Terminus Breach TD
Terminus Breach TD Rulebook
Table of Contents
Table of Contents
Overview
Players each choose a race and a character from that race. Players then create a map with a path using Terrain and Build Spot cards. Along these paths are plots of land that players can build towers on. As the Drakka march past the players attack the Drakka with their towers, gaining gold as a bounty from the Emperor for each kill, or petitioning the Emperor for assistance if not collecting bounty. There are 3 waves per Battle, and Victory Points are added up for each player at the end of every Battle. If a Drakka gets through the defense, they raise the Panic Level in the kingdom according to the Threat they present. If the Panic Level reaches 10, all armies must retreat and the game ends. Alternatively, if the players last through all 5 Battles in the game and clear the board, they are victorious & the game ends. The player with the most Victory Points wins the game.
Game Components
Tower Cards
- There are 3 types of towers:
- Air & Ground: Attack both flying & non-flying creatures, less damage.
- Heavy Ground: Attack only non-flying creatures, considerable damage.
- Holy: Bestow blessings on other towers, making them more effective.
- Holy towers can only be built on Terrain.
- Dwarves on Rocks, Elves on Trees, Humans on either but must pay 25GP to clear Treefolk on either but takes 2 turns to complete.
Tower card layout (as labelled on the card example, Spear Tower and Ballista Tower):
- Special Ability: shown beneath the tower name (for example, FLYING).
- Damage: Damage counters assigned with each shot.
- Range: Board squares in any direction.
- Rate: Shots during Defend phase.
- Cost: GP required to build or upgrade.
- Race: The race the tower belongs to.
- Upgrade: Pay the Cost to upgrade to this level.
Example printed values: Spear Tower (Human, Flying, Cost 25, Damage 1, Range 1, Rate 2) and Ballista Tower (Human, Flying, Cost 50, Damage 3, Range 1, Rate 2), shown as an upgrade level of the same tower line.
Drakka Cards
- Drakka are split into 5 different Battles.
- Each Battle has 3 Waves.
Drakka card layout (as labelled on the card example, Drak Wurm):
- Speed: Squares this Drakka moves during the Advance phase.
- Toughness: Maximum Damage this Drakka can withstand.
- Effect: Poison / Slow.
- Damage: The TENS value and the ONES value of the Drakka's damage.
- Faction: Troop type.
- Bounty: GP reward during the Resolve phase.
- Threat: Increase in Panic Level if this Drakka makes it all the way through.
Example printed values: Drak Wurm (Monster, Speed 5, Toughness 54, Bounty 90, Threat 4).
Game Components (Board and Tokens)
Printed component list (labels from the component page):
- Rock & Tree Terrain.
- Build Spots.
- Tower Covers: Use these cards to cover which version of your tower you're not using.
- Character Playmats.
- Boss Cards & Miniatures.
- 20 Sided Boss Die.
- 6 Sided Die: Used for initial turn order.
- Spy Networks.
- War Chests.
- Blessings.
- Battle Marker, Wave Marker, Panic Level Marker.
- Damage Counters: Valued 1, 3 and 5.
- Petitions.
- VPs: Victory Point Counters, valued 5, 25 and 100.
- GPs: Gold Piece Counters, valued 10, 50 and 100.
Game Setup
-
Choose a Map and Layout Terrain & Build Spots. Select a map from the 'MAPS' section; place Rock Terrain, Tree Terrain, and Build Spots to match the map. This will establish a path for the Drakka to advance along.
-
Choose Race & Character. First choose whether you'd like to play as the Dwarves, the Elves, the Treefolk, or the Humans. Then choose whether you'd like to play as the Military Leader, the Political Leader, or the Spiritual Leader.
- Once you've chosen, collect the Tower Cards for your character.
Race Specialties:
- Elves: Long Range
- Dwarves: Extra Damage
- Humans: Extra Shots
- Treefolk: Poison/Slow
Class Tactics:
- Military: Collect Kills / GP.
- Political: Collect Petitions & Favors; Spy Networks / War Chests.
- Spiritual: Bounties & Favors; Tower Level / Spy Network / War Chests.
-
Shuffle & Place Battle 1 Drakka Cards. Place the Battle 1 Drakka cards in the shaded area on the board that lines up with your path.
How to Play: Turn Phases
- Advance the Wave marker & give the die to the active player.
-
Advance Phase. Roll the D20 and apply the effect for each Boss (if present). Starting at the front, move Drakka their speed along the path.
- No two ground Drakka can occupy the same square, nor can two flying Drakka. A ground Drakka and a flying Drakka can occupy the same square.
- Drakka can be leap-frogged, and stop in the furthest unoccupied square they can reach.
- Assign DMG for Poison tokens.
- Decrease speed by the value on Slow tokens, and downgrade them.
-
Draw Phase. Roll the die: refer to the table and add the appropriate modifier. Draw that many Drakka one by one & move them along the path.
- If it's Wave 3, move the Boss for that Battle onto the path.
- Apply all movement rules from the Advance Phase.
- If there are no open spots for a Drakka, it gets TRAMPLED and put into a discard pile.
Battle 1 2 3 4 5 Modifier 2 4 6
Imperial Cards
- You can buy 1 Imperial Favor per turn by paying 25GP/Battle.
- Imperial cards cannot be played the turn they are collected.
- Once per Battle, players can discard as many Favors as they like and draw that many less one. Example: If a player discards 3, they draw 2. Discard 2, draw 1.
Imperial Favors
The Imperial Favor cards are: Spy, Tax Collector, Combust, Falconry, and Apathy.
Spy (Imperial Favor). Execute a Drakka or Sabotage a Tower. Kill any Drakka within 1 sq of your tower (NO BOUNTY), or prevent 1 tower from shooting this turn. Play multiple Spies to build a Spy Network.
- Kill any Drakka within 1sq of any of your towers, collect no bounty.
- May Sabotage after the shot is declared, before damage is assigned.
- Must Sabotage a tower that is eligible to shoot.
- May play to counter a Spy played by an opponent.
- VP bonus (Spy Network) during the Lull for playing Spy cards.
| Spy cards | 3 | 5 | 7 |
|---|---|---|---|
| Spy Networks | 1 | 2 | 3 |
| VP Reward | 10 | 15 | 20 |
Tax Collector (Imperial Favor). Immediately collect wartime tax revenue. Collect GP according to the current Battle. Play multiple Tax Collectors to build a War Chest.
-
Battle 1: 50GP
-
Battle 2: 100GP
-
Battle 3: 150GP
-
Battle 4: 200GP
-
Battle 5: 400GP (the printed value on the card for Battle 5 is small in the source scan and was read as 400GP; verify against a higher-resolution copy of the card if available)
-
Gives an immediate GP bonus when played.
-
GP bonus (War Chest) during the Lull for playing Tax Collectors.
| Tax Collectors | 3 | 5 | 7 |
|---|---|---|---|
| War Chests | 1 | 2 | 3 |
| GP Reward | 150 | 250 | 400 |
Combust (Imperial Favor). Dwarven Pyromancer adds fire to your attack. Elves, Dwarves, Treefolk: +2 DMG/Battle. Humans: +1 DMG/Battle. Applies to one tower for the next Defend Phase.
Falconry (Imperial Favor). Elven Druid adds long range to your attack. +1 RNG/Battle. Applies to one tower for the next Defend Phase.
Apathy (Imperial Favor). Human Wizard enthralls all Drakka in one square. Reduce SPEED to 1 for the next Advance Phase.
- Combust, Falconry and Apathy have an effect that is immediate and lasts one turn.
- Combust: +2 DMG/Battle for Elves, Dwarves, and Treefolk, +1 DMG/Battle for Humans.
- Falconry: +1 Range/Battle.
- Apathy: Slow all Drakka in one square for the next Advance phase.
Imperial Sanctions
- There are 2 of each available, you get to choose which one you would like.
Renovate. The Emperor lends you the services of his Architect. Upgrade any tower to the next level for FREE.
- Immediate tower upgrade to next level.
Carnage. The Emperor lends you the services of his Archmage. Destroy all Drakka on 3 connected squares.
- Kill all Drakka on 3 connected squares.
Invocation. The Emperor lends you the services of his Cleric. Bestow an Invocation blessing on any tower.
- Bestow one of your Invocation blessings on a tower of your choice.
Bosses
General Boss Rules
- Use the miniature to mark their place on the board.
- Set Boss Card to the side (wherever is convenient) to track stats.
- Bosses spawn first during the Draw Phase on Wave 3 of every Battle.
- Bosses occupy an entire square, and move only to open squares.
- Bosses are immune to Apathy.
- Roll Boss dice (D20) at the beginning of the Advance Phase for each Boss.
- Resolve effects immediately.
- The ability table for each Boss is printed on that Boss's card, not in the handbook text, and is not reproduced here.
Spy & Carnage Damage
| Boss | Spy | Carnage |
|---|---|---|
| Ork Chieftain | 10 DMG | 15 DMG |
| Lich King | 20 DMG | 30 DMG |
| Demon Prince | 30 DMG | 45 DMG |
| Drakkon Queen | 40 DMG | 60 DMG |
| Drak Lord | 50 DMG | 75 DMG |
Fear and Petrify
- Fear: All towers with a Fear token on them deal 1/2 DMG (round down). Only lasts for 1 Defend Phase.
- Petrify: All towers with a Petrify token on them cannot shoot at all. Only lasts for 1 Defend Phase.
Poison & Slow
Poison:
- One token per Drakka (doesn't stack).
- Upgrades if hit with higher Poison or Blessed.
- DMG during Advance Phase while moving.
Slow:
- One token per Drakka (doesn't stack).
- Minus to Speed (-1, -2, -3, -4). Minimum Speed of 1.
- Once used, downgrade Slow token 1 level.
- Replenish with new hit.
Leveling Your Character
- When you achieve a new level, collect Charged Crystal(s).
- Refer to the chart on your character sheet.
- Use a Charged Crystal to cast spells or collect Favors.
- Return it to the pile after using.
- Can be used immediately.
Choose one for each Crystal used:
| Crystal | Options |
|---|---|
| White | 2 Petitions, or 1 Favor, or 1sq. Carnage |
| Pink | 3 Petitions, or 3 Favors, or 2sq. Carnage |
| Red | 5 Favors, or Renovate, or 3sq. Carnage |
During the Lull
- The Lull happens after each Battle ends (every 3 Waves).
- Certain effects increase with the Battle: price of Favors, GP for Tax Collectors, Imperial card effects.
-
Tally VPs for Each Player. Collect VP counters for:
- 1 VP for each Dead Drakka killed during the last Battle.
- 1 VP per tower level (e.g. a level 3 tower is worth 3 VPs).
- Spy Networks.
- You can buy VPs for 100GP/VP.
-
Move Dead Drakka to Graveyard Pile. Return the following to the box:
- Trample discard pile.
- Unused Drakka at the beginning of the path.
- Drakka that made it through.
-
Set Up Next Battle.
- Shuffle next Battle deck of Drakka.
- Place at the beginning of the path.
-
During Lull 2 & Lull 4.
- Re-roll for initiative to see who goes first.
End Game
- Play continues until one of two conditions have been met:
- Players have survived all 5 Battles, or
- The Panic Level has reached 10, forcing retreat.
- Add up final VPs, including character levels.
| Character Level | 1 | 2 | 3 |
|---|---|---|---|
| VPs | 25 | 50 | 75 |
Victory
- The player with the most VPs at the end of the game wins.
- In case of a tie, the player with the most GP wins.
Maps
The handbook gives three example maps (printed page 9), shown only as images and not reproduced here:
- Normal
- Heroic
- Legendary
Glossary of Terms
- Aethwyna: The goddess of the Elves; values far sight, wisdom, and longevity.
- Battle: Consisting of 5 Waves, each Battle has a deck of Drakka, and increases the Battle Modifier.
- Battle Modifier: Throughout the game, the current Battle is used as a modifier for different things. e.g. "+1 DMG/Battle" during Battle 3 would be a +3 to the DMG stat of that tower.
- Blessings: Each race has their own blessings, their Holy Towers bestow them on shooting towers.
- The blessing is permanent, and has a Battle modifier that will scale the effect.
- Blessings can be re-assigned when upgrading the Holy Tower.
- Blessings may stack on the same tower.
- You may bless other player's towers.
- Bounty: GP collected for killing a Drakka.
- Carnage: Kill all Drakka on a specified number of connected squares.
- Connected Squares: Share a whole border, not diagonal.
- Drakka: Invading enemies from the country of Drak, split up into 5 Battle decks.
- Kills: Can be wherever you have room for it on the table, and represents the TOTAL number of Drakka in your Graveyard & Dead Drakka pile combined.