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Game Rules
the post-apocalyptic skirmishes game for 30mm miniatures
Game Rules
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Game Rules
A game by Pierre ‘Jugger’ Joanne
Assisted by Mohamed Ait Mehdi ‘Mohand’,
Emmanuel ‘Sered’ Krebs and Frédéric Maendly
Figures, concepts and illustrations:
Loïc ‘Greencat’ Muzy and Mohand
Original sculpting: Mohand,
Alan Carasco, Nicolas Nguyen
and Benoit ‘Taban’ Lopez
Studio paintings: Sébastien
‘Jakovazor’ Picque and Mohand
Graphic Design:
Rulebook layout and Eden logo design: El Theo
Game cards and faction symbols: Taban and El Theo
Starter boxes design: Taban.
Website design: Morgan Cousin, Mugen and El
Theo
Stigma symbols design: Mugen
Texts and background: Durou Jérôme,
Jean-Christophe Guillou and Jugger
Translation: Bryan 0’Regan, Jean-Christophe
Guillou, Sered and Taban
Testers: Emmanuel Krebs,
Frédéric Maendly, Julien
Jaspard, Romain Mathieu,
Jérôme Pinsard and Julien Veret
Credits: Sylvain Brideron and
Mathieu Freslon
s u r v i v r e à l ’ a p o c a l y p s e
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Game Rules
Welcome to a barren planet, swept by the icy winds of a never ending
winter and littered by the ashes and blood of men.
Welcome among its children hidding to escape the barbaric hordes of the
survivors.
Welcome to your new paradise, the new … Eden !
After the Apocalypse many groups are fghting just to breathe the foul
air a few more hours.
Eden proposes two players to take control of these groups struggling for
survival and fght each other in a game of skirmishes
The rules of this game are divided into two parts, the basic and the
optional rules. A good way to begin to familiarize yourself with the
game is to play a few games with the basic rules. Then, once they are
mastered, you can include one or more optional rules to enrich the
gaming experience.
The Basic Rules
1. Gaming material description
A number of elements are necessary to play this game. In addition to
the items you will fnd inside this Eden starter box (miniatures, cards
and markers), you will need a few 6-sided die (D6), transparent pockets
to protect your cards, an erasable felt tipped pen, a measuring tape
(calibrated in cm) and various markers (Chinese beads, coins, etc ...).
A - The miniATures
To play you will need miniatures from the Eden range to represent your
fghters on the battlefeld. They will have to be assembled frst and should
be painted for a greater visual experience.
Come to discover tips and examples of miniature painting that are
available on Eden website at www.eden-the-game.com.
B - The field
The Field is where scenarios take place and evolve into fghting battles
and skirmishes. It may simply be the surface of a table, a play-mat or
terrain that you have specially designed and crafted to play Eden. This
Field has a square surface of 60cm by 60cm.
C - The sCeneries

It is advised to place scenery elements on the feld such as, walls, hills,
ruins, wrecked cars or marshy areas etc. They are likely to enhance the
visual quality of your battlefeld but also the tactical depth of your games.
The Territory Management optional rule details the effects of scenery
elements on the feld.
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d - The CArds
There are 3 types of cards in Eden: Profle, Mission and Tactical cards.
Profle cards display the different characteristics of the combatants.
Mission cards describe the goals that your troop must achieve to win
the game. Finally, Tactical cards allow them to gain certain advantages
during the game.
Unlike the other 2 types of cards, Profle cards also contain information
on the back.
The details of the 3 different
types of cards are listed
below:
Profle Cards
1. Name: each fghter is
unique and has a name of its
own.
Example: The name of the
fghter pictured here is
“Yuri”
2. Faction symbol: this
symbol indicates which
faction the fghter belongs
to.
Example: Yuri’s faction
symbol is the Jokers Gang
The Starters box allow you
to choose from four factions:
the Jokers gang, the Clan Bamaka, the I.S.C. and the Matriarchy. Other
factions are coming soon…
3. Type: Each fghter has one or more types. The fghters type is used to
defne some of the gaming effects.
Example: Yuri is a human
4. Limbs: Each fghter is composed of 4 parts, the head , arms
, torso and the legs .
By convention, all these body parts will be referred as “limbs”. Each
limb has its own points of constitution (cf. 5), a characteristic (cf. 6)
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connected to a location index(cf. 7).
5. Constitution Points : the Constitution points of a limb (Rated CP) -
represent the number of wounds that it can take until your fghter is
incapacitated. They are represented by a number of white and / or red
dots.
Example: Yuri’s head, has 2 white CP and 2 red CP.
When a fghters limb gets one or more wounds, check as many dots as
wounds starting from the dot highlighted in green. A limb with at least one
white CP dot unchecked is “normal”. When all the white CP of a given limb
are checked, the limb is considered as “wounded”.
Example: Yuri loses 1 CP in the head. The frst white dot (highlighted in
green) is checked. Since he still has a White CP, his head stays normal.
If he loses this last white CP, his head will be wounded.
Sometimes a limb has no red CP dots and in this case, it can never be
wounded. When a fghter loses the last CP of any of his limbs, he is
incapacitated and is removed from the feld.
6. Characteristics: a fghter has 4 characteristics, each one related to a
body limb: PSI (PSI); head, Fighting skill (CBT); arms, Vigor (VIG); torso
and Speed (SPD); legs. The higher the level, the more effective the fghter
is in this characteristic.
Example: Yuri has the following characteristics: 4 in PSI, 4 in CBT, 4 in
VIG and a SPD of 5.
Each characteristic has two values that are used depending on the injury
level of the related limb. When the limb is normal, the value of the
characteristic is equal to the white number. If the limb is wounded, then
the value of the characteristic is equal to the value indicated in red.
Example: When wounded in the head, Yuri’s PSI falls to 3.
In most cases, when a limb is wounded, the linked characteristic decreases,
the values shown in white are generally higher than those indicated in red.
So the more wounds a fghter can sustain, the more effcient he will be.
7. Location Index: during a fght, a shoot out or any other incident
involving sustained wounds, the player will determine which limb is hit
with the location indices. The location indices are represented by the
different faces of a D6.
Example: For Yuri, the location index 1 corresponds to the head.
The player makes location rolls by rolling one D6. The result of the dice
determines which limb is affected, corresponding to the location indices.
8. Equipment: Some fghters have specifc equipment that are subject to
special rules (protection, number of shots allowed etc ...). The various
rules that govern this gear are described further in this document.
Example: Yuri has the following equipment: throwing knives and a
Molotov cocktail.
9. Value: the value of a fghter refects its effciency and power in the
game. Through this information, it is easy to play against an opponent by
setting a troop power equivalent to yours
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Example: The value of Yuri is 20.
10. Stigma Symbol: in addition to his faction, each fghter has a “stigma”
that determines how he perceives the world and the role he has assumed
after the Apocalypse. There are fve stigmas :
Destruction , Order , Protection , Change
and Chaos .
Example: Yuri has the stigma of Chaos.
11. Special abilities (back of the card): There are two types of special
abilities: Permanent abilities  and Action abilities  . Both types of
abilities are described later in these rules.
Mission Cards
1. Mission Symbol: This symbol indicates that the card is a mission.
2. Name: Each mission has a unique name.
Example: The name of the card presented in the example is “retreat
to contaminated areas.”
3. Type of Mission: There
are two types of mission:
secret missions and revealed
missions. When a player plays
a “secret mission” card, he
does not inform his opponent
of the name or contents of
his mission and can leave
the card face down on the
table. On the contrary, when
a player plays a “revealed
missions” card his opponent
may consult at any time the
information on the card.
Example: Retreat to
contaminated areas is a
Revealed Mission.
4. Type of Deployment:
There are two types of
deployment: Confrontation
and Ambush. These settings
affect how the fghters are
to be deployed on the feld
during the preparation phase.
The two types of deployment
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are described in the Preparation Phase chapter.
Example: Retreat to contaminated areas is a mission with a
confrontation type deployment.
5. Mission Objectives: indicates the objectives to be reached and the
number of victory points (abbreviated VP) you will score by fulflling
them.
6. Faction or Stigma symbol: indicates that only a troop composed
entirely of fghters sharing the same symbol can fulfl the objectives of
this mission. You cannot play cards with a Faction/Stigma mission symbol
different from the one you chose for the composition of your troop.
Example: Retreat to contaminated areas is a mission reserved for
bands composed exclusively of fghters from the Clan Bamaka.
Tactical Cards
1. Tactical Symbol: indicates the card is a tactical card.
2. Name of the Tactical Card: Each tactical card has a name. During
one game, you cannot play
two tactical cards with the
same name.
Example: The name of the
card presented here is
“Contaminated Area”.
3. Special Rules : indicate
the restrictions or rules to
be observed while playing a
Tactical Card. Here are the
special rules and restrictions:
- Tactical: this card can
be played only during the
tactical phase.
- First round: This card can be
played only during the frst
round of the game.
- Cancellation (X): the
opponent of the player who
plays this card can pay the
X cost strategy points to
reverse the effects of the
tactical card before they are
resolved (Strategy Points are
further defned in the rules
below)
Example: Contaminated
area has the rules Tactical
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and First round.
4. Tactical effects: Describes the effects created by the tactical card.
When not specifed, the effects last until the end of the round during
which the tactical card has been played.
2.Elementary Notions
Before you start playing, it is necessary to know the basic rules. These are
described in the following paragraphs.
A - rolls
There are 3 types of rolls: the characteristic roll, the opposition roll and
the location roll.
Characteristic roll
To make a Characteristic roll, the player rolls as many D6 as the value
of the characteristic used. The diffculty level of the roll is indicated in
its description. All dices results greater or equal to this threshold are
successful. The others are failures and are discarded.
Example: Yuri’s Gang of Jokers must carry PSI roll with a diffculty level
of 5. Yuri has a PSI of 4. The player then rolls 4D6 (4 6-sided dice). He
obtained the following results: 1, 4, 5 and 6. As the level of diffculty
is 5, he retains the results 5 and 6. Yuri got 2 achievements with his
PSI roll!.
If the diffculty level of a roll is greater than 6, decrease it to 6. The
characteristic used for this roll will also be reduced.
Example: Abama Big-Belly must carry a CBT roll (characteristic 4) with
a level of diffculty level of 7. The threshold is reduced to 6 (i.e. 1
point), and his CBT characteristic is then reduced by 1 point which
leads to a value of 3. For this roll, the player rolls 3D6, he gets a 6, a
4 and a 3. Despite the penalty, Abama has achieved one success with
his CBT roll!
If a characteristic comes down to 0 or less (naturally or due to penalty),
there is no success possible and the roll is automatically a failure.
Opposition Roll
An opposition roll involves two fghters and one characteristic. Each
fghter rolls a single D6 and the result is added to his own characteristic
value. The fghter who obtains the highest result is the winner of the
opposition roll. If both get identical results, the fghter with the highest
characteristic is the winner. If both fghters have a characteristic of equal
value, the players roll the dice again.
Example: Vlädd of the Jokers Gang and Ngobo Quick-Arm must carry a
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CBT roll in opposition. Vlädd a CBTof 6 while Ngobo, who was wounded
in the arm, a 4-CBT. Each player throws 1D6. Vlädd gets a 1, which
added to his CBT of 6 gives a score of 7. Ngobo obtains a 4, which allows
him to be the winner of the opposition roll with a score of 8.
Location Roll
When a fghter performs a location roll, he rolls a D6. The result of the
launched die determines which limb is affected through the location
indices.
When indicated that a location roll can be changed, it means that the
value of the dice can be decreased or increased (but not both). However,
after this modifcation, the die result cannot be less than 1 or higher than
6.
Example: in an attack against Elenia, the player makes a location roll
and gets 5. This roll indicates that the Elenia’s torso is affected by the
attack. However Elenia (due to a gaming effect) has the possibility to
modify the roll result by 1 point. The player decides to raise the face
value of the die by 1. The result of the roll location becomes 6 and the
blow strikes the legs.
B - line of sighT
The main rule to establish the validity of line of sight is the following:
A fghter who wants to have a valid line of sight to a point on the feld,
another fghter or any other element must be able to trace a corridor that
connects the edges of its base and the edges of the element without the
corridor being completely cut off by another element on the feld (fghter
or scenery). Each element partially present in the corridor will be counted
as an obstacle.
Do not hesitate to look right from your model location to see from its point
of view. It is thus easier to determine what a fghter can see.
Some fgures have a large base (40 mm) while others have a small base
(30 mm). According to the Line of Sight rule, a small miniature can
be completely hidden by another fgure with a same size base or by a
miniature on a larger base.
C - The sCenery
During the game, some gaming effects require a line of sight. Any element
in play (scenery or miniature) has edges that defne the space it occupies
on the ground. A fghter uses the edges of its base. For a scenery or
building, the edges of this element are used (those in contact with the
element are considered as the ground).
A decorative element may also be placed on a pedestal. In this case the
edges of this base are used in the following rules.
When a scenery element has features protruding from its base or edges
(like the branches of a tree for example), they will be ignored.
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In the basic rules, it is considered that a decorative element (or a fghter)
is fully opaque, regardless of its height, width and length. In addition, we
also consider that a scenery element (or a fghter) can neither be crossed
by a fghter nor constitute the ending point of a fghters movement.
Some particular aspects may alter these rules or scenery properties.
Scenery height and/or opacity : some small sized or relatively transparent
elements should normally allow fghters to have a valid line of sight even
though their corridor is fully blocked by these given elements. In the basic
rules, you can agree with your adversary to determine which sceneries can
present this feature (a low wall, some small bushes etc.). Each element
of this type completely cutting the line of sight counts as an obstacle
instead of blocking it completely. Some “fat” sceneries will not obstruct
lines of sight at all (like a lake, a marshy area etc.). In this case, these
elements are not even considered as obstacles when present in a fghter’s
line of sight.
Penetrable scenery: Some elements can be crossed by fghters. Decide
with your opponent which of these elements will beneft from this rule
(collapsed wall, hill, swamp etc.).
You can also apply a movement penalty when a fghter crosses through
such a setting. If you decide to apply this penalty, every cm covered in
such a scenery will be doubled (e.g. you must cross 2 cm for every 1 cm).
A scenery element may have one or the other special rules listed above
or both. Decide with your opponent which rules apply to each element.
To develop the use of scenery further with other special rules, more
information can be found in the “Land Management” section.
In the case where a scenery has the two special rules described above,
players can apply the rule “height and/or opacity” differently for fghters
who are inside or outside the scenery. For example, a fghter on a hill will
not suffer the same effects on his line of sight as a fghter that is behind
a hill.
d - The movemenT
Eden miniatures are placed on bases of various sizes corresponding to
the space occupied by the fghter on the ground. When moving, the base
is used to determine whether or not a fghter can pass between two
elements (like the bases of other fghters, impassable sceneries etc.). If
not, the movement is not allowed
For this reason, bases that come with a miniature must be used during
play. Players can change the base of a character, but must use a base of
identical size.
e - ConCepT of ConTACT
A fghter is said to be “free” when no opponent fghter is in contact with
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him.
A fghter is said to be “in contact” when its base and that of an opponent
are touching.
f - inCApACiTed
When all of the CP dots of a fghter’s limb are checked, he is incapacitated.
This means that the miniature is immediately removed from the feld and
may not return.
g - meAsuremenT And round
- In Eden, it is possible to measure any distance on the feld at any time.
- When resolving some game actions or effects, a result (such as a modifed
characteristic, total VP, etc.) cannot be a decimal. This value must then
be rounded to the higher number.
Example: The PSI value of Vlädd is 3. Following a game event, it is
divided by two giving a PSI of 1.5. This value is automatically rounded
up to 2 and thus Vlädd has a PSI of 2.
h - inConsisTenCy CArds vs rules
When the text of a card (effects, special abilities, etc..) contradicts the
rules, the card is to be followed.
3.CreATe his Troop
To recruit the fghters that you will use is an important step in Eden.
Before you begin, each player chooses his type of troop. Players can
play identical or different types of troops. Indeed, there are two ways to
compose your troop: by Faction or by Stigma.
A faction type troop must contain fghters having the same faction
symbol. A Stigma type troop must contain fghter sharing the same stigma
symbol.
Respecting one of either constraints above, the players will then pick the
fghters they include in their band so that the sum of the selected fghters
individual value does not exceed 100 points.
Players can also choose to play with more points than specifed in these
rules. In this case the players agree on the budget, however, it is advised
to stay below 200 points.
4. gAme sTeps And rounds
Before you start the game, gather your miniatures, cards, sceneries and
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any other equipment needed around the feld. Once this step is completed,
you can begin the frst phase of the game : The Preparation Phase.
A - The prepArATion phAse
The preparation phase is done once per match before the frst round of
play and is subdivided into different steps that players must follow.
Step 1: Each player reveals the fghters who form his troop. Each player
can thus verify that the restrictions by type and that the maximum
budget have been respected by his opponent.
Step 2: Each player calculates the reserve of strategy points (abbreviated
SP) he will have for the match. He can represent this reserve with some
markers. The SP reserve of a player is equal to the sum of the PSI values
of all the fghters in his troop. It is divided by two in the case of a Stigma
type band.
It is considered that fghters forming a Stigma type troop do not usually
fght together. They are less coordinated and implement strategies less
complicated than a Faction type troop.
Step 3: each player places in his closed hand a secret number of SP (at
his discretion) to the limit of his reserve of SP. Then both players
simultaneously reveal the number of SP. The player who bet the more
SP chooses who will play frst. If both players have wagered the same SP
value, they roll one 1D6. The player with the highest result is then the
frst player (if the throwing is still equal, the players roll the die until a
winner is produced). The SP bet by both players are lost and removed
from their respective reserve.
Step 4: The frst player designates one of its fghters as troop leader of his
gang, then his opponent does the same.
Step 5: The frst player chooses a Mission card from his deck and reads
plays it. If it is a secret mission he leaves the card face down next to
the playground. Otherwise he reveals the mission to his opponent,. He
applies the effects of this card immediately. His opponent then also
plays a mission card (that must be different from the frst player’s if it
was is a “Revealed Mission” card type).
Step 6: Players take turns placing a piece of scenery on the battleground
starting with the First Player. Each player must place the same number
of elements as his opponent. Scenery elements must be placed at 5 cm
or more from each other, from the edges of the feld or any mission
objectives. There is an optional rule that replaces this step (see the
Territory Management chapter).
Step 6a (optional rule): determination of the infestation level and
placement of Non Player Fighters or creatures (NPF), the details of
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which are described in the chapter “Infestation - optional rules”.
Step 7: The frst player deploys all his fghters on the feld.
The land is frstly separated into two equal parts (if the feld is a square,
the choice of the width to be used is up to the frst player). The frst
player then chooses one half and deploys all his fghters, according to
the type of deployment required by the Mission:
Confrontation Deployment : the player deploys his fghters 20 cm or
more from the centre line in his own half (i.e. within a rectangular
area).
Ambush Deployment: the player deploys his fghters 20 cm or more
from the centre of his own half. (i.e. within an area limited by a circular
curve).
His opponent then does the same in the other half of the feld, following
the deployment restrictions of his own mission.
Step 8: The frst player selects among his deck a number of Tactical cards
equivalent to the PSI characteristic of his troop leader. These cards are
called the ” Tactical Hand”. A player must not choose two identical
cards.
His opponent does the same. At any time, the players are free to reveal
the contents of all or part of their tactical hand.
Step 9: Each fghter on the feld receives 3 points for action (abbreviated
AP) which will enable him to perform actions (move, fght, etc.) during
the activation phase of the fghters.
Once these steps are completed, players can begin the frst round of the
match.
A match of Eden lasts 5 rounds. The match ends at the end of the ffth
round and then players count their victory points (VP) as indicated on the
Mission cards.
The match is fnished at the end of any round where a player has no more
fghters alive on the feld.
At the end of the match the player who scores more VP win the match.
Otherwise the match is a tie.
B – round
A round is divided into different steps that players must follow in order:
Step 1: Determination of the First Player.
Step 2: Tactical Phase.
Step 3: Activation Phase of fghters.
Step 4: Intendancy Phase.
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These steps are described in the following paragraphs. Once all the stages
of a round are completed, a new round begins.
Determination of the First Player
Each player secretly records a number of SP in the limit of its reserve,
then both players simultaneously reveal the number of SP they bet. The
one who used the most SP can choose who is the frst player. If both
players have bet the same number of SP, they must roll 1D6 each. The
player with the highest result is then the frst player (if the throwing is
still a tie, the players roll again until a winner is produced). The SP used by
both players are lost and removed from their respective reserves.
If the troop leader of a player troop has been incapacitated in the previous
round, this step is skipped and his opponent can freely choose who is the
frst player. However, if the two leaders have been incapacitated during
the previous round, this step takes place normally.
Tactical Phase
The frst player can play a Tactical card from his hand. If he chooses to
do so, he pays 2 SP from his reserve. He cannot play cards if his Tactical
Reserve does not contain at least 2 SP or if his troop leader is not present
anymore on the feld. His opponent then does the same if he wishes.
If not specifed otherwise on the card, its effects will last only during this
round. The card is then discarded and cannot be played again.
Activation phase of the fghters
The frst player chooses one of its fghters who has not yet been activated
during this round. He announces to his opponent the name and the SPD
value of the selected fghter. His opponent may then “interrupt” the
fghter by selecting one of its own fghters with a higher SPD. The frst
player can then again interrupt his opponent using the same method.
Players can interrupt each other as long as they have a fghter who has
not already been activated and who bears a higher SPD than the last
designated enemy fghter.
When the activation of a fghter is not interrupted by his opponent, the
player may then activate and perform the actions of the combatant (see
Actions).
Once the selected fghter has performed all his actions, and if there are
still fghters who have not been activated during this round, the opponent
becomes the frst player and starts the activation phase of his fghters.
Otherwise, players pass to the next stage (Intendancy Phase) and the last
player having activated a fghter remains “the frst player” until the start
of the next round.
- If the frst player cannot activate fghters, then it will be his opponent
who automatically becomes the frst player.
- the frst player can choose to not activate fghters (except during the
frst activation of the round). His opponent immediately becomes the
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First Player. However, if both players pass the hand after, the activation
phase of fghters ends immediately and the players move to the next stage
(Intendancy Phase).
If the frst player cannot activate a fghter, his opponent becomes
automatically the frst player.
A fghter cannot be activated twice during the same turn, even if he still
has Action Points left (AP).
A fghter who has not been activated but no longer has AP due to various
effects of the game is regarded as already activated this turn and cannot
be selected anymore until the next turn.
Intendancy Phase
The Intendancy Phase is also divided into different stages that players
must follow in order:
Step 1: The frst player notes any properties (special abilities, tactical
or Mission cards, etc.) which are applicable to his fghters during the
intendancy phase. His opponent does the same.
Step 2: Activation of the NPFs (non-player fghters). This step is optional if
no NPF are present. This point is described in the rules of Infestation.
Step 3: Each fghter having at least one burn marker, risks being injured.
Each player (starting with the frst player) chooses a fghter with at least
one burn marker and launches 3D6 + 1 location D6. Each result above
the fghter VIG value inficts 1 CP wound to the limb as indicated by the
location dice (protections are taken into account for the total number
of injuries suffered this way). Then a burn marker is removed from the
fghter. A player can not choose the same fghter twice during this step.
Once all fghters with at least one burn marker have been treated, the
players pass to the next step.
Step 4: Each player, starting with the frst, chooses one of its fghters with
at least one Fear marker. The fghter performs a PSI roll with a diffculty
of 5. For each success, the player removes a Fear marker . A fghter can
only do this roll once during this step. Once all fghters with at least one
Fear marker are treated, players pass to the next step.
Step 5: Every fghter who has at least one Poison marker loses 1 Poison
marker.
Step 6: The frst player can remove a Rage marker from every fghter in his
band which has at least one. His opponent may then do the same.
Step 7: Any AP unused by the fghters are lost.
Step 8: Each player gives his fghters 3 AP.
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Step 9: The fghters who have at least one Slowdown marker lose 1 AP and
a slowdown marker.
Step 10: Players count the victory points (VP) obtained during the round,
following the direction of their respective missions. These points are
added to those obtained during the previous rounds. The PV of a player
can never be less than 0. If at any time they go bellow 0, they are
automatically reduced to 0. Players begin the game with 0 VP.
Some missions specify that victory points are counted at the end of the
match, so do not count your points every round. Follow the rules written
on the Mission card.
Stage 11: End of round: Anything affecting the game “until the end of the
round” looses all infuence. For example, the tactical cards currently
used are removed from the game.
Step 12: When both players agree, a new round begins.
5.The Actions
When a fghter is not interrupted by an opponent, it is activated: the
player chooses and carries out its various actions.
An action is defned by its name, cost, type and effect.
The effect of an action is applied only if the soldier pays the cost of
action.
The type of action can be X / Round or X / Game or no limitation at all.
An action without limitation can be repeated as long as its cost can be
paid by the fghter.
An X / round-type action can be performed only X times per round. Each
use of the action requires the payment of its action cost.
Example: A 2/round action can be performed twice per round by the
fghter who possesses it.
An X / match -type action can be made X times per game. So a 1/match
action can be performed only once.
Caution: a x/match action may also have a X / round type. For example
a 3/match and 1/round action is an action that may be used only 3 times
throughout the game by the fghter who possesses with a maximum of 1
time per round.
The various actions that an activated fghter can make are:
Movement (1 AP, 3/round): the fghter moves immediately to a maximum
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Game Rules
distance of 10 cm. He can not come into contact with an enemy fghter at
the end of this movement.
If the fghter that performs this action is not free, he must make a
withdrawal before moving. For that, he makes a SPD roll where the
diffculty level is the highest SPD value of the fghters in contact. If he fails
to score at least one success, each opponent fghter in contact with him
may spend 1 AP and immediately execute an attack against him. During
this attack the fghter automatically performs a passive type reaction
and then he can move. The fghters who carried out the attack are not
considered activated if they were not before.
Charge (2 AP, 1/round) To perform this action, the fghter must be free.
He moves immediately to a maximum distance of 10 cm. and must be in
contact with an opponent at the end of the movement.
If this is not the case, the charge fails and is converted to a normal move
(see above), with the fghter paying the cost of a move instead of the cost
of an charge.
If the charge does not fail, melee attack (see below) is immediately
resolved between the two fghters. This action is free but included in
the maximum number of attacks which may be made each round by the
fghter. It is possible to complete a charge in contact with several opponent
fghters, but the attack initiated by this charge can only target one single
opponent fghter (chosen by the attacker).
Attack (1 AP, 2/round): the fghter makes either a melee attack against
an opponent in contact, or a ranged attack if he is free and carrying a
shooting, throwing or blasting piece of equipment.
Use a special action ability (Special): the effect is indicated in the
description of this special ability.
Once the fghter has performed all the desired actions, his activation ends
and the players continue the activation phase as described above.
It is not necessary to spend all the AP of a fghter during his activation.
However, the remaining AP are not reserved for the next round.
6.Attack
A fghter can perform melee attacks or ranged attacks during the attack
phase. The details of these attacks are described below.
A – melee ATTACk
A melee attack action is initiated by the action of an attack or a charge.
The attacking fghter is the “initiator”. The other combatant involved is
the “target”.
The attack is divided into different stages that players must follow in
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Game Rules
order:
Step 1: The initiator selects an enemy fghter in contact with him as the
target.
Step 2: The target announces his type of reaction: passive, dodge or
response.
The next steps depend on the type of reaction of the target.
Passive reaction
If the target performs a passive reaction, the following steps are:
Step 3: The initiator performs a CBT roll where the diffculty is the value
of the target’s VIG.
Step 4: The initiator performs a location roll.
Step 5: The initiator may use the successful CBT rolls to alter the outcome
of the location roll: for each successful roll spent, increase or decrease
by 1 point the result of location (maximum 6, minimum 1). It is not
possible to spend all the successful rolls in this way.
Step 6: Each remaining success inficts a wound to the selected limb. If
the target looses at least 1 CP then the attack is successful. Otherwise
it is a failure.
Response Reaction
A response is considered to be an attack action, so it is included in the
maximum number of attacks that can be made by a fghter during the
round. The fghter must spend the cost of an attack action (1 PA ).
The steps are:
Step 3: The initiator and target perform an opposition CBT roll. The winner
then performs an attack against his opponent as if he was the initiator,
i.e. the looser is considered a “target” performing a passive reaction
(see above). If he is not incapacitated, the target may then perform an
attack with the same procedure.
Dodge Reaction
To perform a dodge reaction, the target must spend 1 AP. A fghter can
repeat dodge reactions as long as he can pay the cost.
If the target makes a dodge reaction, the steps are:
Step 3: The initiator performs a CBT roll where the diffculty is the value
of the targets VIG.
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Game Rules
Step 4: The initiator performs a location roll.
Step 5: The initiator may spend the successes of previous CBT rolls to
alter the outcome of the location roll. For each successful roll spent,
increase or decrease by 1 point the result of location (maximum 6,
minimum 1).
Step 6: The target makes a SPD roll with the initiator CBT value as the
diffculty. Each success cancels a successful CBT roll of his opponent.
Step 7: Each remaining successful CBT roll made by the initiator inficts a
wound to the selected limb of the target. If the target loses at least 1
CP then the attack is successful. Otherwise it is a failure.
B - rAnged ATTACk
To perform a ranged attack, the fghter must be free and have a shooting,
blasting or throwing piece of equipment. The procedures involved in a
ranged attack differ depending on the equipment used.
Attack with shooting equipment
(guns, bows, throwing knives and such)
The fghter who shoots frst is the initiator and the corresponding fghter,
the target.
To resolve a Shooting Attack action, players must follow these steps in
order:
Step 1: Target Selection. The target must be within range of the shooting
equipment. Moreover, the initiator must have a valid line of sight on
the target. The target must be the closest enemy fghter that satisfes
the above conditions. When choosing his target, the player can ignore
the fghters who are not free. If no target can be found, shooting will
not take place.
Step 2: The initiator carries a CBT roll taking into account the bonus or
penalty conferred by the shooting equipment used, with a level of
diffculty equal to the target SPD. Also, for each obstacle in his line of
sight, the initiator undergoes a -1 CBT penalty. If the fghter obtains no
success, the attack fails and the action ends immediately.
The penalty may differ if you use the advanced scenery rules (Territory
Management).
If the target is not free and you get an odd number of successes, it is
the fghter in contact with the target and closest to the shooter who is
affected by the shooting. He becomes the target of the shooting.
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Game Rules
Step 3: The initiator performs a location roll.
Step 4: The initiator may spend his successful CBT roll results to alter the
outcome of the location roll. For each successful roll spent, increase or
decrease by 1 point the result of location (maximum 6, minimum 1).
Step 5: The remaining CBT roll successes increase the shooting weapon
strengh (rated Str (X)) in the equipment description.
Step 6: The initiator then performs a Strengh roll where the diffculty is
the target’s VIG rating.
Step 7: Each successful Strengh roll result inficts one wound to the limb.
If the target loses at least 1 CP then the attack is successful. Otherwise,
it is a failure.
A weapon strengh is indicated in its description as Str(X), where X is the
strengh value.
Attack with projectile equipment
To resolve a ranged attack carried out with throwing projectile equipment
(hand grenades, molotovs and such), the player chooses a point on the
feld. The distance between this point and the fghter performing the
attack must be equal to or less than the range of the projectile equipment.
The fghter who carries out the attack must have a valid line of sight of
this point or of fghters located at this point.
Fighters located at this point then undergo the effects of the weapon (like
an explosion for example). No dice roll is necessary to perform this ranged
attack action as it is an automatic success.
Note that if the aimed point is a fghter, he does not need to be the closest
one as is the case with shooting equipment
Attack with blast equipment
To resolve an attack with a blast equipment, place the smaller end of the
blast template in contact with the attacker base. The other end of this
template should be placed at the fghter’s nearest opponent. This template
can be moved so as to touch one or more additional opponent fghters
until the base of the nearest opponent is at least partially covered and
the smaller end of the template remains in contact with the base of the
fghter performing the attack. Each fghter whose base is partially covered
by the template undergoes one wound to each of his limbs ignoring the
protection effects. No dice roll is necessary to perform this action. Then,
the fghters affected by the template suffer the effects caused by the
equipment (e.g. burn).
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Game Rules
7.Special abilities
There are two types of special abilities, each identifable by the symbol
placed after its name: Permanent Ability  and Action Ability . After
the symbol, the cost needed to use the special ability is indicated. Some
abilities have no cost, which means that they are free to use.
A Permanent Ability has a permanent effect. Some of these abilities can
also have conditional effects and can be activated following a particular
game event. The player cannot do anything to cause or prevent the effects
of permanent capacities, except when such an ability has a cost (indicated
in parentheses after the name of the ability). In this case, the player may
decide not to pay the cost, which prevents the implementation of the
ability effects.
An Action Ability can be activated and its effects resolved only during
the activation of the fghter who possesses it. To do so, the player must
announce it and pay the cost (if any). The effect of the ability is then
resolved.
8.The equipment
Fighters Equipment is listed at the bottom of their card. Equipment is
always noted as follows:
Name (Category): Bonus / Penalty - Effects.
Some equipment can belong to 2 categories. In this case, the notation is
as follows:
Name (Category 1/Category 2)
Bonus / Penalty for category 1 - Effects on Category 1
Bonus / Penalty for category 2 - Effects for Category 2.
In some cases, a piece of equipment may have either no Bonus / Penalty
or no effects.
A – equipmenT CATegory
Shooting: indicates that the equipment is of shooting type and uses the
corresponding “ranged attack” action.
Projectile : indicates that the equipment is of Projectile type and uses the
corresponding “ranged attack”. action
Blast: indicates that the equipment is of blast type and uses the
corresponding “ranged attack” action.
Pr: indicates the equipment is protective. The protection value is indicated
as a bonus after the name of the limb(s) protected. This equipment is
used whenever protected limb(s) suffer wounds. The total number of
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Game Rules
wounds is reduced by the value of protection. If, instead of a limb name,
“complete” is mentioned, all body parts of the fghter are protected.
Example: Helmet (PR): head + 1 is a protective equipment which can
reduce by 1 the number of wounds inficted to the head of a fghter
wearing this equipment.
Tech: denotes technological equipment. This attribute does not give
bonus or penalty effects as with other equipment. It is used by some
special abilities and Tactical or Mission cards.
B - equipmenT Bonus / penAlTy
In a bonus/penalty description, the X value is the value of the bonus or
penalty (a bonus is a positive value and a penalty is a negative value).
Example: CBT +2 indicates a 2 point bonus over the fghter’s normal
CBT value while he uses this equipment.
C - effeCT of equipmenT
Burn (X): indicates that this equipment causes a burn condition when used
against a fghter. X burn markers are attributed to this fghter.
Fear (X): indicates that this equipment is frightening and causes the fear
condition when used against a fghter. X Fear markers are attributed to
the fghter.
Explosive (X): indicates that the equipment explodes when it is used.
During an explosion the player uses the blast template centred on the
point where the explosion occurred. The player performs a test for any
fghter whose base is covered, even partially, by the template. For this
test, he launches XD6 with a diffculty level equal to the VIG value of
each affected fghter. If he gets at least one success, each limb of the
fghter suffers 1 wound. These wounds bypass protection effects.
All the fghters within the template, whether injured or not,
automatically suffer the effects caused by the equipment (burns or fear
for example).
Range (X): In some cases, the equipment (often ranged attack equipment)
has a range in cm. This indicates the maximum distance where effective
targeting is possible. This range is equal to X cm.
Str (X): indicates that the equipment has a strength of X when used.
X / match: the equipment can be used X times per game.
X / round: The equipment can be used X times per round.
9.Physical and Psychological Conditions
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Game Rules
During the game, a fghter can be affected by one or several conditions.
As long as the fghter has at least one marker associated with a given
condition, he suffers its effects. Here are the different conditions a fghter
can suffer from and their corresponding effects:
Burn: During the Intendancy phase, each fghter who has a burn marker
may be injured (see Intendancy Phase). During his activation, a fghter can
remove one of his burn markers by spending 1 AP.
Fear: As long as the fghter has at least one Fear marker, he can not take
any action except the Move action. He cannot use action abilities. When
targeted in a melee attack, he cannot perform a response. During the
Intendancy Phase, the fghter performs a PSI roll to try to get rid of his
Fear marker (see Intendancy Phase).
Poison: The fghter suffers a penalty of 1 point to all his characteristic
features as long as he bears at least 1 Poison marker. During the intendancy
Phase, a Poison marker is removed from every fghter who has at least
one.
Rage: The fghter will receive a bonus to its CBP and SPD characteristics
and a penalty to its VIG and PSI characteristics as long as he has at least
1 Rage marker. The value of this bonus and the penalty is equal to the
number of Rage markers. During the Intendancy Phase, you can decide
to remove a single Rage marker from each of your fghters who have at
least one.
Slowdown: A fghter who has at least one Slowdown marker loses 1 PA.
During the Intendancy Phase, a Slowdown marker is removed from every
fghter who has at least 1.
Optional Rules
1. Territory Management
Territory Management is an optional rule which replaces scenery placement
during the preparation phase. This rule also proposes to manage the
interaction of the fghters with the scenery.
Each scenery is characterized by three parameters, name, cost points and
special rules.
At the beginning of the game each player has 8 scenery points. He can
use them to buy and put elements on the feld. A player must spend all his
scenery points and place them on the feld.
Unlike the basic rules, if you use this optional rule, scenery does not
hinder or block lines of sight and cannot be crossed by combatants on the
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Game Rules
feld. Fighters cannot stop on an element of scenery after a movement.
A - speCiAl sCenery rules
These special rules describe the properties of scenery elements on the
feld. Many rules are standardised and represented by a keyword in the
description of the scenery. Here is a list of these rules and their effects.
Some of the special rules have a value indicated in parentheses after their
names. This default value is 1.
Destruction (X): An element of scenery with this special rule may be
the targeted by an attack action. If this is the case, the attack is
automatically successful. Such an element is destroyed if it undergoes
X attacks in the game. You can count the number of attacks inficted to
the scenery with chips. When this element is destroyed, remove it from
the ground and replace it with a disaster area scenery (see further) of
equivalent size.
Hiding: Some scenery elements allow fghters to hide inside. To do so, the
fghter must be in contact with this scenery, stand at more than 15 cm
from any enemy fghter and must carry out a move action. No opponent
can target this fghter if he is more than 5 cm from him.
Elevation: the scenery has a point raised above ground. A fghter standing
on this point has a +2 CBT bonus for melee attacks against any opponent
who is below this position. Furthermore the range of shooting and
throwing equipment increases by 5 cm on an elevated position.
Climbing (X): a scenery element having the elevation rule may also have
this special rule. To reach a high point on an element of scenery, a fghter
must be in contact with a passage way and complete a move action that
costs 2AP. In addition, the fghter performs a SPD roll with a diffculty of
X. If the roll is not successful, the movement fails (he stays at the same
place) and the fghter must then make a VIG roll with a diffculty of X.
If he is not successful, all of his limbs are injured (1 wound) without
taking into account the effect of any protection equipment. If the roll
is a success, put the fghter on an elevated position of the scenery
element.
Crossing: The fghters can cross this scenery with no penalty.
Impenetrable: scenery with this special rule cuts any line of sight.
Flammable: This scenery may receive a burn marker. A fghter who
begins their activation or completes a movement in contact with a
Flammable element, with at least one burn marker, receives a burn
marker immediately. During the Intendancy Phase, add a burn marker
to the scenery if it already has at least one. Each burn marker counts
as an attack with the special Destruction (X) rule. When such scenery
has at least one burn marker, it loses its other special rules Crossing,
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Game Rules
Occupation and Obstruction, and obtains the Obstacle (1) rule (if it
already has this rule, add 1 to the value of the obstacle).
Obstacle (X): The scenery counts as X obstacles. This particularly affects
the penalty of ranged attacks.
Obstruction (X): To travel 1 cm on this type of terrain a fghter must
spend X.
Example: a fghter wants to cross a marshy area that has the special
Obstruction (2) rule. Thus, every cm walked through this scenery will
cost him 2 cm. With a potential movement of 10 cm this fghter will
travel no more than 5 cm on this terrain during a move.
Occupation: The fghter can cross and/or stop on this scenery element.
Swimming (X): a scenery element that has this special rule can be crossed
by swimming. To do this, the fghter must be in contact with one edge
of this scenery and make a move action that costs 2AP. The fghter must
perform a VIG roll with a diffculty of X. If he fails, he suffers a head
wound without taking into account his protective equipment. The test
must be done again until the fghter gets at least one successful roll.
This test suffers a penalty equal to the number of equipment the fghter
carries where “full protection” equipment counts as 2. When the roll
indicates at least one success, place the fghter anywhere you want at
the edge of the scenery within 20 cm from its original position.
Hostile Presence (X): Fighters that begin or end their activation in
contact or inside a scenery with this special rule immediately suffer
X wounds where protection equipment is ignored. The player makes a
location roll for each wound caused by this effect.
Jump (X): Some terrain can be crossed only by jumping. When a fghter
wants to jump over an element of scenery having this rule, he must be
in contact with it and make a move action. Then he performs a SPD roll
with a diffculty of X. If the roll is not successful (at least one success),
the fghter is automatically incapacitated.
B – sCeneries lisT
Here is a list of the scenery elements that can be placed on the battlefeld.
The cost of each element is indicated after the scenery name and has to
be subtracted from the player reserve when he chooses and places this
element.
Tree (1 point): Flammable, Destruction (3), Obstacle (1).
Bushes (1 point): Flammable, Destruction (3) Interference (2) Crossing.
Car wreck (1 point): Destruction (8), Obstacle (1).
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Game Rules
Wall (1 point): Destruction (4), Obstacle (1) Crossing.
Crumbling wall (1 point): Destruction (4), Obstacle (1).
Dark wood (2 points): Flammable, Destruction (6), obstruction (2),
Hostile Presence (1) Obstacle (3), Occupation.
Pond (2 points): Interference (2), Hostile Presence (1) Occupation.
Devastated area (2 points): Interference (2) Occupation.
Energy Beacon (3 points): Destruction (3), Obstacle (1). Each fghter
located within 5 cm gets the equipment “Gyromagnetic Field (Pr):
complete +2” effective only against a ranged attack. This equipment is
added to the protective equipment already owned by the fghter.
Quarterist Idol (3 points): Destruction (2), Obstacle (1) Flammable. A
fghter from the Matriarchy of Sybille cannot attack this scenery. Sister
type fghters gain 1 PSI point when standing at 10 cm or less from this
scenery.
Waste Pile (3 points): Obstacle (1), Flammable, Destruction (4),
Obstruction (2), Occupation.
Lake (4 points): Hostile Presence (1) Swimming (4).
Deep river (5 points): Swimming (5).
Browse the website www.eden-the-game.com to discover a complete list
of sceneries using the rules above.
2.Infestation
The following rules explain how to manage combatants who are not
directly controlled by the players i.e. Non-Players fghters (NPFs). A NPF
is a fghter who has his own motivations and cannot be recruited by the
players for their bands. The NPFs have their own profle cards which are
similar to those used by the fghters that you can recruit in a band. The
only difference is that the level of NPF is shown instead of the value of
the combatants. NPF also have a faction symbol specifc to NPF and some
may bear a Stigma symbol.
A - plACemenT of npfs
It is the “level of infestation” which determines the number of NPFs that
will be present on the feld. When the level of infestation is 3, each player
will have 3 points devoted to NPF placement. The frst player begins by
placing a NPF of his choice on the feld.
The steps needed to place NPFs on the feld are as follows:
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Game Rules
- Players agree on a level of infestation (typically 1 to 10). This level can
also be determined randomly.
- Each player receives a number of points equivalent to the infestation
level.
- The frst player spends X Infestation points from his reserve and places a
level X NPF on the terrain. Then his opponent does the same. The players
alternate this step until the two players have run out of points. NPFs
cannot be placed less than 15 cm from another NPF.
Once these steps are done, the preparation phase goes on as normal.
B – npfs ACTivATion
The NPFs are activated during the 2nd step of the Intendancy phases :
“Activation of NPFs”.
Here is how this step is divided:
The frst player chooses an NPF on the feld and activates it. A NPF
can perform only one action during his turn out of the three following
actions:
Prowl: the NPF moves 5 cm in the direction of player’s choice.
Charge : This action is compulsory if the NPF is free, if at least one fghter
is present within 10 cm and in the NPF’s line of sight. It immediately
makes a 10 cm move that leads to contact with this fghter. Then it
performs a melee attack following the normal melee rules.
Attack: This action is compulsory if at least one fghter is in contact with
the NPF. The NPF performs an attack against a fghter in contact with
him (at the player’s discretion if more than 1 fghter is in contact with
the NPF) following the normal rules of the melee attack.
Then the players alternate activating NPFs until all NPFs have been
activated.
C – ATTACk A npf
When a fghter attacks a NPF in melee combat, it automatically performs a
responsive type of reaction as described in the rules of the Attack actions.
It is the fghter’s opponent who rolls for the NPF.
When a fghter eliminates a NPF, the player controlling him immediately
scores the number of victory points equal to the NPF level.
Some NPF have special abilities that must be taken into account during
the game.
3. CLIMATIC CONDITIONS
Climatic conditions can have a signifcant impact on fghters and strategies
during a game of Eden. Before starting the game, players determine what
will be the climatic conditions by launching 2D6. The sum of these two dice
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Game Rules
defnes what climatic conditions will prevail for the game (see below).
2 - Ion Storm: At the end of each round, each fghter performs a VIG roll
with a diffculty of 6. If a fghter fails to score at least one success, he
suffers an immediate torso injury, ignoring protection equipment. The
NPF are immune to this rule.
3 – Storm: all the move action of the fghters are limited to 8 cm (instead
of 10 cm).
4 / 5 - Dense fog: No fghter can visualise targets farther than 15 cm from
its position.
6 / 7 - Normal Weather: No special effect.
8 / 9 - Mist: The players deploy their fghters one by one, alternately
i.e. the frst player will begin by deploying a fghter followed by his
opponent and so on until all the fghters have been deployed.
10/11 - Acid Rain: At the end of each round, any free fghter performs
a VIG roll with a diffculty of 5. If a fghter fails to score at least one
success he receives a poison marker.
12 - Snowstorm: The cost to play a tactical card is 3 SP instead of 2 SP.
If the players wish, they can combine several conditions (and therefore
make 2 or 3 rolls).
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Game Rules
GlossaRY
Activated : An “Activated” fghter is a fghter whose activation has been
resolved during the current round or who no longer has AP. To represent
this state, players can rotate the profle card of this fghter by 90°.
Action Points (AP): The action points allow a fghter to perform actions
during a turn.
Barrier: On feld element (scenery or fgure) that interferes with lines of
sight.
Bonus: A bonus is a value that is added to a characteristic in order to
increase it. When reference is made to a bonus there is necessarily a
positive value in addition to the characteristic covered by the bonus.
Constitution Points (CP): Each limb of a fghter has several constitution
points (CP). There are two types of CPs, whites and reds ones.
Contact: Consider that there is contact between two miniatures when
their bases are touching. However if the two miniatures belong to the
same troop, they are considered free.
Cost: The cost of an ability or of any game effect is the number of
resources (SP, AP, etc ...) that you should spend to enable the ability or
the effect conditioned by the cost.
Field: The feld is an area on which the fgures are played. Its size is free
and is at the discretion of players. But it is advisable to play on a square
feld with a minimum width of 60 cm side and a maximum of 120 cm. It
is also advisable to decorate your feld with scenery elements.
Fighter: A fghter is represented by a miniature on the felds. He is also
represented by a profle card. A player controls, in general, several
fghters at the beginning of the game that are his troop. It must, through
its fghters, meet the objectives of his mission to win a victory over his
opponent.
Free: A fghter is considered as free if no opponent fghter is in contact
with him.
Heal : heal a wound means that a wound (1 CP) is removed from the
concerned by limb. If it has no wound, the treatment is ineffective. To
resolve such action you must uncheck on the profle card the number of
healed wounds of the limb. The use of protective sleeves for cards and
an erasable pen facilitates this operation !.
Incapacited: An Incapacited combatant cannot fght anymore due to heavy
wounds or other game effect. This miniature is removed from the feld
and the fghter card is set aside.
Limb: Each fghter has several limbs (typically the head, arms, torso and
legs).
Location index: The location index lets you know the fghter’s limb being
attacked or shot. Each limb has its own index of localization, indicated
by one or more symbol (s) representing the faces of a D6.
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Game Rules
Penalty: a penalty is a value that diminishes a characteristic. When
reference is made to a penalty, it is necessarily a positive value that is
subtracted to the characteristic affected by the penalty. (The opposite
of a bonus).
Profle Card: The card shows the profle of the fghter and his key
informations (characteristics, special abilities, etc. ...).
Strategy Points (SP): the strategy points are a reserve allowing players to
activate certain game effects.
Tactical cards: During the game, players can use the tactical cards to
trigger an event or a particular effect. These cards are described in the
relevant section.
Troop: a troop is composed by all the combatants of a player.
Wounded : when a limb no longer has white PC slots, but only red ones
it is considered “wounded”. The value of the related characteristic
becomes equal to the value in red.
Wound: If a game effect inficts a wound to a fghter, players check a PC
slot on the concerned limb. If a limb suffers more wounds than the
number of PCs, the fghter is automatically incapacited.
X / match: a X /match type effect may be used X times per match by the
same fghter.
X / round: a X /round type effect may be used X times per round by the
same fghter.
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Game Rules
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Game Rules
Eden game and miniatures are produced by :
www.taban-miniatures.com
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Eden / Taban Miniatures 2009 - All Rights Reserved
s u r v i v r e t h e a p o c a l y p s e

survivre

à l’apocalypse

A game by Pierre ‘Jugger’ Joanne Assisted by Mohamed Ait Mehdi ‘Mohand’, Emmanuel ‘Sered’ Krebs and Frédéric Maendly Figures, concepts and illustrations: Loïc ‘Greencat’ Muzy and Mohand Original sculpting: Mohand, Alan Carasco, Nicolas Nguyen and Benoit ‘Taban’ Lopez Studio paintings: Sébastien ‘Jakovazor’ Picque and Mohand Graphic Design: Rulebook layout and Eden logo design: El Theo Game cards and faction symbols: Taban and El Theo Starter boxes design: Taban. Website design: Morgan Cousin, Mugen and El Theo Stigma symbols design: Mugen Texts and background: Durou Jérôme, Jean-Christophe Guillou and Jugger Translation: Bryan 0’Regan, Jean-Christophe Guillou, Sered and Taban Testers: Emmanuel Krebs, Frédéric Maendly, Julien Jaspard, Romain Mathieu, Jérôme Pinsard and Julien Veret Credits: Sylvain Brideron and Mathieu Freslon

2

Game Rules

Welcome to a barren planet, swept by the icy winds of a never ending winter and littered by the ashes and blood of men. Welcome among its children hidding to escape the barbaric hordes of the survivors. Welcome to your new paradise, the new … Eden ! After the Apocalypse many groups are fighting just to breathe the foul air a few more hours. Eden proposes two players to take control of these groups struggling for survival and fight each other in a game of skirmishes The rules of this game are divided into two parts, the basic and the optional rules. A good way to begin to familiarize yourself with the game is to play a few games with the basic rules. Then, once they are mastered, you can include one or more optional rules to enrich the gaming experience.

The Basic Rules
1. Gaming material description
A number of elements are necessary to play this game. In addition to the items you will find inside this Eden starter box (miniatures, cards and markers), you will need a few 6-sided die (D6), transparent pockets to protect your cards, an erasable felt tipped pen, a measuring tape (calibrated in cm) and various markers (Chinese beads, coins, etc ...).

A - The

To play you will need miniatures from the Eden range to represent your fighters on the battlefield. They will have to be assembled first and should be painted for a greater visual experience. Come to discover tips and examples of miniature painting that are available on Eden website at www.eden-the-game.com.

miniATures

B - The

field

The Field is where scenarios take place and evolve into fighting battles and skirmishes. It may simply be the surface of a table, a play-mat or terrain that you have specially designed and crafted to play Eden. This Field has a square surface of 60cm by 60cm.

C - The

sCeneries

It is advised to place scenery elements on the field such as, walls, hills, ruins, wrecked cars or marshy areas etc. They are likely to enhance the visual quality of your battlefield but also the tactical depth of your games. The Territory Management optional rule details the effects of scenery elements on the field.

3

Game Rules

the I. 6) 4 Game Rules . and the Matriarchy.d . Example: Yuri is a human 4. Finally. a characteristic (cf. torso and the legs . Faction symbol: this symbol indicates which faction the fighter belongs to. Profile cards also contain information on the back. 5). arms By convention. Example: Yuri’s faction symbol is the Jokers Gang       The Starters box allow you to choose from four factions: the Jokers gang. .The CArds There are 3 types of cards in Eden: Profile. Example: The name of the fighter pictured here is “Yuri” 2. Profile cards display the different characteristics of the combatants. Name: each fighter is unique and has a name of its own. all these body parts will be referred as “limbs”. the Clan Bamaka. Type: Each fighter has one or more types. The fighters type is used to define some of the gaming effects. Other factions are coming soon… 3. Limbs: Each fighter is composed of 4 parts. Each limb has its own points of constitution (cf. Mission cards describe the goals that your troop must achieve to win the game. Mission and Tactical cards. Unlike the other 2 types of cards. Tactical cards allow them to gain certain advantages during the game. The details of the 3 different types of cards are listed  below:    Profile Cards 1.C.S. the head .

When a fighters limb gets one or more wounds. Constitution Points : the Constitution points of a limb (Rated CP) represent the number of wounds that it can take until your fighter is incapacitated. 7. he is incapacitated and is removed from the field. legs. Characteristics: a fighter has 4 characteristics. the value of the characteristic is equal to the white number. So the more wounds a fighter can sustain. 9. The various rules that govern this gear are described further in this document. Each characteristic has two values that are used depending on the injury level of the related limb. has 2 white CP and 2 red CP. the location index 1 corresponds to the head. it can never be wounded. torso and Speed (SPD). Example: For Yuri. the linked characteristic decreases. 8. the limb is considered as “wounded”. each one related to a body limb: PSI (PSI). a shoot out or any other incident involving sustained wounds. when a limb is wounded. If he loses this last white CP.connected to a location index(cf. The first white dot (highlighted in green) is checked. 5. the more effective the fighter is in this characteristic. The result of the dice determines which limb is affected. They are represented by a number of white and / or red dots. the values shown in white are generally higher than those indicated in red. A limb with at least one white CP dot unchecked is “normal”. it is easy to play against an opponent by setting a troop power equivalent to yours 5 Game Rules . When the limb is normal. his head stays normal.. Since he still has a White CP. 7). Example: Yuri loses 1 CP in the head. 6. number of shots allowed etc . check as many dots as wounds starting from the dot highlighted in green. When a fighter loses the last CP of any of his limbs. If the limb is wounded. then the value of the characteristic is equal to the value indicated in red. The higher the level. Example: Yuri’s head.). the player will determine which limb is hit with the location indices. Location Index: during a fight. 4 in CBT. Example: Yuri has the following equipment: throwing knives and a Molotov cocktail.. the more efficient he will be. When all the white CP of a given limb are checked. arms. Vigor (VIG). head. Value: the value of a fighter reflects its efficiency and power in the game. corresponding to the location indices. his head will be wounded. The player makes location rolls by rolling one D6. Fighting skill (CBT). Yuri’s PSI falls to 3. Sometimes a limb has no red CP dots and in this case. Example: Yuri has the following characteristics: 4 in PSI. Through this information. Equipment: Some fighters have specific equipment that are subject to special rules (protection. The location indices are represented by the different faces of a D6. 4 in VIG and a SPD of 5. In most cases. Example: When wounded in the head.

Mission Cards 1. Stigma Symbol: in addition to his faction. On the contrary. 4.” 3. he does not inform his opponent of the name or contents of his mission and can leave the card face down on the table. Change and Chaos Example: Yuri has the stigma of Chaos. Both types of abilities are described later in these rules. The two types of deployment       6 Game Rules . 11. Order . when a player plays a “revealed missions” card his opponent may consult at any time the information on the card. Mission Symbol: This symbol indicates that the card is a mission. Type of Deployment: There are two types of deployment: Confrontation and Ambush. Protection . There are five stigmas : Destruction .Example: The value of Yuri is 20. Type of Mission: There are two types of mission: secret missions and revealed missions. These settings affect how the fighters are to be deployed on the field during the preparation phase. Example: The name of the card presented in the example is “retreat to contaminated areas. Special abilities (back of the card): There are two types of special abilities: Permanent abilities  and Action abilities  . 10. each fighter has a “stigma” that determines how he perceives the world and the role he has assumed after the Apocalypse. Example: Retreat to contaminated areas is a Revealed Mission. 2. When a player plays a “secret mission” card. . Name: Each mission has a unique name.

Example: Retreat to contaminated areas is a mission reserved for bands composed exclusively of fighters from the Clan Bamaka. . Faction or Stigma symbol: indicates that only a troop composed entirely of fighters sharing the same symbol can fulfil the objectives of this mission. Example: Retreat to contaminated areas is a mission with a confrontation type deployment.Tactical: this card can be played only during the tactical phase.are described in the Preparation Phase chapter. Tactical Cards 1.Cancellation (X): the opponent of the player who plays this card can pay the X cost strategy points to reverse the effects of the tactical card before they are resolved (Strategy Points are further defined in the rules below) Example: Contaminated area has the rules Tactical     7 Game Rules .First round: This card can be played only during the first round of the game. 3. Tactical Symbol: indicates the card is a tactical card. 2. Mission Objectives: indicates the objectives to be reached and the number of victory points (abbreviated VP) you will score by fulfilling them. Here are the special rules and restrictions: . you cannot play two tactical cards with the same name. During one game. Name of the Tactical Card: Each tactical card has a name. . You cannot play cards with a Faction/Stigma mission symbol different from the one you chose for the composition of your troop. 5. Example: The name of the card presented here is “Contaminated Area”. 6. Special Rules : indicate the restrictions or rules to be observed while playing a Tactical Card.

The player then rolls 4D6 (4 6-sided dice). 5 and 6. the players roll the dice again. The difficulty level of the roll is indicated in its description. 1 point). The fighter who obtains the highest result is the winner of the opposition roll. he retains the results 5 and 6. there is no success possible and the roll is automatically a failure. and his CBT characteristic is then reduced by 1 point which leads to a value of 3. He obtained the following results: 1. the player rolls as many D6 as the value of the characteristic used. As the level of difficulty is 5. All dices results greater or equal to this threshold are successful. For this roll. the opposition roll and the location roll.Elementary Notions Before you start playing. Abama has achieved one success with his CBT roll! If a characteristic comes down to 0 or less (naturally or due to penalty). When not specified. decrease it to 6. Yuri got 2 achievements with his PSI roll!. The others are failures and are discarded. 2.rolls There are 3 types of rolls: the characteristic roll. Example: Abama Big-Belly must carry a CBT roll (characteristic 4) with a level of difficulty level of 7. If the difficulty level of a roll is greater than 6.and First round. a 4 and a 3. If both fighters have a characteristic of equal value. Yuri has a PSI of 4. Tactical effects: Describes the effects created by the tactical card. The threshold is reduced to 6 (i. Despite the penalty. Example: Vlädd of the Jokers Gang and Ngobo Quick-Arm must carry a 8 Game Rules . 4. the player rolls 3D6. These are described in the following paragraphs. A . the fighter with the highest characteristic is the winner. If both get identical results. it is necessary to know the basic rules. Example: Yuri’s Gang of Jokers must carry PSI roll with a difficulty level of 5. Characteristic roll To make a Characteristic roll. 4.e. he gets a 6. Opposition Roll An opposition roll involves two fighters and one characteristic. The characteristic used for this roll will also be reduced. Each fighter rolls a single D6 and the result is added to his own characteristic value. the effects last until the end of the round during which the tactical card has been played.

some gaming effects require a line of sight. Vlädd gets a 1. B . The player decides to raise the face value of the die by 1. it means that the value of the dice can be decreased or increased (but not both). It is thus easier to determine what a fighter can see. a small miniature can be completely hidden by another figure with a same size base or by a miniature on a larger base. after this modification. Location Roll When a fighter performs a location roll. Do not hesitate to look right from your model location to see from its point of view. C . Each player throws 1D6. A decorative element may also be placed on a pedestal. This roll indicates that the Elenia’s torso is affected by the attack. According to the Line of Sight rule. A fighter uses the edges of its base. another fighter or any other element must be able to trace a corridor that connects the edges of its base and the edges of the element without the corridor being completely cut off by another element on the field (fighter or scenery). a 4-CBT. In this case the edges of this base are used in the following rules. Example: in an attack against Elenia. the edges of this element are used (those in contact with the element are considered as the ground). However Elenia (due to a gaming effect) has the possibility to modify the roll result by 1 point. Each element partially present in the corridor will be counted as an obstacle. Some figures have a large base (40 mm) while others have a small base (30 mm). the player makes a location roll and gets 5. The result of the launched die determines which limb is affected through the location indices. When a scenery element has features protruding from its base or edges (like the branches of a tree for example).line of sighT The main rule to establish the validity of line of sight is the following: A fighter who wants to have a valid line of sight to a point on the field. The result of the roll location becomes 6 and the blow strikes the legs. When indicated that a location roll can be changed. Vlädd a CBTof 6 while Ngobo. which allows him to be the winner of the opposition roll with a score of 8. which added to his CBT of 6 gives a score of 7. he rolls a D6.CBT roll in opposition.The sCenery During the game. However. the die result cannot be less than 1 or higher than 6. For a scenery or building. they will be ignored. Ngobo obtains a 4. Any element in play (scenery or miniature) has edges that define the space it occupies on the ground. 9 Game Rules . who was wounded in the arm.

Some “flat” sceneries will not obstruct lines of sight at all (like a lake. In the case where a scenery has the two special rules described above. regardless of its height.ConCepT of ConTACT A fighter is said to be “free” when no opponent fighter is in contact with 10 Game Rules . For example. you can agree with your adversary to determine which sceneries can present this feature (a low wall. bases that come with a miniature must be used during play. players can apply the rule “height and/or opacity” differently for fighters who are inside or outside the scenery. we also consider that a scenery element (or a fighter) can neither be crossed by a fighter nor constitute the ending point of a fighters movement. You can also apply a movement penalty when a fighter crosses through such a setting. In addition. you must cross 2 cm for every 1 cm). swamp etc. Some particular aspects may alter these rules or scenery properties. When moving. the base is used to determine whether or not a fighter can pass between two elements (like the bases of other fighters.g. but must use a base of identical size. e . hill. In the basic rules. it is considered that a decorative element (or a fighter) is fully opaque. In this case.The movemenT Eden miniatures are placed on bases of various sizes corresponding to the space occupied by the fighter on the ground. Players can change the base of a character. a marshy area etc. A scenery element may have one or the other special rules listed above or both. a fighter on a hill will not suffer the same effects on his line of sight as a fighter that is behind a hill. If not.).). Penetrable scenery: Some elements can be crossed by fighters. d . impassable sceneries etc. Each element of this type completely cutting the line of sight counts as an obstacle instead of blocking it completely. the movement is not allowed For this reason. every cm covered in such a scenery will be doubled (e. Decide with your opponent which rules apply to each element. If you decide to apply this penalty. Scenery height and/or opacity : some small sized or relatively transparent elements should normally allow fighters to have a valid line of sight even though their corridor is fully blocked by these given elements. some small bushes etc. width and length.In the basic rules. these elements are not even considered as obstacles when present in a fighter’s line of sight.). To develop the use of scenery further with other special rules.). more information can be found in the “Land Management” section. Decide with your opponent which of these elements will benefit from this rule (collapsed wall.

f .5.) contradicts the rules.inConsisTenCy CArds vs rules When the text of a card (effects. .. Following a game event. gather your miniatures. This value must then be rounded to the higher number. sceneries and 11 Game Rules . Indeed. 4.CreATe his Troop To recruit the fighters that you will use is an important step in Eden.meAsuremenT And round . h . total VP. A faction type troop must contain fighters having the same faction symbol. 3. Example: The PSI value of Vlädd is 3. g . This value is automatically rounded up to 2 and thus Vlädd has a PSI of 2. gAme sTeps And rounds Before you start the game. the card is to be followed.When resolving some game actions or effects. he is incapacitated. Players can play identical or different types of troops. it is divided by two giving a PSI of 1.) cannot be a decimal.him. etc. it is advised to stay below 200 points. Respecting one of either constraints above. each player chooses his type of troop.In Eden. special abilities. This means that the miniature is immediately removed from the field and may not return. Before you begin. there are two ways to compose your troop: by Faction or by Stigma. however. a result (such as a modified characteristic. A Stigma type troop must contain fighter sharing the same stigma symbol. A fighter is said to be “in contact” when its base and that of an opponent are touching. it is possible to measure any distance on the field at any time.inCApACiTed When all of the CP dots of a fighter’s limb are checked. In this case the players agree on the budget. etc. Players can also choose to play with more points than specified in these rules. cards. the players will then pick the fighters they include in their band so that the sum of the selected fighters individual value does not exceed 100 points.

He can represent this reserve with some markers. It is considered that fighters forming a Stigma type troop do not usually fight together. from the edges of the field or any mission objectives. Step 6a (optional rule): determination of the infestation level and placement of Non Player Fighters or creatures (NPF). He applies the effects of this card immediately. It is divided by two in the case of a Stigma type band. Step 5: The first player chooses a Mission card from his deck and reads plays it. They are less coordinated and implement strategies less complicated than a Faction type troop. Step 1: Each player reveals the fighters who form his troop. The player with the highest result is then the first player (if the throwing is still equal. Each player must place the same number of elements as his opponent. Each player can thus verify that the restrictions by type and that the maximum budget have been respected by his opponent. The player who bet the more SP chooses who will play first. Then both players simultaneously reveal the number of SP. they roll one 1D6. Scenery elements must be placed at 5 cm or more from each other.any other equipment needed around the field. Step 2: Each player calculates the reserve of strategy points (abbreviated SP) he will have for the match.The prepArATion phAse The preparation phase is done once per match before the first round of play and is subdivided into different steps that players must follow. the players roll the die until a winner is produced). the details of 12 Game Rules . you can begin the first phase of the game : The Preparation Phase. A . There is an optional rule that replaces this step (see the Territory Management chapter). The SP reserve of a player is equal to the sum of the PSI values of all the fighters in his troop. Step 4: The first player designates one of its fighters as troop leader of his gang. If both players have wagered the same SP value. Step 6: Players take turns placing a piece of scenery on the battleground starting with the First Player. then his opponent does the same. Otherwise he reveals the mission to his opponent. The SP bet by both players are lost and removed from their respective reserve. His opponent then also plays a mission card (that must be different from the first player’s if it was is a “Revealed Mission” card type). Once this step is completed. If it is a secret mission he leaves the card face down next to the playground. Step 3: each player places in his closed hand a secret number of SP (at his discretion) to the limit of his reserve of SP..

the players are free to reveal the contents of all or part of their tactical hand. within an area limited by a circular curve). Step 4: Intendancy Phase. At the end of the match the player who scores more VP win the match. These cards are called the ” Tactical Hand”. etc. 13 Game Rules . Ambush Deployment: the player deploys his fighters 20 cm or more from the centre of his own half. A match of Eden lasts 5 rounds. At any time. His opponent does the same. players can begin the first round of the match.optional rules”. within a rectangular area).e. Otherwise the match is a tie.) during the activation phase of the fighters. fight. Step 3: Activation Phase of fighters. Once these steps are completed.which are described in the chapter “Infestation . (i. The land is firstly separated into two equal parts (if the field is a square. B – round A round is divided into different steps that players must follow in order: Step 1: Determination of the First Player. Step 7: The first player deploys all his fighters on the field. following the deployment restrictions of his own mission. Step 9: Each fighter on the field receives 3 points for action (abbreviated AP) which will enable him to perform actions (move. The match is finished at the end of any round where a player has no more fighters alive on the field. Step 2: Tactical Phase. The first player then chooses one half and deploys all his fighters. according to the type of deployment required by the Mission: Confrontation Deployment : the player deploys his fighters 20 cm or more from the centre line in his own half (i. A player must not choose two identical cards. The match ends at the end of the fifth round and then players count their victory points (VP) as indicated on the Mission cards.e. His opponent then does the same in the other half of the field. Step 8: The first player selects among his deck a number of Tactical cards equivalent to the PSI characteristic of his troop leader. the choice of the width to be used is up to the first player).

the first player can choose to not activate fighters (except during the first activation of the round). its effects will last only during this round. if the two leaders have been incapacitated during the previous round. His opponent then does the same if he wishes. the opponent becomes the first player and starts the activation phase of his fighters.If the first player cannot activate fighters. The SP used by both players are lost and removed from their respective reserves.These steps are described in the following paragraphs. If not specified otherwise on the card. he pays 2 SP from his reserve. . The player with the highest result is then the first player (if the throwing is still a tie. players pass to the next stage (Intendancy Phase) and the last player having activated a fighter remains “the first player” until the start of the next round. However. then it will be his opponent who automatically becomes the first player. then both players simultaneously reveal the number of SP they bet. . Tactical Phase The first player can play a Tactical card from his hand. His opponent immediately becomes the 14 Game Rules . they must roll 1D6 each. He cannot play cards if his Tactical Reserve does not contain at least 2 SP or if his troop leader is not present anymore on the field. this step takes place normally. He announces to his opponent the name and the SPD value of the selected fighter. a new round begins. If both players have bet the same number of SP. The card is then discarded and cannot be played again. Otherwise. Players can interrupt each other as long as they have a fighter who has not already been activated and who bears a higher SPD than the last designated enemy fighter. the players roll again until a winner is produced). The first player can then again interrupt his opponent using the same method. Activation phase of the fighters The first player chooses one of its fighters who has not yet been activated during this round. If he chooses to do so. the player may then activate and perform the actions of the combatant (see Actions). and if there are still fighters who have not been activated during this round. When the activation of a fighter is not interrupted by his opponent. Once all the stages of a round are completed. If the troop leader of a player troop has been incapacitated in the previous round. His opponent may then “interrupt” the fighter by selecting one of its own fighters with a higher SPD. The one who used the most SP can choose who is the first player. this step is skipped and his opponent can freely choose who is the first player. Determination of the First Player Each player secretly records a number of SP in the limit of its reserve. Once the selected fighter has performed all his actions.

the player removes a Fear marker . For each success. If the first player cannot activate a fighter. etc. However. the players pass to the next step.First Player. Once all fighters with at least one Fear marker are treated. chooses one of its fighters with at least one Fear marker. tactical or Mission cards. Step 2: Activation of the NPFs (non-player fighters). 15 Game Rules . Step 4: Each player. if both players pass the hand after. the activation phase of fighters ends immediately and the players move to the next stage (Intendancy Phase). A fighter can only do this roll once during this step. Step 7: Any AP unused by the fighters are lost. This point is described in the rules of Infestation. The fighter performs a PSI roll with a difficulty of 5. Step 8: Each player gives his fighters 3 AP. Intendancy Phase The Intendancy Phase is also divided into different stages that players must follow in order: Step 1: The first player notes any properties (special abilities. starting with the first. players pass to the next step. His opponent may then do the same. This step is optional if no NPF are present. A fighter cannot be activated twice during the same turn. Step 3: Each fighter having at least one burn marker. Then a burn marker is removed from the fighter. His opponent does the same. even if he still has Action Points left (AP). Once all fighters with at least one burn marker have been treated. his opponent becomes automatically the first player.) which are applicable to his fighters during the intendancy phase. Each player (starting with the first player) chooses a fighter with at least one burn marker and launches 3D6 + 1 location D6. Each result above the fighter VIG value inflicts 1 CP wound to the limb as indicated by the location dice (protections are taken into account for the total number of injuries suffered this way). Step 5: Every fighter who has at least one Poison marker loses 1 Poison marker. Step 6: The first player can remove a Rage marker from every fighter in his band which has at least one. A player can not choose the same fighter twice during this step. risks being injured. A fighter who has not been activated but no longer has AP due to various effects of the game is regarded as already activated this turn and cannot be selected anymore until the next turn.

An action without limitation can be repeated as long as its cost can be paid by the fighter. Example: A 2/round action can be performed twice per round by the fighter who possesses it.Step 9: The fighters who have at least one Slowdown marker lose 1 AP and a slowdown marker. The various actions that an activated fighter can make are: Movement (1 AP. If at any time they go bellow 0. Caution: a x/match action may also have a X / round type. These points are added to those obtained during the previous rounds. An action is defined by its name. For example a 3/match and 1/round action is an action that may be used only 3 times throughout the game by the fighter who possesses with a maximum of 1 time per round. Players begin the game with 0 VP. 5. the tactical cards currently used are removed from the game.The Actions When a fighter is not interrupted by an opponent. Some missions specify that victory points are counted at the end of the match. so do not count your points every round. An X / round-type action can be performed only X times per round. So a 1/match action can be performed only once. An X / match -type action can be made X times per game. Step 10: Players count the victory points (VP) obtained during the round. type and effect. Stage 11: End of round: Anything affecting the game “until the end of the round” looses all influence. Each use of the action requires the payment of its action cost. it is activated: the player chooses and carries out its various actions. The type of action can be X / Round or X / Game or no limitation at all. For example. The PV of a player can never be less than 0. Follow the rules written on the Mission card. following the direction of their respective missions. cost. a new round begins. Step 12: When both players agree. 3/round): the fighter moves immediately to a maximum 16 Game Rules . The effect of an action is applied only if the soldier pays the cost of action. they are automatically reduced to 0.

The attack is divided into different stages that players must follow in 17 Game Rules . This action is free but included in the maximum number of attacks which may be made each round by the fighter. each opponent fighter in contact with him may spend 1 AP and immediately execute an attack against him. During this attack the fighter automatically performs a passive type reaction and then he can move. he makes a SPD roll where the difficulty level is the highest SPD value of the fighters in contact. Use a special action ability (Special): the effect is indicated in the description of this special ability. It is not necessary to spend all the AP of a fighter during his activation. If he fails to score at least one success. He moves immediately to a maximum distance of 10 cm. The details of these attacks are described below. the charge fails and is converted to a normal move (see above). The attacking fighter is the “initiator”. Charge (2 AP. If the charge does not fail.distance of 10 cm. he must make a withdrawal before moving. He can not come into contact with an enemy fighter at the end of this movement. Once the fighter has performed all the desired actions. throwing or blasting piece of equipment. 6.Attack A fighter can perform melee attacks or ranged attacks during the attack phase. It is possible to complete a charge in contact with several opponent fighters. If this is not the case. but the attack initiated by this charge can only target one single opponent fighter (chosen by the attacker). For that. the remaining AP are not reserved for the next round. The other combatant involved is the “target”. 2/round): the fighter makes either a melee attack against an opponent in contact. A – melee ATTACk A melee attack action is initiated by the action of an attack or a charge. However. If the fighter that performs this action is not free. Attack (1 AP. with the fighter paying the cost of a move instead of the cost of an charge. The fighters who carried out the attack are not considered activated if they were not before. the fighter must be free. his activation ends and the players continue the activation phase as described above. 1/round) To perform this action. and must be in contact with an opponent at the end of the movement. melee attack (see below) is immediately resolved between the two fighters. or a ranged attack if he is free and carrying a shooting.

the looser is considered a “target” performing a passive reaction (see above). If the target looses at least 1 CP then the attack is successful. Passive reaction If the target performs a passive reaction. i. minimum 1). The next steps depend on the type of reaction of the target. the target must spend 1 AP. Step 6: Each remaining success inflicts a wound to the selected limb. It is not possible to spend all the successful rolls in this way. The steps are: Step 3: The initiator and target perform an opposition CBT roll. If he is not incapacitated. Dodge Reaction To perform a dodge reaction. the following steps are: Step 3: The initiator performs a CBT roll where the difficulty is the value of the target’s VIG. Step 5: The initiator may use the successful CBT rolls to alter the outcome of the location roll: for each successful roll spent. the target may then perform an attack with the same procedure. Step 2: The target announces his type of reaction: passive. A fighter can repeat dodge reactions as long as he can pay the cost. so it is included in the maximum number of attacks that can be made by a fighter during the round. 18 Game Rules . increase or decrease by 1 point the result of location (maximum 6. the steps are: Step 3: The initiator performs a CBT roll where the difficulty is the value of the targets VIG. Response Reaction A response is considered to be an attack action.order: Step 1: The initiator selects an enemy fighter in contact with him as the target. Step 4: The initiator performs a location roll.e. dodge or response. Otherwise it is a failure. The winner then performs an attack against his opponent as if he was the initiator. If the target makes a dodge reaction. The fighter must spend the cost of an attack action (1 PA ).

the target. If the target is not free and you get an odd number of successes. the player can ignore the fighters who are not free. Also. Attack with shooting equipment (guns. Otherwise it is a failure. players must follow these steps in order: Step 1: Target Selection. minimum 1).Step 4: The initiator performs a location roll. When choosing his target. The target must be within range of the shooting equipment. To resolve a Shooting Attack action. bows. for each obstacle in his line of sight. with a level of difficulty equal to the target SPD. the attack fails and the action ends immediately. Each success cancels a successful CBT roll of his opponent. B . it is the fighter in contact with the target and closest to the shooter who is affected by the shooting. throwing knives and such) The fighter who shoots first is the initiator and the corresponding fighter. shooting will not take place. The procedures involved in a ranged attack differ depending on the equipment used. the fighter must be free and have a shooting. the initiator undergoes a -1 CBT penalty. Step 2: The initiator carries a CBT roll taking into account the bonus or penalty conferred by the shooting equipment used. Step 6: The target makes a SPD roll with the initiator CBT value as the difficulty. Moreover. The target must be the closest enemy fighter that satisfies the above conditions. The penalty may differ if you use the advanced scenery rules (Territory Management). Step 7: Each remaining successful CBT roll made by the initiator inflicts a wound to the selected limb of the target. For each successful roll spent. Step 5: The initiator may spend the successes of previous CBT rolls to alter the outcome of the location roll. He becomes the target of the shooting. increase or decrease by 1 point the result of location (maximum 6. 19 Game Rules . the initiator must have a valid line of sight on the target. If the target loses at least 1 CP then the attack is successful. If no target can be found. If the fighter obtains no success. blasting or throwing piece of equipment.rAnged ATTACk To perform a ranged attack.

Each fighter whose base is partially covered by the template undergoes one wound to each of his limbs ignoring the protection effects. Otherwise. Step 7: Each successful Strengh roll result inflicts one wound to the limb. The distance between this point and the fighter performing the attack must be equal to or less than the range of the projectile equipment. molotovs and such). increase or decrease by 1 point the result of location (maximum 6. place the smaller end of the blast template in contact with the attacker base. This template can be moved so as to touch one or more additional opponent fighters until the base of the nearest opponent is at least partially covered and the smaller end of the template remains in contact with the base of the fighter performing the attack. Step 4: The initiator may spend his successful CBT roll results to alter the outcome of the location roll. he does not need to be the closest one as is the case with shooting equipment Attack with blast equipment To resolve an attack with a blast equipment. Step 6: The initiator then performs a Strengh roll where the difficulty is the target’s VIG rating. For each successful roll spent. The fighter who carries out the attack must have a valid line of sight of this point or of fighters located at this point. Then. A weapon strengh is indicated in its description as Str(X). the fighters affected by the template suffer the effects caused by the equipment (e. burn). Fighters located at this point then undergo the effects of the weapon (like an explosion for example). No dice roll is necessary to perform this action. minimum 1). Note that if the aimed point is a fighter. The other end of this template should be placed at the fighter’s nearest opponent. where X is the strengh value. it is a failure. No dice roll is necessary to perform this ranged attack action as it is an automatic success. Step 5: The remaining CBT roll successes increase the shooting weapon strengh (rated Str (X)) in the equipment description. Attack with projectile equipment To resolve a ranged attack carried out with throwing projectile equipment (hand grenades. If the target loses at least 1 CP then the attack is successful.g.Step 3: The initiator performs a location roll. 20 Game Rules . the player chooses a point on the field.

each identifiable by the symbol placed after its name: Permanent Ability  and Action Ability . An Action Ability can be activated and its effects resolved only during the activation of the fighter who possesses it. which means that they are free to use. In this case. Pr: indicates the equipment is protective. In this case. The protection value is indicated as a bonus after the name of the limb(s) protected. Some equipment can belong to 2 categories. Equipment is always noted as follows: Name (Category): Bonus / Penalty . the cost needed to use the special ability is indicated.Effects on Category 1 Bonus / Penalty for category 2 . a piece of equipment may have either no Bonus / Penalty or no effects. Some of these abilities can also have conditional effects and can be activated following a particular game event.7. The effect of the ability is then resolved. In some cases.Special abilities There are two types of special abilities. To do so. This equipment is used whenever protected limb(s) suffer wounds.The equipment Fighters Equipment is listed at the bottom of their card. Projectile : indicates that the equipment is of Projectile type and uses the corresponding “ranged attack”. The player cannot do anything to cause or prevent the effects of permanent capacities. except when such an ability has a cost (indicated in parentheses after the name of the ability). the notation is as follows: Name (Category 1/Category 2) Bonus / Penalty for category 1 . 8. the player must announce it and pay the cost (if any). A Permanent Ability has a permanent effect. the player may decide not to pay the cost.Effects.Effects for Category 2. action Blast: indicates that the equipment is of blast type and uses the corresponding “ranged attack” action. The total number of 21 Game Rules . A – equipmenT CATegory Shooting: indicates that the equipment is of shooting type and uses the corresponding “ranged attack” action. After the symbol. which prevents the implementation of the ability effects. Some abilities have no cost.

even partially. If. C . X Fear markers are attributed to the fighter.equipmenT Bonus / penAlTy In a bonus/penalty description. All the fighters within the template. If he gets at least one success. These wounds bypass protection effects. the X value is the value of the bonus or penalty (a bonus is a positive value and a penalty is a negative value). This indicates the maximum distance where effective targeting is possible. X burn markers are attributed to this fighter. 9. automatically suffer the effects caused by the equipment (burns or fear for example). For this test. During an explosion the player uses the blast template centred on the point where the explosion occurred. B . This attribute does not give bonus or penalty effects as with other equipment.effeCT of equipmenT Burn (X): indicates that this equipment causes a burn condition when used against a fighter. Example: Helmet (PR): head + 1 is a protective equipment which can reduce by 1 the number of wounds inflicted to the head of a fighter wearing this equipment. the equipment (often ranged attack equipment) has a range in cm. all body parts of the fighter are protected. It is used by some special abilities and Tactical or Mission cards. by the template. instead of a limb name. “complete” is mentioned. The player performs a test for any fighter whose base is covered. Example: CBT +2 indicates a 2 point bonus over the fighter’s normal CBT value while he uses this equipment. whether injured or not.wounds is reduced by the value of protection.Physical and Psychological Conditions 22 Game Rules . Range (X): In some cases. Fear (X): indicates that this equipment is frightening and causes the fear condition when used against a fighter. This range is equal to X cm. X / match: the equipment can be used X times per game. X / round: The equipment can be used X times per round. Str (X): indicates that the equipment has a strength of X when used. Explosive (X): indicates that the equipment explodes when it is used. he launches XD6 with a difficulty level equal to the VIG value of each affected fighter. Tech: denotes technological equipment. each limb of the fighter suffers 1 wound.

the fighter performs a PSI roll to try to get rid of his Fear marker (see Intendancy Phase). Poison: The fighter suffers a penalty of 1 point to all his characteristic features as long as he bears at least 1 Poison marker. Each scenery is characterized by three parameters. cost points and special rules. a fighter can be affected by one or several conditions. name. When targeted in a melee attack. scenery does not hinder or block lines of sight and cannot be crossed by combatants on the 23 Game Rules . A player must spend all his scenery points and place them on the field. a fighter can remove one of his burn markers by spending 1 AP. The value of this bonus and the penalty is equal to the number of Rage markers. At the beginning of the game each player has 8 scenery points. Here are the different conditions a fighter can suffer from and their corresponding effects: Burn: During the Intendancy phase. During the Intendancy Phase. he suffers its effects. he can not take any action except the Move action. each fighter who has a burn marker may be injured (see Intendancy Phase). Rage: The fighter will receive a bonus to its CBP and SPD characteristics and a penalty to its VIG and PSI characteristics as long as he has at least 1 Rage marker. Fear: As long as the fighter has at least one Fear marker.During the game. a Poison marker is removed from every fighter who has at least one. Unlike the basic rules. if you use this optional rule. Optional Rules 1. you can decide to remove a single Rage marker from each of your fighters who have at least one. During the Intendancy Phase. During the intendancy Phase. Slowdown: A fighter who has at least one Slowdown marker loses 1 PA. As long as the fighter has at least one marker associated with a given condition. This rule also proposes to manage the interaction of the fighters with the scenery. Territory Management Territory Management is an optional rule which replaces scenery placement during the preparation phase. he cannot perform a response. He cannot use action abilities. a Slowdown marker is removed from every fighter who has at least 1. During his activation. During the Intendancy Phase. He can use them to buy and put elements on the field.

a fighter must be in contact with a passage way and complete a move action that costs 2AP. Hiding: Some scenery elements allow fighters to hide inside. Each burn marker counts as an attack with the special Destruction (X) rule. Fighters cannot stop on an element of scenery after a movement. No opponent can target this fighter if he is more than 5 cm from him. Elevation: the scenery has a point raised above ground. the movement fails (he stays at the same place) and the fighter must then make a VIG roll with a difficulty of X. Destruction (X): An element of scenery with this special rule may be the targeted by an attack action.speCiAl sCenery rules These special rules describe the properties of scenery elements on the field. remove it from the ground and replace it with a disaster area scenery (see further) of equivalent size. A . Climbing (X): a scenery element having the elevation rule may also have this special rule. put the fighter on an elevated position of the scenery element.field. If he is not successful. stand at more than 15 cm from any enemy fighter and must carry out a move action. Furthermore the range of shooting and throwing equipment increases by 5 cm on an elevated position. If the roll is not successful. A fighter standing on this point has a +2 CBT bonus for melee attacks against any opponent who is below this position. the attack is automatically successful. If this is the case. This default value is 1. To reach a high point on an element of scenery. with at least one burn marker. Flammable: This scenery may receive a burn marker. the fighter must be in contact with this scenery. all of his limbs are injured (1 wound) without taking into account the effect of any protection equipment. Such an element is destroyed if it undergoes X attacks in the game. it loses its other special rules Crossing. Crossing: The fighters can cross this scenery with no penalty. Many rules are standardised and represented by a keyword in the description of the scenery. When this element is destroyed. You can count the number of attacks inflicted to the scenery with chips. During the Intendancy Phase. Here is a list of these rules and their effects. add a burn marker to the scenery if it already has at least one. If the roll is a success. receives a burn marker immediately. Some of the special rules have a value indicated in parentheses after their names. To do so. 24 Game Rules . Impenetrable: scenery with this special rule cuts any line of sight. the fighter performs a SPD roll with a difficulty of X. In addition. When such scenery has at least one burn marker. A fighter who begins their activation or completes a movement in contact with a Flammable element.

Jump (X): Some terrain can be crossed only by jumping. the fighter is automatically incapacitated. If he fails. Obstacle (1). place the fighter anywhere you want at the edge of the scenery within 20 cm from its original position. Obstacle (1). The test must be done again until the fighter gets at least one successful roll. Destruction (3) Interference (2) Crossing. If the roll is not successful (at least one success). Hostile Presence (X): Fighters that begin or end their activation in contact or inside a scenery with this special rule immediately suffer X wounds where protection equipment is ignored. Then he performs a SPD roll with a difficulty of X. and obtains the Obstacle (1) rule (if it already has this rule. Example: a fighter wants to cross a marshy area that has the special Obstruction (2) rule. B – sCeneries lisT Here is a list of the scenery elements that can be placed on the battlefield. he must be in contact with it and make a move action. To do this. 25 Game Rules . he suffers a head wound without taking into account his protective equipment. every cm walked through this scenery will cost him 2 cm. When a fighter wants to jump over an element of scenery having this rule. With a potential movement of 10 cm this fighter will travel no more than 5 cm on this terrain during a move. Obstruction (X): To travel 1 cm on this type of terrain a fighter must spend X. The cost of each element is indicated after the scenery name and has to be subtracted from the player reserve when he chooses and places this element. Tree (1 point): Flammable. add 1 to the value of the obstacle). Bushes (1 point): Flammable.Occupation and Obstruction. Destruction (3). This particularly affects the penalty of ranged attacks. Thus. the fighter must be in contact with one edge of this scenery and make a move action that costs 2AP. This test suffers a penalty equal to the number of equipment the fighter carries where “full protection” equipment counts as 2. The fighter must perform a VIG roll with a difficulty of X. When the roll indicates at least one success. Occupation: The fighter can cross and/or stop on this scenery element. Swimming (X): a scenery element that has this special rule can be crossed by swimming. Obstacle (X): The scenery counts as X obstacles. The player makes a location roll for each wound caused by this effect. Car wreck (1 point): Destruction (8).

Occupation. Crumbling wall (1 point): Destruction (4). Obstacle (1). The NPFs have their own profile cards which are similar to those used by the fighters that you can recruit in a band. each player will have 3 points devoted to NPF placement.Wall (1 point): Destruction (4).eden-the-game. Obstruction (2). Dark wood (2 points): Flammable. Hostile Presence (1) Occupation. Destruction (6). Obstacle (1). Hostile Presence (1) Obstacle (3). Waste Pile (3 points): Obstacle (1). NPF also have a faction symbol specific to NPF and some may bear a Stigma symbol. When the level of infestation is 3. Devastated area (2 points): Interference (2) Occupation. Pond (2 points): Interference (2). Deep river (5 points): Swimming (5). Destruction (4).Infestation The following rules explain how to manage combatants who are not directly controlled by the players i.plACemenT of npfs It is the “level of infestation” which determines the number of NPFs that will be present on the field. obstruction (2). Obstacle (1) Flammable. Lake (4 points): Hostile Presence (1) Swimming (4). Quarterist Idol (3 points): Destruction (2). A fighter from the Matriarchy of Sybille cannot attack this scenery. A . The only difference is that the level of NPF is shown instead of the value of the combatants. Flammable. Occupation.e. Sister type fighters gain 1 PSI point when standing at 10 cm or less from this scenery. A NPF is a fighter who has his own motivations and cannot be recruited by the players for their bands. 2. Obstacle (1) Crossing. Non-Players fighters (NPFs). The first player begins by placing a NPF of his choice on the field. This equipment is added to the protective equipment already owned by the fighter. Energy Beacon (3 points): Destruction (3). The steps needed to place NPFs on the field are as follows: 26 Game Rules .com to discover a complete list of sceneries using the rules above. Browse the website www. Each fighter located within 5 cm gets the equipment “Gyromagnetic Field (Pr): complete +2” effective only against a ranged attack.

B – npfs The NPFs are activated during the 2nd step of the Intendancy phases : “Activation of NPFs”. NPFs cannot be placed less than 15 cm from another NPF. Attack: This action is compulsory if at least one fighter is in contact with the NPF. Some NPF have special abilities that must be taken into account during the game. the player controlling him immediately scores the number of victory points equal to the NPF level. the preparation phase goes on as normal. Charge : This action is compulsory if the NPF is free. It immediately makes a 10 cm move that leads to contact with this fighter. Then it performs a melee attack following the normal melee rules.Each player receives a number of points equivalent to the infestation level. It is the fighter’s opponent who rolls for the NPF. if at least one fighter is present within 10 cm and in the NPF’s line of sight. This level can also be determined randomly. ACTivATion C – ATTACk A npf When a fighter attacks a NPF in melee combat. Before starting the game. The sum of these two dice 27 Game Rules . 3. Then his opponent does the same. Here is how this step is divided: The first player chooses an NPF on the field and activates it. A NPF can perform only one action during his turn out of the three following actions: Prowl: the NPF moves 5 cm in the direction of player’s choice. The NPF performs an attack against a fighter in contact with him (at the player’s discretion if more than 1 fighter is in contact with the NPF) following the normal rules of the melee attack. The players alternate this step until the two players have run out of points.Players agree on a level of infestation (typically 1 to 10). it automatically performs a responsive type of reaction as described in the rules of the Attack actions. . players determine what will be the climatic conditions by launching 2D6. CLIMATIC CONDITIONS Climatic conditions can have a significant impact on fighters and strategies during a game of Eden. .. Then the players alternate activating NPFs until all NPFs have been activated.The first player spends X Infestation points from his reserve and places a level X NPF on the terrain. When a fighter eliminates a NPF. Once these steps are done.

each fighter performs a VIG roll with a difficulty of 6. 28 Game Rules .Normal Weather: No special effect. If a fighter fails to score at least one success.Mist: The players deploy their fighters one by one. 6 / 7 . If a fighter fails to score at least one success he receives a poison marker. 4 / 5 . the first player will begin by deploying a fighter followed by his opponent and so on until all the fighters have been deployed.defines what climatic conditions will prevail for the game (see below). 8 / 9 .Dense fog: No fighter can visualise targets farther than 15 cm from its position.Snowstorm: The cost to play a tactical card is 3 SP instead of 2 SP. ignoring protection equipment. alternately i. they can combine several conditions (and therefore make 2 or 3 rolls). The NPF are immune to this rule. 10/11 . 12 . 3 – Storm: all the move action of the fighters are limited to 8 cm (instead of 10 cm). 2 . he suffers an immediate torso injury. If the players wish.Acid Rain: At the end of each round. any free fighter performs a VIG roll with a difficulty of 5.e.Ion Storm: At the end of each round.

) that you should spend to enable the ability or the effect conditioned by the cost. It must. several fighters at the beginning of the game that are his troop. the treatment is ineffective. 29 Game Rules . Action Points (AP): The action points allow a fighter to perform actions during a turn. through its fighters. Fighter: A fighter is represented by a miniature on the fields. Location index: The location index lets you know the fighter’s limb being attacked or shot. Barrier: On field element (scenery or figure) that interferes with lines of sight. Field: The field is an area on which the figures are played. arms. The use of protective sleeves for cards and an erasable pen facilitates this operation !. Bonus: A bonus is a value that is added to a characteristic in order to increase it. in general. etc . Constitution Points (CP): Each limb of a fighter has several constitution points (CP). He is also represented by a profile card. There are two types of CPs.GlossaRY Activated : An “Activated” fighter is a fighter whose activation has been resolved during the current round or who no longer has AP. Contact: Consider that there is contact between two miniatures when their bases are touching. This miniature is removed from the field and the fighter card is set aside. meet the objectives of his mission to win a victory over his opponent.. AP.. But it is advisable to play on a square field with a minimum width of 60 cm side and a maximum of 120 cm. Incapacited: An Incapacited combatant cannot fight anymore due to heavy wounds or other game effect. Cost: The cost of an ability or of any game effect is the number of resources (SP. To represent this state. Heal : heal a wound means that a wound (1 CP) is removed from the concerned by limb. Each limb has its own index of localization. However if the two miniatures belong to the same troop. A player controls. indicated by one or more symbol (s) representing the faces of a D6. Its size is free and is at the discretion of players. It is also advisable to decorate your field with scenery elements. whites and reds ones. Free: A fighter is considered as free if no opponent fighter is in contact with him. torso and legs). If it has no wound. they are considered free. players can rotate the profile card of this fighter by 90°. Limb: Each fighter has several limbs (typically the head. To resolve such action you must uncheck on the profile card the number of healed wounds of the limb. When reference is made to a bonus there is necessarily a positive value in addition to the characteristic covered by the bonus.

(The opposite of a bonus).. Profile Card: The card shows the profile of the fighter and his key informations (characteristics. The value of the related characteristic becomes equal to the value in red. Wound: If a game effect inflicts a wound to a fighter. Wounded : when a limb no longer has white PC slots. it is necessarily a positive value that is subtracted to the characteristic affected by the penalty. etc. Tactical cards: During the game. These cards are described in the relevant section. Strategy Points (SP): the strategy points are a reserve allowing players to activate certain game effects.). players can use the tactical cards to trigger an event or a particular effect. the fighter is automatically incapacited.Penalty: a penalty is a value that diminishes a characteristic. special abilities. If a limb suffers more wounds than the number of PCs. Troop: a troop is composed by all the combatants of a player. When reference is made to a penalty.. X / match: a X /match type effect may be used X times per match by the same fighter. 30 Game Rules . but only red ones it is considered “wounded”. players check a PC slot on the concerned limb. . X / round: a X /round type effect may be used X times per round by the same fighter.

31 Game Rules .

ccbcreation.fr Eden / Taban Miniatures 2009 .eden-blog.com for available retail points) For more informations and gaming aids : www.com You can buy them from our online-shop : shop.253.SIRET 433.taban-miniatures.All Rights Reserved 32 Game Rules . 94700 Maisons Alfort France .com or from your local retailers (check taban-miniatures.survivre the apocalypse Eden game and miniatures are produced by : www.Tel : +33 1 4375 9099 Informations : sales@taban-miniatures.com and also the blog : www.com 33 rue de Mulhouse.com Printed in France by CCB création .eden-the-game.www.00026 .taban-miniatures.598.

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