Robotech: Reconstruction
Robotech: Reconstruction Rulebook
Table of Contents
Table of Contents
Introduction
In Robotech Reconstruction Factions (players) are encouraged to make plans with and against one another as they play the game. All conversations must be public but no one is obligated to keep their promises.
Objective
To win, you must lead your faction to meet its goals before other factions achieve their own goals. You have a half-ally, a half-enemy, and a full enemy. You must work carefully to ensure you can reach your goals, but also ensure that no other Faction can stop you.
Learn to Play
This book will teach you to play as you read it. We first review the components with you. If you want to skip to the setup and play sequence turn to page 6.
Players
Robotech: Reconstruction plays best with 4 people, but you can play it with 3. In a 3 player game the REF faction's decisions are controlled by a player run bot.
Play Overview
- The game consists of up to 4 rounds.
- Players play 1 Event Card at the start of their turn. Each Event Card is tied to a Faction, enabling the faction to take additional actions that round.
- Playing your own Faction's Event Card reduces the actions you can take on your turn.
- The Timeline Bar shows the first player of each round. The rest of the round's turn order is determined by the Event Cards played.
- Players gain random and predetermined Event Cards as the game progresses.
- After all players / Factions in a round complete their turn, there is a Resolution Phase where all Factions get to take additional actions.
- Starting in round 2, players will check if anyone won the game, meaning the game can end before the 4th round.
Contents
- Game Board (1): The game board is made up of 13 spaces. They include 5 land territories, 5 city territories, and 3 zones.
- Victory Tracker (1): Each Faction tracks their Victory progress on this card.
- Protoculture Tracker (1): This card is used to track each Faction's total Protoculture amount. Factions spend Protoculture to take actions.
- Resolution/Timeline Card & Set Up Card (1): This double sided card has the set up for each territory on one side. The other side has a Timeline to track the game round and a Resolution Track that guides players through the Resolution Phase at the end of each round.
- Faction Cards (4): Each card has action options unique to its Faction.
- REF Bot Card (1): Use this card to set up for the automated player if you have less than 4 players. It has 2 sides, one for playing rules and the other for set up.
- Territory Cards (10): Territory Cards are used when playing the REF Bot. They determine where REF Pods are dropped.
- Drop Cards (10): Drop Cards are used when playing the REF Bot. They determine how many REF Pods are dropped.
- Reconstruction Event Card Deck (34): When it's your turn you must play an Event card. The event card drives the next Faction's turn. There are 2 areas on an event card: the white area and the black area. The white area has the main rules on the card, and the black has a bonus action that you may take. If you play your own Faction's card, you do not play special actions or use the black box option.
- Standees & Bases (4 & 4): Use these to mark the location of the Robotech hero characters.
Set Up
- Place the Game Board in the center of the play area. Players sit around the Game Board.
- Each player chooses a Faction to play, then places the corresponding Faction Card in front of them.
- Go through the Reconstruction Event Card deck and pull the 6 cards marked with the first-round symbol. Look to the bottom right of the card to locate the symbol. Place these 6 cards to the side.
- Between each player place the following cards. The players need to work together to manage the game, each taking responsibility:
- Protoculture Card
- Resolution / Timeline Card
- Victory Tracker Card
- The 6 Event Cards
- Place the 4 Faction Turn Markers near the Event Timeline. The first turn of the game starts with the RDF. Place the RDF Turn Marker on the first hex of the Event Timeline. It is pre-marked with the RDF logo.
- Place Faction Tracker Markers on the Protoculture Tracker card.
- Place 1 of each Faction Tracker Marker near the Victory Tracker Card.
- Place 1 Protoculture token in each of the Zone spaces on the Game Board.
- Flip over the Resolution Card and review the Set Up side. Place the described units and Hero Standees in the appropriate spaces. Units are placed one for one as noted on the card. Also, place the Faction Control Markers on the appropriate RDF or AUL side as noted on the Set Up card. Adjust the Victory Tracker Board as necessary based on Faction control.
- Place Zentraedi Civilians in the contentment trackers on the game board. These are pre-marked for the start of the game. Place 1 token on each of the pre-marked locations.
- Take the rest of the Reconstruction Event Deck and separate the cards into 2 piles based on symbol. Next, shuffle each pile. Place one pile on top of the other pile and place the deck near the Game Board.
The Round
A game of Robotech Reconstruction consists of up to four rounds. In a Round every Faction takes a turn where they will:
- Trade an Event Card
- Play an Event Card
- Take Command
- Draw an Event card
After all four Factions have completed their turns, follow the steps on the Round Resolution bar located on the Timeline Board. The round Resolution bar guides players through the steps to end the round and if needed, how to reset for the next round of the game.
A Player's Turn
The Event Timeline indicates the Faction turn order for the round. The leftmost Faction icon without a card played becomes the active Faction. In order the active Faction player:
1. Trade an Event Card
A player possesses a hand of event cards that they may elect to keep hidden or selectively reveal to other players. At the start of their turn, a player may optionally exchange one of the event cards currently in their hand in exchange for an event card from another player. Neither player is obligated to play the Event Card they receive in the exchange during the round, though they may if they wish. A player can offer a number of deals involving future game play during the discussion, but such agreements are not binding.
2. Play an Event Card to the Event Timeline
The active Faction player selects one card from their hand and places it below their Faction icon on the Event Timeline. The card is then resolved.
Event Card Description: 1. Faction Indicator; 2. Reaction Column; 3. White Box; 4. Black Box; 5. Card Group.
a. Check the Reaction column: Move down the column and find the first Faction who has yet to have their Faction piece placed on the Event Timeline. Place that Faction piece onto the Event Timeline. That Faction will take the next turn in the round.
b. Resolve the card's effect: The Faction indicator at the top left corner of the card indicates which Faction (player) takes the actions on the event card. The actions in the white box must be completed by that Faction unless physically impossible. The action in the black box is an optional action that players can elect to complete if the Faction indicator does not match the Faction of the player who played the Faction card.
For example, if the RDF player played an AUL Faction card then the AUL player must take the actions in the white box and has the option to elect to take the action in the black box.
If the REF player selected a REF Faction event card then the REF player only takes the action in the white box and does not get to take the action in the black box.
3. Take Command
Check the Event Card's Faction.
a. If a player plays another Faction's event card, then the player can select two actions from their normal and special actions when they take command.
b. If a player plays their own Faction's event card, then they can only select one normal action when they take command.
c. If a player plays their own Faction's event card, you do not get to take any additional actions during Take Command. In other words, once you resolve the effects of the event card your turn is over.
Actions When Taking Command
Players will select 1 or 2 unique actions per turn from their Faction Card. Some actions when taking command are repeatable (repeat symbol). When a player selects a repeatable action, they can repeat that action as long as the player has the Protoculture, the resources, and the positioning required for the action.
For example, RDF can keep flipping over additional covert Zentraedi Rebellion units to overt in multiple spaces as long as it has at least 3 Protoculture and a covert Zentraedi Rebellion unit to flip.
After the first action is completed, a player can complete their second action. Players cannot rotate repeatedly between actions in the same turn. For example, a player cannot complete a move action, then complete a flip action, and then complete another move action. Once the player starts the flip action after completing the move action, they cannot engage in any more move actions on their current turn.
4. Draw an Event Card
Drawing an Event card completes a player's turn. Once a player has drawn an Event Card, their turn is over, all actions taken on their turn are final. Check the turn indicator to see who plays next.
After everyone takes a Turn follow the Resolution Bar to complete the Round - see page 18.
Determining Territory Control
All board spaces, other than Zones, are considered a Territory. Control of a Territory is determined by counting the difference in the combined number of RDF and REF units versus the combined number of AUL and Zentraedi units. Named units, and AUL city tokens count as units towards control. If there is a tie, the Territory remains uncontrolled. Control and the Faction Control Marker flips as soon as there is a change of which Faction has a majority units within a Territory. Territory control may flip multiple times within a player's turn and in the Resolution Phase. Zones are not territories and zone spaces cannot be controlled. All territories count towards REF victory. Only City territories and AUL Cities count towards AUL victory.
Example 1: RDF (and Rick Hunter) and 2 REF units combine for 3 units which outnumber the 2 AUL units, resulting in RDF controlling the Territory.
Example 2: The Flagship and 1 REF unit count as 2, which equals the total of AUL and Zen units, resulting in no one controlling the Territory.
Example 3: Each AUL city token in a Territory counts as 1 additional AUL Unit. 1 AUL city token + 2 Activated Zentraedi fighters + 1 AUL units equals four units, which outnumbers the 3 REF units, resulting in AUL controlling the Territory.
Zones & Protoculture Tokens
Zones are not Territories. They do not count towards the REF or AUL Victory condition. AUL cannot build cities in a Zone. No Faction controls a zone. Each zone is supplied with 1 Protoculture token at the start of each round. A Protoculture token rewards the Faction that holds the token with 3 Protoculture during the Resolution Phase. The ZR holds all the Protoculture tokens taken to their hideout. When the token is outside of the ZR hideout, the Faction with the most units in the same space as the Protoculture token holds it. The RDF holds the token in the case of a tie among any Factions or there are no units in the same space as a Protoculture token that is outside of the ZR hideout.
Example 1: The Faction with the most units in the Zone gets the Protoculture - AUL.
Example 2: A tie results in the RDF gaining 3 Protoculture.
During the Return Protoculture step in the Resolution Phase, the Protoculture tokens are redistributed back to the Zones, with each Zone getting 1 Protoculture token.
Unit Caps
Players have a limited number of units they are allowed to deploy on the board. Players cannot deploy more units then what is physically provided in the game. Units that go out of play are available to be brought back into play later in the game. For example, if 2 RDF Veritech fighters are destroyed in turn 2, they are moved out of play and can move back into play if the RDF elects to recruit more.
Contentment Tracks
A Zentraedi Civilian's Contentment is represented in a Territory's Contentment track. A civilian on the left side of the track is content and cannot go off the track to the left. If a Zentraedi civilian moves to the lowest contentment value with the ZR symbol (on the right), it is taken off the track, never to return. This causes the Zentraedi civilian to become a Zentraedi Rebellion soldier. Place a covert Zentraedi Rebellion soldier in the Hideout, and earns the Zentraedi Rebellion a Victory point.
Example: The ZR pays 2 Protoculture to remove 1 Zentraedi civilian from the Reclamation Sector. Subtract 2 Protoculture from ZR on the Protoculture Card. This adds 1 ZR covert Soldier to the Hideout on the ZR Faction Card and increases ZR Victory by +1.
Attacks
The attack action does not destroy any of the attacking units. The defending Faction selects which of their units come off the board. Units taken off the board are moved to out of play. Units out of play are able to be brought back into play later in the game.
Faction Overview
Some actions are repeatable in a turn if a player pays additional Protoculture. Repeatable actions are identified with a repeat symbol.
RDF Overview
Victory: During the Resolution Phase, when checking for Victory, if the RDF has 5 or more Content Zentraedi civilians, they win.
Units: Rick Hunter, Military Mecha, Veritech Fighter.
Normal Actions
- Move - march (repeatable): For a total of 3 Protoculture, a player can move as many RDF units as they wish from one space to a single or multiple adjacent spaces. See Example of Play on page 16.
- Income - tax: Gain 2 Protoculture per RDF controlled Territory.
Special Actions
- Recruit - enlist: In a City controlled by RDF, spend 3 Protoculture to replace one AUL Partisan with an RDF Military Mecha - OR - replace 2 Military Mecha with a Veritech Fighter. City includes Territories that only have a City because the AUL Faction built a City in that Territory.
- Influence - curfew: Spend 3 Protoculture in a RDF controlled Territory with Rick Hunter or a Veritech Fighter and one Military Mecha or REF Battle Pod to shift one Zentraedi civilian one spot left on the Contentment Track.
- Flip - patrol (repeatable): For a total of 3 Protoculture, a player selects one Territory and flips one covert ZR unit to overt for each RDF unit in that space.
- Attack - mecha (repeatable): For a total of 3 Protoculture, RDF can attack only overt ZR in a single space. Rick Hunter destroys 2 units, Military Mecha destroys one ZR unit for each unit in a space, and Veritech Fighter destroys 2 ZR units for each unit in a space. The action can only be triggered once in a space per turn, but can be repeated across multiple spaces. The defender chooses within the space which of their units are removed off the board.
Strategy: Influencing Zentraedi civilians to be content across multiple Territories hinders the other Factions from undoing RDF's work to end the uprising and win.
After the Victory check at the end of the round, the RDF gets another chance to take their influence action in Territories they control. Once the RDF has completed this extra action, all RDF units must retreat to RDF controlled cities.
When you look at the Protoculture tracker, RDF actions are typically 3 times more expensive to complete then for your opponents to undertake similar actions.
ZR Overview
Victory: If the ZR has collected 11 Zentraedi civilians at any point during the game, they win.
Units: Khyron, Covert Soldier, Overt Mecha.
- Only overt ZR units may be attacked. Covert Soldiers become overt if: the ZR Faction uses them to attack, an Event Card flips a covert Soldier, or another Faction uses an action to flip a covert Soldier. Overt Mecha become covert Soldiers if: any Faction using an action to flip an overt Mecha to a covert Soldier, an Event Card flips an overt Mecha, or when an overt Mecha Retreats to the "Hideout" in the Resolution Phase.
- Khyron is covert in a space if any ZR units are covert and becomes overt in a space if there are no ZR covert pieces.
Normal Actions
- Move - sneak (repeatable): For 1 Protoculture, move 1 ZR unit 1 space, or between the hideout and any space.
- Recruit - bribe: For 1 Protoculture, in an AUL controlled Territory with an REF Battle Pod and a covert Zentraedi soldier replace an REF Battle Pod with an overt Mecha.
- Attack - ambush (repeatable): 1 Protoculture is required to be spent for each attacking unit. The ZR can attack any Faction's units. Each unit in a space can attack once per turn. Khyron destroys 2 units. Overt Mecha and covert soldiers destroy 1 unit. A covert Soldier flips to overt Mecha after destroying a unit. The defender chooses within the space which of their units are removed off the board.
- Income - steal: Gain 1 Protoculture per AUL controlled Territory.
Special Actions
- Flip - hide: For 1 Protoculture, change one covert ZR unit to an overt unit. (Printed as such.)
- Influence - inspire: For 1 Protoculture, in an AUL controlled Territory containing Khyron, shift an Zentraedi Civilian 1 spot to the right. If the Civilian moves to the ZR Faction symbol, the Civilian moves off the Game Board. Remove the Civilian from the game and place 1 covert Soldier in the ZR Hideout, and add 1 more Victory point to the ZR Victory track.
Strategy: The Zentraedi are playing the long game. They need to set themselves up so that at the end of each round they efficiently capture as many Civilians as possible. Remember, the only way to Influence Civilians to the Zentraedi cause outside of an event card is with the presence of Khron in a particular Territory to influence them. So, above all else, you need to keep Khyron safe, and capture enough Protoculture to utilize him to influence Civilians to join the Zentraedi cause.
REF Overview
Victory: During the Resolution Phase, when checking for Victory, if the RDF controls 7 Territories or more, they win. (Printed as such.)
Units: REF Flagship, Battle Pod.
Normal Actions
- Move - fly/drop (repeatable): For 1 Protoculture, move 1 REF unit 1 space. Or move 1 Battle Pod from the Flagship 'Constructed' zone to the same space as the Flagship OR - move 1 Battle Pod in the same space as the Flagship to the Flagship 'Constructed' zone on the Faction Card.
- Recruit - repairs: For 1 protoculture, move 1 Battle Pod from 'Assembly' to the 'Constructed' side of the Faction card.
- Influence - convince: For 1 Protoculture, in an RDF controlled Territory with a Battle Pod, shift 1 Zentraedi civilian 1 spot in either direction.
- Income - extort: Gain 1 Protoculture per RDF controlled Territory.
Special Actions
- Flip - scan: For 1 Protoculture, flip all covert ZR units to overt in the same space as the Flagship. For 2 Protoculture, flip all covert ZR units to overt in 1 adjacent space to the Flagship.
- Attack - Bombardment: For 1 Protoculture, in the space with the Flagship, destroy all overt ZR Units.
Strategy: Because the RDF retreats to the cities each round, responsibility falls to the REF to keep control of the territories for the RDF between rounds. Drop as many troops around the sparsely populated regions, and position the flagship in populated cities to slow Zentraedi recruitment.
AUL Overview
Victory: During the Resolution Phase, when checking for Victory, if the AUL controls 5 Cities or more, they win.
Units: Minmei, AUL Partisan, AUL City.
Normal Actions
- Move - march (repeatable): For a total of 1 Protoculture, a player can move as many AUL units as they wish from 1 Territory to 1 or multiple adjunct Territories. See RDF Move Example of Play on page 16.
- Recruit - canvas: For 1 Protoculture, place a new Partisan in an AUL controlled Territory.
- Attack - riot (repeatable): For 1 Protoculture, attack activated ZR, RDF, or REF forces. Select 1 Faction to attack, and for every 2 partisans in the Territory, remove 1 enemy unit from that Faction. The action can only be triggered once in a Territory per turn, but may be repeated across multiple Territories. The defender chooses within the space which of their units are removed off the board.
- Income - solicit: Gain 1 Protoculture per AUL controlled Territory.
Special Actions
- Build - construct: Cost 2 Protoculture. Can only be used once per turn. In any AUL controlled Territory, replace 2 Partisans with a city to gain 1 AUL City. See AUL City on page 18.
- Influence - concert: For each AUL Partisan in the Territory with Lynn Minmei shift a Zentraedi Civilian in the same Territory 1 spot on the Contentment track, or gain 1 Protoculture.
Strategy: Gaining control of 5 Cities is difficult as the RDF will always have an edge controlling New Macross City. Instead the AUL will need to build 1 or 2 extra Cities on the board. Either in city Territories they already control, or somewhere out in a non-city Territory.
AUL must balance the need to use partisans to create a city with the need to station partisans in Territories to maintain control of a city.
Play Examples
RDF Move Examples
The RDF moves twice in 1 round. The RDF's first move is to send three units to join forces with those already in the Northwest Quadrant and 1 unit to Excalibur Command Center. The second move is to split the Northwest Quadrant group into the Forest Preserve. These 2 moves cost the REF 6 Protoculture and The Forest Preserve will fall under RDF control, and changes the Northwest Quadrant to uncontrolled. Add "RDF & AUL move action works the same way." (Printed as such.)
Zentraedi Move Example
The Zentraedi must pay 1 Protoculture for each space each of their units travel. The player wants to move 1 unit to an adjacent Territory, which will cost 1 Protoculture. They also want to move another unit across the map. They can do this cheaply by first moving it to the "Hideout", and then to the new Territory, for a cost of 2 Protoculture. Altogether, they will spend 3 Protoculture to accomplish both moves.
Zentraedi Rebellion Battle Example
The Zentraedi Rebellion Faction has elected to attack the REF. Two Covert Soldiers are used to attack the two REF Battle Pods. Each Covert Soldier can only destroy one unit. After paying a total of 2 Protoculture to destroy the two REF Units, the Covert Soldiers flip to Overt Mechas. And control of the Territory changes as a result.
AUL City
Building AUL City Example: To construct a City, AUL has to exchange 2 AUL Partisans. Notice: constructing a City can result in AUL losing control of a Territory due to the reduction of AUL supporting forces within that Territory. You may build AUL Cities in City Territories and Land Territories. A Territory can hold more than one city. AUL cities cannot be destroyed. Each AUL city counts as one AUL unit in the territory. AUL built Cities only count towards AUL's VP if they also control the territory housing the city.
Resolution Phase
After every player has taken a turn, use the Resolution indicator to perform the following in sequence:
- Victory check - skipped in the first round. Check in order of the Event Timeline. First faction, in order on the Event Timeline that meets their Victory Condition wins. See Major Victory Section on page 19.
- Income: Each player takes the income action and gains Protoculture.
- Return Protoculture: Each player who has majority control in a Space with a Protoculture Cell gains three Protoculture. If there is a tie or no control in those Spaces, the Protoculture goes to the RDF. The Protoculture Cells are then returned to their starting zones.
- Influence: The ZR and RDF may take the Influence action. The ZR performs the influence action first, then the RDF.
- Retreat (This does not cost Protoculture): All Overt ZR Mechas and Khyron retreat back to the ZR hideout, and become covert.
- Resupply (this does not cost protoculture): The RDF player must move RDF units not in a RDF controlled city to RDF controlled cities, or New Macross City. Player can group or divide units moved as they see fit. City spaces include City Territories and Land Territories with at least 1 AUL City.
- Recruit: The REF then the AUL may take the Recruit action.
- Return to the Board: If removed from play during the round Rick respawns in New Macross City, Minmei respawns in Granite City, and the REF Flagship player selects any space on the board to respawn the Flagship.
- Find the Event Cards for each Faction that contain the current round number (symbol) and deal that Card to the Faction.
- Clear the Event Timeline, advance the Round Tracker, and place the Faction Marker on the first space on the Event Timeline as indicated for the new round. Reset the Resolution Phase tracker to the first space.
Named Characters
Minmei, Rick, and Khyron are treated as any other unit when counting for Territory control, and can be attacked in battle. If removed from the board they are set off to the side until the Return to the Board step during the Resolution Phase. They are returned to the board in their respawn Territories.
The REF Flagship counts as any other unit when counting for territory control, but cannot be attacked in combat. If an event card removes the flagship from the board, the flagship is returned during the Resolution Phase and the REF player may place it on the board on any space.
Reminders
Players are not allowed to trade units. Protoculture can only be transferred from one player to another if instructed to do so by an event on an Event Card.
Factions are encouraged to make plans with and against one another as they play the game. All conversations must be public but no one is obligated to keep their promises.
Hidden Information
The event cards are the only piece of hidden information in the game. Players may discuss or show other players their event cards at their discretion.
Trades
Only one event card is traded at the beginning of the player's turn, the player cannot make another trade on their turn. The trade that takes place must include the player who is taking their turn.
Victory Types
Major Victory
When a Faction achieves a major Victory, they are the only Faction to win the game.
The Anti-Unification League archives a Major Victory if they control a least 5 Cities during the Victory check during the Resolution Phase. Example: Each City Territory they control plus each city built in a Territory under their control counts towards Victory. (Illustrated example: 3 points from City tokens under AUL control; 2 points from City Territories under AUL control.)
The ZR achieves a Major Victory as soon as 11 Zentraedi civilians have converted into soldiers. The Victory is instantaneous, and can occur before the Resolution Phase. Unlike other Factions, the Zentraedi can never lose Victory points once earned. All other factions only check if they have met their Major Victory condition during Victory Check of the Resolution Phase. Check for victory in the same order as on the Event Timeline. The first faction to meet their Victory Condition wins the game.
The REF wins if the RDF controls at least 7 Territories during the Victory check during the Resolution Phase.
The RDF Wins if at least 5 Zentraedi civilians on the Contentment are Content Tracks during the Victory check during the Resolution Phase.
Minor Victory
Two Factions win Minor Victories if no Faction has achieved a major Victory during Victory Check in the Resolution Phase at the end of the fourth round.
One Minor Victory is awarded to either the RDF or the AUL. To determine the Minor victor winner compare the current VP's between the RDF and the AUL. Whoever has the most VP's wins the minor Victory, with ties going to the AUL.
The other Minor Victory winner is awarded to either the REF or the Zentraedi Rebellion. The Zentraedi Rebellion uses a minor Victory point track. Compare the Zentraedi's minor Victory point total with the REF's VP's. Whoever has the most points wins the minor Victory, with ties going to the REF.
Example: The REF bests the AUL. Since the RDF tied with the Zentraedi on the minor Victory point track, the RDF win. (Printed as such.)
3 Player Rules
In a three player game, players choose to play either the RDF, AUL, or ZR. The REF player is auto controlled using the setup and steps below.
Setup
Setup the board the same way you would setup a 4 player game. Leave the Viva Miriya Event Card in the game box.
The REF begins with 17 units To Construct, and 0 units in Constructed. Which leaves 6 units at the start of the game out of play.
REF units destroyed or converted go to out of play. Event Cards can potentially move units out of play to 'assembly' on the REF Bot Card.
Gameplay
In a three player game the REF is controlled by two decks of cards the Drop Cards, and Territory Cards.
Follow the steps below when it is the REF's turn:
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Randomly play an Event Card from the Bot's hand. If the Card played is an REF card, see the next section, Execute REF Event Cards.
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Move 5 Battle Pods from 'Assembly' to 'Constructed.' Move all remaining Pods from 'Assembly' to 'Constructed' if less than 5 units are in 'Constructed.'
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Shuffle & draw 1 Drop Card.
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Shuffle Territory cards. Draw 1 for each Territory indicated. Place the number of units indicated in each Territory in order. Stop when there are no more units in 'Constructed' or all drops are complete.
Example: There are 5 or more Battle Pods in 'Constructed', place 1 battle pod in the card drawn for Territory 1, place 2 battle pods in the card drawn for Territory 2, and place 2 battle pods in the card drawn for Territory 3. If there are only 4 Battle Pods in 'Constructed', place 1 in Territory 1, 2 in Territory 2, and 1 in Territory 3. And if there are only 3 Battle Pods in 'Constructed', place 1 in Territory 1, 2 in Territory 2, and none in Territory 3.
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Place the Flagship in the last Territory to receive Battle Pods.
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If there are no units to drop at the start of the REF's turn, draw 1 Territory Card and Move the Flagship to the Territory.
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Flip all ZR to overt in the territory with the Flagship. For every REF unit in the territory, including the flagship, destroy 1 ZR unit.
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Draw a new Event Card for the Bot's hand. (Printed twice in the source.)
How to Execute REF Event Cards
- Always take the white box action. Do not take black box actions.
- Complete as much of the action as possible.
- Use Territory cards to randomly select where the action will take place.
- When an action says replace, randomly draw Territory Cards until the action is complete or you run out of cards.
Resolution Phase
If needed, randomly draw 1 Territory Card to respawn the Flagship during the Resolution Phase.
Victory Conditions
Victory conditions are the same as a 4 player game. That means the REF can still win the game, even though no one is playing as the REF player.
Quick Reference Sheet
The Round
In a Round every player takes a turn which consists of: Trade an Event Card; Play an Event Card; Take Command; Draw an Event Card. After every player has taken a turn, resolve the round using the round resolution bar. When attacked, defenders select which of their units come off the board.
Event Card Reference
- Faction Indicator; 2. Reaction Column; 3. White Box; 4. Black Box; 5. Card Group.
Victory
| AUL | RDF | REF | ZR | |
|---|---|---|---|---|
| Major | Control 5 or more Cities | 5 or more Zentraedi civilians are Content | Control 7 or more Territories | 11 Zentraedi Civilians Join ZR |
| Minor | VP track equal to or greater than RDF | VP track greater than AUL | VP track equal to or greater than Zentraedi minor VP track | Minor VP track higher than REF |
Reminders
Players are encouraged to make plans with and against one another as they play the game, remember that:
- Table Talk: All conversations are to be had at the table. Players are not allowed to leave to have conversations in secret.
- Deals: Players do not have to keep promises made to other players.
- Trades: Only 1 event card may be traded at the beginning of the player's turn, the player cannot make a second trade on their turn.