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burncycle // game setup 1/2

PLAY AREA LAYOUT


IC IC
Recommended layout
DICE NC NC CHIP
for the play area. TRAY
AGENT MAT AGENT MAT
TRAY
Feel free to rearrange PA

things to suit player


count and table size !
COMMAND
MODULE
NETWORK //
MAT BURNCYLE
IC: Imperative card MAT
FLOOR MAT
NC: Network card
PA: Player aid card
CARD
THREAT CARD TRAY

PA
CHIP AGENT MAT AGENT MAT DICE
TRAY NC NC TRAY

IC IC

1ST PLAYER NETWORK


Randomly determine a first player Place the red CEO network level die, set
Give the corporation marker to the to 1, in the slot at the top of the network
player to the right of the first player. and add 4 red ping pegs in the holes.
Place the players’ network level dice, set
to 1, beginning at the top right corner and
MISSION & DIFFICULTY add a matching IP peg in the hole.
Select a mission card and difficulty level.
Read the story, flip the mission card over CAPTAIN
and check details.
Choose a captain chip and get its card.

CORPORATION
FLOORPLAN
Place the corporation’s CEO chip in the
center of the network mat. See mission card for the floor to set up
and open the Floorplan booklet.
Place the threat card to the left and add
two red beads at the top. Locate and place the indicated rooms,
terminals, caches and surveillance beads.

burncycle game by chip theory games player aid by boardandgamer.com


burncycle // game setup 2/2

SECURITY ROUTE POWER


Draw and place security units on the All agents put a peg on 10 starting power
hallway security posts (check facing) and may now spend power to gain
according to the security details on the upgrades until at or below their bot
captain card (add a key chip if shown). power bank limit.
Draw a room guard (level matching the
current floor number) for every BURNCYCLE
mandatory security post in the book.
Place the captain action chip + # of
general action chips in the draw bag so
AGENTS that the total # of chips matches the # of
Players choose a bot card and take the active burncycle slots.
matching bot and awareness chips. Draw chips and fill burncycle slots from
Check for possible setup instructions on left to right (degraded side face down).
the card bot card (in the white box). Place a red bead as burncycle tracker.

COMMAND MODULE STARTING SPACES


Choose a command module bot card and Players place their agent chip on the
the matching bot and awareness chips. outdoor (dark grey) space of their choice.
Place pegs in burncycle slots that line up Also place the command module chip on
with a green icon. the desired starting space.
Place a peg on the starting power level.
THE TEAM’S RESERVE
RESERVE ALLOTMENT For each outdoor space a bot occupies
Each agent gets its reserve allotment with an action icon, add a matching
action chip and following upgrades: action chip in the team’s reserve.
■ 1p game: all 3 allotment upgrades.
■ 2p game: 1 allotment upgrade of your AGENT RESERVES
choice each. Each player takes the action chips
■ 3-4p game: no starting allotment matching their reserve allotment.
upgrades.
IMPERATIVES
Each player draws 1 imperative card.

burncycle game by chip theory games player aid by boardandgamer.com


burncycle // player turn 1/2

1 ROUTE POWER Strike Security Unit: Roll an AP check


(+2PA if optimized). If AP ≥ unit durability,
You may route (or spend) power ( ) to security unit is shut down (discard chip) +
activate dice upgrades, abilities and bot is detected and gains 1 and unit
reserve allotment on your agent or key (if applicable) + advance threat by 1.
activate universal abilities and burncycle
If AP ≥ (unit durability - 5): security unit is
slots for the command module.
stunned until the end of the round (flip its
chip over).
2 BUILD YOUR DICE POOL Security units durability is based on unit
1 basic die for each in your power level: 1 / 2 / 3 / captain = 10 / 15 / 20 / card.
bank + 1 advanced / elite die for
each matching unlocked upgrade. Utility Actions

Keypad (unlock door): Draw a keypad


3 TAKE ACTIONS
card and place it next to the door. Resolve
Take 1 action (or pass) for each active all inputs for the floor level (ignore one if
chip in the burncycle (skip any degraded optimized) or brute force (if not JAM) by
chips) and move the tracker bead to the rolling an AP check ≥ durability shown.
next active chip.
If successful: discard the keypad card +
If the current active chip is the place a door peg + the bot may take a
captain action chip, carry out the free move to the other side of the door.
text in the Burncycle Action section of the
captain’s card. Tech Actions
An action is optimized if its type matches
Terminal: if bot is on a space with
the chip that the action is taken on.
terminal chip, draw a terminal card and
choose 1 option (2 if optimized) and roll
Physical Actions
an AP check (if mainframe terminal
Move: Roll an AP check (+2 PA if required AP = 0 for all options).
optimized) and move agent or command If successful: carry out chosen options
module 1 space per AP. APs can be split. effects and discard terminal chip and
Bots can collect caches, Push and Swap (if card.
activated) during movement. Network Card: draw 1 network card
Strike Wall: Roll an AP check (+2 PA if (discard down to 3 if applicable).
optimized). Place a destroyed wall chip if If optimized: take any unoptimized
AP ≥ 10 + 1 free move + bot is detected. action.

burncycle game by chip theory games player aid by boardandgamer.com


burncycle // player turn 2/2

General Actions Resolving your node


Repair: if ability activated, transfer any Landing on a Ping: Compare your
amount of to any other bot. network level with the CEO’s network
Missions & abilities grant additional general level and the higher level boots the lower
actions that you can take on your turn. (if tied at 1-5 your IP is booted, at 6 the
ping is booted).
Free Actions If your IP is booted: return your IP to your
Trade: Transfer keys, equipment cards access point, decrease CEOs network level
and uninstalled mods to an adjacent bot. by 1 and your agent becomes detected.
Alter the burncycle: Replace any action If the ping is booted: remove the ping
chip in the burncycle with an action chip from the network, place your agent’s IP on
from the team’s reserve or your own’s. the former ping ́s node, decrease your
If replacing the active captain chip: agent’s network level by 1 and resolve the
advance threat by 2. node your IP is on now.
Landing on a Hub: Gain the benefit of the
hub you‘re on.
4 NETWORK
Landing on an Action Node: If you have
Place the tracker bead under the leftmost network cards matching the action node
active action chip in the burncycle. your agent’s IP landed on gain the benefit
Agents’ IPs move clockwise (ignoring/ on the corresponding cards (in the order
jumping over other IPs) and can transfer of your choosing) and discard the
inwards/outwards 1 time per action chip. resolved network cards.
At the end of the Network step, discard
Moving your IP
any leftover network cards.
If on a general action or captain chip in the
burncycle, your agent’s IP moves 1 node.
5 ROUTE POWER
If on a physical, tech, or utility action chip,
your agent’s IP moves until it reaches one Works the same as at the beginning of
of the following: your turn but your agent loses
in excess of its power bank limit.
■ A node occupied by a ping.
■ A hub (red nodes). 6 DEGRADE THE BURNCYCLE
■ A node matching the action type of the
Roll the burncycle die and degrade the
chip in the burncycle.
active chip in the corresponding slot (if
inactive/degraded cycle to the next slot).
If rolled, degrade any active chip.

burncycle game by chip theory games player aid by boardandgamer.com


burncycle // corporation turn

1 SECURITY UNIT ACTIVATION Priority 3: Patrol


Remaining security units that aren’t in rooms
Security units move as many spaces as
will carry out their patrol.
their movement stat allows unless:
reaching target space, moving onto a bot Choose any security unit not activated
or having no route to their target space. and not in a room and move it according
to its patrol icon on their chip.
Security units can not move through bots
or walls, but can move through unlocked After moving, attack all adjacent bots.
and locked doors. If a security unit has to Flip security unit’s chip and repeat for
move onto another, they swap spaces. each unflipped security unit in play.
When attacked by security units, bots lose Flip all security units and awareness
power equal to the security unit level chips back to their active side (including
(captain = 3). stunned security units).
Priority 1: Pursue
2 PING ACTIVATION
Security units pursue detected bots (with
awareness chip on them). Pings on the network will activate
(outward layers first). If multiple pings on
Choose a security unit with a detected
the same layer, first is the ping that has
bot within their awareness and move it
the most space between it and the next
towards the bot.
ping clockwise.
After moving, attack all adjacent bots.
Move pings clockwise until: lands on an
Flip security unit and awareness chips IP, would land on another ping (stop
then repeat for each security unit with before) or has moved 3 nodes. If no pings
detected bot within their awareness. on the network, CEO adds a ping.

Priority 2: Investigate Roll ping die equal to the # of hubs


occupied by pings then resolve each roll.
Security units investigate all remaining
awareness chips in play. If no pings where on hubs, all pings that
can transfer outwards do so.
Choose an unflipped bot’s awareness
chip in play and find the closest security Banned from the network: if a ping
unit: move it towards the awareness moves onto or past the node that
chip (onto it, if possible). connects to an IP's access point, the IP is
banned. Remove IP peg and network level
After moving, attack all adjacent bots.
die from the network. Agents with banned
Flip security unit and awareness chips IPs skip the network step.
then repeat for each unflipped
awareness chips in play. 3 ADVANCE THREAT
Advance threat by the number of players.

burncycle game by chip theory games player aid by boardandgamer.com


burncycle // reference

REBOOTING THE BURNCYCLE SURVEILLANCE DIE


Before the start of any players turn, you Place a guard matching the floor
may reboot the burncycle: level onto a guard post in this room.
■ Return all action chips from the Turn a terminal in this room into a
burncycle and all reserves to supply. mainframe terminal.
■ Create the burncycle as in setup.
Lock all doors in this room.
■ Each player takes the chips from their
reserve allotment to make their reserve. Draw an imperative (if you don’t
■ For each room that contains at least already have one).
1 bot (excluding safe zones), place room’s
reserve allotment in team’s reserve. If a Gain 1 power.
bot is on an outdoor space with an action
icon, also add a matching chip. NETWORK HUBS
■ Advance threat by player number.
Return banned IPs’ pegs and network Increase your network level by 1.
level die (set to 1) to an available access
point. Reduce threat by 1.

KEYPAD INPUTS Gain 1 power.


Roll the keypad die. Add its result to All of the above benefits. The agent’s
the inputs that must be resolved. IP is booted to its access point.
Discard a matching action chip from
your reserve or the team’s reserve PING DIE
or move the burncycle tracker to a
matching action chip to the right of Advance threat by 1.
the tracker’s current position.
Advance threat by 1; then, pings
Alarm: The bot taking the keypad transfer.
action becomes detected.
Increase CEO’s network level by 1.
Ping: The CEO adds 1 ping to the
core (if possible). Increase CEO’s network level by 1;
then, pings transfer.
Shock: The bot taking the keypad
action loses 1 power. The CEO adds a ping to the core.

The CEO adds a ping to the core;


then, pings transfer.
burncycle game by chip theory games player aid by boardandgamer.com

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