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Real

Time Tower Defense


The darkness looms. Your Mage Tower is under attack. The Darkness is sending its
minions to destroy you. You are a mage with the ability to summon powerful Gems.
Can you and your companions survive 4 days until help arrives and the looming threat
is driven back?

Overview
Tower defense is a cooperative real time game that plays over 4 days and each
day is split into 12 rounds. Each round you all must spawn monsters (place
monsters on the board), move the monsters and then fire your towers to take down the
hordes. Whilst you are doing this you also need to manage your resources in real time
so you can build more towers to improve your defenses. If a monster gets through
your defenses the team takes damage. If your Team Health hits zero you lose. If you
can survive the 4 days you win.

Set Up
Choose a side of the board to play on. Each player takes a player board, 1 sand timer,
1 Sally token and in their player color 6 Towers and 1 Threat Token. Place mana
and stone counters (grey cubes) at the beginning of each resource track and the sand
timer on the first space of either the Stone, Mana or Hunt tracks. The Sally token is
placed on the last space of the Sally track. If there are less than 4 players, take the
remaining player board(s) and use them to cover the other tracks, that would be used
by the absent players, still leaving enough spaces for the building of towers.

Place the Reference boards [1] (showing monster statistics, Gem abilities, round order
and building costs), the Round board [2] (with tracking token) and the Team Health
and Threat board [3] (with tracking tokens for the Day, Team Health and player
threat) within clear sight of all players. Use a second Reference board [1] if there are
3 or four players. Place one set of monster upgrade tokens [4a] (white backed) face
down and randomised and the other set [4b] face up (if there are 3 or 4 players) near a
reference board. These are two duplicate sets of monster upgrades, one for each
reference board. Place the monster dice [5] within very easy reach of all players (at
least two different piles containing all four colors with 3+ players is recommended).

Place the pile of No Spawn [6] cards within reach of all players (2 piles if needed).
Place the Monster Reinforcement Deck [7] (made from 12 Yellow and 12 Green
Monster cards, shuffled together), the Dice of Doom [8] and the Gems [9] near the
play area. You will also need a device to play the sound track.

Each player makes a deck of 12 cards containing: 5 White cards, 3 Blue cards, 3 No
Spawn cards and 1 card from the Monster Reinforcement Deck. Players shuffle their
decks and place them face down near their player boards. These are the draw decks
which tell players which monsters are spawning each round.

Finally players take two of their towers and place them on the board, each with a level
one Gem in it. Spaces that have a number within a circle (not part of the tracks) are
for placement of Beacons, the first modular expansion. If these spaces are empty
players may build on them. Players may choose each Gems color and it is the Gems
color, not the color of the base (which is the player color), that determines the combat
effect of the tower and when the tower will fire.
Playing the Game
Players win if they still have at least 1 health on the team health board after four Days
of game play. The game has 4 Days and 3 Nights. During the day you are attacked by
monsters and you get to build towers with which to defend yourself. During the night
the Darkness rallies and gets stronger, ready to attack the next day.

Day
Each Day is broken into 12 rounds, represented by the Round board. If your team
loses all their health at any point in the game then you are defeated and the Darkness
has overtaken you.

Each round is broken up into four phases:

1. Advance the round token


2. Spawn monsters
3. Advance monsters
4. Fire towers

The beginning of each round and the beginning and end of each Day is triggered by
the sound track. Each round lasts 30 seconds and a day lasts just over 6 minutes.

Round Break Down


The beginning of each round is triggered when the sound track says Spawn
followed by a number (e.g., Spawn 1, Spawn 2, Spawn 3, , Spawn 12). The
number is the current round number, so Spawn 3 means Round 3 is the current round,
not the number of monsters that spawn. When the round is triggered players have 30
seconds to perform the four phases before the next round begins. If you run out of
time to fire your towers all monsters must move and then go onto the next round.

1. Advance the round token


Advance the round token to the next space on the Round board. This keeps track of
the round number for all players.

2. Spawn Monsters
Each player turns over cards from their monster deck equal to their draw number
(indicated on the Threat track). If there are no cards in your draw deck you do not
spawn monsters. If there are fewer cards in your deck than your spawn count then
spawn with only the remaining cards in your deck. You do not reshuffle your deck
until the end of the Day. You spawn monsters corresponding to the colors on the cards
flipped over, No Spawn cards mean that no monster spawn for that card. Newly
spawned monsters are placed on the Start space of your track. For example if your
card draw is 3 you turn over the top 3 cards of your deck every round. If you turn over
a Green, Blue and No Spawn you would place a green and blue monster on the start
space of your track.

Monsters spawn with the life printed on the reference board for their color. There may
be up to three numbers listed for Life. The first number is the default Life, the second
number is used after the first Life upgrade and the third number after the second
upgrade.
Monsters are dice with the number on the top face of each die representing the Life on
each individual monster. When a monster takes damage, rotate the die so the new
value on the top face corresponds to the amount of Life it has left.

3. Move Monsters
After you have spawned the monsters, all the monsters on the board need to move.
Monsters move at the speed printed on the reference board for their color. A Speed of
2 would mean that all monsters of that color would advance 2 spaces along their track
towards the Damage space. Speed can be upgraded in a similar fashion to Life, where
the first number shows the default speed, the second number the first upgrade and the
third number the last upgrade.

When a monster moves onto the Damage space you, as a team, lose Health equal to
the amount of Life the monster has remaining. For example, if a Blue monster with 2
Life moves onto the Damage space then the team would lose 2 Health. The amount of
damage monsters do can also be upgraded from 1 damage for each Life they have left
to 2 damage for each Life they have left. Once a monster has dealt Damage it is
removed from the board.
4. Fire Towers
Once all monsters have moved and the team has lost Health due to Monsters moving
onto the Damage space you may then shoot the remaining Monsters with your towers.
Each tower is made up of a base and a Gem and has a default range of 2, damage of 1
and can hit only one target. Range is measured in a square radius, with diagonals
counting, around each tower, as shown below. A tower with range 2 can hit anything
in the squares marked 1 or 2.

There are 5 different color Gems that a tower can have and the color of the Gem in the
tower determines the special ability or bonus of that tower. Towers do not fire every
round but only on the rounds that their Gem color comes up on the Round board. For
example, in Round 1 only Orange and Yellow Gems fire, in Round 2 only Purple and
Green Gems fire, in Round 3 only Orange and Red Gems fire, etc. Towers can be
Upgraded from level 1 to level 2 by taking the Upgrade action. Level 1 towers have
one Gem and level 2 towers have two Gems. The Gems must be the same color.

When a tower shoots a monster it loses Life. Rotate dice as required. If the monster is
reduced to 0 Life or less then you have killed it. Remove it from the board and place it
back in the supply.

Gem Special Abilities


Orange Range
The Orange Gem gets extra range for its special ability. +1 Range at level 1 (total
Range of 3) and +2 Range at level 2 (Total range of 4).

Purple Knockback
If the target Monster is still alive after the Purple Gem has done its damage then the
Purple Gem will move that Monster back towards the Start space. The number of
spaces moved depends on the level of the tower. At level 1 move the Monster back up
to 2 spaces and at level 2 move the Monster back up to 3 spaces. If the Monster is on
or passes through an intersection of tracks then you decide which track to send the
monster back up. A Monster may not be knocked back past a Start space.

Yellow Damage
The Yellow Gem gets extra damage based on its level. At level 1 it gets +1 Damage
(total of 2 Damage) and +2 Damage at level 2 (total of 3 Damage).

Green Chain
Green Gems get to hit extra targets, chaining from the first target to a second (level 1)
and then on to a third target if the tower is level 2, dealing 1 damage to each. The
second target must be within 2 adjacent spaces (not diagonal) of the first target and
the third target within 2 adjacent spaces of the second (not diagonal). When chaining
to a third target from the second the chain must continue in the same direction; you
can not chain back towards the first target. The second and third targets may be
outside the range of the tower as long as they are within the 2 adjacent spaces of the
previous target. A Green tower can not hit multiple targets in the same space.
First of 3 options for a level 3 Green Tower Second of 3 options for a level 3 Green
Tower

Third of 3 options for a level 3 Green Tower The Green tower can only hit one target
Red Splash
Red Gems also get to hit multiple targets. Level 1 can hit 2 targets and level 2 can hit
3 targets, dealing 1 damage to each. After a Red Gem has hit its first target it may
then hit extra targets in the same space or in one of the adjacent spaces (not any of the
adjacent spaces, just one). No target may be hit twice by the same shot.

First of 4 options for the Red Tower Second of 4 options for the Red Tower

Third of 4 options for the Red Tower Fourth of 4 options for the Red Tower

Not a valid Splash. Splash only affects the Not a valid Splash. There must be at least one
same space as the target and one other space. target in range before the tower can splash
into the second square.

Your Player Board and Sand Timer


The sand timer is your worker which you need to manage during the Day while all the
monsters are coming to attack you. Your worker is the guy that gets you resources and
builds towers. You may start using your worker as soon as the sound track says: It is
Dawn. To use your worker you turn him over onto the action that you want to take.
The worker finishes that action when the sand has run through the timer and can not
be moved until then. Once this happens you can take the associated action and move
the worker to another space, turning him over, to take another action. The actions you
can take are:

- Gather Stone
- Generate Mana
- Hunt
- Build/Upgrade/Repair
- Sally

You may also trade resources freely between each other.

Stone
Stone is used for building towers and repairing team health once damage has been
taken. To gather stone start your timer on the first space of the Stone track, 2 Stone,
and wait for the action to finish. Once finished (that is, the sand timer has run
through) you may either take 2 Stone, adding it to your resource track, or start your
worker on the next space, 5 stone. Again, once your worker has finished that action
you can either take the Stone (5 Stone) or move to the next space. Once completed
you could either take 10 Stone or move to the 15 Stone space. Once the worker has
finished his action on the 15 stone space you must take the 15 Stone. When taking
Stone simply add the amount you are taking to your Stone Resource Track. If you
would like to gather more stone you will need to start at the first space of the stone
track again.

Mana
Mana is used for the building and upgrading of towers. Generating Mana works in
exactly the same manner as Gathering Stone. The Mana track gives 20, 50, 100 or 150
Mana, depending on the number of actions spent Generating Mana. Add generated
Mana to your Mana Resource Track.
Hunt
Taking the Hunt action allows players to add No Spawn cards to their decks. The
Hunt track works like Stone and Mana tracks but the reward for the last space varies.
The first space of the Hunt track gives you no reward. The second space yields 1 No
Spawn card. The number of No Spawn cards the third space gives you increases as the
game progresses and is linked to the number of cards you draw (your Threat level)
when you are Spawning monsters. At the start of the game you only draw one card for
Spawning monsters and the third space will only give you one No Spawn card. When
you are drawing 2 cards to Spawn monsters then the third space gives you 2 No
Spawn cards. Likewise if you are drawing 3 cards you will get 3 No Spawn cards.
When you get No Spawn cards from taking the Hunt action they all go on top of your
draw deck.

Build/Upgrade/Repair
This space contains 3 different actions. When using this space you may only take one
of the actions then you must start your timer again if you would like to do another
action. To perform these actions you must be able to pay to the associated cost. If you
can not then you can either forfeit the action or wait until one of your team mates
gives you the resources required.

1. Build. This allows you to build a new tower on the board with a level 1 Gem
in it. The tower costs 10 stone and 100 mana. The tower may be built
anywhere except on the track where the monsters move.
2. Upgrade. This allows you to upgrade a level 1 Gem to level 2. The upgrade
cost is 50 mana. A level 1 tower has one Gem in it and a level 2 tower has two
Gems in it. The second Gem must be the same color as the first.
3. Repair. This allows you to increase your teams Health by 1 for the cost of 2
stone. You can not increase your Health beyond the starting value (10 for 2
players, 15 for 3 players and 20 for 4 players).

Sally
Sally can only be used once per game by each player. Once completing the Sally track
place your Sally token on the damage space. During the Move Monsters phase of each
round you also move your sally token back up a track, towards a Start space. When a
Sally token and a Monster are in the same space (including if a monster moves onto
the Sally token and would continue moving past it) then discard the monster and the
Sally token. In the case of multiple monsters you get to choose which monster gets
hit. The Sally token can remove any monster, even a 6 Life yellow or a lowly 1 Life
white, but each token can only remove one, so use it wisely.

Trading
There is no penalty for trading resources between players. You can do it when you
like and as often as you like. If you give another player resources, simply move your
marker(s) down by that number and they will then move their marker(s) up by that
number. You may also trade during the night phase and after you have rolled the Dice
of Doom but before you resolve them.
Night
Darkness
Once the 12 rounds are finished the sound track will say Darkness. This is the end
of the day and the sound track. If your sand timer is still running it counts as finished
and you may take that action. Monsters that are still on the board stay in their current
positions. If you wish to advance your sand timer on the Stone/Mana/Hunt tracks just
leave it where it is and move it to the next space the next day. During the Night phase
each player:

1. Rolls the dice of Doom


2. Reshuffles their draw deck
3. Move the Day Counter

1. Rolling the Dice of Doom


Each player takes the Dice of Doom and rolls them. Each face of the Dice of Doom
has either 0, 1 or 2 pips (dots) on them. Count the number of pips you rolled and
move your marker up the Threat track that number of spaces. If your marker moves to
the next block of spaces your card draw for each round increases.

(The Green player rolls 1 pip and moves one space up the Threat track. The Green
player is now drawing 2 cards every round.)
After applying the pips to your threat level you then apply the effects shown on each
die. The effects are:

1. -1 No Spawn. Remove 1 No Spawn Card from your draw deck/discard pile


and put it back in the supply. If you dont have a No Spawn card in your deck
(which will only happen if you have removed one of them at the beginning)
then draw a card from the Monster Reinforcement Deck.
2. -1 Minute. Before you can take your next action you must let your sand timer
run through once. Your worker has slept in. If you are in the middle of a track
simply turn the sand timer over in its current space.
3. -5 Stone. Lose 5 Stone from your supply. If you do not have enough Stone,
dont wish to pay it or none of your team mates will give you the Stone to pay
then you as a team lose 2 Health instead.
4. -50 Mana. Lose 50 Mana from your supply. If you do not have enough Mana,
dont wish to pay it or none of your teammates will give you the Mana to pay
then you as a team lose 2 Health instead.
5. Upgrade. Take one of the facedown Upgrade tokens and reveal it. The token
will have a color corresponding to a monster color and a statistic to be
upgraded. Place the upgrade token in its place on the Monster Reference
board. Take the matching token from the other, face up set of Upgrade tokens
and place it on the other board (if required). For that color Monster the
upgraded statistic now applies. If Life is upgraded then monsters spawn with
extra life. Monsters currently on the board do not gain life. If Speed is
Upgraded then all Monsters of that color move down the tracks faster. If
Damage is upgraded then all Monsters of that color will deal 2 damage for
each life point they have left.
6. Green. Take a Green monster and put it on your Start space. Apply any Green
monster Life upgrades rolled during this night phase before starting the next
day.
7. Yellow. Take a Yellow monster and put it on your Start space. Apply any
Yellow monster Life upgrades rolled during this night phase before starting
the next day.
8. 2 Cards. Take 2 cards from the Monster Reinforcement Deck and add them to
your draw deck. In the unlikely event that there are no cards to draw you do
not have to draw any.
9. Cards = Draw. Take cards from the Monster Reinforcement Deck equal to the
number of Cards you are flipping each round to spawn monsters (after moving
up the Threat track) and add them to your draw deck. In the unlikely event that
there are no cards to draw you do not have to draw any.
10. 1 Card. Take 1 card from the Monster Reinforcement Deck and add it to your
draw deck.

An important note: If the Dice of Doom would cause you to lose the game then reroll
the offending die. If you have to pay Mana or Stone and you do not have enough but
the team as a whole does and taking the 2 life penalty would cause you to lose the
game then the team must pool their resources and pay the Stone or Mana. You may
not reroll in this circumstance.
2. Reshuffle draw deck
Take your draw deck and discard pile as well as any cards just gained and shuffle
them together ready for the next day. This is also a good time to prepare the Monster
dice (setting the dice to their correct spawning values) for use in the next Day to
increase efficiency during the spawning of monsters.

(Upgrade result on Dice, one flip random tile, place it and the corresponding face up
tile on the reference boards)

3. Move the Day Counter


Move the Day Counter to the next space on the Day track and finish any unresolved
actions if you would like to. Plan what towers you are going to build and get the
pieces ready next to the board.

Once all players have finished these three steps and are ready for the next day start the
sound track again. If the group still has at least 1 Health at the end of 4 days (there is
no fourth Night phase) then you win. If not, then your once glorious little mage tower
has become a small and insignificant pile of rubble and your master a very tasty
dinner for the minions of the Darkness.
First Play
When playing the game for the first time it is recommended to play without the sound
track. Instead step through each round moving onto the next when every player is
ready. Every even round (rounds 2, 4, 6, 8, 10 and 12) after the towers have fired each
player takes an action on their player board. Instead of using your sand timer to take
actions, use it to mark actions that you have taken on the Stone, Mana, Hunt and Sally
tracks. For example, you could choose to take 2 Stone for 1 action or place your sand
timer on that space marking that action as taken. For your next action you may either
take 5 Stone or move your sand timer to that space marking that action as taken.
Likewise for the next action you can either take 10 Stone or move your timer marking
the action as taken. Finally in the next action you take you would remove the sand
timer from the board and take 15 Stone.

If during the Night phase you roll the -1 Minute result is rolled, skip the first action
for the next day.

Continue to play by these rules until you are comfortable enough to add the sound
track.

Changing the Difficultly


Finding the game too hard? There are a number of things you can change:
Remove a White or Blue card from your starting deck and replace it with a No
Spawn card.
Place your sand timer on the second space of the Stone, Mana or Hunt tracks
instead of the first at the start of the game.
Place your threat marker on the Easy space of the Threat track at the start of
the game.
Start the game with more Team Health.

Want more of a challenge? Use one or more of these changes:


Draw 1 or more Upgrade tiles at the start of the game.
Remove a No Spawn card from your deck and replace it with a white or blue
card.
Start the game with your sand timer off the board instead of the first space of
the Stone, Mana or Hunt tracks.
Place your threat marker on the Hard space of the Threat track at the start of
the game.
After the first day either reveal and apply a monster Upgrade or each player
draws a card from the Monster Reinforcement Deck adding it to their draw
deck. You can do this after each day but that will be extreme.
Start the game with less Team Health.
Play without Sally tokens.
Remove a White card from your deck and add a card from the Monster
Reinforcement Deck.

These tweaks can be used by one or all players. Some players can use the easier
tweaks and others the harder tweaks.
Music
"Crusade", "Devastation and Revenge", "Gnarled Situation", "Oppressive Gloom"
Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 3.0
http://creativecommons.org/licenses/by/3.0/
Expansion Module 1 Amplifiers
Amplifiers are another type of building that you can build. Amplifiers add the special
ability of the gem inside to the adjacent towers (not diagonal) regardless of player
colour. They can be found on the reverse side of your tower bases.

To build an amplifier take the Build action and spend 150 Mana and 15 Stone.
Amplifiers cannot be upgraded. Place it on the board for the following effects:

Range (Orange): Add 1 range to all adjacent towers.


Knockback (Purple): All adjacent towers get the knock back ability.
Knockback towers get their ability strengthened by 2 spaces (Level 1: Up to 4
spaces; Level 2: Up to 5 spaces).
Damage (Yellow): Add 1 damage to all adjacent towers.
Chain (Green): Adjacent towers gain the Chain ability. In the case of a Chain
tower the ability is strengthened with one additional bounce.
Splash (Red): Adjacent towers gain the Splash ability. In the case of a Splash
tower the ability is strengthened with one additional target in the 2 squares that
are adjacent.

In the case of Chain and Splash towers being amplified the extra abilities apply only
to the first target. For example, a Chain tower will not splash when it hits each target
nor will it knock each target back, only the first. Towers may be amplified by more
than one Amplifier.
Expansion Module 2 Beacons
During game setup, before placing towers, take one Shield beacon per player, one
Catapult and one Building blocker per player, shuffle them together and each player
randomly chooses one. Take one Mana Well per player and one Stone Pile per player,
shuffle them together and each player randomly chooses one.

Shielding beacon Negative Beacon


Roll a D8 and place a Shield beacon tile on that space of your track
and the two following spaces. Monsters can not be shot by towers,
knocked back or take damage from splash or chain while on these
spaces. This beacon can not be destroyed.

Building Blocker Negative Beacon


Roll a D8 and place the beacon on the corresponding numbered
space (not part of the tracks, number within a circle on the board).
If the space is already taken, place the Building Blocker in the next
numbered space. Player buildings can not be built in the same
square or the surrounding 8 squares. This beacon can not be
destroyed.

Catapult Negative Beacon


Make a stack of 7 Catapults for each Catapult selected. Roll a D8
and place the beacon on the corresponding numbered space (not
part of the tracks, number within a circle on the board). If the space
is already taken, place the Catapult in the next numbered space.
Each Catapult will do one Damage at the end of each day to the
Team Health. Players can shoot the Catapults removing one tile for
each damage dealt to it by their towers. A Catapult is destroyed
when there are no tiles left in its stack and its space may be used
for towers and amplifiers.

Mana Well Positive Beacon


Roll a D8 and place the beacon on the corresponding numbered
space (not part of the tracks, number within a circle on the board).
If the space is already taken, place the Mana Well in the next
numbered space. Instead of shooting Monsters you may instead
shoot the Mana Well. Doing so gives you 20 Mana. Shooting the
Mana Well takes the whole shot from the Tower. You may not
splash or chain (red and green towers) off or onto Mana Wells.
Mana Wells may be shot by multiple Towers on the same round.
This beacon can not be destroyed.
Stone Pile Positive Beacon
Roll a D8 and place the beacon on the corresponding numbered
space (not part of the tracks, number within a circle on the board).
If the space is already taken, place the Stone Pile in the next
numbered space. Instead of shooting Monsters you may instead
shoot the Stone Pile. Doing so gives you 2 Stone. Shooting the
Stone Pile takes the whole shoot from the Tower. You may not
splash or chain (red and green towers) off or onto Mana Wells.
Stone Piles may be shot by multiple Towers on the same round.
This beacon can not be destroyed.

The numbered spaces on the board are only used for the placement of beacons. If they
are empty players can build in those spaces. Numbered spaces with a symbol in the
bottom corner correspond to a track Start space. If the player count means that track is
not being used then the numbered spaces with the corresponding symbol are not used
either. Skip these spaces in beacon placement.
Promo Expansion Module

Add these cards to the Monster reinforcement deck. They will spawn multiple
monsters (either a White and a Blue or 3 Whites).
Component List
Base Game
1 double sided central board
4 player boards
4 sand timers
24 double sided tower/amplifier bases
8 stone and mana markers
4 sally tokens
2 reference boards
2 monster statistic boards
1 round track
1 round marker
1 health/threat/day board
4 threat markers
1 day token
1 health token
20 upgrade tokens
30 white dice
18 blue dice
15 green dice
15 yellow dice
42 No Spawn cards
24 White cards
16 Blue cards
10 Green cards
10 Yellow cards
10 Orange Gems
10 Purple Gems
10 Yellow Gems
10 Green Gems
10 Red Gems
2 Dice of Doom (custom D6)
1 Sound track

Expansion module 1 is included in the base game components

Expansion Module 2
1 D8
4 Stone Piles
4 Mana Wells
4 Building Blockers
12 Shielding Beacons
28 Catapults

Promo Expansion Module


2 White and Blue cards
2 White, White and White cards