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Level 7: Invasion

General:

- No reshuffling a deck’s discards unless specified.


- Contested = has invaders and coalition
- Bombardment/Crop Decimation/ Orbital Assault/ Paranoia/ Viral Video: Event events.

SETUP

- Place the Cronos standee in Argentina


- Place project card 5
- Place invaders in the dead zones = defense value
- Adaptation dial to 0
- Each player sets their dials to initial value, sets their tech cards (tier 0 unless specified) and any
starting mercenary cards.
- Place units equal to starting Command and Control value in your territories.
- Shuffle each deck separately. Place grey on top of red for Adaptation deck. Top 2 cards of Ghin
black market deck face up.
- 1 dropship in Uzbekistan, Canada and Argentina. Draw 2 drop ship cards and place one invader
in first 3 territories.

DEVELOPMENT PHASE

- 1 trade allowed/player. Trade uses up both their allowance. Allowed to trade:


o Money
o Resources
o MIC points
o Research points

1. Ghin Mercenaries ( In Cronos turn order)


- Base # of cards available = 2
- Replenish after each player purchases

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 )

10. Invader Movement (in Cronos Order)


- If more invaders than Defense value = 1 invader moves out (in order of territories on your
board)
- Moving rules same as Spawning Rules
o 1. Where Cronos is
o 2. Fewest Invaders
o 3. Fewest Coalition Units
o 4. Cronos player choice
Maintenance Phase

- 1 trade allowed/player. Trade uses up both their allowance. Allowed to trade:


o Money
o Resources
o MIC points
o Research points

11. Cronos Control


- Pass Cronos Control token to player where Cronos is

12. Terror Level


- Any territory with invaders = +1 terror (total, not 1 per territory)
- If terror goes above max, -1 MIC per.
13. MIC Damage
- MIC – 1 for Titanomax
- MIC -1 for each territory with invaders/ships (includes Overrun territories)
- Pay food Upkeep costs based on MIC ring level
o If unable, MIC -1 (total, no stack)

14. Research Readiness


- Refresh all used Research tokens except from Overrun territories

15. Drop Ships


- Replace each drop ship with an invader
- Draw Drop ships and place them
o Assault phase = 3 ships. Devastation phase = 4 ships.
- 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.

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:

- Coalition that has not funded its Cronos card is defeated


- Territory that contains Cronos is overrun
- Every coalition is defeated
- All Devastation events have been drawn at the end of the Maintenance Phase

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