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1. ENEMY PHASE 2. AGENT PHASE 4. DOOM PHASE 5.

END PHASE
B. Activate minions: C. For each minion: A. If boss is in play: Only if: A. REFRESH ACTION
A. If boss is in play: If minion is in the same Any knocked out agents The confrontation has not CUBES
All A minions, then all B minions,
Draw a behaviour area as an agent: roll three orange dice. begun
then all C minions, then all D Check possible injury
card, resolve it and If there are no blanks,
minions (Individual order is It makes a melee attack Draw a doom card, resolve effects
discard it return the agent to the
decided by lead agent) If not: it and put it in play or (Agents always refresh at
board, the marker to the
target priority queue and discard it least one action cube)
BRAWLER RANGED COWARDLY refresh the action cubes. B. RESOLVE INFERNOS
It makes a ranged attack B. Players spend their In each area with an
against a visible agent It moves so that it is as far action cubes to make inferno:
It moves to the nearest
within range. as possible from agents. actions with their agents
area with an agent. a. Remove 1 clue, 1 frog
If there isn’t any, it moves It will not move into an
If it moves into an area swarm and all scenery
towards the closest agent. area with an agent.
with an agent, it makes a
If it moves so that an It will not move into an b. Roll a red die:
melee attack.
agent become both visible unexplored area. 3. REST PHASE 0: Remove the inferno.
and in range, it stops and If it is already as far as it Only if: There are no enemies on the board 1,2: Each character in the
(Movement path is
makes a ranged attack. can be, it doesn’t move. area takes that much fire
decided by lead agent)
(Movement path is damage.
(Use target priority queue Yes Any agents are knocked out? No
decided by lead agent) (Movement path is 3: Each character in the
if needed)
(Use target priority queue decided by lead agent) area takes 3 fire damage.
if needed) Agents must Players vote to decide whether or not they will take Place a new inferno in
take time time (Lead agent decides ties) each adjacent area.
If an agent is target of a If an agent is target of a If an agent is
If agents take time: C. RESOLVE FROG
MELEE ATTACK RANGED ATACK KNOCKED OUT
SWARMS
Test Defence When agent with injuries a. The lead agent moves
Upgrade 1 die for each A. REST ACTIONS
Test Defence in all health track spaces Each agent takes up to one each frog swarm that is in
other character in agent’s receives damage the same area as an agent
area INVESTIGATE RECUPERATE SECURE into an adjacent, explored,
Downgrade 1 die for each Remove miniature from
Upgrade 1 die for each Discard a clue counter agent-free area, if
other enemy in the area the board Pick a single explored
character in the path of in any explored area Roll 2 red dice and possible.
the shot Remove marker from room and remove all
and advance the heal damage equal to
target priority queue frog swarms and
information gathered the score b. For every two frog
infernos from it
Damage Damage Agent is out of play until track twice swarms on the board
Enemy’s ranged attack the group next takes time (rounding down) advace
value minus test result. B. AGENTS PREPARE the impending doom
Enemy’s melee atack If there is scenery in track once.
value minus test result. agent’s area, apply Trade: Agents can freely trade any requisition cards with trade symbol
damage to it first. If it is Return: Starting cards are returned to their agents D. RESOLVE OTHER
If it is at least 1, agent is destroyed, apply any Move: Each agent can move to any explored area POSSIBLE EFFECTS
hit. remaining damage to Reset: Reset the target priority queue
For example, turn up
agent. If it is at least 1, sideways cards received
agent is hit. C. ADVANCE IMPENDING DOOM TRACK this round
BASIC ACTIONS
MOVE FIGHT SHOOT EXAMINE CLEAR INTERACT
Up to 2 areas Only if: Only if: Only if:
Choose a target Only if: There are no enemies in your
You have a ranged weapon, There are no
Move only into areas with enough capacity enemy in the There is a clue counter area
and there are no enemies in enemies in your
agent’s area in your area
If leaving an area with any enemies, for each your area area Interact with:
enemy: POINT OF SPECIAL
Choose one: Choose the ranged weapon, if INTEREST SCENERY
You may choose a you have more than one Remove one frog
TAKE IT melee weapon, if swarm or inferno Follow instructions
EVADE IT GET SUPPORT See page 25
WITH YOU you have any Choose a target enemy in a from your area on the
in rulebook
Another agent in visible area corresponding card
To the new
the same area can
area
spend 1 cube to
Suffer 1 Test Examine
distract it (max. 1 Test Shoot
damage (only if there Downgrade 1 die for
enemy/agent). Test Fight Downgrade 1 die for each
is enough each enemy in the
Ignore any other character in target’s
space) same room
distracted enemy. Downgrade 1 die area
Downgrade 1
for each other Downgrade 1 die for each
additional die for each
enemy in the area character in the path of the
enemy in the same FREE ACTIONS
shot
area
TRADE EXPLORE
Result Only if:
Damage Damage 0-2: Nothing happens. Only if:
You are in an area with a
Test result minus target’s 3-5: Discard the clue There are no enemies in
door that leads to an
resilience. counter and advance your area
unexplored room
Test result minus If there is scenery in target’s the information
target’s resilience. area, apply damage to it first. gathered track once.
Give a starting card or
If it is at least 1, If it is destroyed, apply any 6+: Discard the clue Flip over the encounter
requisition card with trade
target is hit. remaining damage to target. counter and advance card and set up all areas in
symbol to another agent
If it is at least 1, target is hit. the information the room
in the same area
gathered track twice.

If it was flipped, it stays


flipped.
The new owner places the
If the encounter card has
card besides his agent
any rules, place it next to
board sideways (it can’t be
the room; if not, discard it.
used this round) and turns
it back during the end
phase.

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