Warp's Edge: Anomaly
Warp's Edge: Anomaly Rulebook
Table of Contents
Table of Contents
Components
- 1 Starfighter Dashboard (double sided)
- 1 Mothership Dashboard (double sided)
- 1 Anomaly Bag
- 1 Player Aid
- 6 Enemy Cards
- 6 Skill Cards
- 27 Challenge Cards
- 6 Power Tokens
- 9 Time Tokens
- 12 Anomaly Tokens
Setup
The anomalies, new enemies, and new skills are required. All other expansion elements are optional and can even be used without this expansion in play. Follow the base game setup, with the following changes and additions:
Anomalies: Put the anomaly tokens into the anomaly bag. Shake the bag to mix them together. Set the bag near the token supply.
Enemies: Before you construct the enemy deck, shuffle the nine new enemy cards into their respective piles: level 1 (yellow), level 2 (orange), and level 3 (red).
Skills: Shuffle the six new skill cards into the skill deck.
Starfighters: Add the two new starfighters to the options available. If you select the Avenger TR or Relic MX, you will also need one of the two new types of power tokens, indicated by the loadout on its dashboard.
Motherships: Add the two new motherships to the options available. If you select the Hourglass, you will also need the time tokens.
Challenges: If you wish to include an optional challenge, shuffle the three challenge cards that match the mothership in play and select one at random.
Anomalies
Anomaly tokens represent your ship's newfound capacity to alter the fabric of spacetime. But tampering with cosmic realities has unforeseen consequences...
Once per turn, you may gain an anomaly token during Step 2 (Pilot Actions). If you choose to do so, draw a random token from the anomaly bag, then add it to your pool with the "A" side up. Gaining an anomaly token has no cost.
"A" Effects: When you gain an anomaly token and add it to your pool, you may resolve its "A" effect at any time during Step 2. Place it in your discard once resolved. You cannot store an anomaly token in the hold of your ship.
"B" Effects: If you draw an anomaly token from your bag during Step 4, add it to your pool with the "B" side up. When Step 2 of the next turn begins, you must resolve its "B" effect before taking any other actions. Place it in your discard once resolved.
At the end of each warp, put all anomaly tokens from your discard into your bag. This means that each anomaly token's positive "A" effect will only occur once, but its negative "B" effect will occur in each subsequent warp!
There are four types of anomaly tokens, each with different "A" effects and "B" effects. These tokens and their effects are listed on the back of this rulebook.
Rewards: Gain one anomaly token and add it to your pool with the "A" side up. This does not count against the normal once-per-turn limit.
Challenges
Challenge cards provide an optional way to increase the game's difficulty. Figured out how to defeat the motherships? Try adding a challenge card to see how you do! This expansion includes three challenge cards for every mothership released so far.
During setup, after you select a mothership, shuffle the three matching challenge cards and select one at random. Place the selected challenge card face up next to the mothership. Each challenge card introduces a new rule or ability for the mothership.
If you would like to increase the difficulty even further, try adding more than one challenge card! Can you defeat a mothership with all three of its challenge cards in play? (Warning: This is extremely difficult, even for the Force's most skilled pilots.)
Example challenge cards: The rulebook illustrates three of the 27 challenge cards. Their printed text reads:
- The Hive: "Construct the enemy deck to include the Worker, Drone, and Queen enemies by default. This does not increase the overall number of enemies in the deck."
- The Hydra: "When you defeat a section of the Hydra, it deals three damage. If it is the last section, you win before the damage resolves."
- The Hourglass: "The middle section of the Hourglass now requires nine energy instead of nine lasers to defeat."
Starfighters
The two new starfighters are printed on their dashboards, which show the turn details and the hold size.
Avenger Model TR (Class: Avenger; Model: TR)
The Avenger TR is a repurposed Talosian ship with an advanced three-stage shielding system. Human engineers were able to return the agile ship to working order, but the shielding mechanism deteriorates over time as damage is taken.
- Hold: 2
- Ability: When your shield meter is reduced to a purple space, it cannot be increased above that space again. In Step 2 of each turn, you may spend two energy to repair your hull by one.
Relic Model MX (Class: Relic; Model: MX)
The Relic MX is a classic starship design from the old wars and a precursor to the later Artemis SI. With a beefy pulse-drive engine and modern quality-of-life improvements, this dependable machine is a favorite among the fleet's veteran pilots.
- Hold: 1
- Ability: In Step 4 of each turn, if you do not draw at least three identical tokens (of the same type and value), you may draw one extra token from your bag.
Motherships
The Hourglass (Name: The Hourglass; Species: Gaard; Difficulty: 4 stars)
The Hourglass, a rotating dreadnought-class ship, is the jewel of the Gaard fleet. As many who have faced this mothership in battle testify, it seems to grow in strength with each attack against it, utilizing the power of time itself to fuel its brutal attacks.
- Ominous Silence: This mothership has a supply of nine time tokens. During setup, add one time token to your bag. In Step 3 of each turn, if any section is stunned, add one time token to your bag.
- Unprotected: This mothership can attack and be attacked every turn. Only the section with the mothership marker can attack and be attacked. However, if all enemies from the deck and row have been defeated during the current warp, all sections can attack and be attacked. When a section is defeated, move the marker to the right to the next remaining section and receive no penalty.
- Sands of Time: During setup, place the mothership marker on the leftmost section. When you draw a time token from your bag, carry out these steps:
- Move the mothership marker to the right until it reaches the next remaining section. When it leaves the rightmost section, it cycles back to the leftmost section and you must exhaust one of your skill cards (if possible).
- Return the highest-valued laser token from the new section to the supply.
- Return the time token to the supply.
The Decay (Name: The Decay; Species: Talos; Difficulty: 5 stars)
The Decay has suffered terminal damage and is spewing plasmic antimatter, causing systems to malfunction and deteriorate at alarming speeds. With no hope of survival, this doomed Talosian mothership is leaving destruction and mayhem in its wake.
- Antimatter Decay: During setup, place the mothership marker on the top space of the decay track. In Step 3 of each turn, if all remaining sections are stunned, resolve the effect of the current space, then move the mothership marker to the next space. When it leaves the last space, it cycles back to the first space.
- Spaces 1–4: Choose one of the depicted tokens or token pairs from the supply and remove it from the game. You must choose an available option (if possible).
- Space 5: Choose one of your skill cards and remove it from the game.
- Plasma Shielding: The left section must be defeated by a combination of lasers and maneuvers, while the right section must be defeated by energy and can also be stunned by energy.
- Unprotected: This mothership can attack and be attacked every turn.
Power Tokens
- Pulse: This token counts as three energy, but when used it deals one damage to you first. This token cannot be used to repair your shields.
- Wayfinder: Reveal up to five tokens from your bag. Add any maneuver tokens to your pool, then return the rest to your bag. This effect will not trigger the end of the warp.
Anomaly Tokens
Each anomaly token has an "A" side and a "B" side. See Anomalies above for when each side is resolved.
- Anomaly #1
- Side A: Gain one value 2 laser token from the supply and add it directly to your pool.
- Side B: Discard one laser token from your pool. Draw one token from your bag and add it to your pool.
- Anomaly #2
- Side A: Gain one power token of your choice from the supply and add it directly to your pool.
- Side B: Discard one energy token from your pool. Draw one token from your bag and add it to your pool.
- Anomaly #3
- Side A: Gain one maneuver token from the supply and add it directly to your pool.
- Side B: Place this token below the enemy with the highest speed stat. That enemy cannot be stunned this turn. Draw one token from your bag and add it to your pool.
- Anomaly #4
- Side A: Draw up to three tokens from your bag and add them to your pool.
- Side B: No effect.