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Culture Documents
STOP!
Watch the LEVEL 7 [INVASION]
tutorial video and see the game in action!
VIDEO TUTORIAL
privateerpress.com/videos/invasion
20012014 Privateer Press, Inc. All Rights Reserved. Privateer Press and its logo are registered trademarks of
Privateer Press, Inc. LEVEL 7 is a registered trademark of Matthew D. Wilson, Ind. Used with permission.
The Story
So Far
Timeline
makes first contact with the Ghin, a dying race led by Dr.Cronos.
President Truman orders the formation of a secret committee known as
Majestic 12 (MJ-12) to investigate and evaluate the extraterrestrials.
1989 The Soviet Union collapses, ending the Cold War. With
SEPT 2020 After ten days of silence the Hydra carrier deploys
Cronos Address to
the World Conclave:
connecting to: wld.coalitions.com[22]
connected.
root@wld.coalitions.com[22]:> Initiate broadcast fq(89.7)
/{
Ladies and Gentlemen of Earth:
You are all here today because you face extinction. An
overwhelming alien power has pursued the remnants of
my race to your planet, and its goal is to erase both of our
peoples from this universe forever. The Titanomax virus
that has already destroyed millions of your people was
only a first step to weaken you. And by now you know the
initial forces over which you claimed so hard-fought a
victory were simply sent as a test in order to learn your
methods and your weaknesses.
This is the way of the Hydra. They are masters of rapid
genetic manipulation. With methods based on stolen
Ghin technologies, they rapidly adapt their physiology
to any situation, any enemy they might face. The most
recent attacks, which swept aside your best soldiers
and weapons like chaff, were carried out by their latest
mutations. These are warriors modified for one purpose
the destruction of the human race.
Make no mistake, my people had knowledge gained over
millennia and the might of an interstellar empireyet
in the end we could not stand against the Hydra. What
chance do you think your tiny planet has?
Your people have a saying: The enemy of my enemy
is my friend. The Hydra fear you because they suspect
what I already knowthat within humanity lie the seeds
of their destruction. They fear me because I am the last
who knows their secrets, the last who remembers what
the Hydra were before they were Hydra.
I am the only one who can bring this terror to an end,
but I cannot succeed without your full cooperation.
My extensive research has proven to me that hidden
somewhere among your race exist human ciphers
individuals whose unique genetic traits can be turned
into a weapon against the only vulnerability the Hydra
have: their minds. The Hydra have shielded themselves
against the Ghins psychic abilities, but they cannot
predict the power of the human mind once I unlock its
psychic potential.
Overview
Component List
5 Coalition Consoles
Plastic Figures
5 Food Dials
5 Fuel Dials
75 Invader Units
5 Minerals Dials
1 Adaptation Dial
1 Game Board
5 Dice
1 Cronos Standee
1 Plastic Stand
21 Plastic Connectors
60 Technology Cards
5 Terror Tokens
}\
60 $1M Tokens
disconnected.
15 $5M Tokens
14 Research Tokens
4 Desolation Markers
Rulebook
Cards
Component Descriptions
Ga m e Boa r d
The LEVEL 7 [INVASION] game board represents Earth during the
Hydra invasion. The board shows the arrangement of the human
coalitions and their territories. It also tracks game details such as the
military strength of the invading aliens and their level of adaptation.
alpHa
EVENTS
Te rrito ry Status
Cards
Each coalition territory has a unique
card that is used to track its status and
associated penalties when it becomes
Overrun or Liberated.
ERN
S
EAST
STATE
UNITED
OVER
RUN
-1
-1
-$1M
braVO
siberia
alaska
ALASKA
GREENLAND
SIBERIA
NORDIC
CONfEDERACy
CANADA
RuSSIAN
INfLuENCE zONE
2
wEST EuROPEAN
DEfENSE PACT
wESTERN
u.S.
starting
uzBEKISTAN
ALLIANCE
CHINA
eastern
australia
MExICAN
INfLuENCE
zONE
NORTH AfRICA
CONCORD
ARABIA
inVaDer pOwer
Te chno lo gy
Cards
uNION Of
CENTRAL
EuROPEAN
STATES
EASTERN
u.S.
INDIA
NIGERIAN
LEAGuE
DOMINION
Of ETHIOPIA
INDONESIAN
REfuGEE zONE
VENEzuELA
ADAPTATION
ADAPTATION
DIAL
western u.s.
CENTRAL
AfRICAN
ACCORD
PERu
BRAzIL
KENyAN
fEDERATION
1X ONLY
BOLIVIA
SOuTH
AfRICAN
INfLuENCE
zONE
wESTERN
AuSTRALIA
EASTERN
AuSTRALIA
peru
eastern
australia
argentina
ARGENTINA
CRONOs pROjeCt
COmpletiON
$1M
Use the adjacent territory that:
1. Contains Cronos.
2. Contains the fewest invader units.
3. Contains the fewest coalition units.
4. The player controlling Cronos chooses.
Cards 2a and 2b can be funded in any order, but both must be funded before card 3.
Cards 4a and 4b can be funded in any order, but both must be funded before card 5.
CrOnOs prOJeCt 1
SOUTH AMERICA
CrOnOs prOJeCt 2
NORTH AMERICA / AFRICA
CrOnOs prOJeCt 3
EUROPE
CrOnOs prOJeCt 4
ASIA / NORTH AMERICA
CrOnOs prOJeCt 5
ALL COALITIONS
TIER 4
TIONS
UNICA
COMM
o event
a Viral Vide
Whenever
any number
Control
avoid rolling
Information make a roll, you can
to
die.
requires you
r
CO for each
spending $1MMMUNnce
e, you can lowe l.
phas
ICA
of dice by
TIOfor
Maintena
NS
each leve
each
ng
$2M
Duri
Information ls by spending
TIER 1
Propaganda
of leveControl Whe
Control.
requber
any num
mandr and
ires you to
Comneve
a Viral Vide
your Terror
toeyour
mak
+4
o event
a roll, you
gain
of
You
dice
can
ems by spending
$1M for each avoid rolling any num
Cognitive Syst
ber
die.
Propagand
a During
eachST
lower your AD
CO
Main
E
tena. nce phas
GRTerror any num CARD OVER
UP
e, you
each
ber of leve
THIS
level. N, THEN FLIP
ls by spending can
S SHOW
$2M for
3
PAY THE COST
$5M
UP
GRAD
PAY THE COST
E COST
S SHOWN,
THEN MOVE
THIS CARD
TO THE BOTT
OM OF THE
STACK.
$2M
Cro no s Stan de e
The Cronos standee is used to mark
Dr. Cronos current location on the map.
Cro no s P ro je ct
Cards
The seven Cronos Project cards represent
Dr. Cronos progress in his work to
defeat the Hydra.
Cro no s Co n t r o l
tok e n
os C
STARTING ASSET:
MILITARY EQUIPMENT TIER 1
COMMAND & CONTROL :
TERROR
-1
-$4M
-4
15
O
14 13F12
5
6
20
19
18
17
BRAZIL
O
O
F
37
14 13 12
23
22
21
4
5
F10
20
19
40
39
14 13 12
YELLOW
DIAL
4
5
6
7
35
34
33
10
EX
FO
17
L
18I A
19T R
22- I N
21 D20
Y
US
O
FO
5 FO
OD
DEVELOPMENT PHASE
1. Ghin Mercenaries
2. Unit Deployment
3. Research
4. Cronos Project
5. Income
A
23R
WARFARE PHASE
6. Movement
7. Events
8. Battle
9. Territory Status
10. Invader Movement
SECURE
16
C
15
24
IT
O
D
14
28
M
25
IL
-3
-$3M
-3
-$3M
-2
-$2M
-1
11
12
13
29
26
-2
32
27
10
11M
3 F
O
OD
15
-$2M
30
POWER
YELLOW
DIAL
3
16
OD
31
SECURE
24
18
17
1 FO
38
11
OD
FO
7 FOO
D
YELLOW
DIAL
2
15
36
SECURE
BOLIVIA
24
16
LS
23
22
21
RA
10
D
Ev e nt Cards
ALPH
O
11
IN
8
16
18
17
YELLOW
DIAL
1
19
24
20
ARGENTINA
-$3M
23
22
21
SANC
WORL TIONED BY
D CONC
LA
-4
SECURE
SECURE
VE
Increase the
size of the
Ghin black
by one.
market
on
INCOME
PERU
$6M
Cronos must
be controlle
by South
d
America.
$10M
Coa l it io n
Con so l e
ST
SOUTH AMERICA
VENEZUELA
ADE CO
UPGR
-$1M
-1
-$1M
-1
MAINTENANCE PHASE
11. Cronos Control
12. Terror Level
13. MIC Damage
14. Research Readiness
15. Drop Ships
A EVEN
Bombardmen
t
Each coalition
rolls once
GROU
ND WA
BRAVO
Bombardmen
t
Each coalition
reduces its
EVEN
MIC 1 poin
t.
Di al s a nd P l ast i c
Con ne cto r s
Dials are used to track each coalitions
resources and Military-Industrial Complex
as well as the adaptation rate of the Hydra.
The plastic connectors attach the dials to the
coalition consoles and the board.
Ter r o r To ke n s
Each coalition places a token on the Terror track
of its console to show the populations current
overall Terror level.
Coa l it io n p ow e r Tok e n s
These tokens are placed on a coalition's console
to track its current power.
Dice
Players use special dice that can roll ,
, or
to determine various outcomes
during a game.
DROP
1
SHIP
Indonesian
Refugee Zo
ne
Eastern
United Sta
tes
Kenyan
Federatio
n
Union of Ce
European ntral
States
Ada ptat io n Ca r ds
Adaptation cards represent the ways the
invading aliens use their military flexibility
and mastery of genetic modification to
respond to the Earths resistance forces.
Ghin M er c e n a ry
Ca r d s
Ghin Mercenary cards represent powerful
Ghin allies the humans can hire to help
defend against the Hydra.
ADAP
TATIO
N
ENHA
NCED
ARMO
Persistent
ULT
ASSA
ASSA
ULT
Before Play
Before playing LEVEL 7 [INVASION] for the first time, carefully punch
out all game pieces from the cardboard frames. Attach the dials to the
coalition consoles and the board, and assemble the drop ships.
dial assembly
GHIN
MERC
ENAR
BLAS
TER HY
IES
BRIDS
Attach this
card to one
territories.
of your
Whi
attached, whe le this card is
battle in this n you resolve a
+1 Power. territory, you gain
If
Overrun, disc the territory is
ard this card
.
$2M
Plast ic Figu r e s
Highly detailed plastic figures represent the human
coalitions military units as well as the Hydras
military units and drop ships.
Ca p ita l Da m ag e Tok e n s
Capital Damage tokens are used to indicate the
amount of damage a coalitions capital has suffered.
Rese a r c h To k e n s
Mo ne y To ke n s
Money tokens represent the money (in
millions of dollars) used in the game for
such purposes as hiring mercenaries,
upgrading technologies, and trading
with other players. All players start with
$4M, and each coalition earns a specific
amount every round.
Des o l atio n
Ma r k er s
A Desolation marker is placed on a
defeated coalitions capital territory when
all its territories have been completely
conquered by the Hydra.
5
Setup
4. Prepare the Event Decks: Shuffle the Assault Event cards (grey) and
Devastation Event cards (red) separately. Place each deck facedown
within easy reach of all players.
5. Prepare the Adaptation Deck: Shuffle the Assault Adaptation cards
(grey) and Devastation Adaptation cards (red) separately. Place the grey
deck on top of the red deck to form a single Adaptation deck.
6. Prepare the Ghin Black Market: Place a Warrior Clones mercenary
card next to North Americas console as its starting asset. Shuffle the
rest of the Ghin Mercenary cards and place the deck next to the Ghin
Black Market section of the board. Place three neutral Research tokens
near the deck. Draw the top two cards and place them faceup on the
table as the Ghin black market (see p. 10).
7. Set Up the Invaders: Place drop ship 1 in the Uzbekistan Alliance,
drop ship 2 in Canada, and drop ship 3 in Argentina. Draw two
Drop Ship cards and place one invader unit in each of the first three
territories listed on each card. Keep the remaining invader units near
the board as a reserve.
8. Prepare the Bank: Separate the money tokens by denomination and
place them near the board.
Number of Players
and Coalitions
setup diagram
1
$1M
tier 0
1
1
upgrade coSt
tier 0
$2M
upgrade coSt
34
35
IA
upgrade coSt
CO
9
37
14
1
1
$2M
tier 0
upgrade coSt
EUROPE
-1
-$4M
-1
Social prograMS
tier 0
Military equipMent
tier 0
-$4M
-5
-1
TERROR
17 I
18 M
OD
23 22
19
21 20
24
25
26
38
O
11
O
14 13F12
2
1
27
28
29
30
31
36
35
8
10
D
34
8
9
3
2
L10
E
11
1 FO
1
0
ASIA
MIC
DIAL
U
14 13F12
15
40
8
18
17
16
18
17
O
O
F
20
19
20
19
39
4
3
2
1
0
ASIA
FUEL
DIAL
24
23
22
21
37
15
SECURE
INDIA
CHINA
SECURE
SECURE
POWER
16
24
23
22
21
UZBEKISTAN
ALLIANCE
INDONESIAN
REFUGEE ZONE
8
SECURE
SECURE
7 FOO
D
OD
ASIA
FOOD
DIAL
FO
$12M
-1
-1
15
NORDIC
CONFEDERACY
ASIA
MAINTENANCE PHASE
11. Cronos Control
12. Terror Level
13. MIC Damage
14. Research Readiness
15. Drop Ships
$2M
-4
EUROPE
MINERALS
DIAL
24
Biological ScienceS
-$3M
23
22
21
upgrade coSt
16I
20
INCOME
WARFARE PHASE
6. Movement
7. Events
8. Battle
9. Territory Status
10. Invader Movement
$1M
-3
8
SIBERIA
DEVELOPMENT PHASE
1. Ghin Mercenaries
2. Unit Deployment
3. Research
4. Cronos Project
5. Income
10
11
12
13
33
32
-$3M
9
-4
$12M
alaska
GREENLAND
-$1M
-2
-$2M
-2
-$2M
R
10
11E
N
15
18
17
20
R
10
11E
N
-1
-1
-$1
-1
m
-$1m
-$1m
china
china
china
RuSSIAN
INfLuENCE zONE
NORTH AfRICA
CONCORD
INDIA
RI
AL
COMPL
EX
OD
FO
3 F
O
O
D
10
NIGERIAN
LEAGuE
DOMINION
Of ETHIOPIA
INDONESIAN
REfuGEE zONE
VENEzuELA
ADAPTATION
CENTRAL
AfRICAN
ACCORD
ADAPTATION
DIAL
PERu
BRAzIL
ASSAULT
12
GHIN MERCENARIES
BLASTER HYBRIDS
16
$2M
GHIN MERCENARIES
BLASTER HYBRIDS
15
western u.s.
dead zones.
4a
CHINA
ARABIA
10
MExICAN
INfLuENCE
zONE
only after
Can be fundedAmplifier Trials.
nic
Psychotro
in the
be built
Can only
select coalition.
uzBEKISTAN
ALLIANCE
eastern
australia
starting
inVaDer pOwer
EASTERN
u.S.
cost
wESTERN
u.S.
uNION Of
CENTRAL
EuROPEAN
STATES
ade
tier 0
tier 0
wEST EuROPEAN
DEfENSE PACT
ect
subj
ening
scre
put
cards and
Ghin Mercenary
deck.
discarded
Shuffle the
the Ghin Mercenary
bottom of
discards whenever
them at the
the Ghin Mercenary
Reshuffle
and
runs out.
the deck
Overrun territories
move through
Cronos can
upgr
coMMunicationS
$1M
upgrade coSt
upgrade coSt
$1M
Social prograMS
libEratED
libEratED
libEratED
tier 0
tier 0
SIBERIA
NORDIC
CONfEDERACy
CANADA
Biological ScienceS
upgrade coSt
$2M
upgrade coSt
Military equipMent
$2M
d
ALASKA
-$1M
tier 2
2
2
2
upgrade coSt
Social prograMS
-3
-3
-$3M
-$3M
$2M
Military equipMent
-1
-1
-4
-$3M
7
4
3
2
24
ASIA
MINERALS
DIAL
19
14 13M12I
19
EUROPE
FUEL
DIAL
24
15
-1
-5
-$4M
-4
20
tier 0
-3
16
TERROR
-$4M
19
coMMunicationS
-$3M
18
17
braVO
OD
EVENTS
OD
-1
-1
TERROR
-1
-5
-4
-4
-$4M
-$4M
-4
-3
-$3M
-3
-$3M
-$3M
-2
-2
-$2M
$2M
KENyAN
fEDERATION
1X ONLY
BOLIVIA
UPGRADE COST
13
eastern
australia
11
$4M
SOuTH
AfRICAN
INfLuENCE
zONE
wESTERN
AuSTRALIA
EASTERN
AuSTRALIA
14
ARGENTINA
argentina
CRONOs pROjeCt
COmpletiON
$1M
INITIATE PYSCHOTRONIC
BROADCAST
17
18
peru
10
1. Contains Cronos.
2. Contains the fewest invader units.
3. Contains the fewest coalition units.
4. The player controlling Cronos chooses.
Cards 2a and 2b can be funded in any order, but both must be funded before card 3.
Cards 4a and 4b can be funded in any order, but both must be funded before card 5.
CrOnOs prOJeCt 1
SOUTH AMERICA
34
33
EX
13
29
14
L
P
M
O
17
L
18I A
19T R
22- I N
21 D20
Y
US
O
FO
15
A
23R
5 FO
WARFARE PHASE
6. Movement
7. Events
8. Battle
9. Territory Status
10. Invader Movement
16
$1M
20
19
16
SECURE
15
O
14 13F12
O
11
10
D
18
17
CENTRAL
AFRICAN ACCORD
tier 0
Social prograMS
tier 0
upgr
upgrade coSt
O
O
F
$2M
$1M
-1
MAINTENANCE PHASE
11. Cronos Control
12. Terror Level
13. MIC Damage
14. Research Readiness
15. Drop Ships
2b
2
KENYAN
FEDERATION
SECURE
the
arge
rech n core
Fusio
take three
Cronos can
each round.
move actions
39
during
cEntral
african accorD
china
china
SOUTH AFRICAN
INFLUENCE ZONE
-$1
-1m
-1
-$1m
-$1m
OD
SECURE
POWER
TERROR
-1
-4
23
22
21
4
5
6
20
19
8
16
15F U E L 11
14 13 12
10
1 FO
0
40
24
-$4M
-1
Biological ScienceS
tier 0
coMMunicationS
tier 0
-$3M
1
34
33
11
30
12
13
29
14
28
15
27
23 22
19
21 20
18
WARFARE PHASE
6. Movement
7. Events
8. Battle
9. Territory Status
10. Invader Movement
17
-3
-$3M
8
16
L10
11
15M I N E R A
14 13 12
10
31
24
-3
upgrade coSt
upgrade coSt
$2M
-$2M
$1M
-2
32
25
-$2M
5
26
AFRICA
MINERALS
DIAL
OD
AFRICA
MIC
DIAL
18
17
35
DEVELOPMENT PHASE
1. Ghin Mercenaries
2. Unit Deployment
3. Research
4. Cronos Project
5. Income
libEratED
libEratED
libEratED
AFRICA
FUEL
DIAL
38
36
SECURE
only after
Can be funded World Conclave.
d by
Sanctione
in the
be built
Can only
select coalition.
upgrade coSt
-1
cost
$6M
-$1M
-$1M
ade
LS
RA
FO
28
M
25
IL
Military equipMent
-2
-$2M
-1
11
26
$2M
6
8
16
Military equipMent
tier 0
Social prograMS
tier 0
-2
-$1M
-1
O
D
OD
10
12
27
37
32
DEVELOPMENT PHASE
1. Ghin Mercenaries
2. Unit Deployment
3. Research
4. Cronos Project
5. Income
-3
-$3M
18
17
24
3 F
O
-1
-1
-1
-$1m
-$1m
10
11M
upgrade coSt
Pay the costs shown, then FliP this card over.
23
22
21
20
upgrade coSt
Pay the costs shown, then FliP this card over.
-2
6
7
24
IT
POWER
ARGENTINA
libEratED
libEratED
libEratED
14 13 12
AFRICA
FOOD
DIAL
19
-$2M
5
31
SECURE
braZil
china
china
15
-I
Y
DOMINION OF
ETHIOPIA
-3
-$3M
OD
FO
market
16
OD
-4
0
24
23
22
21
TA
F10
INCOME
SECURE
STARTING ASSET:
SOCIAL PROGRAMS TIER 1
COMMAND & CONTROL :
$9M
tier 0
7 FOO
D
11
1 FO
0
YELLOW
DIAL
4
4
5
O
D
14 13 12
35
30
d by
tione
ve
sanc concla
d
Worl
the size of
15
40
39
YELLOW
DIAL
3
18
17
3 F
O
20
Increase
by one.
19
OD
FO
BOLIVIA
in the
be built
Can only
select coalition.
16
38
20
coMMunicationS
LI
37
$6M
tier 0
MI
O
O
F
7 FOO
D
10
D
36
SECURE
AFRICA
NIGERIAN
LEAGUE
Biological ScienceS
OD
O
11
-1
-4
-$4M
FO
O
14 13F12
cost
15
BRAZIL
ade
YELLOW
DIAL
2
24
IN
16
SECURE
18
17
19
23
22
21
20
6
8
9
OD
19
5 FO
20
24
23
22
21
O
FO
YELLOW
DIAL
1
-$1M
upgrade coSt
upgrade coSt
-1
$2M
$1M
LE
PERU
18
17
upgr
TERROR
-4
COMP
19
24
IAL
-$3M
23
22
21
TR
STARTING ASSET:
MILITARY EQUIPMENT TIER 1
COMMAND & CONTROL :
INCOME
SECURE
CrOnOs prOJeCt 5
ALL COALITIONS
CrOnOs prOJeCt 4
ASIA / NORTH AMERICA
$10M
CrOnOs prOJeCt 3
EUROPE
SOUTH AMERICA
VENEZUELA
CrOnOs prOJeCt 2
NORTH AMERICA / AFRICA
-1
-$2M
-1
-$1M
-$1M
alpHa
siberia
5 FO
R
10
11E
N
O
FO
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STARTING ASSET:
COMMUNICATIONS TIER 1
14 13M12I
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SECURE
COMMAND & CONTROL :
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2
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4
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MINERALS DIAL
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STARTING ASSET:
GHIN MERCENARYWARRIOR CLONES
7
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MAINTENANCE PHASE
11. Cronos Control
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15. Drop Ships
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WEST EUROPEAN
DEFENSE PACT
tier 0
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SECURE
UNION OF CENTRAL
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NORTH AFRICA
CONCORD
MAINTENANCE PHASE
11. Cronos Control
12. Terror Level
13. MIC Damage
14. Research Readiness
15. Drop Ships
WARFARE PHASE
6. Movement
7. Events
8. Battle
9. Territory Status
10. Invader Movement
DEVELOPMENT PHASE
1. Ghin Mercenaries
2. Unit Deployment
3. Research
4. Cronos Project
5. Income
libEratED
libEratED
libEratED
37
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WARFARE PHASE
6. Movement
7. Events
8. Battle
9. Territory Status
10. Invader Movement
23 22
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up
SECURE
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DEVELOPMENT PHASE
1. Ghin Mercenaries
2. Unit Deployment
3. Research
4. Cronos Project
5. Income
$14M
20
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select coalition.
wArrIOr CLONES
upgr
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Can be funded World Conclave. only after
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in the
be builtPsychotronic
Can only
be built in the
select coalition. Can only
ary
Milit
the size
Ghin Mercenary
A coalition can use one
that Rogue Clones)
Clones,
clone card (Warrior
territories
it each round. Each clone
move through
Cronos can without discarding
ships.
used only once per round.
contain drop card can be
Increase
by one.
Mission
2a 4bGhin
recovery
black market
of the
21
MAINTENANCE PHASE
11. Cronos Control
12. Terror Level
13. MIC Damage
14. Research Readiness
15. Drop Ships
SECURE
GENERAL SETUP
GAME BOARD
1. Technology Cards
A. Invader Power
2. Coalition Console
B. Adaptation Dial
C. Dotted Line
18. Bank
D. Dead Zones
5. Starting Funds
AFRICA
NIGERIAN
LEAGUE
STARTING ASSET:
SOCIAL PROGRAMS TIER 1
$9M
-4
-1
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CENTRAL
AFRICAN ACCORD
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DEVELOPMENT PHASE
1. Ghin Mercenaries
2. Unit Deployment
3. Research
4. Cronos Project
5. Income
18
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28
WARFARE PHASE
6. Movement
7. Events
8. Battle
9. Territory Status
10. Invader Movement
16
-2
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-1
11
12
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-3
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17
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30
OD
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INFLUENCE ZONE
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FEDERATION
15F U E L 11
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SECURE
7
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16
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DIAL
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IAL
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DOMINION OF
ETHIOPIA
-4
5
0
-1
-$4M
INCOME
SECURE
TERROR
MAINTENANCE PHASE
11. Cronos Control
12. Terror Level
13. MIC Damage
14. Research Readiness
15. Drop Ships
7. Coalition Power
2. Income Box
5. Resource Dials
8. Game Phases
3. Starting Asset
6. MIC Dial
9. Terror Track
SECURE
In LEVEL 7 [INVASION] each player must maintain his coalitions overall health and combat readiness in order to continue the fight against
the invaders. Food, fuel, and minerals are essential, but the coalitions true strength lies in its workforce, manufacturing capacity, and military
capability. These key factors are represented by the coalitions Military-Industrial Complex, or MIC.
COMMUNICATIONS
TIER 4
Propaganda
During
each You
Maintenance
can lower
your
Cognitive
Systems
gain +4 phase,
to youryou
Command
and
Control.
Terror any number of levels by spending $2M for each level.
Advanced Command and Control You gain +1 to your Command
UPGRADE COST
and Control.
PAY THE COSTS SHOWN, THEN FLIP THIS CARD OVER.
$5M
1
1 COST2
UPGRADE
$2
M
1 COST 1
UPGRADE
PAY THE COSTS SHOWN, THEN FLIP THIS CARD OVER.
$1M
Playing
the Game
Ov e rv ie w o f P has e s
Development Phase
1. Ghin Mercenaries
Ghin mercenaries.
Warfare Phase
6. Movement Move your coalition units and Dr. Cronos around the board.
7. Events Draw Event cards to determine the Hydras actions.
Choosing Options
During the game you might be given two or more possible options,
such as which coalition is targeted by an Event card or where to
move an invader unit. When the rules do not specify which option
to choose, the player currently in control of Cronos makes the choice.
8. Battle
Maintenance Phase
Reshuffling
When the last card of a deck is drawn, do not reshuffle the deck
unless a rule specifically instructs you to.
Easy Mode
For your first game, or any time you want to fight a less challenging
campaign, start every coalitions Military Equipment technology at
Tier 1. In addition, start the South American coalitions Biological
Sciences technology at Tier 1.
Hard Mode
Special Rules
Development Phase
Coalitions prepare for battle during the five steps of the Development phase.
1. Ghin Mercenaries
After the fall of the Subterra facilities, Dr. Cronos and his fellow Ghin fled North
America and set up covert facilities across the globe. To finance their operations,
they sold their services to anyone willing to pay. This practice has continued
even after the arrival of the Hydra invaders, but now the highest bidders are the
governments of the world.
During the Ghin Mercenaries step, each player has the option to purchase
any of the available Ghin Mercenary cards from the Ghin black market.
To buy a Ghin Mercenary card, the player pays the cost listed on the card
to the bank. He then places the card faceup next to his console or attaches
it to a specific territory, depending on the rules on the card.
To attach a card to a territory, slide it under that territorys section of your
console so that the icon remains visible. There is no limit to the number
of cards that can be attached to the same territory. Unattached cards can
be played at any time.
After each player completes this step, replenish the Ghin black market with
new cards from the Ghin Mercenary deck. The Ghin black market has two
cards at the start of the game, but the number can increase during play.
When a special rule on a Cronos Project card increases the size of the
Ghin black market, immediately draw a new Ghin Mercenary card and
add it to the Ghin black market. Any increase in the size of the Ghin black
market remains in effect for the rest of the game.
ghin m e rcenary ca r d s
GHIN MERCENARIES
BLASTER HYBRIDS
1. Card Title
2. Icon
3. Special Rule
$2M
4. Cost
Trading
3. Research
With the exposure of the Ghin presence on Earth and the arrival of the Hydra,
humanitys scientific understanding has greatly expanded in a very short time.
Many alien technologies can now be reverse engineered for human use. However,
most universities and research facilities were destroyed during the pre-invasion
bombardment. The remaining research centers scattered across the planet are
furiously working to advance their coalitions technologies and improve their chances
against the Hydra.
2. Unit Deployment
The Ghin are powerful allies in battle, but the military forces of the coalition
governments are recruited from their own populations.
In this step each coalition can deploy coalition units to any of its
territories. To deploy a unit, pay the deployment cost to the bank, take
a coalition unit from your supply, and place it in any of your territories.
The cost of deploying a unit to a Secure or Liberated territory is $1M.
The cost of deploying a unit to an Overrun territory is $2M.
The maximum number of units a coalition can have in play at any
given time is equal to its current Command and Control value.
You can increase your Command and Control by upgrading your
communications technology.
10
COMMUNICATIONS
TIER 4
$5M
1. Card Title
1
4
2. Tier Number
To upgrade a technology, first pay all upgrade costs shown on the top
card of the stack. For the money cost, return the appropriate money
tokens to the bank. For fuel, food, and mineral costs, reduce the values on
the corresponding dials. For the research cost, turn the indicated number
of Research tokens over to the committed side (grey).
After paying the upgrade costs, flip over the card or put it on the bottom
of the stack so that the next tier is on top (see p. 9). The benefits listed for
the new tier now apply to your coalition. You can upgrade more than
one technology each turn, but each technology can be upgraded only
once per round.
Each higher tier provides added or improved benefits. Only the abilities
shown on the current top card apply to your coalition. You can look at
any cards in your coalitions technology stacks at any time during the
game as long as you leave the correct card on top when you are done.
When a technology card increases your coalitions Power, add the required
number of Power tokens to the Power section of your console (see p. 8).
$6M
1. Cost
2. Coalition
3. Funding Order
4. Card Title
5. Special Rule
SANCTIONED BY
4 WORLD
CONCLAVE
Rese a r c h To k e n s
The coalition governments managed to protect many of their food-, oil-, and
mineral-producing regions from the initial bombardments. As the invasion
continues, however, these vital commodities are in constant danger from
Hydra aggression and the civil unrest and panic of the human population.
researc h tokens
Coalition
Ready
5. Income
Neutral
Ready
Committed
4. Cronos Project
With the cooperation of the coalitions, Dr. Cronos is convinced he can defeat the
Hydra. Traveling in his fusion-powered craft, he works with researchers worldwide
to perfect a powerful psychotronic amplifier, building on his previous work in the
Subterra facilities. Key to his plan is harnessing the mental powers of a human
cipher to broadcast a disruptive signal directly into the minds of the Hydra. This
project will require the diversion of many resources, but if completed in time it
will neutralize the Hydra threat.
The seven Cronos Project cards represent the progress of Dr. Cronos
work. Six of these cards belong to specific coalitions. The seventh card
is placed on the board at the start of the game and does not belong to a
specific coalition.
The only way for the coalitions to defeat the Hydra invaders is to fund
all seven Cronos Project cards in sequence. (Note that you can fund card
2b before card 2a, and card 4b before card 4a.) Each of the first six cards
must be funded while its assigned coalition holds the Cronos Control
token. That means coalitions must cooperate to move Cronos around the
board during the game.
When a coalition decides to fund a Cronos Project card, other coalitions can
contribute to paying its costs without using trade actions. Once the card is
funded, slide it under the edge of the board in the appropriate place on the
Cronos Project track. Read and follow the cards special rules.
The seventh and final Cronos Project card (Initiate Psychotronic
Broadcast) can be funded by any coalition, regardless of who controls
Cronos. When the Initiate Psychotronic Broadcast card is funded the
Hydra are nearly defeated, and the Event step of this round will be their
Annihilation Strike (see p. 18).
During the Income step, each coalition gains resources based on the
income values for Money, Fuel, Minerals, and Food on its console. This
income can be modified by the status of a coalitions territories and its
Terror level. To calculate your actual income, apply all income modifiers
from your Territory Status cards and your current Terror level.
For monetary income, take tokens from the bank equal to the amount
indicated on your console. Track your food, fuel, and mineral income by
adjusting the corresponding dials.
Dead zones are the territories that begin the game under Hydra
control: Greenland, Arabia, and Western and Eastern Australia.
These territories can provide benefits to coalitions that control them.
If a dead zone has no invader units and at least one coalition unit
in it during the Income step, the coalition with the most units there
gains the benefit shown on the board. In the case of a tie, the player
controlling Cronos decides which coalition gains the benefit.
The player controlling Eastern Australia can use its Research token
during the Research step. The MIC income for Western Australia can
be gained only once during a game.
11
warfare Phase
The battle for Earths future rages across the globe. In some places small
pockets of human troops fight skirmishes against alien scouts, while elsewhere
enormous Earth forces clash against countless Hydra pouring out of invading
drop ships. In the fight for Earths survival every victory, large or small, is vital.
The clashes between human and alien forces are represented by the five
steps of the Warfare phase.
event Cards
Assault Event
1
2
ALPHA EVENT
ALPHA EVENT
Bombardment
Each coalition rolls once for the following:
Crop Decimation
Each coalition either returns $3M to the
bank or reduces its MIC 6 points.
6. Movement
The Hydra are capable of landing forces anywhere on earth, and coalition
armies must stay mobile to respond to these attacks. Dr. Cronos must also
travel around the planet to personally supervise the completion of the work
that will lead to the Hydras defeat.
Devastation Event
GROUND WAR
GROUND WAR
BRAVO EVENT
You can increase the number of move actions your units can take by
upgrading your Military Equipment technology to Tier 3 and Tier 5.
C rono s M ov e m e n t
The player controlling Cronos moves the Cronos standee after moving
his own units. Initially Dr. Cronos can take two move actions during
the Movement step. Once you fund Recharge the Fusion Core (Cronos
Project card 2b), Cronos can take three move actions during this step.
Cronos movement is limited by the following rules:
Cronos cannot move into a territory occupied by a drop ship until
you fund Military Escort (Cronos Project card 2a).
Cronos cannot move into a dead zone or an Overrun territory until
you fund Subject Screening (Cronos Project card 4a).
Regardless of the rules on any Cronos Project cards, Cronos can
never end the Movement step in a dead zone, an Overrun territory,
or a territory that contains a drop ship.
7. Events
Throughout the invasion, the Hydra continually bombard the planet and drop
fresh ground forces, causing massive casualties, food shortages, infrastructure
damage, and panic.
Eve nt Ca r ds
The actions of the Hydra forces are controlled by Event cards. During the
Events step, each coalition draws an Event card. If the game is still in the
Assault wave, draw a grey Event card. If the game has moved into the
Devastation wave, draw a red Event card.
Each Event card describes two possible events. When you draw an Event
card, read it silently and choose whether the Alpha event or the Bravo
event will take place. You cannot under any circumstances discuss the
cards content while choosing the option. Once you have decided, place
the Event card facedown on the board in the corresponding area.
Alternatively, when you draw an Event card you can make a blind
choice by immediately placing the card facedown in one of the two
areas without reading it. If you make a blind choice, you can lower your
coalitions Terror by three levels.
12
1. Event Icon
2. Event Type
WESTERN
AUSTRALIA
BRAVO EVENT
Crop Decimation
Each coalition reduces its Food 4 points.
If you cannot turn your dial down the full
amount, return $1M to the bank for each
additional point you would have lost.
Bombardment
Each coalition reduces its MIC 1 point.
Mi l ita ry M ov e m e n t
During the Movement step, you can take one move action with each of
your coalition units. A move action consists of moving a unit from one
territory to any adjacent territory. Oceans are not considered territories. If
a dotted line connects two territories that are separated by an ocean, they
are considered adjacent territories.
3. Action
After all coalitions have placed an Event card on the board, resolve the
events. The player controlling Cronos shuffles the Alpha cards and then
draws one card at a time. For each card, read the Alpha text aloud and
take the action it describes. Then resolve the spawning action in the
cards ground war box (see p. 13).
If you can complete only part of an Event cards action, do as much of
the action as possible. For example, if a card requires you to return $2M
to the bank and you have only $1M available, simply return $1M. If you
cannot complete any part of the action, there is no penalty unless the
Event card specifies one.
After resolving all Event cards in the Alpha stack, move to the Bravo
stack. Follow the same process except this time read and resolve the
Bravo text on each card.
There are five categories of Event cards: Orbital Assault, Bombardment,
Crop Decimation, Viral Video, and Paranoia. An Event card might affect
all coalitions or it might specifically target one. If one of your coalitions
technologies provides a special rule that allows you to roll a die or spend
money for possible protection from a certain category of event, you must
do so before resolving the Event card.
event resolution
ALPHA EVENT
Bombardment
Each coalition rolls once for the following:
Raise your Terror one level.
Reduce your Food, Fuel, and Minerals 1 point.
Destroy one of your coalition units.
GROUND WAR
MILITARY EQUIPMENT
TIER 4
BRAVO EVENT
Bombardment
Each coalition reduces its MIC 1 point.
$5M
The Bravo text on the Event card (left) is being resolved, and it is a
Bombardment event. Europe has upgraded its Military Equipment
technology to Tier 4 (right), which means Energy Shielding can
potentially protect Europe from a Bombardment event on a
successful roll. The player controlling Europe rolls a , so Europe
does not lose a Military-Industrial Complex point.
alpHa
braVO
EVENTS
Gro u nd War a n d
In vad e r Spaw n i n g
Invader units can spawn at any of the drop ships on the board and in
any dead zone. When an invader unit spawns, take one figure from the
ALPHA EVENT
reserve and place it in the territory or dead zone. If the specified drop
Viral Video
ship is not on the board
when a card spawns an invader unit at that drop
Each
rolls twice for the following:
ship, that unit does
notcoalition
spawn.
EENLAND
d
ie
w:
ts.
In the Assault wave, you draw Event cards from the gray Assault
deck during the Events step, and you use the first three territories
listed on Drop Ship cards during the Drop Ships step.
GROUND WAR
The Assault wave ends when any of the following three things happen,
and the Devastation wave begins at the start of the next round:
g r o u n d wa r box
NORDIC
CONfEDERACy
EASTERN
AUSTRALIA
Viral Video
The coalition with the Cronos standee rolls
timesinfora the
following:
If an invader unitthree
spawns
territory
that already contains a number
Raise your Terror one level.
wEST EuROPEAN
1. Contains
Cronos. PACT
DEfENSE
CENTRAL
EuROPEAN
STATES
Invader units spawn only as a result of the ground war box on Event cards
and the Ground Push Adaptation cards. However, new invader units can
be placed on the board in ways other than spawning (for example, as a
result of an Orbital Assault Event card). Invader units that are placed in a
way other than spawning do not follow the priority rules above. Simply
place them in the specified territory.
uzBEKISTAN
ALLIANCE
NORTH AfRICA
CONCORD
s.
IND
NIGERIAN
LEAGuE
CENTRAL
AfRICAN
ACCORD
13
NORTH AMERICA
$14M
STARTING ASSET:
GHIN MERCENARYWARRIOR CLONES
COMMAND & CONTROL :
-5
- $4M
-1
-4
SECURE
NORTH
AMERICA
FOOD DIAL
23
22
21
4
5
20
8. Battle
19
24
NORTH
AMERICA
FUEL DIAL
0 1
24
2
23
3
NORTH
4
22
AMERICA
MINERALS DIAL
5
21
4
5
20
19
Invader Power
MIL
A
IT
-I
Y
AL
FO
OD
O
FO
5 FO
OD
14
-2
M
Return destroyed coalition units to their- $1
owners.
Return destroyed
invader units and drop ships to the reserves, and adjust the Adaptation
dial (see "Adaptation" on p. 15)
-1
A drop ship can be destroyed only if there are
no other invader units in
the territory. When you destroy a drop ship
a battle,
you can increase
-in
$1
M
the value on any one of your consoles dials by 1 point.
MAINTENANCE PHASE
ADAPTATION
SECURE
15
16
O
D
PHASE
ARFARE
PHASE
The Hydras Power isDEVELOPMENT
equal to the total
number ofWPower
icons
in the
1. Ghin Mercenaries
6. Movement
Invader Power section
of Deployment
the board plus any Power
icons on active
2. Unit
7. Events
3. Research
8. Battle
Adaptation cards (see Adaptation
on p. 15).
4. Cronos Project
9. Territory Status
5. Income
13
14
3 F
O
POWER
ONE
-2
After11determining the attacker and defender for the battle, roll one die
and 12
take the action indicated below:
- $2M
EX
SECURE
10
COMPL
7 FOO
D
RI
To
32 resolve a battle, first determine
the
total Power of the coalition and
31
the total Power of the Hydra. To
30
determine coalition Power, start with
29
the number of Power tokens in the
28
Power area on its console. Then add 1
27
if a Blaster
Hybrids mercenary card is
26
attached to25
the contested territory, and17
18
24
add 1 more for
each
Clones
23 22Warrior
19
21 20
card being played. If more than one
coalition has units in a contested
territory, determine the Power of each
coalition and use the highest value.
eastern
australia
OD
FO
SECURE
- $3M
MIC
DIAL
-3
starting
36
-4
inVaDer pOwer
-1
6
Next20determine who is attacking
and who is defending. The side with
- $3
M
7
19
the higher
Power is the attacker
in a battle; the
other
side is the defender.
8
18
If Power is tied, count the number of military units (including drop
9
17
ships) on
each side in the
If there are more coalition
R contested territory.-4
16
E10
11
15
N
I
units than invader
units and drop ships, the coalition is the attacker. If
14 13M12
- $3
M and drop ships, the
the number is tied or if there are more invader
units
Hydra are the attacker.
8
8
18
18
To give Cronos the time he needs to complete his project, the defenders of Earth
9
9
17
17
must fight a desperate
battle against
waves of Hydra.L10
10 seemingly endless16
16
D
O
11
15
15
O 11
UE
14 13F12
14 13F12
SECURE
During the Battle step, players fight battles on every contested territory,
including any contested dead zones. A territory is contested if it contains
at least one invader unit or drop ship and at least one coalition unit.
FO
Starting with the player who controls Cronos and continuing 1
clockwise
O
D
Oin his contested territoriesD
around the table, each player resolves battles
O
0
1
F
2
40 during the turn
in the order he chooses. Resolve dead zone
battles
of
39
3
8
38
the player whose coalition has the most units in the dead zone at the4
NORTH
37
AMERICA
beginning of the Battle step.
- $4M
LS
24
ALASKA
-1
INCOME
23
22
21
siberia
TERROR
-1
ADAPTATI
DIAL
NORDIC
Ada ptat io n
1 ENHANCED ARMOR
The Hydra have far surpassed the Ghin in the field of genetic manipulation.
While Ghin genetic engineering takes place primarily in the embryonic stage
of life, the Hydra have made the continual reengineering of living organisms
part of their everyday existence. This allows the invaders to efficiently and
repeatedly mutate the physiology of their troops to deal with any challenge
they encounter.
Persistent
RuSSIAN
INfLuENCE zONE
2
Any time an invader unit or drop ship is destroyed, you must increase
the Adaptation dial on the board by 1 point.
uNION Of
wEST EuROPEAN
When the Adaptation dial
reaches 12, reset itPACT
to 0 and draw an Adaptation CENTRAL
DEfENSE
card. Read the card aloud, then take the action indicated.
EuROPEAN
STATES
1. Card Title
Although most Adaptation cards have an immediate one-time effect,
2. Rules
ASSAULT
3. Wave Indicator
some are labeled as Persistent and remain in effect for the rest of the
game. For example, the Enhanced Armor card increases the invaders
Power by 1 until the game ends.
uzBEKIS
ALLIAN
Discard the Adaptation card after you resolve its actions, unless the card is
Persistent. Place Persistent cards on the Invader Power section of the board.
e attacker and
le, roll one die
dicated below:
NORTH AfRICA
CONCORD
defenders units.
each side.
ARABIA
attackers units.
NIGERIAN
LEAGuE
current power
e u r ope: 3
DOMINION
Of ETHIOPIA
A f r ica : 1 invaders: 1
CENTRAL
All three of these territories are contested. Europes Power is 3 and
(Europe) is used. This means that Africa is the attacker and the
AfRICAN
Africas Power is 1. The Hydras Power is also 1.
invaders are the defender. The player controlling the African
ACCORD
coalition rolls the die for the battle because it is taking place in his
In the battle for the North Africa Concord, Europe has a higher
territory, even though Europes Power is being used.
Power than the invaders. Europe is the attacker and the invaders
are the defender.
In the battle for the Nigerian League, Africa has the same Power as
the invaders, so the attacker and defender are determined by the
In the battle for the Dominion of Ethiopia, more than one coalition
number of units. The Hydra have more units in the territory, so
has units in the territory, so the Power of the stronger coalition
KENyAN
they are the attacker in this battle.
fEDERATION
15
9. Territory Status
Battles rage across the planet between the invading forces and Earths
defenders as they vie for control of vital territory.
After all battles have been resolved, the status of territories can change.
In this step each player determines if any of his territories have become
Overrun or Liberated. A territory can be Overrun and Liberated multiple
times during a game.
INDONESIAN
REFUGEE ZONE
OVERRUN
-1
Ove r r u n T e r r i to r i e s
When Hydra ground forces overrun a territory, they will continue to occupy it
unless coalition troops drive them out. Each Overrun territory inflicts major
penalties on its coalition until it is liberated again.
-1
- $3M
FRONT
INDONESIAN
REFUGEE ZONE
Li be r at ed T e r r i to r i e s
An Overrun territory can become Liberated only when it is retaken by human forces.
If an Overrun territory contains
only coalition units
during the Territory
SOUTH
AMERICA
VENEZUELA
Status step, it becomes Liberated. Turn its Territory Status card over to
the Liberated side. A Liberated territory still suffers penalties but they are
$10M
5
3
less severe than those for an Overrun territory.
-1
-4
-$4M
SECURE
-$3M
SECURE
BRAZIL
23
22
21
YELLOW
DIAL
2
7 FOO
D
EX
OD
11
13
FO
O
FO
5 FO
OD
SECURE
3. Penalties
4. Territory Map
RA
-$3M
-$2M
In this step, one invader unit is moved out of any territory in which the
10 number of invader units exceeds the territorys Defense value.
12
19T R
22- I N
21 D20
Y
US
16
16
11M
When the Hydra secure a region, they reposition their surplus forces to pressure
-2
the defenders of other regions.
IT
A
23R
17
L
18I A
14 13 12
-1
O
D
IL
15
BACK
3 F
O
16
2. -3
Defense
15
26
-$3M
-2
14
27
9Title
1. Card
10
OD
FO
SECURE
10. Invader
Movement
-$2
34
28
-3
4
6
18
17
If the status
of a coalitions capital
33
during32 this step is Liberated,
remove31 one Capital Damage
30
token from
the coalition console.
29
25
Coalition Defeat
24
BOLIVIA
19
8
8
18
If a coalition
capitals
status
is
9
9
17
10
16
16
D
F10
Overrun
during
the
Territory
O
11
15
15
O 11
14 13 12
14 13F12
Status step, place a Capital
Damage token on the coalitions
1 FO
OD
console. WhenOD
a coalition receives
O
0 1
F
2 token,
40
its third 8Capital
Damage
39
3
38
4
it is defeated
(see Coalition5
37
6
36
Defeat in
the callout below).
35
YELLOW
DIAL
4
SECURE
20
19
YELLOW
DIAL
3
24
IN
YELLOW
DIAL
1
LS
0 of
0 1
A coalitions capital territory is the center
forces
1 its survival effort. If Hydra
24
2
2
24
23
3
23
3
takePERU
over a coalitions capital, the 22humans have 4limited time
4
22 to regain control
5
5
21
21
before the invaders completely destroy
it.
6
6
20
20
18
17
3
- $1
M
-4
INCOME
Ca p ita l Da m ag e
19
LIBERATED
TERROR
STARTING ASSET:
MILITARY EQUIPMENT TIER 1
-1
Move the invader unit to
the adjacent territory that:
1. Contains Cronos.
MAINTENANCE PHASE
11. Cronos Control
12. Terror Level
13. MIC Damage
14. Research Readiness
15. Drop Ships
Only one invader unit can be moved out of each territory during this step,
regardless of the number of invader units remaining.
Maintenance Phase
In this step, a coalitions Terror increases by
STARTING
only one level regardless of the number
ofASSET:
its
MILITARY EQUIPMENT TIER 1
territories that contain aliens.
COMMAND & CONTROL : 4
As indicated on the Terror track, each higher
Terror level carries greater penalties to your
coalition's income. The highest levels also
reduce your Command and Control. Be sure
to apply only the penalties listed for your
current Terror level, ignoring penalties shown
in the lower spaces.
Each round ends with the five steps of the Maintenance phase.
SOUTH
AMERICA
Cronos
Control
Dr. Cronos must coordinate his work closely with each coalitions government.
While he is working within the boundaries of a coalition, his actions are strictly
M
monitored and controlled by that coalition.
23
22
21
20
24
37
4
5
38
YELLOW
DIAL
4
5
6
8
34
33
10
32
EX
OD
FO
18I A
19T R
22- I N
21 D20
Y
US
5 FO
OD
DEVELOPMENT PHASE
1. Ghin Mercenaries
2. Unit Deployment
3. Research
4. Cronos Project
5. Income
17
L
15
27
WARFARE PHASE
6. Movement
7. Events
8. Battle
9. Territory Status
10. Invader Movement
16
O
D
14
28
3 F
O
13
29
A
23R
4
5
-3
-2
- $2M
-1
11
12
24
IT
POWER
OD
FO
M
25
IL
- $2M
35
26
RA
14 13
30
ARGENTINA
YELLOW
DIAL
3
7
7
If an Event
card 19
or the Terror Level step
would cause your
8
8
coalitions
Terror to18increase past the highest
level of the Terror
9
9
17
track,
you
must
reduce
your
Military-Industrial
Complex-3
value
10
16
F10
11
11M
15
of Terror you would have
12by 1 point for each additional
14 13 level
12
$3
M
gained. Example: A Paranoia Event card instructs you-to
raise
your Terror by two levels, but you have only one more available
space on your Terror track. You move your Terror token up one
1 FO
-2
space
and
ODreduce your MIC by 1 point.
31
SECURE
24
7 FOO
D
23
22
21
- $3M
6
6
20 the Terror
- $3M
Beyond
Track
17
36
BOLIVIA
SECURE
20
YELLOW
DIAL
2
-4
LS
YELLOW
DIAL
1
O
FO
PERU
24
-4
- $4M
23
22
21
-1
IN
$10
VENEZUELA
11.
TERROR
- $1M
-1
- $1M
-1
MAINTENANCE PHASE
11. Cronos Control
12. Terror Level
13. MIC Damage
14. Research Readiness
15. Drop Ships
SECURE
17
AFRICA
STARTING ASSET:
SOCIAL PROGRAMS TIER 1
COMMAND & CONTROL :
$9M
TERROR
-$4M
-1
INCOME
23
22
21
20
19
18
17
24
-1
-4
-4
0
AFRICA
FOOD
DIAL
-$3M
13. Military-Industrial
-3
Complex Damage
2
23
22
21
24
AFRICA
FUEL
DIAL
23
22
21
20
24
AFRICA
MINERALS
DIAL
20
-$3M
7
7
7
Primary
targets19for the Hydra forces
are19the production facilities
and workforce of
8
8
8
18
18
9
9
9
17
17
each
coalition.
A
coalition
that
cannot
maintain
its
Military-Industrial
Complex and
10
10
10
16
16
16
-3
11
11
11
15
15
15
14 13 12
14 13 12
13 12
feed its people cannot14sustain
the defense of its
territories.
-$2
M
O
O
F
37
38
39
OD
5
6
7
35
34
33
10
32
11
30
12
13
29
24
23 22
19
21 20
18
17
O
FO
25
16
FO
15
27
O
D
14
28
3 F
O
31
26
OD
FO
7 FOO
D
40
OD
AFRICA
MIC
DIAL
36
-$1M
OD
5 FO
POWER
1 FO
Annihilation Strike
Through their command network, the Hydra learn that Dr. Cronos has
successfully tested the Psychotronic Amplifier on one of their own. This
new threat drives the invaders to immediately deploy the entirety of their
resources, now bent on the total annihilation of humanity before Cronos
can perfect the one thing that could be their undoing.
When you fund Initiate Psychotronic Broadcast (Cronos Project
card 5), the Hydra begin their Annihilation Strike. For the rest of the
current round, which will be the last round of the game, roll a die
every time an invader unit is placed on the board for any reason. If
you roll a , place two invader units instead of one. If you roll a
or , there is no effect.
18
DROP SHIP
1. Card Name
2. Drop Ship Number
Indonesian
Refugee Zone
Eastern
United3States
Kenyan
Federation
Union of Central
4 States
European
Ending
the Game
LEVEL 7 [INVASION] can end in one of five ways. One of these ways
leads to player victory, and four lead to victory for the Hydra invaders.
Player Victory
Aboard his spacecraft, Dr. Cronos makes final adjustments to the Pyschotronic
Amplifier and explains its functions to the cipher as a squad of commandos
readies for combat. Commencing the greatest gamble in human history, Cronos
pilots the ship into the onrushing horde of Hydra ships. Cloaked by the ciphers
telepathic abilities, his craft passes through the enemy undetected.
With Cronos leading the way, the commandos infiltrate the cipher into the
transmitter hub of the Hydra command carrier. The cipher uses the amplifier to
broadcast a psychic signal through the invaders command network, disrupting
the thought patterns of the Hydra and mentally blinding them to all humans. The
effect is instantaneous. Earths military forces immediately exploit the Hydras
vulnerability to turn the tide of the war. Humanity will endure.
When you fund the final Cronos Project card (Initiate Psychotronic
Broadcast), continue playing the current round until the end of the
Warfare phase, then the game ends. Every coalition that still controls
its capital territory and has at least 1 point remaining on its MilitaryIndustrial Complex dial survives and wins the game. A coalition does
not control its capital if it is Overrun.
Invader Victory
The game ends in Hydra victory when any one of the following events
occurs:
A coalition that has not funded its Cronos Project card is defeated.
The territory that contains the Cronos standee is Overrun.
Every coalition is defeated.
At the end of the Maintenance phase, all the Devastation Event
cards have been drawn.
drop ship: These figures represent the major landing vessels of the
Hydra and are the primary locations for spawning invader units
during the Events step. Drop ships are numbered 1 through 4.
Annihilation Strike: This is the final Warfare phase of the game. When the
Hydra realize that Dr. Cronos is close to reasserting control over them,
they launch a massive strike with all their remaining troops (see p. 18).
Assault wave: The Assault wave is the first part of the game, in which
the Hydra are attempting to conquer and control Earths population
as well as kill Dr. Cronos. During the Assault wave, three drop ships
are placed on the board each round and players draw from the grey
Assault Event deck.
invader unit: These figures represent the armies of the Hydra on the
game board.
attacker: In a battle, the side with the higher Power is the attacker.
When the die is rolled, the result affects units based on whether they
are attacking or defending (see p. 14).
Bombardment: These events represent the Hydra firing missiles from
space at major population centers and military forces.
coalition territory: A coalition territory is one that is controlled by a
coalition at the start of a game. They are marked on the map with the
coalitions color and are part of that coalitions console.
coalition unit: These figures represent the human armies on the board.
Command and Control: A coalitions Command and Control value is
the maximum number of coalition units it can have on the board at
one time.
contested territory: A territory is contested if it contains at least one
invader unit or drop ship and at least one coalition unit.
Crop Decimation: These events represent the Hydra attacking areas of
the planet that produce food.
dead zone: At the beginning of the game, three territories on the map
have already been conquered by the invaders: Arabia, Australia, and
Greenland. These territories are called dead zones.
defender: In a battle, the side with the lower Power is the defender.
When the die is rolled, the result affects units based on whether they
are attacking or defending (see p. 14).
Defense: All territories have a Defense value that is used to determine
if the territory is Overrun and when invaders units must be moved out
of the territory (see p. 16).
destroy: If a figure is destroyed, it is removed from the board.
Destroyed coalition units are returned to their owners; destroyed
invader units and drop ships are returned to the reserves. Each time
an invader unit or drop ship is destroyed, increase the value on the
Adaptation dial by 1 point.
Credits
President: Sherry Yeary Chief Creative Officer: Matthew D. Wilson Creative Director: Ed Bourelle Project Director: Bryan Cutler
Director of Business Development: William Shick Production Director: Jason Martin Game Concept: Matthew D. Wilson
Game Design: William Schoonover Graphic Design Director: Josh Manderville Graphic Design: Richard Anderson, Matt Ferbrache,
Laine Garrett, Josh Manderville Art Director: Mike Vaillancourt Illustrations: Susan Luo Concept Illustrations: Nick Kay, Oscar Cafaro
Studio Director: Ron Kruzie Sculptor: Michael Jenkins Lead Developer: William Schoonover Game Development: David Carl, William Shick
Fiction: William Shick, Matthew D. Wilson Editorial Manager: Darla Kennerud Editing: Bryan Cutler, Dan Henderson Printing Manager: Shona Fahland
Playtest Coordinator: Jack Coleman Playtesters: Jonathan Adams, Richard Anderson, Orin Ashkenazi, Ed Bourelle, David Carl, Jack Coleman, Justin Cottom,
Cody Ellis, Charles Foster III, Bill French, Matt Goetz, Doug Hamilton, Geordie Hicks, William Hungerford, Michael Jenkins, Ron Kruzie, Clayton Links, Lyle Lowery, Antonio Mora, Michael Plummer,
Erik Reierson, Michael G. Ryan, William Schoonover, Nate Scott, Micah Scott-Ralston, William Shick, Gabe Waluconis, Matt Warren
19
The Hydra
The Hydra were an undeveloped race when the Ghin first encountered
them. As they had done with other intelligent races on many different
worlds, the Ghin used their psychic abilities to conquer and enslave
the Hydra. The Ghin then genetically reengineered the Hydra to make
them more useful to the intergalactic Ghin empire. The Hydra were
remarkably receptive to genetic manipulation techniques and soon
became a preferred stock for Ghin experimentation.
Over time the Hydra learned the secrets of Ghin genetic technology
and eventually surpassed the Ghin in bioengineering. Now able to
reengineer their own physiology completely, the Hydra modified their
brains to block the Ghins controlling psychic signal and revolted
against their former masters. A bitter war raged for nearly a century.
In the end, the Hydra were able to develop and weaponize a bio-plague
that wiped out nearly the entire Ghin population.
The Hydra realized their victory could be assured only by the complete
eradication of the Ghin, who still had the potential to someday find
a way to reassert their psychic control. Since the end of the war,
the Hydra have been relentlessly hunting down all remnants of the
Ghin race, and they will pursue their genocidal mission until they are
confident no Ghin remain.
Capital
Drop Ship
Coalition Power
invader Power
Research
Defense
Terror
resou rces
food
events
dice
Bombardment
Viral Video
fuel
plus
Crop Decimation
Paranoia
minerals
equals
MilitaryIndustrial
Complex
minus
Orbital Assault
Index
Adaptation . . . . . . . . . . . . . . . . . . . 15
Dead zones . . . . . . . . . . . . . . . . . . 11
Income . . . . . . . . . . . . . . . . . . . . . . . . . . . 11
Cronos movement. . . . . . . . . . . . . . . . . . . 12
Battles. . . . . . . . . . . . . . . . . . . . . . . . . 14, 15
Annihilation Strike . . . . . . . . 18
Adaptation cards . . . . . . . . . 15
Ghin Mercenaries . . . . . . . . . . 10
Research Readiness . . . . . . 18
]Ground war . . . . . . . . . . . . . . . . . 13
Hard mode . . . . . . . . . . . . . . . . . . . . . 9
Setup . . . . . . . . . . . . . . . . . . . . . . . . 58
Income . . . . . . . . . . . . . . . . . . . . . . . . . 11
Invader movement . . . . . . . . . 16
Starting funds . . . . . . . . . . . . . . . . . . . . . . . 6
Game board. . . . . . . . . . . . . . . . . . . . . . . . . 7
Consoles . . . . . . . . . . . . . . . . . . . . . . . . . . . 8
Assault wave . . . . . . . . . . . . . . . . 13
Desolation marker . . . . . . . 16
Liberated territories . . . . 16
Devastation wave . . . . . . . . . . 13
Maintenance phase . . . . . . . 17
Spawning . . . . . . . . . . . . . . . . . . . . . 13
Battle . . . . . . . . . . . . . . . . . . . . . . . . . 14
Development phase . . . . . . 10
Starting asset . . . . . . . . . . . . 6, 8
Capital damage . . . . . . . . . . . . . 16
Military-Industrial
Complex (MIC) . . . . . . . . . . . . 8, 18
Drop Ships . . . . . . . . . . . . . . . . . . . 18
Destroying. . . . . . . . . . . . . . . . . . . . . . 14, 15
Initial setup. . . . . . . . . . . . . . . . . . . . . . . . . 6
Spawning. . . . . . . . . . . . . . . . . . . . . . . . . . 13
Easy mode . . . . . . . . . . . . . . . . . . . . . . 9
Coalition console . . . . . . . . . . . 8
Coalition defeat . . . . . . . . . . . 16
Cronos Control . . . . . . . . . . . 17
Events . . . . . . . . . . . . . . . . . . . . . . . . 12
Cronos Movement . . . . . . . . 12
First player . . . . . . . . . . . . . . . 9, 17
Cronos Project . . . . . . . . . . . . 11
Trading. . . . . . . . . . . . . . . . . . . . . . . . . . . . 10
Coalition defeat. . . . . . . . . . . . . . . . . . . . . 16
Terror track . . . . . . . . . . . . . . . . . . . . . . . . 17
Player victory. . . . . . . . . . . . . . . . . . . . . . . 18
Move actions . . . . . . . . . . . . . . . 12
Overrun territories . . . . . . 16
Technology cards . . . . . 9, 11
Setup. . . . . . . . . . . . . . . . . . . . . . . . . . . . 6, 9
Upgrading and tiers. . . . . . . . . . . . . 9, 10-11
Territory Status . . . . . . . . . . . 16
Terror Level . . . . . . . . . . . . . . . . 17
Trading . . . . . . . . . . . . . . . . . . . . . . . 10
Unit Deployment . . . . . . . . . . . 10
Warfare phase . . . . . . . . . . . . . . 12
Research . . . . . . . . . . . . . . . . 1011
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