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Last Aurora: Player vs. Player

Expansion for Last Aurora

Last Aurora: Player vs. Player Rulebook

Table of Contents

Table of Contents

  • Components
  • Setup
  • Rule Changes
    • Phase 4: Fire Weapons
    • Example 1: Attacking an Opponent
    • Aggression Track Bonuses
    • Phase 5: End of Round

Components

  • 4 PvP cards
  • 12 Outcome cards

Setup

Follow the standard setup, but with these changes:

  • In step 5, replace the standard Outcome deck with the new one.
  • In step 6, when you prepare Enemies for the game, randomly remove 1 Enemy card (without looking at it) from each Time Period deck (I, II, and III). Remove 1 Loot card from each deck (I-II, III-IV, V-VI) in the same way.
  • In step 11, instead of the zero space, each player places his Fame counter on his player board in the -1 value space (the space with a star icon) of the Fame Track.
  • After all standard steps are completed, each player takes 1 PvP card and places it above his player board. Put a Damage counter on the first space of the Evasion Track and on the first space of the Aggression Track, as shown in the figure below. Damage counters used in this way will be referred to as Evasion counter and Aggression counter.

Figure: the Evasion Track (a row of four spaces, with a Damage counter on the first space) sits above the Aggression Track (a block of eight spaces in two rows, with a Damage counter on the first space).

Note: The Aggression Track is formed by 8 spaces in two rows. Consider it a single track. When you have to move the Aggression counter past the 4th space, simply move it to the bottom row, starting from the leftmost space.

Rule Changes

All of the normal rules for the game apply except for the changes described hereafter:

Phase 4: Fire Weapons

During his turn, a player may choose to fire at an opponent player in the same region, in addition to or instead of shooting at any Enemies. (We'll call these players the "Attacker" and the "Defender.")

When attacking another player, follow these steps:

  • The Attacker chooses an unused and undamaged weapon, spends 1 Ammo, and reveals the top Outcome card: it shows the amount of damage the attack can potentially inflict.
  • The Defender reduces this damage by the number of icons shown to the left of the Evasion counter on his Evasion Track.
  • If the Defender was not able to reduce the damage to zero or less, he must distribute the remaining Damage counters to his Convoy, as indicated by the back of the card on top of the Outcome deck. The Defender also moves the Evasion counter on his Evasion Track 1 space to the right for each Damage counter he adds to his Convoy in this way.
  • The Attacker moves his Aggression counter one space forward for each Damage counter the Defender actually placed on his Convoy as the result of the attack (if possible).

Note: A player may perform multiple attacks to one or more opponents during the same phase. In this way, he can move his Aggression counter further to gain more bonuses at the end of the phase.

Note: The damage reduction from the Evasion Track is applied only when an opponent attacks (not when damage comes from any other source, such as Enemies).

Note: The other players are not considered Enemies: all effects in the game which involve an Enemy cannot be applied to other players.

At the end of the Fire Weapons Phase, in Forward Turn Order, each player must:

  • Move his Evasion counter back (to the left) 1 space;
  • Gain ALL the bonuses shown to the left of his Aggression counter on his Aggression Track;
  • Move his Aggression counter back to the first space of his Aggression Track.

Example 1: Attacking an Opponent

Figure: the player boards of Andrew and David, with their Evasion and Aggression Tracks.

David decides to attack Andrew with a [weapon icon]. He spends 1 Ammo and reveals the first Outcome card: The attack inflicts 4 damage! Andrew reduces 2 damage (as shown on his Evasion Track), but he must still add 2 Damage counters to the center cards of his Convoy. On the plus side, he also gets to move his Evasion counter up to the last space. As a result of the successful attack, David moves his Aggression counter 2 spaces to the right.

At the end of the phase:

  • David gains 1 Fame Point and removes 1 Damage counter from his Convoy, as indicated by the bonus he reached on his Aggression Track, then he resets his Aggression Track by moving his Aggression counter back to the first space.
  • Andrew moves his Evasion counter 1 space to the left (he will start the next round able to reduce 2 Damage).

Aggression Track Bonuses

The bonuses are shown as icons on the printed sheet; each is described below.

  • Star icon: Gain 1 Fame Point on your Fame Track.
  • Remove Damage icon: Remove 1 Damage counter from your Convoy.
  • Object card icon: Draw 1 Object card.
  • Player Hit icon (marked "PLAYER HIT"): Player Hit: Remove 1 Fame Point from the Fame Track of 1 opponent you hit during this phase. If it is not possible, the opponent must add 1 Damage counter to any Cargo box of his Convoy.

Phase 5: End of Round

When playing with the Player vs Player module, you must discard the excess cards if there are more than 4 cards in the Exploration Zone (3 cards in a 2-player game) before refilling the Exploration Zone.