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Tomorrow

Tomorrow Rulebook

Table of Contents

Table of Contents

  • Components
  • Game Setup
  • Objectives
    • Cooperate – Save Humanity!
    • Compete - Become the Next Superpower!
  • Game Phases
    • I. Event Phase
    • II. Resource Allocation Phase
    • III. Resource Resolution Phase
    • IV. Clean Up
  • Play Note
  • Resources
    • Biologicals
      • Biological Attack
      • Bio Defense
    • Nuclear
    • Terror
      • Terror Attack
      • Counter Terrorism
    • Cyber
      • Cyber Attack
      • Cyber Defense
    • Military
      • Territory Invasion
      • Air Strike on Another Player's Capitol
      • Countermeasures
    • Diplomacy
      • Coup
      • Effective Insurgency
  • Special Cards
    • Control of Cyberspace
    • Doomsday Virus
    • The Big Red Button
  • Vendettas
  • Important Concepts
    • Political Capital
    • Global Threat Track
    • Global Impact Rating
    • Happenings
    • Control Markers
    • Annihilating Population
  • End Game Scoring

Components

1 Game Board

1 10-sided Die

100 Wooden Population Pawns

48 Resource Cards

36 Event Cards

30 Biological Cards

18 Secret Objective Cards

13 Territory Cards

3 Special Cards

60 Political Capital Markers

30 Control Markers

15 Nuke Markers

2 Track Markers (Death & Life)

6 Turn Order Tokens

6 Player Aids

Game Setup

  1. Place the board in the center of the table. Place the indicated number of wooden population pawns on each land territory (each pawn represents roughly 70 million people).
  2. Place the Die, Special Cards and Political Capital Markers next to the board.
  3. Give each player 10 points of Political Capital.
  4. Separate the Event Cards into three piles - black, red and green - shuffle and place the three piles next to the board.
  5. Determine which power each player will control. Each should take the corresponding Resource Cards, Secret Objectives Cards, Control Markers, Nuke Markers and Player Aid. In case of a 5 player game the Arab Caliphate is not in the game. In case of a 4 player game the European Union is also removed.
  6. Separate the Biological Cards, shuffle them, and give each player the number of Biologicals indicated on the player aids, removing the rest. Take the Turn Order Markers, randomize them, and place one face-down on each Turn Order spot on the board, in preparation for the first turn.
  7. Each player then secretly selects one Secret Objective card and places the other two cards back in the box; they will not be used in the game.
  8. Take all of the Territory Cards – removing the Arab Caliphate and/or European Union if players are assuming those positions – and place them on their respective Territories around the board.
  9. You're ready to save or doom humanity!

Objectives

Cooperate – Save Humanity!

Tomorrow's primary goal is to eliminate the global threat and save humanity. This is accomplished by depopulating the world via nuclear and biological atrocities. The global threat will get increasingly more severe during the course of the game and you must stay ahead of it until you have finally eliminated the threat altogether. Succeed, humanity persists and you've achieved your cooperative goal. Lose, and humanity's extinction is insured while you all lose the game.

Compete - Become the Next Superpower!

At the end of the game, if humanity survives, the player with the most Political Capital is the ultimate winner, having positioned their nation to rule the post-apocalyptic world.

Game Phases

Turns are broken down into four simple game phases:

I. Event Phase

Each turn begins with the Event phase. Simply reveal the top Event card and resolve it.

II. Resource Allocation Phase

Each player secretly selects two resources for the upcoming turn (or three if they have possession of the Cyberspace card) and places them face down.

III. Resource Resolution Phase

After all players have secretly selected their resources for the upcoming turn, reveal the first (and only the first) Random Turn Order token. That player may use one, all or none of their resources. In other words players are never required to play their chosen resources; instead, they may save one or both to block other player actions during the turn. (See Resources below) This process is repeated until the final player has taken their turn.

IV. Clean Up

After the last player takes their turn, mix up the Random Turn Order tokens. Then roll the 10-sided die and advance the Death Marker that number of spaces. By the end of the next turn you must have the Life Marker below that point or you all lose the game.

Play Note

The heart of this game lies in negotiation, planning, cooperation and backstabbing. While there is no formal "Negotiation Phase" players are encouraged to openly discuss treaties, plans, or any other diabolical operations. Players may leave the room to discuss the situation at hand. No deals are binding.

Resources

Every nation has eight Resource Cards. Six of them are reusable, while two must be removed from the game after being used once. However, while six of those cards are reusable, each Power has a finite and specific number of Control (for expansion via Diplomacy and Military), Biological and Nuclear markers. These represent a hard limit as to how many aggressive actions you may take. Even though you can keep playing those cards for defensive purposes, once your stock is expended you may not expand more or inflict additional damage.

There are six different resources in Tomorrow and they all have specific rules in how they work. Keep in mind that there are differences in some cases between the capabilities of Resource Cards.

Additionally, every time you use a Military, Nuclear or Biological Resource as an attack action, you lose 1 point of Political Capital.

If you use a Resource to "block" an aggressive player's action you gain 1 point of Political Capital.

The target nation is always given the chance to block first. If they choose not to block the action, start with the player to the target nation's left and ask if they'd like to block the action and then proceed clockwise around the table until someone blocks or all players have passed.

Biologicals

The primary way by which you will depopulate the planet. Biological weapons function in many different ways, each unique. Some automatically eliminate population; others only do so in high population areas. Some are automatically and immediately dispersed while others may remain for additional turns. Some eliminate additional random population; others spread to neighbouring territories. Your Biological resource cards may be used in two different ways:

Biological Attack

Allows you to unleash a biological attack on any land territory on the board. When triggering a Biological Attack by playing your Biological resource card, assuming it is not blocked, select one of your Biological Markers to use and resolve it. You must also discard one point of Political Capital. Biological attacks include four components:

A. Immediate Annihilation

This only occurs when the biological is first unleashed; it does not occur a second or third time during longer durations. This manifests in two ways: automatically annihilating 1 or more population, and/or automatically annihilating 1 pop for every 5 they then have remaining.

B. Spreading

This only occurs when the biological is first unleashed; it does not occur a second or third time during longer durations. Roll the d10 to check for each adjacent land territory: if the roll number falls within the target range on the Biological card the disease spreads there, but for this turn only (Duration 1). If the roll is outside that target number then it does not spread to that territory.

C. Duration

How many turns the biological lasts. Duration 1 attacks are immediately resolved and then leaves. Duration 2 is immediately resolved and then is resolved a second time on the target player's next turn after the next Event and then leaves. Duration 3 is immediately resolved and then is resolved on each of the next two turns. To indicate remaining duration, place the Biological card face down on the target territory for a Duration 3, then flipping it over after being resolved for the second time to indicate it still has one resolution left. For Duration 2, place it face-up on the target territory to indicate it has just one resolution remaining.

D. Random Annihilation Check

This is checked on every turn that the biological remains in effect. Roll the d10 for each check on your target. If the roll is greater than the number of pop remaining in the territory it does not annihilate one. If it is equal to or less than the remaining pop it does annihilate one. Thus, for any territory with 10 or more pop remaining, these are automatic hits.

Example: The USA player decides to unleash the dreaded Professor Hecker's Blend on China. No one blocks the attack. China currently has its full count of 20 population pawns. The bio card says to immediately kill one population in China. The USA player places the pawn representing 70 million Chinese in front of their play area. A check is made to see if the disease spreads. A roll is made for every adjacent nation to China and on a 1-8 it will spread to that territory. It somehow only spreads to Central Asia. A population pawn is immediately removed from Central Asia and claimed by the USA player. Professor Hecker's Blend has a duration of 3 turns which means there will be a total of three Random Annihilation Checks for this disease in China ONLY as spreading diseases last only one round. There is no need to roll as China has 19 population remaining so the USA player claims another population pawn from the China player. This will occur over the next two turns and then the wicked Professor Hecker's Blend will finally be removed from play. The USA player must discard 1 point of Political Capital for using a bio weapon.

Bio Defense

If you have a Biological resource card as one of the resources you've selected for this turn, you may use it to effectively block another player's Bio Attack against you or any player.

Nuclear

Contrary to what you might expect, Nukes should not be used for depopulation: thanks to the damage they themselves do to the global threat level, eliminating Population by nuclear means is not a net gain. Instead, Nukes are a vengeance weapon that destroy to land and environment of their target. Nukes are what players should use to gain revenge, to punish an opponent for working against them.

Nuclear Resource Cards may only be used to attack. A nuclear attack immediately removes one population pawn from the board of the target country. In addition, another pawn is removed for every five pawns still remaining. The initiating resource is then placed on the target territory to signify nuclear damage, which will cost them Political Capital at the end of the game.

The United States and Russia are the only two Powers with Global Nukes which can be used against any land territory on the board. Every other Power has short-range nukes which may only be used against an adjacent land territory to one they control.

Example: Russia uses its Long Range Nukes to attack the USA which is full of its initial five population pawns. One pawn is immediately removed from the board and placed in front of the Russian player. For every five pawns remaining another pawn is removed (rounding down) and since the USA has only four pawns left the Russian player fails to collect additional pawns. A Nuke Token is placed on the USA.

Terror

Attacks of terror, while not significant enough to destroy population, are devastating to the infrastructure and the mindset of the people of a nation. The terror resource may be used in one of two ways:

Terror Attack

Used against any other player as an action. This forces the target player to exhaust one of their remaining resources for this turn, thus returning the card to their unused stock, and losing 1 Political Capital.

Counter Terrorism

Used to effectively block another player's terror attack against you or any player.

Cyber

Control of the Internet is vital to national security. Having control of cyberspace - imposing your will on other Powers - allows you to maximize your options. Cyber Resource Cards can be used in two ways:

Cyber Attack

A direct Cyber Attack simply grants you the Cyberspace card - so long as another player does not block your attempt with their own Cyber Resource Card! The Cyberspace card grants you a third resource during the Resource Allocation Phase, a substantial tactical advantage.

Cyber Defense

You may use your Cyber Resource Card to effectively block another player's Cyber Attack against you or another player.

Military

Military is the most powerful way to expand around the map. It allows you to claim land and sea territories, and when a military invasion is successful you immediately seize control of the target territory. You may use Military Resource Cards in one of three ways:

Territory Invasion

Allows you to gain control of any territory (except player-controlled capitols) adjacent to one you already control - as long as no one else blocks your action with a Military Resource of their own. If successful, place your Control Marker on the territory, removing any other player's Control Marker that was already there and placing it in front of you (see Vendettas, below). If unsuccessful, both you and the blocking player exhaust your cards. (Unless the resource says to remove after use. These cards are still removed!)

Air Strike on Another Player's Capitol

Allows you to attack an opponent's capitol, in order to force them to discard any Resources they have remaining for this turn. You may not take control of another player's capitol; this only impacts their resources. If unsuccessful, both you and the blocking player exhaust your cards.

Countermeasures

Allows you to block another player's attempt to use a Military card as an action. You may block attempted actions anywhere on the board.

Diplomacy

Diplomacy is the more flexible but less powerful way to expand. On the plus side, Diplomacy may be used to expand to any land territory around the map. On the negative side, it only affects land territories and, if another player already controls the territory, all it does is remove their control (either Military or Diplomatic), not give you immediate control of it. Diplomacy can be used in one of two ways:

Coup

Allows you to influence a territory that is not an opponent's capitol, anywhere on the board. So long as no one else blocks your action with a Diplomacy card of their own, if the territory is not currently being controlled, place your resource on the territory. If the territory is already under another player's control, remove their control marker instead, not placing your own down.

Effective Insurgency

Allows you to block another player's attempt to use a Diplomacy card as an action. You may block attempted actions anywhere on the board.

Special Cards

There are three Special Cards that begin the game not in any player's control:

Control of Cyberspace

Ownership of this card grants the player a third resource during the Resource Allocation Phase. You get it by playing a Cyberspace Resource Card as an action that is not blocked by another player.

Doomsday Virus

Any player may use; discard after use.

The Big Red Button

This simulates the potential threat for a global thermonuclear war that would incinerate the planet. On their turn, USA or Russia may use this to end the game. Note: groups not comfortable with this card may choose not to use it.

Vendettas

Taking actions against other players creates an opportunity to gain additional Political Capital, while also putting political pressure on the target from their own people to respond and launch a counter-attack against you. Whenever you successfully attack another player, if they have any Control Markers left, you take one of them and place them in front of you. On the next turn, if they do not attempt an action against you with one of their resources, you keep that Control Marker for the rest of the game. This limits their ability to expand during the game and, during End Game Scoring, counts as though you annihilated one of their Population. However, if they do even attempt to attack you on the next turn, they take the Control Marker back again. If their attack is successful they do not then take one of your Control Markers and create a Vendetta; they would need to attack another time.

Important Concepts

Political Capital

The player with the most Political Capital at the end of the game wins. It can be earned (or lost) in a variety of ways (see End Game Scoring, below).

Global Threat Track

The Global Threat Track reflects the current threat to human extinction. On it is a Life Marker and a Death Marker. If, after every player has taken their turn, the Death Marker is farther down the track than the Life Marker the game is over and everyone loses. The Life Marker moves down the track by annihilating population with biological horrors.

Global Impact Rating

This rating measures how much negative global impact each nation is currently having on the Earth. It is used as a modifier when adjusting moving the Life Marker down the Global Threat Track. If, for example, 1 Population is annihilated from the United States the Life Marker would move 3 spaces, multiplying the number of Pop lost by the Global Impact of that Power. Other than the six Major Powers, all other territories have just 1 Global Impact.

Happenings

The Happenings in Tomorrow are random things that the players deal with; it's not enough that the world is teetering on the brink – but as the world population attempts to deal with calamities - these Happenings are triggering, forcing players to deal with the opportunities and threats they provide.

Control Markers

Each nation has a specific number of Control Markers that are used when a player controlled nation uses its military or diplomacy resources to take over a neutral or non-player capitol.

In addition, if a player controlled country attacks another player controlled country with a military or nuclear attack action, the country that was attacked must temporarily surrender one of its Control Markers. If a retaliation strike is not made on the next full round, the player loses that control marker and the attacking nation keeps it as a trophy and earns end game Political Capital.

Annihilating Population

Whenever population is annihilated by another player:

Place the population pawn(s) in front of the player who annihilated it regardless of whether it was due to a nuclear, biological, or other means.

Reduce the Global Threat Level an amount equal to the number of population annihilated multiplied by the Global Impact of the territory they came from. All territories that are not a player's capitol have a Global Impact of 1.

Example: 1 USA pawn is annihilated by the European Union (EU) player. The USA pawn is placed in front of the EU player. Referring to the Player Aid the USA has a Global Impact of 3, so the Global Threat Level is reduced by 3 points (3 Global Impact x1 USA pawn).

Note: Some Happenings cards will annihilate population without any actions from players. These population pawns do not score point for any player; they are simply removed from play.

End Game Scoring

Assuming that the players save humanity, you calculate the final scores by doing the following:

Players privately add or remove Political Capital (PC) to their current secret stash:

  • For each different colour of population you annihilated, multiply the number of pawns of that colour by the "Annihilate" number on your Secret Objective Card
  • For each Control Marker you hold from other players, receive the "Annihilate" number on your Secret Objective Card
  • For each land territory you control, multiply the number of pawns left in that territory by the "Protect" number on your Secret Objective Card
  • For each land or water territory you control around the board, receive 1 PC. (Not counting home territory!)
  • For each Nuclear Damage or active Biological on territories you control, lose 1 PC.

Once final totals are secretly calculated, randomly determine turn order using the Random Turn Order Tokens and reveal the first one. Then each player, one at a time, may choose to give any amount of their Political Capital to another player. This is done to settle scores and to throw your political muscle to another player if you don't think you can win.

Example: India finished the game with 11 points of PC (They started with 10 and earned 4 points via blocking actions and lost 3 points for aggressive actions) India managed to eliminate three China population pawns and four from Central Asia. India was playing with its "Regional Focus" Secret Objective, which reward a X3 modifier for every Chinese pawn it kills. It also receives a X2 modifier for every Central Asia pawn. This gives India another 17 points of PC (9 for China and 8 for Central Asia). India has one Control Marker from the China, which earns India another 3 points. (3x1)

India has seven purple pawns left in its home country and also has control of Southeast Asia and South Africa. The Secret Objective card reveals a X3 bonus for protecting India pawns and a X2 modifier for every pawn in both SE Asia and North Africa. There is one pawn in Southeast Asia and two in North Africa, earning India 27 points (7x3 + 2x1 + 2x2)

India receives 3 more points for its control of SE Asia, North Africa, and the Arabian Sea.

India now loses 2 points due to having a Nuke Token and an active Biological Disease in its home territory.

India finishes with 59 points.