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INTRODUCTION CREDITS CONTENTS GAME OVERVIEW & OBJECTIVE

Ever since 1180, for seven long centuries, Game Design - Mar�n Wallace AuZtralia is a military/economic/adventure game
There was a reason why a ban existed on Introduc�on......................................................2 for one to four players. You start with a port on units to find out exactly what nightmarish beings
the Old Ones held full sway over the riches Artwork - James Colmer are lurking in the Outback. Having a range of
exploring this part of the world. Unbeknownst Overview and Objec�ve....................................3 the coast of Australia. From there you will build
of the Earth and the affairs of human- railways into the hinterland, to allow you to mine different types of units is good as this will make
kind. All that changed in 1888. For in that to all, hidden in the outback of the land, Rulebook - Amanda Milne Components.....................................................4 your a�acks more effec�ve. Military units have
the Old Ones had established secret bases. resources and establish farms. You have a Player
momentous year, Sherlock Holmes and a Old One Cards explained .................................5 Board that represents the resources and military an off-rail movement range, which limits how far
clandes�ne fraternity of intrepid Victorian Following their defeat, the surviving Old Ones units that are present in your port. they can operate from your railway network.
Board and Setup...............................................6
and some of their loyal human allies made Many thanks to our playtesters, especially:
heroes succeeded in vanquishing these Playing the Game........... .................................8 There are a number of important personali�es
monstrous tyrants and driving them from their way to their holdfasts in the arid plains Everything you do in the game costs �me. You
Kirs�n Donaldson become the ac�ve player when your disc is the who have skills, abili�es and resources to help you
their lands. Humanity had triumphed, but beyond the Great Dividing Range. Richard Durham
Ac�ons.............................................................8
lowest placed one on the Time Track. You then to achieve your goals.
the countries of Europe and America were in Rupert Morrish Resolving Combat.............. ............................11
As the colonists spread, the Old Ones began take one of your cubes from your HQ and
a terrible state. The land was poisoned and Lisa Elizabeth Morrish Example of Combat.......... .............................13 place it in one of the Ac�on Boxes on your Players may have to work together to defeat the
to s�r, hell-bent on driving these irksome Damon Ellis most dangerous Old Ones, launching mul�ple at-
food shortages were a constant scourge. Ac�va�ng the Old Ones..................................14 Player Board and perform the corresponding
intruders back into the sea. Terrible creatures Nicola Paston tacks over a period of �me.
Ma�hew Thredgold
ac�on. That ac�on will have a Time Point
Other parts of the planet had not yet been bred by the Old Ones started to move across Example of Old One Movement....... .............15 cost, which will move your disc that number of
the land, destroying everyone they encountered, Toby Falconer At some point in �me the Old Ones will wake and
explored, as the Old Ones had enforced a Jen Smith The Personality Cards.....................................16 spaces along the Time Track. Once a cube is in an effec�vely become a ‘player’, with a disc on the
draconian ban on travel. Humanity, enjoy- bligh�ng everything in their path. Phil Thorogood Descrip�on of the Old Ones...........................18 Ac�on Box you can s�ll perform that ac�on Time Track and will begin to reveal themselves
Mark Fielding again but it will cost you addi�onal gold to do so. and move. The Old Ones always move towards
ing its new-found freedom, sent ships out to Faced with this horror, the new ‘Australians’ Ending the Game............................................19 Eventually you will need to expend a Time Point to
Thomas Knight the closest se�lement, whether it be a farm or
explore the world. A vast new con�nent was pinned their hopes on the one advantage they Kelly Sco� Scoring............................................................19 retrieve all of your cubes from your Ac�on Boxes.
discovered on the far side of the world. At first port. If they reach a farm, they will blight the land,
had: the power of modern military technol- Tim Elphick Solo Mode......................................................19 while if they reach your port and you fail to defeat
called Terra Australis, it quickly became known Tina Pan Australia is a big country and railways are cri�-
ogy, which was so much more advanced than Quick Setup and Reminders...........................20 cal for many things, such as mining, establish- them, the game will end immediately.
as Australia. in 1888, when mankind was last called upon to Shane Wealleans
Kat Greenham ing farms and allowing your military units to The game ends when everybody has expended
Intrepid prospectors and surveyors came face against the Old Ones. Lee Griffiths a�ack the Old Ones. Building railways requires a certain number of Time Points (or a port has
to explore the new continent. They were Nathan Grange coal and iron, which you can gain by mining or been destroyed). Your performance in the game is
Jort Bloem impor�ng. Establishing farms will reward you measured with victory points, which you gain from
followed by pioneers and settlers who Josh and Lisa Kooistra with gold and victory points, but you must be
constructed ports and built railways into the establishing farms, defea�ng Old Ones and from
Kelsie McArthur careful not to allow the Old Ones to blight them. specific personali�es. The Old Ones also score
vast interior, developing farms and shipping Bridget Dymock-Johnson Gold is useful for buying military units and points depending on how many of them are le�
the produce back to the hungry masses they Nikolaj Wendt allowing you to repeat ac�ons.
at the end of the game and how many farms they
had left behind. Untold riches in coal, iron Jared Mortlock
Max Allen At some point in the game you will need military have blighted. Who has the highest total wins the
and gold were discovered in the hinterland. Chris Guthrey game, which may well be the Old Ones!
Players 1 - 4 Teri Anderson
But that was not all that awaited them ... Age 13+ Lorna Tomes
30 minutes/person Allan D. Milton
Kyle Johnson
Lauren Pinkerton
Alistair Stafford
John Kennedy
Zirk van den Berg
Shane McNeil
© 2017 Mar�n Wallace and Tim Cocki�
SchilMil Games Ltd. and many others at
Board Games by the Bay

Technical support and video -


John Kershaw (Filmscan.co.nz)

More info www.auztralia.net

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COMPONENTS OLD ONE CARDS EXPLAINED
Player pieces Direc�on the Old One moves, if there
Old One pieces is a choice of equidistant targets.
There are four sets of player pieces, in four colours. Each set comprises:
1 Old One 10 Old One 35 Old One �les
disc Damage cubes
1 Port 20 cubes 3 discs 20 Railway Tracks

Cthulhu

Victory
Damage
7 Ca�le 7 Corn 7 Sheep Points Shoggoth
Farms Farms Farms capacity
The Old One cards are used in two Circled Old
Resources different ways: One indicates
50 Coal 50 Iron 50 Gold 7 Phosphate Mi-go
1. To determine Old One movement that it moves
2. To resolve combat. ONE hex
Produc�ve Side Blighted side
Zombie

Player Board (Port)


Action Spaces An A4 Player Aid
Loyalist
marked with Time
Cards 30 Event
Points 36 Personality 40 Old One cards (10
of each
Expeditionary Force
cards cards
level)
Temple
(also showing the
cost to buy the unit)

Place to store your Damage you


Sanity inflict on each
Old One is shown
on the le�, if you
Barracks to house Damage you
your Military Units have that Unit
receive is shown
type present in
on the right:
the Combat.
Warehouse to
HQ to store Other Pieces
store resources
your cubes

20 Survey Tiles
Game board Described on page 6
Sanity loss

Military Units Airship damage

Infantry Armoured Airships Ar�llery Armoured


x 10 cars x 5 x3 x3 trains x 4 1 A�ack 15 Victory 13 Sanity
tokens
Non-Airship
marker Point tokens
damage

Off-rail range Damage capacity


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6. Now place resources and Old One �les as If an Old One �le is due to be placed in a hex that 8. Shuffle the Personality cards and draw the top
THE BOARD indicated. If an Old One �le is due to be placed in already has one, then remove the exis�ng �le and five cards to form a display. The order in which
a hex, the level of the �le must match the level replace it with a �le of the next level up, e.g. if an- the cards are drawn is important. They should
indicated on the map. Old One �les are placed other level one �le is due to be placed in a hex, re- form a line going from le� to right, with the
Time Track face down. place the exis�ng level ONE �le with a single level right-hand side being the end of the line. Place
Star�ng spaces Old Ones disc starts on 22 TWO �le. the remaining cards as a draw deck to the le� of
- based on The hex where this survey the display.
player count tile is located does not Level three �les are not upgraded; one of the �les is
receive an Old One as it is simply not placed. Return replaced �les to the bot-
in the Hills. tom of the appropriate stack.
Events occur
whenever the Old Remove each Survey �le a�er placing all the
surrounding resources and Old Ones. Con�nue un-
One marker lands �l all of the Survey �les have been removed.
on an Illuminated
space 7. Separate the Event cards into three decks, marked
‘1’, ‘2’ and ‘3’. Shuffle the ‘3’ deck, 9. Shuffle the Old One cards and place them beside
draw FIVE cards and place them the board.
Survey �le
face-down in a stack. Then shuf-
placed here 10. Place the Old One disc on the 22 space of the Time
fle the ‘2’ deck and draw FIVE
at start (13 cards to place on top of the ‘3’ Track.
in total) Resources are never placed in COASTAL hexes. Old cards.
Ones are never placed in HILL or COASTAL hexes. 11. Place the Military Units in stacks in the correspond-
Hex Repeat the process with the ing boxes on the board.
Number In some cases there will be an overlap - more ‘1’ cards, so that you end up
than one type of resource can be placed in a hex. 12. Randomly determine who will be the first player.
with a deck of fi�een cards,
Similarly, resources can be placed in a hex with an Each player places one of their discs on the
layered with ‘1s’ on the top
Old One Old One �le. correct space of the Time Track, which will depend
and ‘3s’ on the bo�om. Put the
�le level on the number of players. The order in which they
unused cards back in the box
(1,2,3) are stacked is important, with the player going first
Poten�al without looking at them.
on top and the player going last at the bo�om.
Port loca�on The star�ng order of play will be clockwise from
Example for Step 6: the first player.
Conducting the Survey
Major Old Ones Display

A) After the survey tiles


have been flipped.
Example: Time track start position for a 2-player
ilable
Available Outback
utback Hills Coastal game, yellow to go first
Military Units Hex Hex Hex End of Game

13. Going in reverse player order, (ie.


from the last player an�-clockwise to
SETTING UP THE GAME This symbol indicates the placement the first player), each player places
of a face down Old One tile. their Port in a Coastal hex that con-
1. Select a colour and take the corresponding set of
tains the Port symbol.
pieces. You will have seven of each type of Farm
and four Gold. These should be placed in your one �le in each hex marked with a Survey triangle
(Sheep, Ca�le, Corn), twenty Railway �les, twenty No Port can be within
Warehouse. (there are thirteen in all). B) After the board has been seeded
cubes, three discs, one Port, and one Player Board. two hexes of another
Place your player board in front of you and place and the survey tiles removed.
4. Separate the Old One �les into stacks of the same Flip each �le face-up and orientate so that the Port, by the most direct
your cubes in the HQ box. Place three Sanity mark- arrow is poin�ng to the top of the board. route (rather than by
level (one, two and three). Shuffle each stack and Note that a level three Old One tile
ers on your Board. The rest of your pieces are following the coast
place them face-down by the side of the board. has been placed in a level two hex
placed by the side of your board. line).
(hex number 28), which was due
2. Place the resources in a supply by the side of the to have two tiles placed in it, so an
board. There are four resource types, which are: upgrade occurred.

Coal Iron Gold Phosphates Note also that NO Old One tile
has been placed in Hills or Coastal
3. All players start the game with two Coal, two Iron, hexes, even though the Survey
tiles indicated to do so.
5. Shuffle the Survey Tiles face-down. Draw and place Also, no resources are
placed in Coastal hexes.
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PLAYING THE GAME AVAILABLE ACTIONS
The player whose disc is in the lowest numbered position on the Time 1. BUILD RAILWAY
ACTION: MINE ACTION: BUY MILITARY UNIT ACTION: FARM
Track is the active player. If there is more than one disc in a space, the 5. IMPORT/EXPORT You take all of one type of The cost of each Military Unit
player whose disc is highest in the stack is the ac�ve player. 2. MINE resource from a hex that you
6. FARM is shown in the correspond-
3. RECRUIT HELP are connected to by your ing box of your Expedi�onary
7. ATTACK Railway. Place them in your Force, and on the main board.
4. BUY MILITARY UNIT Warehouse. The Railway line You pay this cost in Gold.
8. RETRIEVE CUBES from your Port to the hex you
wish to mine must be free • Take the Military Unit and
from Old Ones. place it in your Barracks.
Example - Red is the active player. Once Red and Blue pass Green,
Green will be the active player. • If there are two types of • You can only buy one Unit in a single ac�on. There are three types of Farm �les: Corn, Sheep and
resources in the hex, you choose which type you However, if you chose to buy Infantry, you can buy Ca�le. You can place a maximum of one of each type in
• When you are the ac�ve player, you take one of your cubes from your
HQ and place it in an Ac�on Box of your choice on your Player Board.
ACTION: BUILD RAILWAY wish to take. either one or two units at a cost of one Gold per a single ac�on. Thus the most you can place in an ac�on
unit. is three Farms, each of which must be different.
You then perform the corresponding ac�on. There are two boxes for this ac�on. The first box has a cost • If you take Phosphate, you also take one Gold
of two Time Points and allows you to build track in Coastal from the supply. Keep the white disc for end- Note that there are only a limited number of Military • Farms must be placed in a hex that matches the
• Each ac�on has a Time Point cost. You move your disc this and Outback hexes. The second box allows you to build in game scoring. Units available. type of farm, e.g. Sheep can only be placed in
number of spaces along the Time Track. If your disc ends all three types of terrain. Thus, if any of your track has to
Outback hexes.
up in a space with other discs, you place your disc on top. be built in Hills, the ac�on will cost you three Time Points. Example - Red has the Example - An Armoured car
choice of mining three costs 3 Gold. • You place your Farms on hexes that connect to your
If your disc reaches or passes space 53, you cannot take any more • When you select this ac�on, you must spend one Coal
Iron or three Gold. rail network.
actions. and one Iron cube, returning them to the supply. You can
now place two of your railway tracks.
• The hex must be empty, it cannot contain any other
• You can select an ac�on that you have already performed, but you must • The first piece must connect to your Port. A�er pieces apart from Railway tracks. Thus you cannot
pay one Gold for EACH cube you already have in that box. that, tracks must connect to other track of your co- place a farm in a hex containing resources, a Port,
Off-rail range
lour, or your Port, i.e. your rail network must be another Farm or Old Ones.
con�guous. Damage capacity
• You must be able to trace a path along your rail
When you build a track, place it so that it crosses the border network that is clear of Old Ones between the Farm
of two hexes. These two hexes are now connected to each and your Port.
other by railway.
The Time Point (TP) cost is equal to the number of Farms
you place.
ACTION: RECRUIT HELP ACTION: IMPORT/EXPORT For each Farm you place, take one Gold from the supply.
This is money you earn from the sale of food.
You take one Personality
card from the display. The number of Farm �les you have is the maximum you
can place. You cannot remove a Farm once placed.
A�er taking a card, move
the remaining display cards
Example - you place two railway tracks linking your Port to to the right to fill the empty
the Iron deposit. space, and draw a new card
to place to the le� of the line.
• There can only ever be one railway across a single hex side.
You can perform two of these sub-ac�ons, in any
Example - you move your red cube to the ‘Build Railway’ action, There is no limit to the number of Personality cards combina�on you wish:
• A hex can have railways from different players connec�ng into it.
which has a Time Point cost of two. If you wish to perform this you can have., and no limit to how many you play on
action again, you have to spend one Gold, or spend a Time Point • You cannot build a Railway into a hex containing an Old One �le, whether your turn. IMPORT – Take one Coal or one Iron from the supply
to retrieve your cubes. face-up or face-down. and place it in your Warehouse.
• To be able to extend your railway network, you must be able to trace a
EXPORT – Take one Coal or Iron from your Ware-
path of hexes via your exis�ng network that are free from Old Ones.
house and place it back in the supply. Take one
Shoggoths on the track will cause delays!
Gold from the supply and place it in your Ware- Example - Red has three hexes where he can
• The number of tracks you have is the maximum you can place. You cannot house. place Farms. Two are Hills hexes and one is
remove tracks once placed. Outback. He cannot place a Farm in his Port hex,
nor the one containing Iron cubes. He places one
Cattle and one Sheep Farm and takes two Gold
A detailed explana�on of the cards from the bank.
appears on page 16.

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ACTION: ATTACK You can a�ack a hex on your rail network that contains RESOLVING COMBAT
an Old One. However, you cannot use any part of your
rail network that is blocked by an Old One, i.e. you have Combat occurs when you a�ack a hex or when one
This ac�on consists of a Example - Major
number of steps: to be able to trace a path of hexes on your rail network or more Old Ones move on to your Port hex. There
are some minor differences in the way combat is han- Old Ones Display.
Winning Combat
that is free of Old Ones from your Port to the hex where
you intend to ‘jump-off ’. dled between these two, as will become clear below. An Old One is eliminated if the amount
You must first decide which Red has inflicted
Military Units to send out as of damage inflicted against it is equal to or more than
The Time Point cost for this ac�on depends on which Combat involves: two damage
part of your Expedi�onary its Damage Capacity, as indicated in the black box.
unit types are in your Expedi�onary Force. and Blue three
Force. You select some or all 1. Checking your Sanity damage on the
of the units from your Bar- If you were the only player to inflict damage on it,
2. Flipping Old One cards Shoggoth. Three you take the tile and retain it. It may score you Vic-
racks and move them to the ONLY Infantry, Armoured Cars and Ar�llery more damage will
matching unit types in the Ex- 3. Deciding when/if to withdraw tory Points at the end of the game.
are counted for this cost, these are the three kill it.
pedi�onary Force area of your Player Board. Mul�ple
units of the same type must be placed in a stack. unit types in the top row of your Expedi�onary If more than one player inflicted damage on
Force. Example - you decide to move all four the Old One, the Victory Point value of the �le
You then select a hex containing an Old One �le units. This will cost two Time Points : At the start of every combat, make should be divided equally by the number of
(either face-up or face-down) to a�ack. You can only • The Time Point cost is equal to the number of (Infantry and Armoured Cars). sure you have three Sanity tokens The symbol to the right of the Old One players who have one or more of their cubes
a�ack hexes that are within range of your Expedi�on- different types of such units in your force, e.g. if The Airship does not add to the Time on your Expeditionary Force. you are figh�ng indicates damage on the �le. Each player receives that number
ary Force, which is determined by the lowest off-rail you moved a force containing Infantry and Point cost. inflicted on your force. A purple cube of Victory Points, taken as Victory Point tokens.
Armoured Cars, the Time Point cost would be two. If you a�ack a hex containing a face-down Old One, means that you must place one purple Any remainder is awarded to the player who inflicted
range of the units in your force:
Thus the maximum cost will be three Time Points. then a�er turning it face-up you have the op�on to Damage cube on one of your stacks of the most damage. If there is a �e for this honour, the
• Infantry and Ar�llery have an off-rail range of withdraw. If you decide not to withdraw, you must units on your Expedi�onary Force. You remainder should be split evenly if possible, or if that
one hex. • Armoured Trains and Airships do not add to the enter into combat. cannot place this cube on an airship. is not possible, the remainder is not awarded to any
Time Point cost of a�acking. However, you must Otherwise, you choose which stack to player.
• Armoured Cars have an off-rail range of two always pay a minimum cost of one Time Point. Flip over the top Old One card
hexes. place it on. If the number of cubes on
from the deck. This card will You then move all of your units back to your Barracks
a stack equals the Damage Capacity
• Airships have an off-rail range of four hexes. • Note that the number of each type of unit you indicate whether any damage is and remove any purple cubes. (The Units get repaired).
of that unit type, then the top unit in
move does not impact on the cost of movement, inflicted on your force and/or the All player cubes should be returned to their owners HQ.
• Armoured Trains do not have an off-rail that stack is eliminated. It should be
so you can move as many Infantry units as you wish target of your a�ack. A�er resolv-
range, for obvious reasons. This means they removed from your Force and placed
and the cost for doing so will always be one Time ing the effect of the card, it should
can only be used to a�ack hexes that are on Point. be placed on the discard pile.
back with the available Military Units
on the board. The cubes on the unit
Withdrawal
your rail network.
First locate the Old One that are returned to the supply. Before drawing a new Old One card, you have the
You can a�ack any hex that is within this distance from Resolving an a�ack is explained under ‘Resolving
Combat’. you are figh�ng in the cen- op�on to withdraw. If you decide to withdraw, you first
your rail network or your Port. In effect, your force starts Note that damage cannot be shared amongst units of
tral column on the card. The remove all purple damage inflicted on your units and
by moving along your rail network and then strikes out the same type, e.g. if you had two Infantry in your Force
Note that your Military Units are never actually placed symbols to the le� indicate which move all of them back to your Barracks. (The Units get
across country. then once two damage had been inflicted against them,
on the board, they go from your Barracks to your of your units will inflict damage. repaired).
one of the units would be eliminated.
You mark the hex you are a�acking in with the A�ack Expedi�onary Force area, then back again once combat has For each symbol that matches
been resolved. a unit type in your Expedi�on- Any damage you have inflicted on the Old One remains
marker. If the hex contains a face-down Old One �le, it is An Airship symbol indicates that one damage is inflicted
ary Force, you inflict one damage there, except for Zombies. If you withdraw a�er a�ack-
flipped face-up. against your Airships, if present. If you have no Airships
on the Old One. Note that the ing Zombies, any damage you have inflicted on them is
in your Force, ignore this result. removed and returned to your HQ.
number of such units in your Force
is not relevant, only the fact that A Sanity symbol requires you to remove one of your
you have that type of unit. Having Airships can be withdrawn separately, leaving the
Sanity tokens from your Board. If you do not have a remaining units in combat. Conversely, you can with-
Example - Red attacks the hex containing addi�onal units of the same type Sanity token remaining, then you are defeated. See
the level one Old One tile. He flips it and only helps you to absorb more draw all of your non-Airship units and leave just Airships
Defeat rules below. in combat.
discovers that it is a Zombie. damage.
He now has to decide whether to stay All results on a Old One card are implemented
and fight or withdraw. When you inflict damage on an Old One, you take the simultaneously.
corresponding number of YOUR coloured cubes from Defeat
your HQ and place them on the Old One �le. If the A�er resolving the effect of the Old One card, you
Old One in ques�on has a Damage Capacity of six or choose whether to withdraw or con�nue figh�ng. If you You will be forced to retreat if:
more, you place your cubes on the matching space on choose to con�nue, draw another Old One card and re-
You move ALL of the cubes from the Ac�on boxes on
ACTION: RETRIEVE CUBES your Player Board back to your HQ, including the one
the Major Old Ones display. You can replace five cubes
with a disc if necessary, which represents five points
solve the effect. If the deck of Old One cards is exhaust- • you have no military units le� in the combat, OR
you used to perform this ac�on. ed, you shuffle the discard pile to make a fresh deck.
of damage. • you are required to lose a Sanity token and have
Combat con�nues un�l: none le� on your display.
The number of cubes you have in your HQ is a limit on
the number of ac�ons you can perform and the amount • You win by destroying the Old One(s), You resolve other effects of the Old One card, then you
of damage you can inflict. • You choose to Withdraw or must eliminate all units that have one or more Damage
• You are Defeated cubes on them. Any remaining units are returned to
• If you have no cubes le� in your HQ,
your Barracks.
you can retrieve them all at a cost of
two Time Points.
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Example of Combat
You decide to stay and fight the Zombie.
Defending your Port 1. The first card drawn inflicts one damage on you, which you decide to place on your Infantry. You also lose one
If your Port is a�acked by the Old Ones, i.e. one or
Sanity token, but decide to stay and fight.
more Old One �les are moved into your Port hex, 2. The next card has the same result, so you place the damage cube on your Armoured Car.
combat is resolved in almost the same manner as
described above. All of the units in your Barracks 3. The third card results in one damage against the Zombie, inflicted by the infantry.
should be moved to your Expedi�onary Force, i.e. 4. The fourth card inflicts another damage on the Zombie, which eliminates it. However, another damage has been
everything fights. inflicted on you, and you decide to allocate it to Infantry, thus losing one Infantry unit. Note that you cannot
allocate it to your Airship.
• This does not cost any Time Points.
• You cannot choose to withdraw. 1 2 3 4
• If you are Defeated, all of your units are elim-
inated and your Port is removed from play.
The game then ends immediately. However,
if you eliminate all of the Old Ones at the
same �me that you are Defeated, you s�ll
suffer elimina�ons due to damage, BUT you
do not lose your Port.
• If two Ports are a�acked simultaneously, the
combat is resolved in player order.

Combat with more than


one Old One
When sending an expedi�on out to a�ack a hex which
has more than one Old One, you must fight all of them,
you cannot choose to fight just one. Effectiveness of Units End of Combat. You lose the top Infantry tile due
You use the same Old One card to resolve combat for to the two Damage. You take the Zombie tile and
The Old One cards are designed to reflect the effec�ve-
each Old One present (even if they’re of the same return your Armoured Car and Airship to the Bar-
ness of Military Units against different targets. There are
type), handling each as an independent combat. These racks, removing the Damage cube from the Car at
a few rules of thumb which will help you to decide which
combats should be regarded as being simultaneous units to send against which Old Ones: the same time.
with each other.
• Infantry and Armoured Cars are good against
If there are two or more Old Ones of the same type, Zombies and Mi-go, but less effec�ve against
any damage you inflict on them will be inflicted on Shoggoths and Cthulhu.
each Old One, e.g. if you were figh�ng two Zombies
and inflicted one damage, one cube would be placed • Infantry and Ar�llery are good against
on each Zombie �le. Conversely, any damage inflicted Temples.
by the Old Ones will be mul�plied by the number of • Ar�llery and Armoured Trains are good against
that type involved, e.g. if the two Zombies inflicted one Cthulhu and Shoggoths.
damage, that would become two damage, which you
In this example, if you had been fighting the Zombie and a Mi-go, 4. The final card would result in one damage against the Mi-go, one
can assign as you wish against your force. This would • Airships are vulnerable to Mi-go, and are poor then combat would have gone as follows: against the Zombie, one against you and one against your Airship. It
also mean that any Sanity loss would be mul�plied by against Zombies. would also mean the loss of a Sanity when you have already lost all of
1. The first card would have resulted in one damage against the
the number of Old Ones of that type. • Loyalists fight in an orthodox manner, so all yours
Mi-go, one damage against you and the loss of one Sanity.
unit types are good against them. Loyalists will You manage to destroy both the Zombie and Mi-go. However, you lost
See example on next page. never cause you to lose Sanity. 2. The second card would have resulted in one damage against
your Airship due to the second damage, and lost one Infantry due to the
the Mi-go, one damage against you and the loss of two Sanity.
• Armoured Cars can never inflict damage on damage from the Zombies. Your Defeat means your remaining units are
Temples, (excep�on: Lt. Singh.) 3. The third card would have resulted in one damage against your at risk; as the Armoured Car had one damage on it, this would also be
Airship and one damage against the Zombie. You decide to keep eliminated.
There is also an Effec�veness summary on the
Barracks area of your Player board. your Airship in the combat.

- 12 - - 13 -
ACTIVATING THE OLD ONES

When every player has passed the pur- Example of Old One Movement
ple disc on the Time Track, the Old Ones Movement of Old Ones (1) An Event reveals an Old One tile, it is a Mi-go
become an ac�ve ‘player’.
To check whether the Old Ones move,
This involves: draw an Old One card to see which Old
Ones on that card appear in a circle. All Old
1. Moving the purple Old One disc one Ones of that type are then moved one hex.
Time Point along the track.
An Old One must move towards the
2. If purple moves to an illuminated closest Farm or Port.
Event space, draw one Event card and 1. If there is more than one Farm/Port
resolve the effect. that is equidistant, check the top of
the card, where it will say ‘Le� ’ or The purple Old One disc on the Time Track has been passed by
3. If there are any face-up Old Ones
‘Right’. Temples never move, so do not bother to check every other Player disc, so is now activated. It is moved on one
capable of moving (Temples can-
not move) then draw TWO Old One 2. Orientate the Old One �le so that it is for movement if they are the only revealed Old space, to an illuminated space which results in the draw of an (2) The movement check causes the Mi-go to move towards the target
cards and resolve any movement. poin�ng in a line towards the sea that Ones on the board. Event card. The Event card results in an Old One tile on the board
bisects the poten�al des�na�ons. being flipped face-up, which reveals a Mi-go. (1)

Note that the Old Ones may enjoy a number of 3. The Old One will then move to the le� As the Mi-go can move, two Old One cards are drawn, which
consecutive activations. or right, as indicated by the card. result in it moving one hex, as the first card has the Mi-go circled.
Movement Rates
4. If there are three or more equidistant
des�na�ons, only the ones furthest The Old One cards are
to the le� and right can be moved designed to reflect the
towards. different movement
speeds of each type
of Old One. In general,
Events You must carry out this movement check TWICE
each �me the Old One disc is moved on one space.
Zombies move slowly,
Mi-go move quickly,
• If the Event tells you to reveal the and everything else
Old One �le in the lowest num- • If an Old One moves into a hex occupied by a moves at an average
bered hex, check which �le this Farm, turn that �le to its blighted side. Railways rate.
is and flip it face-up. If the �le is are not affected by the Old Ones.
Empty, it is removed from play. • Any Damage cubes on an Old One �le stay on
Otherwise the �le is le� in posi- the �le when it moves.
�on. Each hex has a number in (3) The Mi-go moves onto a Farm, the Farm is flipped to its blighted side.
• If two Old Ones move onto a Farm, they do so
the lower le�-hand corner.
simultaneously, before it is blighted. There are two Farms equidistant from the Mi-go. The Mi-go is
• If the Event tells you to reveal orientated so that it is pointing in a direction that bisects the line
• If an Old One moves into a Port hex,
AND draw six movement, those cards only af- between the two Farms, pointing towards the sea.
combat will occur a�er all remaining move-
fect the newly revealed Old One. You s�ll draw
ments have been resolved. The Old One in The card that moves the Mi-go is marked ‘Left’, so it will move to-
two more to check for movement of ALL the
ques�on will not move any further than the Port. wards the Farm on its left-hand side, as shown in illustration (2).
revealed �les.
See page 12 re Defending your Port.
• If the Event tells you to assassinate,
remove the two Personality cards furthest to
the right on the display. You then move the
remaining cards along and draw two replace-
ment cards.
• If the Event tells you to draw and place Old
One �les on Temples, draw one level THREE Assassination
Old One �le for each face-up Temple on the Events kill the
two farthest The Old One disc is still in last place on the Time Point
board, going from the lowest to the highest track, so is moved another space. This is not an Event
numbered hex. The Old Ones are revealed, so from the deck
space, so no Event card is drawn. For the movement
put them face-up. If there are not enough level check, two Old One cards are drawn, resulting in the
three �les remaining, use level two �les. Mi-go moving another hex. This time its movement is clear,
it moves on to the blue Sheep Farm. The Farm is flipped to its
blighted side. (3)

- 14 - - 15 -
RECRUITING HELP WITH THE PERSONALITY CARDS
When you Recruit Help, you place the card in front of
you. Each Personality card will inform you how it is to Bombardier Milligan Dagmar Krauss Jenny Appleseed Lord Blackstock Professor Guyonne
be used. If you have Ar�llery present in You can place two Farms of the Flip one or two of your blighted Take four Gold from the supply When you perform an A�ack
combat, you inflict one damage same type in a single ac�on, e.g. Farms to their produc�ve side. and place them in your Ware- ac�on, you reduce the Time Point
Persistent - The effect described on the card is automa�cally. If there is more two Sheep Farms. You are s�ll Jenny must be used before you house. cost by one, although the mini-
ongoing in nature. than one Old One, you choose limited to placing three Farms in reach 53 on the Time Track. mum cost is s�ll one.
which to damage. total.
Once per combat - You can only use this effect
when you are in combat. When you apply the Desta Danger Juliet Verne Lt Singh Rory McDory
effect on the card, rotate or flip it to show it has Boris Krupp You select one revealed Temple If you have an Airship present in If you have Armoured Cars present Take one Iron, one Coal and two
been used. Return it to its original state once Your Armoured Trains can take on the board to remove from combat, you inflict one damage in combat, you inflict one dam- Gold from the supply and place
combat is concluded. four damage before they are play. Any Old Ones on the Temple automa�cally. If there is more age automa�cally. If there is more them in your Warehouse
eliminated. �le are also removed. No Victory than one Old One, you choose than one Old One, you choose
One-use - You can use the card at any point
Points are scored for any of these which to damage. which to damage. Note that you
when you are the ac�ve player. A�er using the
removed �les, even if damage can damage a Temple in this way!
card, remove it from the game.
had already been done to some of Tex McGuire
End game scoring - The card will grant you them. Kapena Alika Score one extra Victory Point for
addi�onal Victory Points. Captain Flounder If the Old Ones move on to one each non-blighted Ca�le Farm you
Take one Military Unit of your of your Farms, they cease mov- Mad Johnson have on the board.
NOTE: One Use cards must be deployed before you choice. Ferdi Cassan ing. A�er all remaining move- Score one extra Victory Point
run out of �me, but Persistent ones could be triggered Place two Farms of your choice. ment has been resolved, you for each Old One �le you have
a�erwards by other player’s ac�ons. You s�ll earn one Gold per Farm. can perform an A�ack ac�on claimed. Note that this means you
to send units to the hex before will not score bonus Victory Points
the Farm is blighted. The Ac�on for shared kills. Timothy Brassey
Colonel Khouri is as usual, i.e. you must spend Place two Railway tracks on your
You inflict one damage on one Old Franz Neumann Time Points, place a cube in the rail network. You must s�ll spend
DESCRIPTION OF THE One that you are figh�ng. If one of your Military Units is A�ack box, which may mean Mr Merino one Coal and one Iron. All other
eliminated in combat, you can spending Gold. You cannot do Score one extra Victory Point for rules apply, apart from the Time
PERSONALITIES return it to your Barracks rather this if you’ve reached 53 on each non-blighted Sheep Farm Point cost.
than losing it permanently. the Time Track. All other rules you have on the board.
apply.
Yve�e Quilla
Agent Davies Corporal Jones General Takashi Take four Iron from the supply and
You reveal two Old One �les of You can use this card a�er an Old Eliminate one of your units in Mrs Bradshaw place them in your Warehouse.
your choice. Apply the same rules One card has been revealed, but your force to inflict two damage Kitchener Score one extra Victory Point for
as if they had been revealed nor- before its effects are resolved. You against the Old Ones. If you are Take ONE Personality Card from every three Railway tracks you
mally. You also take two Victory can choose to withdraw instead of figh�ng more than one Old One, the display. have on the board.
Points. resolving the effects on the card. you decide which one to inflict the
You can use this card to withdraw damage against. Zhu Xiang
just your Airships or everything Your Airships can take three
Alanza Castro except your Airships. In this case, Merinda Sweet damage before they are
Whenever an Old One A�acks the effects on the card would s�ll Harry Bones Score one extra Victory Point for eliminated.
one of your Farms, it suffers two be resolved, but only for those When you mine, you take one Lady Carter each non-blighted Corn Farm you
damage. units remaining in combat. extra cube/disc matching the Take four Coal from the supply have on the board.
resource you have just mined. and add them to your Ware-
Does not apply to Phosphates. house.
Alexander Proust Count Jago
Your Armoured Cars can take You start each combat with four Ivan Karpov O’Malley
three damage before they are Sanity tokens instead of three. If one or more Old Ones a�ack Long Range Outback Group Remove one Damage cube from
eliminated. your Port, each immediately Inflict two damage on any one of your units. You must use
suffers two damage. If the Old revealed Old One (including this card a�er resolving the effect
Ones a�acking your Port are Temples). of the Old One card, thus you
automa�cally destroyed, you are cannot stop damage from being
Billy Kneebone s�ll regarded as having fought a inflicted.
Increase the off-rail range of all of combat, so cannot use Kapena
your Military Units by one. Alika to defend a Farm that may
have been a�acked at the same
�me.

- 16 - - 17 -
ENDING THE GAME SOLO MODE
1. Proceed as above, star�ng your Time Point marker on
Posi�on 1 of the Time Track.

2. When taking the Recruit Help ac�on, you may also pay one
Gold to discard as many cards as you wish to refresh the
display. Do this before selec�ng the person to recruit.

DESCRIPTION OF THE OLD ONES The game ends immediately when any of these occur: 3. Choose a difficulty level and start with these resources.

• All discs (including the Old One’s disc) have reached or passed 53 VP Tokens Survey
on the Time Track. Once a player has reached or passed 53, that Level Gold Iron Coal Valued Hex 14?
Cthulhu – The Great Cthulhu was the only Old One not accounted for in the Restorationist War. player cannot take any further ac�ons.
Many suspected that Cthulhu had retreated to the frozen wastelands of Antarctica (another Easy 6 4 4 8 No
region that humanity had only recently discovered). However, events in Australia were to prove • One player has lost his Port to the Old Ones.
to the contrary. With his giant octopus-like head and humanoid stature, Cthulhu is the Old One Hard 4 3 3 4 No
most feared by the settlers of Australia.
Insane 4 2 2 0 Yes

Shoggoth – These were, and continue to be, the builders of the Old Ones. They are also fearsome In solo mode, hex number 14 is NOT always surveyed, ie.
creatures in their own right, a nightmarish amoeba-like being with no defined form. One could no Survey Tile is placed there during setup, unless specified.
say they were made from the very fabric of madness. SCORING

Mi-go- Although not as massive as Cthulhu or shoggoths, Mi-go are still a terrible enemy to
Players calculate their Victory Points, as follows:
confront. Around the size of a human they look like crustaceans with wings. They can fly through
space, travelling between the worlds of the cosmos. Although flying in our atmosphere is harder • Each non-blighted Farm is worth TWO VPs.
for them, it still allows them to move quickly, taking settlers by surprise.
• Each Phosphate disc in hand is worth THREE VPs.
• Bonuses from Personality cards.
Zombies – The Old Ones required additional labourers when constructing their great temples • Victory Points on Old One �les you have acquired.
and bases in the outback of Australia. Over the years they shipped re-animated humans (hence
‘zombies’) to these desert lands to be their servants. Now that humanity has reached the shores • Victory Point tokens in hand.
of this great continent, these creatures have been let loose to create havoc and destruction.
You must be careful to make sure a Zombie is thoroughly destroyed, as they have the power to The Old Ones also score Victory Points. These are calculated as follows:
regenerate.
• Each revealed Old One �le s�ll on the board is worth the number of
points indicated on it.
Loyalists – Many humans fought for the Old Ones, for reasons psychologists are still trying to • Each un-revealed Old One �le is worth double the number of points
understand. It is safe to say that some people preferred their old bosses to the human usurpers. indicated on it.
After the war many surviving Loyalists made their way to Australia to continue the struggle. • Each blighted farm is worth ONE VP.

Record Victory Points using the player discs on the Time Track.
Temples – The Old Ones are a spacefaring race, having the ability to move between dimensions. No points are scored for unused resources and/or Gold.
Their temples are portals between these different worlds. Where possible a temple should be
destroyed before something terrible can enter through the mysterious gateway. The player with the highest total is the winner. Note that this might be
the Old One ‘player’.

If there is a �e with the Old Ones, the Old Ones take precedence.
If �ed, the �ed players share the victory.

- 18 - - 19 -
QUICK SETUP OLD ONES - REMINDERS
1. Take your Player Board, coloured pieces 1. The purple disc acts like any other
and star�ng resources: two Coal, two Iron, player, it becomes ac�ve when it is
and four Gold. furthest back on the Time Track.
2. Put a face down Survey Tile in each hex It always moves one space at a time.
marked with a triangle. Then flip, and 2. Draw the next Event card when the
orientate them. purple disc lands on an odd-numbered, i.e.
3. Place resources and Old One �les as illuminated Time Track space.
indicated by the Survey Tiles. Remove the 3. Always check for Old One movement, by
Survey Tiles. drawing two Old One cards every �me the
4. Set up the Event deck by drawing five purple disc moves, unless there are NO
cards of each level and arranging them face up Old Ones that can move.
with lowest levels on top. 4. Old Ones always move towards the closest
5. Display five Personality cards. Farm/Port. Check the direc�on on top of
the Old One card if there are equidistant
6. Put the purple Old One disc on the Time targets.
Track at 22
5. If an Old One moves onto a Port,
7. Place Military Units on the board. combat ensues a�er all other movement
has been resolved.
8. Determine a first player and place all the EASY TO FORGET RULES
player discs on the Time Track according 6. Use the Major Old Ones display on the
to the number of players. 1. Old Ones are never placed in Hills or Coastal board to record damage if a first a�ack
9. Place the Port buildings in reverse player hexes. Resources never in Coastal. doesn’t kill it.
order, ensuring that none are within two 2. Check for Old One movement EVERY TIME
hexes of another. the purple disc moves.
3. Pay one Gold for EACH cube in an Ac�on Box
already used.
4. Take one Gold per Farm placed.
5. Take up to two Infantry Units when buying
Infantry.
6. Calculate Time Point cost of A�acking as
number of different TYPES of Units (excluding
Trains and Airships).
7. Damage taken due to a purple symbol in
Combat cannot be allocated to an Airship.
They only suffer damage when an Airship
symbol comes up.
8. Remove any damage cubes on Zombies if you
withdraw.
9. Old Ones on your track block ALL ac�vity
further along the line.
10. You cannot build a Railway into a hex
containing an Old One �le, whether
face-up or face-down.

- 20 -

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