Mission: Drive
Mission: Drive Rulebook
Table of Contents
Table of Contents
Components
Boards
- 1 Dashboard
- 2 Road Boards
Cards
- 21 Hero Movement Cards (14 Hero Cards, 5 Enemy Cards, 2 Civilian Cards)
- 6 Mission Cards (green / pink)
- 15 Upgrade Cards
- 18 Boss Movement Cards
- 9 Boss Weapon Cards
- 3 Boss Player Aid Cards
- 3 Weapon Outcome Player Aid
- 1 Satellite Laser Strike Card
Tokens
- 3 Mirror Tokens (front - active / back - inactive)
- 1 Hero Vehicle (Car)
- 6 Enemy Vehicles (front - car / back - motorcycle)
- 8 Civilian Vehicles (front - car / back - motorcycle)
- 2 Enemy Vehicles (front - truck / back - damaged truck)
- 2 Civilian Vehicles (front - truck / back - damaged truck)
- 4 Boss Tiles (1 tank, 2 rovers, 1 jet)
- 4 Boss Damage Tokens
- 4 Weapon Tokens (2 missiles / 2 drones)
Cubes
- 1 Health Cube
- 12 Charge Cubes
Setting Up the Game
- Place the road boards end to end to make one long road.
- Place the dashboard on the end of the road closest to you.
- Place the health cube on the right-most space of the dashboard.
- Place the three mirror tokens face-up on the spaces on the dashboard.
- Place the charge tokens in a pile.
- Shuffle the mission cards to make the mission deck.
- Shuffle the upgrade cards to make an upgrade deck.
- Choose a boss to face (the tank is recommended for new players).
- Choose both a Mission Reward Level (Rookie, Normal, Expert) and a Boss Difficulty (Rookie, Normal, Expert). For your first game, you should choose normal for both.
Summary of Gameplay
The game is played over three unique missions, then one final boss encounter. Your mission's goal is to defeat as many enemy cars as possible. After each mission, you will have an opportunity to repair your vehicle, and install and charge upgrades. Finally, you will have a chance to win the game by defeating the boss!
Setting Up a Mission
A mission is composed of two mission cards that are placed end to end. Each mission card has two sides, green and pink, which correspond to difficulty.
There will be three missions over the course of the game. The correct sides must be used for the current mission:
- Mission 1: Green / Green
- Mission 2: Green / Pink
- Mission 3: Pink / Pink
Randomly take two mission cards and place them end to end so that traffic is moving away from you. Then place the vehicle tokens on the board according to the diagram on the mission cards. On pink mission cards, there are satellite up-link spaces. On those spaces, place one energy cube. Additionally, place your vehicle on the center road space on the edge closest to you.
Make sure to reset each of your mirror tokens to the face-up side on your dashboard.
Take the movement cards (hero, enemy, and civilian) and shuffle them to make the movement deck. Then draw and place one card in each of the three card slots on the dashboard. If you draw an enemy or civilian, shuffle it back into the deck and draw another.
Also during setup, reveal the top six cards from the upgrade deck. Return the rest of the upgrade cards to the box. These will be what is available to purchase after the first, second, and third missions are completed.
Playing a Mission
You will take one turn at a time until the mission ends.
Playing Your Turn
On your turn, you will choose one of the three hero cards on the dashboard. There are two ways a hero card can be used:
- Moving and Firing
- Braking
After you have used your hero card, place it in the discard pile and replace it with one from the top of the deck. If a civilian or enemy card is drawn, resolve it, then discard it and draw another. See Civilian Card and Enemy Card.
If the movement deck has no more cards, the cards are not replaced, but continue on until there are no cards remaining on the dashboard.
Moving and Firing
If the card selected is chosen for movement, the arrows on the card will determine the directions of your vehicle's movement, while the specific dashboard slot determines the direction that the vehicle may fire.
Moving the Hero Vehicle
When you move your vehicle, move it according to the arrows on the selected hero card. You must perform the movement in order according to the arrows.
Example: The selected hero card shows arrows pointing forward, left, and forward. The hero vehicle moves one space forward, then one space left, then one space forward. Luckily there were no other vehicles in the way!
Mirrors - Each card slot has a mirror token above it. You may use a mirror token (by turning it face-down) to treat the chosen card as if it were horizontally mirrored.
Example: The selected hero card shows arrows pointing forward, left. You chose to flip face-down the available mirror token above it. Now the card is treated as if it were pointing forward, right.
Ramming
If one of the movement arrows would move the hero vehicle onto a space with another vehicle, ramming will occur. The outcome of ramming depends on the type of the vehicles involved.
There are three vehicle types: motorcycles, cars, and trucks.
When your vehicle rams a motorcycle, your vehicle moves into the motorcycle's space. The motorcycle is destroyed and removed from the board.
Example: The hero car rams into a motorcycle. The hero car moves into the motorcycle's space. You take no damage. The motorcycle is destroyed.
When your vehicle rams a truck, neither vehicle moves, however your vehicle takes one damage.
Example: The hero car rams into a truck. Neither the truck nor the car moves, however the hero car takes one damage.
When your vehicle rams a car, your vehicle moves into the car's space, then the car moves one space over in the same direction. If that space is occupied or off the board, the car is instead "crushed" (destroyed). Your vehicle takes one damage.
Example: The hero car rams into another car. The hero car moves into the other car's space. The other car must move in the same direction. Since that space is empty, it moves. The hero car takes one damage.
Example: The hero car rams into another car. The hero car moves into the other car's space. The other car must move in the same direction. Since that space is off of the road, it is destroyed instead. The hero car takes one damage.
Off-Road
If one of the movement arrows would move the hero vehicle off the edge of the board (the guard rails on either edge or the front or back of the board), ignore that arrow and continue to the next arrow. Do not take damage. Part of a good strategy is to know when to use this to your advantage.
Example: The selected hero card shows arrows pointing forward, left, forward and the hero vehicle is on the left edge of the road. The hero vehicle moves one space forward, ignores the one space left because of the edge of the board, then moves one space forward.
Firing a Weapon
You may fire your vehicle's weapon either before or after movement (but not both).
The direction that the weapon is fired is determined by the card slot of the hero card chosen. The left card slot allows you to fire to the left, the center card slot allows you to fire forward, and the right card slot allows you to fire to the right.
The weapon is fired into the space adjacent to your vehicle. If there is a vehicle in that space, whether enemy or civilian, that vehicle takes one damage. Motorcycles and cars can only withstand one damage, so they would be immediately destroyed. Trucks can withstand two damage before they are destroyed - flip those vehicles to the damaged side.
Example: You choose to fire your weapon before movement. Since you chose the card in the left slot, you may fire to the space adjacent to the left of your vehicle. There is an enemy vehicle there and you destroy it and it is removed from the board. Your vehicle then moves according to the chosen hero card.
Braking
If the hero card selected is chosen for braking, you may move your vehicle zero, one, or two spaces backwards. Neither the arrows on the card nor its dashboard slot matter for braking.
When braking, follow the same rules as movement (ramming, damage, etc.), except that your weapon is never fired when braking.
Example: You select one hero card for braking and discard it. You choose to move two spaces backward. The first space is empty, but the second one rams a civilian car and the hero takes one damage.
Enemy Card
When you draw an enemy card, one of the enemy vehicle's fires its weapon!
To fire the enemy weapon, choose any one civilian vehicle or hero vehicle that is adjacent to an enemy vehicle. That vehicle takes one damage.
In the case that there are no enemy vehicles left, or there are no legal targets, no action is taken.
Civilian Card
When you draw a civilian card, you must move a civilian vehicle.
To move a civilian vehicle, choose any one civilian vehicle and move it to an adjacent empty space (including backwards!). Civilian vehicles cannot ram other vehicles nor do they fire weapons (they have none!).
In the case that there are no civilian vehicles left, or there is no place for any civilian vehicle to legally move, no action is taken.
Satellite Laser Strike (Optional)
If you are playing in rookie mission difficulty, you may optionally use the satellite laser strike card once to destroy one enemy vehicle. You may only use it once and only during the first three missions. After use, for the rest of the game, you will have one less point to spend during each upgrade step.
Hero Damage
When the hero vehicle takes damage, move the health token one space to the left. Once it reaches the last space, the mission has ended.
Satellite Uplink
When any vehicle moves into a satellite up-link space, the token is discarded. If it was your vehicle, you immediately gain one energy which you can use to charge up one upgrade or gain one health.
Using Upgrades
At any time during your turn, you may use an upgrade. You can use any number of different upgrades and any number of times. Each time you use an upgrade you must remove one charge from it or discard the upgrade card to the box.
Mission Ending
The mission will end in one of three ways:
- Exhaustion occurs when there are no more hero cards on the dashboard and the movement deck is empty. Do not continue - you have lost the game!
- Immobilization occurs when your vehicle has no health (the health cube is on the leftmost space). Do not continue - you have lost the game!
- Mission Accomplished occurs when all of the enemy vehicles have been destroyed.
Mission Scoring
At the end of a successful mission, you score points by starting with your chosen mission reward level and then subtracting one point for each civilian vehicle destroyed.
| Mission Reward Level | Points |
|---|---|
| Rookie | 8 |
| Normal | 7 |
| Expert | 6 |
Note that civilian vehicles destroyed by enemies still count against your score.
Example: At the end of the mission, one civilian motorcycle (-1), one civilian truck (-1), and all of the enemy vehicles were destroyed. At the normal scoring difficulty you scored 6 points (8 - 2).
Repairs and Upgrades
After the end of each mission, you will be able to use your scored points to repair your vehicle and install and charge your upgrades. You may use your points in the following ways any number of times:
- Add one health to your vehicle for one point each.
- Install a new upgrade for the cost of the card (comes with no charges).
- Add one charge to an installed upgrade for one point (Limited by charge spaces).
- Start your vehicle one space forward (Limit 4 times) for one point each. (Available only after completing the third mission before the Boss level).
When an upgrade is installed, it comes with no charges by default.
The upgrades will stay with the player until the end of the game, or until they are discarded.
Example: You have 8 points to spend. Your vehicle regains two health (-2). You purchase one upgrade (-2) and add one charge to it (-1). You add two charges to your other upgrades (-2). You still have one point to spend, but since you can't you lose it.
Boss Encounter
After the final mission is complete, it is time to face the final boss!
Setting Up the Boss
At the start of the game, you should have chosen a boss and a difficulty level.
Boss Movement Card Setup
Take a set of your chosen boss's 1/2/3 green cards. Then based on your chosen difficulty, randomly choose a number of those cards to replace with the corresponding pink card (the cards with weapon icons).
| Boss Difficulty | Green Cards | Pink Cards |
|---|---|---|
| Rookie | 2 | 1 |
| Normal | 1 | 2 |
| Expert | 0 | 3 |
Now place the 1, 2, and 3 cards in a column with 1 closest to you.
Boss Weapon Setup
For each weapon type you see on your boss's movement cards, take a random weapon card of that type and place it face up to the side of the board. Return the other weapon cards to the box.
Depending on the weapon card, take the matching tokens (if applicable) and set them near the board.
Hero Card Setup
Remove the civilian and enemy cards from the hero deck. Return them to the box.
Board Setup
No mission cards are used to set up the boards. By default your vehicle starts in your normal start position unless during the final upgrades step you spent points to start one or more spaces further ahead.
Token Setup
Finally, place the boss tile(s) nearby and a set of boss damage tokens.
The Boss' Turn
The boss encounter starts with the boss's turn consisting of these steps:
- Upkeep
- Move the Boss
- Weapon Activation
- Card Replacement
1. Upkeep (gear symbol)
During this step, if any of your weapon cards show the upkeep symbol and those weapon tokens are on the board, follow the instructions on the card if applicable. This might move a weapon token, if present, or perform some other action.
2. Move the Boss
During this step, the boss moves in a predictable pattern.
Look at the boss movement card closest to you. This card depicts the board furthest away from you and shows where the boss should move to. On the boss' first turn, just place the boss in that space. If your vehicle is in that space, it takes one damage and you move one space away to any free adjacent space. If the boss moves onto any other token, that token is removed from the board.
3. Weapon Activation
During this step, the boss activates his weapons.
Look at the symbols on the current boss movement card to determine which weapon(s) are activated. Follow the instructions on the matching weapon card depending on if the symbol is a Target symbol, Launch symbol, or Drone symbol.
4. Card Replacement
During this step, the current boss movement card is flipped over and moved to the top of the movement card column. To confirm you did this correctly, you should see the card numbers are sequential (and will wrap around back to 1). The new closest card will show the boss' plan for his next turn.
Playing Against the Boss
After the boss's turn, you will have your turn. Your turn plays the same as it does in the regular mission rounds. When your vehicle rams a boss, neither vehicle moves, however your vehicle takes one damage. On your turn, if you damage the boss, add one damage marker to the space you fired upon (if it doesn't already have a damage token in that spot).
Defeating the Boss
In order to defeat the boss, you must deal one damage to each of its vulnerable spots. Once this is done, you immediately win the game!
Weapons
Weapon tokens can be fired upon and destroyed like vehicles.
If they collide with any other token, they are removed from the board. By default, colliding with them doesn't cause damage unless indicated on its card.
If you need to place a weapon token and the supply has none remaining, move a token already on the board to the new space.
Target Weapons (target symbol)
Laser Activation - Each undamaged part of the boss vehicle will target in its indicated spaces. If your vehicle is in a targeted space, the weapon causes an explosion.
Lightning Coils Activation - Each undamaged part of the boss vehicle will target in its indicated spaces. If your vehicle is in a targeted space, the weapon causes an electric shock.
Flash Grenades Activation - Each undamaged part of the boss vehicle will target in its indicated spaces. If your vehicle is in a targeted space, the weapon causes disorientation.
Launch Weapons (launch symbol)
Concussion Missile Activation - Place a ROCKET token on the closest empty activation space. Upkeep - Move ROCKETS one space toward your vehicle (avoiding boss if possible). If it collides with your vehicle, it causes an explosion.
Voltage Missile Activation - Place a ROCKET token on the closest empty activation space. Upkeep - Move ROCKETS one space toward your vehicle (avoiding boss if possible). If it collides with your vehicle, it causes an electric shock.
Dazzling Missile Activation - Place a ROCKET token on the closest empty activation space. Upkeep - Move ROCKETS one space toward your vehicle (avoiding boss if possible). If it collides with your vehicle, it causes disorientation.
Drone Weapons (drone symbol)
Blaster Drone Activation - Place a DRONE token on the closest empty activation space. Upkeep - If your vehicle is in one of the 8 surrounding spaces of a DRONE, it causes an explosion.
Buzzing Drone Activation - Place a DRONE token on the closest empty activation space. Upkeep - If your vehicle is in one of the 8 surrounding spaces of a DRONE, it causes an electric shock.
Smoke Drone Activation - Place a DRONE token on the closest empty activation space. Upkeep - If your vehicle is in one of the 8 surrounding spaces of a DRONE, it causes disorientation.
Weapon Outcomes
Weapon cards refer to these outcomes when the weapon strikes...
- Explosion - Your vehicle takes one damage.
- Electric Shock - Discard a charge or a device card. Brake two spaces (ram and take damage as normal).
- Disorientation - Discard the top card of your deck and move as indicated (ram and take damage as normal).
Note: If you are disoriented during your movement (for example, because you hit a dazzling missile), the rest of your movement and weapon firing are cancelled.
Variant - Short Game
The short game consists of just one mission consisting of one green card and one pink card.
Unlike the normal game, you have 7 points to spend on purchasing upgrades before you start.
Play the rest of the game as normal except you win if you defeat all enemies.