Professional Documents
Culture Documents
General:
SETUP
DEVELOPMENT PHASE
2. Deploying
- Purchase units and place.
- $1mil to your secure/liberated territories, $2mil to overrun
- Total max units = your C&C Value (upgrade with Communications tech)
3. Research
- Pay costs to upgrade tech
- Can upgrade one level of each type of tech
- Flip research token
- Take power token if power is increased
4. Cronos cards
- Fund them in order (letter is not important, eg 2b then 2a is ok)
- Specific card dependant on coalition
- Cronos must be in your country
- Other coalitions can chip in for costs (not considered a trade)
- Final card can be funded by anyone
- ANNIHALATION:
o When Cronos card 5 is funded, for the rest of the round every time an invader is placed
roll a dice. + means place 2 invaders instead of 1.
5. Income
- Receive income based on player board
- Minus terror and territories if overrun
- DEAD ZONE: If no invaders, coalition with most units claims income
- DEAD ZONE: the MIC bonus is only ONCE PER GAME
WARFARE
6. Move
- Troops can move 1 (upgrade with Military 3,5)
- Cronos can move 2 (upgrade with Cronos 2b)
o UNABLE IF DROPSHIP IS THERE (upgrade with Cronos 2a)
o UNABLE IF DEADZONE/OVERRUN (upgrade with Cronos 4a)
o CANNOT END MOVEMENT IN DROPSHIP/DEADZONE/OVERRUN ZONE
7. Event
- Everyone draws an EVENT card.
- NO DISCUSSION
- Pick A or B option and put it in the pile OR BLIND PICK TO -3 TERROR LEVEL
- Cronos player reads A pile (must pay any costs if possible)
o Place invaders at dropships or wherever specified or DEADZONE
o If # of invaders => defense value, spawn them elsewhere
- SPAWNING PRIORITY: (spawning is NOT placing)
o 1. Where Cronos is
o 2. Fewest Invaders
o 3. Fewest Coalition Units
o 4. Cronos player decides
- SWITCH TO DEVASTATION IF:
o No more Assault cards
o Cronos card 3 is done
o Devastation Adaption
- When Devastation starts, if Enhanced Armor adaption is not in play, apply Adaption cards until it
comes up.
8. Combat (in Cronos turn order)
- Each player can resolve their territories in any order
- A. Determine power
o Players: Powers + if Blaster merc + each Warrior Merc
If more than 1 coalition, use highest Power available.
Still counts as the territory’s coalition combat
o Invaders: Power + Adaptation
- The attacker = most power
o Ties = most units/ships
Still tie = Hydra wins
- + Destroy 1 Defender
- - Destroy 1 Attacker
- = Destroy 1 of each
- Drop ships only destroyed once there are no more invader units (gain +1 to any dial when
destroyed)
- Any enemy or ship destroyed = +1 to adaptation dial
- Keep fighting until only 1 side left
- + Destroy 1 Defender
- - Destroy 1 Attacker
- = Destroy 1 of each
- If more than 1 coalition, territory’s coalition decides which coalition’s units are gone
o Dead zone: most units decides
- Adaptation:
o When it hits 12, reset to 0 and take an Adaptation card
o Each card is only one use unless it says PERSISTENT
9. Territory Status
- If # of invaders/ships >= Defense and no coalition units = OVERRRUN (place overrun territory
card)
- If capital territory is overrun, place a Capital Damage token. 3 tokens = territory is defeated.
- If an overrun territory has only coalition units, it becomes LIBERATED (flip the Overrun card )
END OF GAME
Win when Cronos card 5 is funded and round is over = any Coalitions having at least 1 MIC and its
Capital Territory is not overrun wins.
Lose if: