line = clear shot; red line = non-clear shot; black line = example of restricted line of sight.

In some cases it is hard to tell whether you have a clear shot or not. In these cases place a ruler so that it touches the points of the two squares on which the attacker and the target stand.

With a clear shot the ruler between attacker and target does not lie across squares occupied by other units.

It works best if you remove the attacker and the target from the battle map (the game board) to place the ruler or another straight object.

You can also use this tip to see whether a target is within the line of sight of a unit.

Credits (Credits)

Credits are the money in the game.

Space Shop (Weltraum-Shop)

The space shop is extremely important for the Agents. The best Agents are those who use the shop regularly.

In the space shop, Agents may sell Item Cards, but the Item Cards must be inactive in order to be sold.

The sale price is shown in the upper right corner of the card.

If the sale price is higher than 1, you must show the card to the other players (only when selling).

Credits you receive from selling items must be spent immediately, i.e. while you are still in turn. You do not receive chips or similar coins as credits, and you may not save the money for later use in the game.

In the space shop you may buy goods when your Agent is in turn.

Using the space shop costs no action.

Two different types of goods are offered for purchase:

  • Injections (Injektionen): With injections you receive an additional effect in exchange for payment. The effect lasts only in the round in which the injection was bought, and it works only once per purchase. More information on injections is on page 25.
  • Field Equipment (Feldausrüstung): More information on field equipment is on page 26. The rules for field equipment as printed:
    • Field equipment may be bought before or after the Agent's normal movement.
    • When bought, the field equipment is placed on the battle map next to your Agent. The square on which you place the field equipment must be in the Agent's line of sight.
    • Field equipment may not be placed on a terrain token.
    • If the owner dies, the field equipment remains on the map until it is destroyed. Field equipment only works again once a new Agent has taken it over.
    • All field equipment is immune to the effects of Stun (Unter Schock), Confuse (Verwirren), Helpless (Hilflos) and Mind Control (Bewusstseinskontrolle).
    • Some field equipment has life. Field equipment with life has its own number and a corresponding ASC symbol. The life of field equipment is tracked as for an Agent's life, by using a die as a life counter. This field equipment also receives its own defensive roll.

Look in the space shop to see what you can buy. The ASC offers an overview of the goods you can buy in the space shop. A more detailed description of each good is on pages 25 and 26 of this rulebook.

Science Points (SP): In the space shop you may also buy upgrades for your field equipment. These upgrades cost SP, which you receive when taking Events. An overview of possible upgrades and their cost is on your Agent's ASC.

  • Each upgrade affects a specific kind of field equipment (see the example on page 12).
  • You may buy each upgrade only once.
  • Upgrades take effect immediately after purchase.
  • They apply both to field equipment already bought and to field equipment bought later in the game.

Transfers (Transaktionen): You may hand SP from one Agent to another Agent. Such a transaction costs 1 credit, and it may only be carried out when the giver is in turn.

Events (Ereignisse)

Random events (Events) are placed on the battle map.

Event tokens do not block line of sight and do not disturb a clear shot. An Event is started when the Agent stands on a square on which an Event token lies. You need one action to pick up an Event token (to start an Event). You pick up the Event token from the battle map, turn it over and look to see which kind of Event it is.

There are 3 different Event types: Aliens, Debris and Unknown Entities. With each type the Agent receives a different reward.

Flavour text (printed): During their many missions, Agents normally meet unpredictable Events. It is hard to resist these Events, because they are helpful to the agency, and in return the agency rewards the Agents with credits or science points (SP), which the Agents can use to upgrade their field equipment.

Aliens Event: With Aliens Events the Agent receives credits, which it can save and use at a later point in the game. You get an overview of the number of credits by placing a die on the credit symbol on the Agent's ASC. These credits may only be used in the space shop.

Printed flavour note: the Agent receives credits for rescue operations or when it takes prisoners.

Debris Event: With Debris Events the Agent receives Science Points (SP). These SP can be used to upgrade the Agent's field equipment. The possible upgrades and their price in SP are on the Agent's ASC. SP can be saved and used at a later point in the game. You get an overview of the number of SP by placing a die on the SP symbol on the Agent's ASC.

  • Upgrades may only be bought when you are in turn.
  • When you buy an upgrade in the space shop, you place an Event token on the symbol on the ASC that represents the upgrade you bought.
  • You may buy each upgrade only once.
  • The upgrades work until the Agent dies or the game ends.

Unknown Entities Event: With a little luck you find an Unknown Entity (UE), an unknown being. A UE grants the Agent 1 of 6 powerful forces.

When you find a UE you must roll to see which force is granted to the Agent. The six UE effects as printed:

  1. The Agent receives +1 to its movement points. Now your Agent may move up to 6 squares when it is in turn.
  2. All Sentrys of your Agent and the Agent itself receive a "clear shot" when they aim past one another.
  3. The Agent may keep +2 inactive Item Cards in its inventory.
  4. The Agent is immune to Stun (Unter Schock), Confuse (Verwirren), Helpless (Hilflos) and Mind Control (Bewusstseinskontrolle).
  5. The Agent may move its field equipment. The Agent must stand next to the field equipment and to the square to which the Agent wants to move the field equipment (including diagonally). Moving a piece of field equipment costs 1 action.
  6. All Gravitational Enforcers that are in the possession of the Agent have no effect on the Agent.

Example (printed): this player has improved the maximum range of all of his Scary Mary field equipment. The player also has 1 SP and 2 credits.

Place the UE marker that was assigned on the UE symbol on the Agent's ASC.

  • You may not own more than 1 UE. If you find another UE, you may sell this one or the old one in the space shop for 3 credits. You may roll for a new UE and decide whether you want to keep the new one or the old UE.
  • You may not sell a UE if you do not have another UE that can take the place of the old UE.

Rules for Beginners (Regeln für Spiel-Neulinge)

Heading as printed: "Willkommen im Trainingslager." ("Welcome to the training camp.")

With the rules for beginners, no abilities are required to use Item Cards in the game.

You may draw Item Cards and use them without restriction, whether or not you have the necessary ability points.

Abilities (Fähigkeiten): Many units and cards have special abilities. There are 2 kinds of abilities:

  1. Action abilities require an action to be used. You may also have to pay credits to activate the ability. (Action.)
  2. Passive abilities require no action and are in most cases always active. In some cases you must pay credits to activate the effect of an ability. (Passive.)

Note: the effect of some Item Cards depends on the ability points of the target or the owner. For the Agent these cards have only a value when sold in the shop. They do not deal damage to the target.

There follow 6 abilities you should remember:

  • Stun (Unter Schock setzen): Units under shock may neither move nor activate/deactivate an Item Card, nor use the shop. You may shoot past units under shock (clear shot). Units under shock receive no defensive roll. If a unit under shock suffers damage from an enemy, the shock effect ends. (Action.)

Rules for Advanced Players (Regeln für Fortgeschrittene)

If you want more challenges in the game, you may play with one or more of the rules for advanced players:

  • Confuse (Verwirren): The first thing a confused unit does when it is next in turn is an attack on the nearest target (friend or enemy). After the attack the unit may move. If an Item Card is active, you must use that Item Card for the attack. Otherwise the target itself determines which item is used. If using an item costs credits, the target must pay the credits itself, but never more than 4 credits. If the target cannot afford to pay with credits, the target must use a different item for the attack. If the target has no items with which it can attack, it must show all its cards to the other players. The action is nevertheless lost/used. If you do not know whom to hit, you may roll a die or flip a coin. If there is no target that you can hit, the action is nevertheless used up. If a unit activated an Item Card in the last round that can be used several times, the card remains active until the effect of Confuse has ended. (Action.)
  • "Played is played" (Gespielt ist gespielt): If you forget to draw a card, to advance one rank, or you overlook another advantageous effect, you have bad luck. You cannot correct the mistake at a later point in the game.
  • Helpless (Hilflos): The target cannot take an action when it is next in turn. (Action.)
  • "Centimetres" (Zentimeter): Play on a table or similar surface, instead of on the battle map. You measure all distances in centimetres instead of squares. One square = 2 cm. In this way you may have to build the terrain yourself.
  • Overwhelming numbers (Überzahl): If a unit is attacked for the third time within a round, the remaining attacks in the game round deal +1 damage to that unit (not to field equipment).
  • Immune (Immun): A certain type of damage cannot harm you. For example, you cannot suffer damage from fire if you have fire immunity. (Passive.)

Alternative Rules (Alternative Regeln)

Printed heading: "ALTERNATIVE REGELN !!"

  • "The Sandmen" (Die Sandmänner): Each time your Agent deals damage to a target, the Agent receives 1 credit, which may be saved in the same way as credits from Aliens Events.
  • Quick game (less luck) (Schnelles Spiel): Use only 1 die or no dice for the defensive roll.
  • Mind Control (Bewusstseinskontrolle): You take control of the target when it is next in turn. If the target is an Agent, you may draw two random cards from its inventory, which you may activate against someone if the abilities of the target allow it to use the item. The rules on the number of actions still apply. Any type of credits required for using the effect of an item or the item itself must be paid by you and not by the target. (Action.)
    • You may not sell the Agent's Item Cards.
    • You must return the items to the Agent, unless the item is an Artifact or a Rift.
    • You may not use the Agent's field equipment or decide over it.
  • Weakness (Schwäche): You receive no defensive roll. Weakness can also be defined by types. For example, if you have physical weakness, you receive no defensive roll against physical damage. (Passive.)
  • Focused Shot (Fokussierter Schuss): When a unit fires with a ranged weapon, it may fire an additional shot, the so-called "Focused Shot". A Focused Shot costs all of the unit's movement points for this round. Therefore the unit may not move in the round in which a Focused Shot was fired. No enemy units may stand on the square next to the unit firing the Focused Shot. Units that make a defensive roll against a Focused Shot must roll a 5 or 6 to prevent being hit.
  • House Rules (Haus-Regeln): Agree on your own rules.
  • Gaia's Helpers (Gaias Helfer): First, all players place the terrain tokens on the battle map. You must agree on the final appearance of the battle map before you continue the game.

Example Game (Testspiel)

The rulebook (pages 14–19) walks through a sample two-player game. The card artwork and card callouts of the sample are not reproduced; the play narrative is transcribed below. Round 1 starts after setup (Agents, walls and events placed, 7 Item Cards drawn, abilities assigned).

Round 1

  • Player 1: Moves 5 squares. In the space shop he buys the injection "Speed Boost", which lets him move up to two squares further. Speed Boost costs 2 credits, which he pays with two of his Item Cards. Player 1 comes onto an Event. He uses an action to pick up the Event and receives 2 SP from it, shown on the ASC with a die. Player 1 ends his turn.
  • Player 2: Moves 5 squares and activates the Artifact "Thunderbolt" against Player 1. Thunderbolt can deal 4 energy damage to its target. Player 1 gets a defensive roll against Thunderbolt and rolls a 5 and a 3. Player 1 loses 4 life. Player 2 places his Artifact on the recycle pile, because an Artifact may be used only once. Player 2 ends his turn.
  • The round is complete and each player draws 1 new Item Card and advances 1 rank (move the rank token on the battle map up by 1). When you advance a rank you also receive a skill point (Fähigkeitspunkt), which you place on one of your Agent's three skills.

Round 2

Player 1 has set his skill point on Intellect, while Player 2 has set his skill point on Strength.

  • Player 1: Activates his Construct "Brain Juicer", which gives his Agent +4 Intellect. He now has enough Intellect to activate his Space Manipulation "Electrocute", which requires 5 Intellect. First Player 1 rolls to see how much damage Player 2 receives. He rolls a 6, so Electrocute can deal 3 energy damage. Player 2 gets a defensive roll and rolls a 4 and a 6. Because he rolled a 6, he is not hit by Electrocute and takes no damage. Player 1 leaves his Electrocute card on the table, since it can be activated several times. He takes this card back into his hand first when he is next in turn (the card is deactivated). Player 1 moves his Agent 5 squares and ends his movement on an Event. He cannot pick the Event up, because he has already used his action when he was in turn. Player 1 ends his turn.
  • Player 2: Player 1 is no longer in Player 2's line of sight. Player 2 decides to move 2 squares to the square on which an Event token lies. He uses his action to pick up the Event token. It is a UE. He rolls to see which UE he has found and rolls a 1, which lets him move up to 6 squares in each round. Player 2 places the corresponding UE marker on his Agent's ASC. Player 2 ends his turn.
  • The round is complete and each player draws 1 new Item Card and advances 1 rank. Skill points are assigned as before.

Round 3

Player 1 has set his skill point on Precision, while Player 2 has set his skill point on Strength.

Player 2 has drawn a card even though he had 7 inactive Item Cards. This is allowed, but he may not have more than 7 inactive Item Cards when he ends his turn.

  • Player 1: First he deactivates his Item Card "Electrocute" (he takes the card back into his hand). He uses 1 action to pick up the Event on which his Agent stands. He receives 2 credits, shown on his ASC with a die. In the space shop he buys a Sentry for his Agent and places it on one of the 8 adjoining squares. Buying goods in the space shop costs no action. He uses one of the credits he received from an Event and sells 1 card worth 2 credits. On his ASC he places a die on the picture that resembles the Sentry he has chosen. The chosen Sentry is number 5, so the die goes on Sentry number 5 on the Agent's ASC. A Sentry has 4 life, so the die must show 4 pips when the Sentry is first placed. Player 1 does not want to move in this round and ends his turn.
  • Player 2: Moves 6 squares (because of his UE he may move up to 6 squares each round). He also buys "Speed Boost" in the space shop, which lets his Agent go 2 more squares. Player 2 activates his Artifact "Multitasking", which lets his Agent activate 2 further Artifacts in his round. He decides to activate the 2 Artifacts "Destroy Field Equipment" against Player 1's Sentry and "Artifact of Stunning" against Player 1's Agent. Player 1's Sentry is destroyed, because it receives no defensive roll against an Item Card that destroys field equipment. The defensive roll against "Artifact of Stunning" is rolled by Player 1 (see the note below), who rolls a 1 and a 2. The Agent is hit and is stunned (under shock) for 1 round (until Player 2 is in turn again), unless it takes damage before the round ends. The 3 Artifacts are placed on the recycle pile, because they may be used only once. Player 2 ends his turn.

Printed text note: the rulebook's sample text says "Spieler2 erhält einen Verteidigungswurf gegen 'Artifact of Stunning'" (Player 2 receives a defensive roll against the Artifact of Stunning). The Artifact targets Player 1's Agent, and Round 4 confirms that Player 1 is the stunned player. The defensive roll is therefore taken by Player 1. This transcription follows the sense of the sample, not the literal player name.

  • The round is complete; each player draws 1 new Item Card and advances 1 rank.

Round 4

Player 1 has set his skill point on Precision, while Player 2 has set his skill point on Strength.

  • Player 1: Is stunned (under shock) and has no field equipment, so he can do nothing this round. Player 2 is in turn.
  • Player 2: Player 1 is no longer stunned, because a full round has passed. Player 2 moves 6 squares towards Player 1. He activates his Artifact "Enhanced Sun Rays", which deals 4 energy damage. Player 1 receives a defensive roll and rolls a 1 and a 1. When both dice show 1, the attack deals +2 damage. Player 1 loses 6 life (4 + 2 = 6). Player 2 ends his turn.
  • The round is complete; each player draws 1 new Item Card and advances 1 rank (the rank token is moved up by 1 on the battle map). Skill points are assigned as before.

Round 5

Player 1 has set his skill point on Precision, while Player 2 has set his skill point on Strength.

  • Player 1: Activates his Construct "Damage Converter", which for payment of 1 credit can convert any damage into fire damage and adds +1 to fire damage. He also activates his Ranged Weapon "Light Weight". He pays 1 credit so that "Light Weight" receives the effect of the Damage Converter. The effect lasts only during this round. On a hit, Player 2 takes 3 fire damage. Light Weight has a maximum range of 11, and Player 2 is within that range. Ranged Weapons may be used several times, so the card remains face up on the table, and it is taken into the hand first when Player 1 is next in turn (it is deactivated). Player 2 rolls a 2 and a 5 on his defensive roll, which would mean he loses 3 life. But Player 2 activates his Rift "Bright Light", and so no damage is dealt to him. "Bright Light" is placed on the recycle pile after activation, because Rifts can be used only once. Player 1 moves his Agent 5 squares and ends his turn.
  • Player 2: Moves his Agent 6 squares and stands next to Player 1's Agent (diagonally). He activates his Melee Weapon "Damnation", which deals 4 physical damage. The sample text reads: "Melee weapons (Nahkampfwaffen) können nicht diagonal Schäden zufügen, solange das Ziel auf einem angrenzenden Quadrat steht." (Printed text, as it stands. It does not match the example, in which the diagonal attack deals damage, nor the card rule that the target must stand on an adjoining square, which works diagonally. Check against the printed page.) The Item Card remains face up on the table until Player 2 is next in turn, because Melee Weapons may be used several times. Player 2 then takes the card back into his hand. Player 1 forgoes his defensive roll and loses 4 life.
  • The round is complete; each player draws 1 new Item Card and advances 1 rank (the rank token on the battle map moves up by 1). Skill points are assigned as before.

Round 6

Player 1 has set his skill point on Precision, while Player 2 has set his skill point on Strength.

  • Player 1: Deactivates his Ranged Weapon "Light Weight" before doing anything else this round. He then activates two Ranged Weapons (2 Uzis). This is possible because Uzis have a special ability that lets their owner activate two Uzis at the same time for only 1 action. This ability is named in the card description. Player 2 receives a defensive roll against each Uzi. With the first defensive roll he rolls a 4 and a 4; with the second he rolls a 1 and a 3. Player 2 loses 4 life (2 + 2 = 4). Player 1 moves his Agent 5 squares and ends his turn.

    Printed note: had Player 1 been more clever, he could, for example, have placed a Gravitational Enforcer next to Player 2's Agent before moving his own Agent.

  • Player 2: At the start of his round, deactivates "Damnation". He moves his Agent 5 squares and activates "Damnation" again. Player 1 rolls a 1 and a 1 on his defensive roll, so he loses +2 life, a total of 6 life (4 + 2 = 6). Player 1 is dead and has lost the game.

Player 2 has won the game.

Standard Battle Maps (Standardkarten)

Printed pages 20–24 show five Standard Battle Maps (Standardkarte 1 to 5), each labelled for 2, 3 and 4 players. The maps are grid diagrams of wall and Event positions. They are not reproduced as text in this transcription; the printed pages are the reference for them. The rulebook's text on the Standard Battle Maps is in the Setup section (points 6 and 7 may be skipped when a Standard Battle Map is used).

Injections (Weltraum-Shop: Injektionen)

Detailed information, printed on page 25. Each entry gives the printed name (with the German name in brackets), its price, and its effect.

  • Life Boost (Lebens-Verstärker): Price 3 credits. Heals up to 3 life for you.
  • Modified Gene Structuring (Modifizierte Gen-Strukturierung): Price 1 credit. Ensures your body can withstand the strain of using a Space Tunnel once. (You must buy this injection if you want to use a Space Tunnel.)
  • Molecular Manipulation (Molekulare Manipulation): Price 3 credits. In this round you may pass through one unit once without its permission.
  • Ocular Precision (Okulare Präzision): Price 1 credit. Your ranged weapons receive +5 to range for your next attack.
  • 6th Sense Enhancer (6. Sinn-Verstärker): Price 2 credits. You may take 1 card from the draw pile.
  • Action Boost (Handlungs-Verstärker): Price 4 credits. You may take 1 additional action in this round.
  • Speed Boost (Schnelligkeits-Verstärker): Price 2 credits. You may move up to 2 squares additionally once in this round. You may take actions between your normal movement and the movement you receive from the Speed Boost.
  • Modified Krono Blood (Modifiziertes Krono-Blut): Price 1 credit. Gives your melee weapons +1 damage for your next attack. (It must be bought before the target rolls its defensive roll.) You may use this injection only once per action. If a melee weapon deals two types of damage, the main damage receives +1. The main damage is the first one named on the item card.

Layout note: the printed page pairs each injection name with its price and effect in columns; the pairing above follows the printed order.

Field Equipment (Weltraum-Shop: Feldausrüstung)

Detailed information, printed on page 26. The page sets out four types of field equipment in two columns; the attribution of each set of stats below follows the column order and should be checked against the printed page.

  • Gravitational Enforcer (Schwerkraft-Verstärker): Price 2 credits. Builds a force field with a radius of 3 around the Gravitational Enforcer.
    • In the round in which a unit is within a force field, the unit loses 2 movement points for the rest of the round. If a unit does not have the movement points to be deducted, the unit cannot move within the force field. If a unit is trapped in 2 force fields, that unit can move only 1 square. If a unit is trapped in more than 2 force fields, the unit is not slowed further.
    • Inside the force field no flying and no jumping is possible.
    • The effect of the force field goes through walls.
    • The force field has no effect on a Sentry.
    • The Gravitational Enforcer takes effect only once the buyer has completed the round in which the Gravitational Enforcer was bought.
    • The Gravitational Enforcer takes up one square in the same way that an enemy unit would.
    • Physical weakness; gas immunity; Life: 6 (use the ASC to keep track of life).
  • Sentry (Spider) (Schießposten): Price 3 credits. A Sentry receives 1 shot per round (when the buyer is in turn). A Sentry may also move 1 square per round (2 squares if the owner has bought the necessary upgrade).
    • A shot costs no action.
    • It cannot fire in the round in which it was placed.
    • A Sentry takes up one square in the same way that an enemy unit would.
    • A Sentry's shot counts in the same way as a shot from a ranged weapon.
    • Deals 2 physical damage. Maximum range 10.
    • Fire weakness; gas immunity; Life: 4 (use the ASC to keep track of life).
  • If the square on which an Event token is to be placed is occupied, roll again to find a new place.
  • Event tokens may not be placed in a starting corner if an Agent starts there.
  • The Agents and walls have now been placed.

  • Before the game starts, each Agent receives a certain number of additional ability points. The number of additional ability points depends on how many Agents take part:

    • 2 Agents: each Agent receives 4 ability points.
    • 3 Agents: each Agent receives 5 ability points.
    • 4 Agents: each Agent receives 6 ability points.

    Each player distributes the ability points on the ASC of his Agent himself. The distribution of ability points is permanent; the points cannot later be transferred from one ability to another. The abilities are: Precision, Intellect and Strength.

  • The game begins.

  • Nemesis: If you roll a 6 on the defensive roll four times in a row, you receive +2 damage, instead of preventing being hit. Skipping defensive rolls does not count as a defensive roll taken and does not interrupt the sequence of successful defensive rolls.
  • Advanced Sentry (Scary Mary) (Erfahrener Schießposten): Price 5 credits. Scary Mary receives 1 shot per round (when the buyer is in turn). If you pay 1 credit, you may use the Blast ability of your Sentry, with which it can destroy 1 wall segment. Blast cannot be used in the round in which the Sentry fires a shot.
    • A shot costs no action. It cannot fire in the round in which it was placed.
    • Sentries may never be placed on adjoining squares (not even diagonally).
    • A Sentry takes up one square in the same way that an enemy unit would. The shot of a Sentry counts in the same way as a shot from a ranged weapon.
    • Deals 3 physical damage. Maximum range 11.
    • Gas immunity; Life: 5 (use the ASC to keep track of life).
  • Space Tunnel (Weltraum-Tunnel): Price 2 credits. To use a Space Tunnel you must stand on a square with a Space Tunnel that belongs to you or to an Ally. You exit on another square with your own Space Tunnel or an Ally's Space Tunnel. Travelling from one Space Tunnel to another costs 1 movement point.
    • You must buy the injection Modified Gene Structuring if you want to use a Space Tunnel.
    • Choose a Space Tunnel in your team's colour. This colour shows who may use the Space Tunnel.
    • The Space Tunnel takes up no space on a square and does not obstruct line of sight. You may therefore move freely over a square with a Space Tunnel, regardless of whom it belongs to.
    • No damage can be dealt to a Space Tunnel, but some effects can destroy it.
    • Field equipment and units with Fire Weakness immediately take 2 fire damage when they stand on a square with a Space Tunnel when they complete their turn.