War Titans: Invaders Must Die!
War Titans: Invaders Must Die! Rulebook
Table of Contents
Table of Contents
Components
Box Contents
- 1 Game Board
- 4 Titan Pawns
- 5 Amphibious Invader Pawns
- 5 Mechanical Invader Pawns
- 5 Terrestrial Invader Pawns
- 5 Flying Invader Pawns
- 4 Invader Lairs
- 20 Invader Cards
- 3 Blue Support Pawns
- 3 Yellow Support Pawns
- 3 Red Support Pawns
- 3 Green Support Pawns
- 8 Pilot Cards
- 4 Titan Sheets
- 6 6-faced custom dice
- 4 Final Blow Tokens
- 1 Lead Character Token
- 75 Tech Cards
- 72 Episode Cards
- 4 Final Blow
- 4 Final Episodes
- 1 Alert Token
- 30 Credit Tokens
- 6 Rift Tokens
- 6 Tyrant Artifact Cards
- 20 Titan Damage Tokens
- 40 City Damage Tokens
- 10 Invader Damage Tokens
- 13 City Destroyed Tokens
Setup
- Place the game board on the table.
- Randomly hand out one Titan Sheet and 2 Pilot Cards to each player. Each player also selects a different color for his supports among the 4 available.
- Place the various Support Tokens near the game board.
- Shuffle the Episode Cards and place them in the specified spot on the game board.
- Shuffle the Rift Tokens, randomly pick 4 and, without looking at them, place them face down on the specified spots of the game board.
- Divide the Invader Miniatures into 4 groups, one for each Invader type.
- Randomly assign an Invader type to each of the face down Rift Tokens, then place the Invader Pawns on them.
- Arrange the four Invader Lairs and the Invader Cards by the side of the game board, near the Rift they are assigned to.
- The players need to decide who will be the Lead Character at the beginning of the game. Hand the Lead Character Token to the chosen player.
- Shuffle and place the Tech Cards on their specific slot on the game board, then draw 3 and position them face up on the side of the game board.
- Shuffle the Final Episode Cards and position them on the side of the game board.
- Each player chooses a Pilot Card from those dealt to them at the very beginning and discards the other one.
- Starting with the Lead Character and proceeding clockwise, each player places his Titan miniature on a city of his choice on the game board.
Don't Forget (the setup sidebar, with a diagram of the Invader Pawn placement by Reward Value)
- On each Rift Token, you need to place a number of Invader Pawns equal to the number of players + 1.
- In a 2-player game, all Invaders with a Reward Value of 2 start the game from the Lair.
- In a 3-player game, 1 Invader with a Reward Value of 2 of each type is chosen to start the game from the Lair.
- Invaders with a Reward Value of 1 start the game from position 1.
- Invaders with a Reward Value of 2 start the game from position 2.
- Invaders with a Reward Value of 3 start the game from position 3.
The Titan Sheets
Titan Abilities
Each Titan has 5 abilities:
- Hit Points represent the capability to withstand damage; when a Titan suffers a number of Damage points equal to its Hit Points value, it is destroyed.
- Armor represents the ability to reduce incoming enemy damage; whenever it suffers Damage, the Titan's armor prevents a number of Damage points equal to the Armor value, up to potentially reducing damage received to 0.
- Combat measures the Titan's fighting skills in battle; whenever a Combat Check is required, the player rolls a number of dice equal to the Titan's Combat ability score. Each die symbol matching the corresponding symbols of the Combat ability printed on the Titan Sheet is counted as a success. When attacking an Invader, each success translates into 1 damage dealt to that Invader.
- Movement indicates the speed of a Titan; during the Opening Phase a player can move a Titan by a number of cities equal to his Movement ability. Whenever a Movement Check is required, the player rolls a number of dice equal to the Titan's Movement ability score. Each die symbol matching the corresponding symbols of the Movement ability printed on the Titan Sheet is counted as a success.
- Repair represents a Titan's capability to repair itself, to accumulate energy, and keep its assets fully functional. Whenever a Repair Check is required, the player rolls a number of dice equal to the Titan's Repair ability score. Each die symbol matching the corresponding symbols of the Repair ability printed on the Titan Sheet is counted as a success. At the start of the Upgrade Phase, each player rolls a Repair Check. For each success in this Check, the player can either:
- remove 1 Damage Token from their Titan;
- gain 1 Charge for one of their Tech Cards;
- re-enable one of their Tech Cards.
Final Blow
Each Titan has one special attack available, which is as powerful as it is difficult to use. The rules for the Final Blow are described in the upper right corner of each Titan Sheet. In some of these descriptions a Refresh Cost is shown, which is the number of Credits required to recharge the Final Blow.
Destroyed
If at any given time the Damage Token number on a Titan Sheet equals the Hit Points value, that Titan is immediately destroyed. When a Titan is Destroyed, its miniature is removed from the Game Board, all its Tech Cards are Disabled, and the player rolls a single Die. If the result is the red dice symbol shown in the printed rulebook (an image; the text does not name it), discard the Player's Pilot Card. The next turn, after the Episode Card is resolved, the player draws another Pilot Card and places it on the Titan Sheet. The destroyed Titan reenters the game board with 1 Hit Point remaining, and the player can place it in a city of their choice that contains no Invader.
Attack Tag
Some Final Blows and Tech Cards show a specific Attack Tag which identifies the type of attack; these being melee, ranged, energy, and physical. Some Invaders may be immune to one or more of these types of attacks. When a player attacks such an Invader, they must ignore the Final Blow effect and Tech Cards bearing the Attack Tags they are immune to. When attacking multiple Invaders, consider all their Attack Tag immunities before rolling the Combat Check.
- Energy Attack Tag
- Physical Attack Tag
- Ranged Attack Tag
- Melee Attack Tag
Note: Invaders become immune to Attack Tags only on THREAT Level Red.
Tech Card Slots
Each Titan Sheet has 5 available slots for Tech Cards: 2 for the hands and 1 each for the head, core, and tools. A player can equip a Tech Card only when a suitable slot is empty. You can discard an equipped Tech Card at any time.
Two-Handed Tech Cards
Two-handed Tech Cards must be placed vertically in the hand slots so that they occupy both hand slots.
Note: All Two-Handed Tech Cards consider the red dice symbol (an image in the printed rulebook; the text does not name it) as 2 successes instead of 1.
Cockpit
Each Titan's Sheet displays a slot for the Pilot Card: the cockpit. Each pilot grants his Titan the Special Abilities shown on the Pilot Card.
The Game Turn
A game turn is composed of 4 phases: the Opening Phase, the Fight Phase, the Upgrade Phase, and the Ending Phase.
Opening Phase
Step 1 - Threat Level and Episode Cards
At the beginning of the Opening Phase THREAT Level is increased by 1. The Lead Character draws an Episode Card from the deck of Episode Cards and reads it out to the other players. Immediately resolve the Episode Card text, if there is any, then place the card onto the Episode Discard Pile. If the deck is empty and you can't draw cards from it, reshuffle the cards from the Invasion Discard Pile and make a new deck.
After the first Invader has invaded Earth, the Lead Character draws 1 more Episode Card for 3-player games or 2 for 4-player games. Each Episode Card drawn in this way will indicate the Rift from which the Invader will arrive and the city it will be placed on. Additional text on such cards must be ignored and they must be placed into the Invasion Discard Pile after using them.
Step 2 - Invader Movements
All the Invaders on a destroyed city move towards a new city. Each city has movement trails indicated by a yellow triangle and a green triangle. The Invaders always move towards a city following the trail marked with the yellow triangle, unless it points towards a destroyed city. In this case, the Invaders will follow the trail marked with the green triangle, even if it points towards a destroyed city. During the first game turn the Invader Movements step is skipped.
Step 3 - Invasion
This is the step in which the Invaders swarm to Earth to wreak havoc in the cities. After the text of the Episode Card has been resolved, the Lead Character takes up the first Invader from a Rift and places it on a city, as indicated in the Episode Card.
If no Invader is available on a Rift, the Lead Character will take the first one from the Lair of the same Rift instead of using the method described above. Every time an Invader invades a city for the first time, it deals 1 damage to the city, defined as Invasion Damage (see page 8 for more details on Invasion Damage).
The Invader must be chosen according to its position on the Rift Token (i.e. first the Invader present on spot 1, then the Invader on spot 2, and so on). Note: Many cards with Special Abilities are activated immediately after the Episode Card is resolved. Refer to the text on the Episode Card for any additional information.
Example (card callout): This card indicates that an Invader has to be taken from the South Rift and placed on the City of Sao Paulo.
Fight Phase
Step 1 - Movement
Starting from the Lead Character, the Active Player can move his Titan by a number of Cities equal to its Movement ability.
Combat Repair
If there are no Invaders in the City where the Titan is located and the Titan has not moved this Turn, the Player can perform a Repair Check and spend a number of successes equal to his Titan's Repair value as in the description of the Repair ability. The player can also spend one of these successes to re-enable a disabled Tech Card.
Tyrant Trial
When a Titan finishes its movement on a Rift with no Invaders, it will reveal the Rift Token and face the Trial. If it succeeds in the first part of the Trial, move the Titan into the second part of the Rift Token where it will face the Tyrant himself in the next turn. If the Titan fails to succeed, follow the text on the Rift Token.
If a Titan ends its movement on a Rift Token that is still guarded by Invaders, it must engage and defeat them all before being able to reveal the Rift Token in the next turn. Those Invaders are played as if they are occupying the same city.
If the Tyrant is defeated, the Rift will be closed. Remove it from the game board, assign the Rift Token and its Artifact Card to the player, position the Titan on one of the cities threatened by the Rift and lower the THREAT Level by 1. Note: As long as the Titan is in the Rift, the player skips the Development Subphase in the Upgrade Phase.
Step 2 - Attack
If a Titan finds itself in a city containing one or more Invaders after moving, the player can choose whether to attack them by using its Combat ability. If one Invader gets destroyed, the player will gain the relevant Credit Tokens. Remove the Invader Pawn and place it in the Lair on the first available spot. If more damage than the Invader's current HP is dealt, the excess damage can be assigned to Invaders present in the city according to the player's choice; if there are no other Invaders, the excess damage is lost. Note: Remember to check for weapon type (Attack Tag) immunities when dealing damage to multiple Invaders.
Provoke
Instead of attacking normally, a player may choose to Provoke an Invader from the Rifts. If the player chooses to do so, the first Invader invades the city where the Titan of this player is positioned. Apply the Invasion Damage normally, then resolve a normal attack. Note: a player can't provoke Invaders from the Lairs.
Upgrade Phase
Step 1 - Repair Action
At the start of the Upgrade Phase each player rolls a Repair Check as described before in the Repair ability. If the Titan occupies a Refuge City (Green), it automatically obtains a success for each point of its Repair ability.
Step 2 - Gain Charges
All the Tech Cards automatically gain 1 Charge if they are allowed to.
Step 3 - Development
Each Player, starting from the Lead Character, can choose one of the following 4 types of action: INDUSTRY, ARMY, RESEARCH, and REFRESH.
- INDUSTRY: the player immediately gains 2 Credits.
- ARMY: the player may spend Credits to buy Support Tokens that they can position on non-destroyed cities at the cost of 1 Credit per Support (with a limit of 3 Supports per player of the color chosen during the setup).
- RESEARCH: the player purchases one of the face-up Tech Cards on the side of the game board, and draws another one to replace it. Alternatively, the player can give up the purchase, discarding all 3 Tech Cards on the side of the game board and replacing them by drawing 3 cards from the Tech Card deck. If the Tech Card deck runs out, shuffle the discarded cards to create a new one.
- REFRESH: the player can spend the amount of Credits indicated as Refresh Cost on the Titan Sheet to refresh its Final Blow.
Step 4 - Support Movement Phase
Each player, starting from the Lead Character, may move their own Support Tokens up to 3 city spaces.
Ending Phase
Step 1 - Invader Damage
All the Invaders on the game board deal damage equal to their DMG ability to the city they are placed on. Instead of the city, this damage can be assigned to Titans or Supports that are present there. If a Titan is destroyed as a consequence of this action, remove it from the game board and increase the THREAT Level by 1. If the city is destroyed as a consequence of this action, place a City Destroyed Token onto it and increase the THREAT Level by 1 if the city is a Metropolis (Blue) or by 2 if it is a Refuge City (Green).
Step 2 - THREAT Level Control
If at this point of the game THREAT Level has reached the sixth step in the Red Tier, the game is over and the players have lost.
Step 3 - Titan Presence Control
If at this point of the game there are no Titans still standing on the game board, Earth is unprotected, the game is over, and the players have lost.
Step 4 - Rift Status Control
If at this point of the game all Rift Tokens have been removed from the board, shuffle the Final Episode deck, draw a token, and resolve it.
Step 5 - The Show Must Go On... or Not?
If the conditions described in Steps 2, 3 and 4 are not met, the game turn ends, the Lead Character Token is passed to the player on the right of the current owner, and a new Opening Phase begins.
Episode Cards
Game Text
Each Episode Card displays Game Text in the central square of the card that describes the course of action to be taken. The Game Text can override the basic rules of the game.
Invasion Symbol
Each Episode Card shows a symbol in its left bottom corner indicating the city where an Invader is to be positioned and the Rift from which it is coming. Follow the rules in the Invasion section of the Game Turn to determine the number of Episode Cards to use.
Flavor Text
Each Episode Card has Flavor Text used to describe the plot of the Episode. This text has no effect on the game.
Example (card callout): This card indicates that Invaders spawning from the West Rift can't take any damage for the entire turn.
THREAT Level
The THREAT Level marks the distance from the deadline within which the players must save the world. If for any reason the THREAT Level reaches the sixth step, the numberless one, in the Red Tier, the game is over. The THREAT Level rises by the following criteria:
- by 1 at the start of each Opening Phase
- by 1 if a Titan gets Destroyed
- by 1 if a Pilot dies and his Pilot card is discarded
- by 1 if a Metropolis gets Destroyed
- by 2 if a Refuge City gets Destroyed
THREAT Level has 4 tiers, each identified by a color:
GREEN (steps 1-5) When the Alert Token is in this tier, use the characteristics in the white section of the Invader Cards. During the Opening Phase draw a number of Episode Cards equal to the number of players minus 1. The first step of this tier, which is numberless, is where the Alert Token is placed during the game setup.
WHITE (steps 6-10) When the Alert Token is in this tier, use the characteristics in the yellow section of the Invader Cards. (Source wording as printed: "yellow section". The Invader Card sections are elsewhere named Green, White, Blue and Red, so this is most likely the White section; the text is transcribed as printed.) During the Opening Phase draw a number of Episode Cards equal to the number of players minus 1.
BLUE (steps 11-15) When the Alert Token is in this tier, use the characteristics in the blue section of the Invader Cards. During the Opening Phase draw a number of Episode Cards equal to the number of players minus 1.
RED (steps 16-20) When the Alert Token is in this tier, use the characteristics in the red section of the Invader Cards. During the Opening Phase draw a number of Episode Cards equal to the number of players. Whenever the Alert Token lands in the sixth step of this tier, the game ends and the players lose.
Callout cards: "OPENING PHASE: draw a number of Episode Cards equal to the number of Players, minus one." and "OPENING PHASE: draw a number of Episode Cards equal to the number of Players."
Invader Cards
Invader Categories and Special Abilities
Each Invader belongs to one of the following categories: Terrestrial, Amphibious, Flying, or Mechanical. Each Invader Card displays the HP and DMG characteristics, the Reward Credits, the Immunities to Attack Tags, and the Special Abilities the Invader will use depending on the specific THREAT Level Tier the Alert Token is in. The Invader Category is indicated by the border color.
- GREEN – Terrestrial: Invaders whose Special Abilities are triggered when they are destroyed.
- GREY – Mechanical: Invaders whose Special Abilities are triggered when a Titan enters the City they are on.
- BLUE – Amphibious: Invaders whose Special Abilities are triggered when a Titan performs any attack in the City they are on.
- RED – Flying: Invaders whose Special Abilities are triggered when they Invade a City.
Reminder: the Text on the Invader cards always supersedes the Game rules.
THREAT Level and Invader Card Sections
The Invader Card is divided into four different sections, each marked with a different color: Green, White, Blue and Red. Whenever a Titan attacks an Invader, or a Special Ability is triggered, or an Invader has to deal damage, refer to the relevant section of the Invader Card, as described in the THREAT Level chapter.
Invader Reward
The Invader Reward value that is printed on the Invader Card indicates the Credits awarded whenever a Titan kills that specific Invader.
Invaders Characteristics
All Invaders have 2 major characteristics, indicated on the Invader Card. The Hit Points [HP] represent the Invader's capability to sustain damage. When an Invader suffers damage equal to its HP value, that Invader is destroyed. Damage [DMG] represents the destructive ability of Invaders. During the Ending Phase each Invader deals damage equal to its DMG value to the city it stands on (or, by the players' choice, to any Titans or Supports that are on the same city).
Cities
Each city possesses an amount of HP that represent the damage it can sustain before being destroyed. Cities are divided into two groups:
- METROPOLIS: a city with a BLUE hexagon and an HP value of 4.
- REFUGE CITY: with a GREEN hexagon and an HP value of 5.
When a city is destroyed, place a City Destroyed Token on it and raise the THREAT Level by 1 if it is a Metropolis or 2 if it is a Refuge City. A city is considered adjacent to another when it shares a movement trail with another one.
Diagram callout: These are MOVEMENT TRAILS. In this example, New York is adjacent to Toronto, Los Angeles, Mexico City and London.
Tech Cards
Tech Card Types
Each Tech Card belongs to one of four types: Hands, Core, Head, and Tools.
Tech Card Slots
Tech Cards must be placed in their reserved slots as indicated on the Titan Sheet; a slot has to be empty before a Tech Card can be placed into it (remember that to free a slot a player can discard a Tech Card at any moment).
Tech Card Game Text
Each Tech Card has Game Text that can enhance the Titan's abilities; it can add specific bonuses and Attack Tags. See the Tech Card text for any additional information. Note: the text of a card can override the basic rules of the game.
Acquiring Tech Cards
In the Development Subphase of the Upgrade Phase, a player that chose to perform a Research Action can purchase one of the face-up Tech Cards on the side of the game board, and draws another one to replace it. Alternatively, the player can give up the purchase, discarding all 3 Tech Cards on the side of the game board and replacing them by drawing 3 cards from the Tech Card deck. If the Tech Card deck runs out, shuffle the discarded cards to create a new one.
Spending Charges
Some Tech Cards require a number of Charges to be used; when the relevant number of Charges is spent, slide the Tech Card by the same number of Charge Slots on the Titan Sheet as shown in the picture on page 12.
Disabling and Re-enabling a Tech Card
Whenever the game requires a player to disable a Tech Card, flip the card upside down on its slot. A disabled Tech Card gives no bonuses until it is re-enabled. To re-enable a Tech Card, a player must spend a success in a Combat Repair Action or in the Repair Subphase of the Upgrade Phase, as described on the Titan Sheet under the Repair ability section. After a Tech Card is re-enabled, it must be set on the Tech Card slot with 0 Charges.
Gaining Tech Card Charges
In the Repair Action at the start of the Upgrade Phase, a player can use any success scored in the Repair Check to gain 1 Charge for one of his Titan's Tech Cards. Moreover, after the Repair Check, each Tech Card gains 1 Charge in the Gain Charges Subphase. A Tech Card cannot have more than 3 Charges at any given time.
The Rifts
Rifts are dimensional breaches from which the Invaders swarm onto the Earth, causing death and destruction. Each Rift is defended by a Tyrant who must be defeated in order to close the Rift itself. At the beginning of the game, each Rift is defended by a certain number of Invaders called Guardian Invaders. For game purposes, a Guardian Invader is such as long as it remains on the Rift Token.
The Tyrant Trial cannot be performed until all the Invaders have left the Rift or have been defeated. The Tyrant Trial is described on the back of the Rift Token and cannot be revealed until a Titan moves onto the empty Rift Token. You can move onto the Rift Token from any city in the zones adjacent to the Rift itself along a Threat Connector. For game purposes, these cities are considered threatened by that Rift.
Tyrant Trial
Each Tyrant brings the attacking player to a Trial. If the player is successful in the Trial, they can attack the Tyrant himself. Whoever is unsuccessful will suffer the consequences of failure (usually by taking an amount of damage and returning to the game board in a threatened city). If the Trial is successful, the player moves the Titan into the space indicated on picture. The next turn they will be able to fight the Tyrant. While a Titan is on a Rift Token, it skips the Development Subphase in the Upgrade Phase. Closing a Rift reduces the THREAT Level by 1 and awards the player with the Tyrant Artifact.
Callout, Step 1: When a Titan finishes its MOVEMENT on a Rift with no Guardian Invaders, he will reveal the Rift Token and face the Trial.
Callout, Step 2: If he Succeeds in the first part of the Trial, move the Titan into the Second Part of the Rift Token where it will face the Tyrant Himself in the next turn.
Diagram labels: Guardian Invaders' Starting Position; Tyrant Artifact Card, gained after defeating a Tyrant.
Threat Connector
Diagram callout: THREAT CONNECTOR. Caption: "Cities considered Threatened by east Rift."
Dice and Ability Checks
When a player rolls an ability check, they use as many dice as shown on the ability score of their Titan plus any bonus dice awarded by Tech Cards, Episode Cards, Pilot Special Abilities, Tyrant Artifacts and Final Blows.
Some game effects allow the player to re-roll a certain number of dice: remember that a re-rolled die cannot be re-rolled again. After rolling the dice, compare the symbols on the dice with the symbols shown on the corresponding ability on the Titan Sheet: each matching result equals a success.
Note: Remember that some Episode Cards, Tech Cards, etc., can modify the symbols that are considered a success.
War Titans Dice Symbols (four dice symbols and a Titan die set, shown as images on the printed page; the symbols are not named in the text)
The Pilot Cards
These cards describe the pilots maneuvering the Titans and show their Special Abilities: follow the Special Abilities Game Text for any extra information about how and when to use these Special Abilities during the game.
Sample card on the printed page (pilot "O.N.E."): Whenever you are the Lead Character you can draw two Episode Cards and choose which one resolves. Once in every game you can choose an invader in one city: defeat him and take his reward.
Supports
In the Development Subphase you can take an Army action to buy Supports, costing 1 Credit each (any player can own no more than 3 Supports in any phase of the game). When buying Supports, the player chooses a nondestroyed city onto which they place one or more of them.
These Supports, called Centurion, will be used to take damage in the place of a Titan or the city on which they are placed. All Supports have 2 Hit Points: when a Support suffers 1 damage, its pawn must be laid down horizontally. If it suffers 2 or more damage, it must be removed from the game board and returned to the player that was controlling it.
In the Support Movement Subphase of the Upgrade Phase a player can move Supports up to 3 cities distance. Note: Remember that each player has an allowance of a maximum of 3 supports. It is not possible to buy any more of them unless 1 or more are destroyed. In this case, the destroyed Supports go back in the Supports pool and become available for future purchases.
Example (callout): Toronto is protected by 2 supports, each with 2 HP. When the first receives a point of damage, it is knocked down; the second damage destroys it. The same applies to the second Support in case of excess damage.
Example (callout): Mexico City is protected by 1 damaged support. This support can sustain only 1 more damage.
Artifact Cards
Whenever a player defeats a Tyrant causing his Rift to be closed, that player gains the Artifact Card relative to that Tyrant (shown in the bottom right corner). The Artifact Card grants special bonuses to its owner. Follow the Artifact Card Game Text for any extra information about how and when to use these special bonuses during the game.
The Artifact Card IS NOT a Tech Card, and must be placed beside the Titan Sheet of the owner.
Tyrant Artifact Card: Each time a player defeats a Tyrant, they will obtain the corresponding Tyrant Artifact Card. These are powerful upgrades crafted from enemy spoils. Place these cards beside your Titan Sheet and follow the Tyrant Artifact Card text instructions.
Final Episodes
If at the start of the Ending Phase all the Rifts are closed, the Lead Character draws the first card from the Final Episode Card deck at the side of the game board, and reads both the Flavor Text and the Game Text to the other players.
The Final Episode triggers the last, decisive battle in the war between the Titans and the Invaders. The text of the Final Episode Card describes the last trial the players must deal with to determine the final outcome of the game. All information and special rules needed to play the Final Episode are in the card text.