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2 6 Players

Contents:

Gameboard
Colored Tiles (Red, Blue, Green, Yellow)
1 die
38 Pawns
6 Scientist Pawns 6 Hunter Pawns 6 Militant Pawns 20 Explorer Pawns

60 Action Cards (Heal Cards, Block Cards, Charge Cards, Shoot Cards)

Story:
Each scientist is in possession of technology specific to his faction. The analog computer
lies in the center of the board and for centuries had upheld the boundaries between the 6
factions until now. There is no more safety and each faction is forced to find a way to
protect their technology. The most vital gadget your team needs will be on the opposite
end of the land from your factions base. With the help of your explorer, hunter, and
militant, your scientist will attempt to cross the lands to collect the crucial gadget.

Object:
Claim spaces on the board and create a path for your scientist to reach the opposite end of
the board.
Setup:
Place the board between the players and shuffle the action cards. Give each player 1x
Scientist Pawn, 1x Explorer Pawn, 1x Hunter Pawn, 1x Militant Pawn, and 7x Action
Cards. Players place their four pawns (of the same color) in any orientation along the four
middle spaces of their base. The bases are the outer spaces that make the perimeter of the
board. The player will then hold colored tiles of the same color of their team.

When there is an even number of players, every player should be facing another
player on the opposite end of the board.
When theres an odd number of players, there should be players facing another
player if possible with one person left facing an unoccupied end of the board.

Turns:

The player with the highest die roll will go first.


Each player begins their turn by rolling the die. The number on the die determines
the amount of points you obtain on your turn.

Points:

Points can be used on action cards and moving your pawns on the board.
All movement should be done first before using any action cards.
You must spend all of the points you earn for each turn.
For example, if you roll a 5, you may use 1x Action Card for 3 points, and then
move a pawn 1 space and another pawn 1 space.

Movement:

Pawns can move in all six directions as long as there isnt a pawn obstructing the
path. Your pawn cant go on top of another pawn even if its passing by.
As your factions Explorer, Hunter, and Militant passes through a space, the space
will be claimed by your teams color. Place one of your colored tiles onto that
board space after your pawn has moved off of it.
You are allowed to move any of your pawns in any given turn, however,
the Scientist can only move onto spaces that your team has claimed.

If the space has already been claimed by another faction, your pawn may move
onto the space and claim it after leaving the space. Replace the colored tile with
one of your own and return that tile to the owner.
You can claim spots on your base.
You cant go over the same space more than once on the same turn.
No two pieces can occupy a space simultaneously.

Action Cards:

It costs 3 points to use an Action Card.


Each player holds 7 action cards at all times. The rest will be placed faced down in
a deck beside the gameboard.
One Action Card cant be used on multiple targets and can only be used towards
one pawn in any given direction.
You cant attack a pawn that is in a base.

1. Block The Hunter and the Militant are able to defend themselves from an attack.
2. Charge Only the Militant is able to charge at the opponent within 1 space.
3. Shoot Only the Hunter is able to shoot an opponent within 2 spaces.
4. Heal Only the Explorer is able to heal himself after a death on your team. This
card can be used if less than four members of your team on the board.
For example, if your Militant is killed, you can use a Heal Card and spawn
an Explorer at your base. If you already had an Explorer on the board, you
would then have two Explorers on the board.
You can have up to three Explorers on the board at a time.

Pawn Attributes:
Pawn Range Action Cards Attributes

Scientist Cannot be killed


Explorer Heal, Block Can be killed, can be revived
Hunter 2 spaces Shoot, Block Can be killed
Militant 1 space Charge, Block Can be killed
Trades:

You are allowed to trade any of your cards in possession with a random one from
another player of your choice.
This counts as one whole move and must be done before the dice roll on your turn.
Trades can be done an unlimited number of times in gameplay.

Notes:

If your pawn dies, that space has still been claimed.

How to Win:

The first player to get their Scientist to the base on the opposite end of the board
from their starting base wins.

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