Rules - Plaid Hat Games
TM
STOP!
If you want us to
teach you how to play,
you can visit:
PlaidHatGames.com
and watch a video
explanation.
Components
Object of the Game
In BioShock Infinite – The Siege of ColumbiaTM,
each player will take on the role of a faction
fighting for control of the floating city of
Columbia. Players will battle each other, the
troublesome Booker Dewitt, and other hostile
forces as they try to earn victory points by
controlling territory and completing objectives.
The first player to earn 10 victory points wins!
2
This game includes the following components:
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1 Game Board
1 Rulebook
12 Combat Dice
3 Sky-Line Dice
2 Player Reference Sheets
3 Elizabeth Timeline Cards
13 Red Vox Populi Units
12 Dark Red Vox Populi Units
13 Blue Founder Units
12 Light Blue Founder Units
2 Gray Booker and Elizabeth Units
9 Red Vox Populi Structures
9 Dark Red Vox Populi Structures
9 Blue Founder Structures
9 Light Blue Founder Structures
16 Territory Tokens
5 Destruction Markers
73 Silver Eagles
10 Founder Victory Tokens
10 Vox Populi Victory Tokens
1 Elizabeth Marker
30 Blue Founder Action Cards
30 Light Blue Founder Action Cards
30 Red Vox Populi Action Cards
30 Dark Red Vox Populi Action Cards
4 Founder Leader Cards
4 Vox Populi Leader Cards
15 World Event Cards
15 Victory Point Cards
1 Four Player Turn Order Track
1 First Player Token
14 Key Tokens
40 Upgrade Tokens
Action Cards
1
Player Reference Sheets
HANDYMAN
Hand ym
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© 2013 Plaid Hat Games
and Irrational Games
© 2013 Pla
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PLAYER REFERENCE SHEET
ROUND SEQUENCE
1. World EvEnt PhasE
Vote
elizabeth 1
MoVe booker
booker attacks
2. PlayEr turns PhasE
Produce
recruit and build
MoVe
coMbat
3. rEfrEsh PhasE
discard
draw (uP to hand
liMit of 5 cards)
DICE
UNIT COST
$6 LEADER
STRUCTURE COST
$6 STRONGHOLD
2$4
$4 SPECIAL
$3 COMMON
TURRET
$3 ALARM
SONGBIRD & AIRSHIP
The Songbird and Airship units
are considered leader units. When
moving these units on a Sky-Line they
can only move up to 2 spaces, but do
not have to roll Sky-Line dice when
moving those 2 spaces.
3
How to upgrade Action Cards
4
Whenever you complete one of the following conditions
you may unlock an Action Card’s ability or upgrade its stats.
You cannot upgrade action cards if you already have 3 or more
upgrades than your opponent does.
HandyMan
• Win a Combat
• Purchase an Upgrade for $3
• Become First Player
• Claim a Victory Point Card
Shotgunner
FLAK MAN
Rebel
Sky Rider
ational Ga
mes
5
1. NAME: This is the card’s name.
2. COMBAT VALUE: This is the number added to
a player’s combat total when he plays this
card into combat.
Red Hood
3. INFLUENCE VALUE: This is the number added
or subtracted from a world event vote when
this card is played into a world event.
4. SILVER EAGLES VALUE: This is the number of
Silver Eagles a player receives when this card is
played during the produce portion of his turn.
1. ROUND SEQUENCE: This reminds players
what happens in each round and in what order
it happens.
5. ABILITY: Some action card abilities start the
game locked ( ) and have no effect. They can
be unlocked as the game progresses. A card’s
ability starts the game locked if it has a lock
symbol ( ) next to its ability name.
2. COMBAT/COST: This informs players what
color of combat die each unit/structure rolls
and what each unit/structure costs to put on
the board.
If an action card ability has the phrase combat
effect at the beginning of it, that ability only
triggers when the card is played into combat.
If an action card ability has the phrase discard
effect at the beginning of it, that card can be
discarded at anytime on that player’s turn to
trigger its effect instead of being played for
one of its 3 values.
3. SONGBIRD & AIRSHIP: This reminds players
how the Songbird and Airship units
function in the game.
4. HOW TO UPGRADE: This reminds players of
the 4 conditions that allow them to unlock an
action card ability or upgrade its stats.
5. UPGRADE TRACKER: This is the area of the
player reference sheet where players track
the upgrades they have made to their
action cards.
3
World Event Cards
1
P OW E R
Victory Point Cards
1
O U TA G E
2
3
ESTABLISHED
4
2
Action card upgrades have no effect
during this round. 5
The tale of woe continues with yet another
day plagued by the intermittent loss of power.
Surely the chaos in our streets has seeped into
the very veins of Columbia herself ?
6
7
You control 3 locations
with strongholds on them.
The power of the rabble is naught compared
to the diligent, hard work of civilized men.
© 2013 Plaid Hat Games and Irrational Games
8
7
3
© 2013 Plaid Hat Games and Irrational Games
1. NAME: This is the card’s name.
2. FOUNDER VOTE TYPE: This shows whether
Founder cards played into this world event
vote will add to that vote, subtract from that
vote, or be up to the player to decide.
1. NAME: This is the card’s name.
3. VOX POPULI VOTE TYPE: This shows whether
Vox Populi cards played into this world event
vote will add to that vote, subtract from that
vote, or be up to the player to decide.
3. POINTS: This is the number of victory
points gained by being the first to meet
this card’s condition.
4. BOOKER’S INFLUENCE: Once all players have
revealed their cards, Booker will vote. Roll 1
white combat die, the result of that roll will
be Booker’s vote total. Booker will vote the
same way that the faction who currently has
the least amount of victory points voted. If
players are tied, Booker will not vote.
5. EFFECT: This is the effect that will take place if
the vote total is 0 or higher.
6. AGGRESSIVE SYMBOL: If this symbol ( )
is present, Booker attacks any Vox Populi or
Founder units in the location where he moves.
7. ELIZABETH SYMBOL: If this symbol ( ) is
present, move the Elizabeth marker 1 space on
Elizabeth’s timeline track.
4
8. BOOKER’S MOVE: This is the location
Booker moves to.
2. CONDITION: This is the condition that must
be met for a player to claim the victory points
offered by this card.
Game Board
3. SKY-LINE SPACES : This is another type of
location on the game board. Sky-Lines are used
to move quickly but come at a risk.
1. TERRITORY VICTORY POINTS: This shows how
many points a player earns if he controls all of
the locations that make up a territory.
2. TERRITORY LOCATION: This is a location on
the game board.
Game Board Diagram
Territory A
1. Order of the Raven
2. Raffle Square
3. Town Center
5
Bank of the Prophet
DARK RED VOX POPULI START SPACE
6
Our Lady Cemetery
2
1
Territory C
Raffle Square
5. Bank of the Prophet
6. Our Lady Cemetery
7. Z.H. Comstock
Victory Square
8. Laboratory Lutece
1
Order of the Raven
8
Territory B
Laboratory Lutece
4. Monument Island
2
3
7
Town Center
Z.H. Comstock Victory Square
9
Garden of New Eden
4
BLUE FOUNDERS START SPACE
Monument Island
11
Hall of Heroes
3
LIGHT BLUE FOUNDERS START SPACE
Territory F
14. Fink MFG
15. Shanty Town
12
Soldier’s Field
14
Fink MFG
10
Comstock Center
Territory D
9. Garden of New Eden
10. Comstock Center
RED VOX POPULI START SPACE
13
Battleship Bay
Territory E
11. Hall of Heroes
12. Soldier’s Field
13. Battleship Bay
15
Shanty Town
5
Other Components
Elizabeth Timeline Card and
Elizabeth Marker
Elizabeth Timeline no.1
The Elizabeth marker starts the game here.
Booker has found Elizabeth and frees her from her
imprisonment. Add Elizabeth to the game and move her
with Booker. For the remainder of the game Booker rolls
1 additional white die when he attacks as long as he is in
the same space as Elizabeth and Elizabeth is not under
the control of another player.
Booker convinces Elizabeth to escape with him on
an Airship. Place the Airship on the same space as
Elizabeth. Immediately resolve any combat that takes
place. (Factions fight first)
Booker makes a deal. Elizabeth opens a tear that
provides a faction with an upgrade to their
arsenal. The first player may choose to have any
two action cards receive an upgrade to their attack
value if possible.
Elizabeth is used to manipulate Songbird. If the
Founders control Elizabeth immediately move Songbird
into the same space as the Airship. Destroy the Airship
and then resolve any combat that may take place. If the
Vox Populi control Elizabeth, Songbird is considered
their unit for the remainder of this round.
Elizabeth tries to open a tear but it is too powerful
for her to control. Place a destruction marker on the
space Elizabeth is on.
Booker and Elizabeth have found a way to escape
Columbia. Remove the top 5 cards of the World
Event deck from the game.
© 2013 Plaid Hat Games and Irrational Games
There are 3 Elizabeth timeline cards that come
with the game. At the beginning of each game,
randomly choose 1 timeline card. The Elizabeth
marker starts the game on the first space of the
timeline card and moves down it each time the
Elizabeth symbol appears on a world event card.
Silver Eagles
These tokens represent the
currency of the game and allow
players to buy units,
structures, and upgrades.
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Destruction Markers
Some game effects can
cause a location to be
destroyed. A destruction
marker is used to mark
the destroyed location.
Once a location is destroyed,
all structures on it are
destroyed and the destroyed location can no longer
be moved onto, controlled, or have new units or
structures placed on it. Players may still move
along a Sky-Line that passes over a destroyed
location, but cannot stop on the destroyed location.
A player can still claim victory points for controlling
a territory that contains a destruction marker. He
no longer needs to control the location that the
destruction marker is on.
Territory Tokens
These tokens represent
1
the hostile forces around
Columbia. They are
placed face-down on each
2
unoccupied location at the
start of the game. Each time
a player moves onto a location
with a territory token, a combat will
take place against that token.
1. COMBAT VALUE: This is the number a player
will have to beat in combat to defeat this token.
2. SILVER EAGLES VALUE: This is the number
of Silver Eagles a player will gain when he
defeats this token.
Sky-Line Dice
These dice are rolled
when moving along the
Sky-Line.
Combat Dice
These dice are most often
used during combat.
Structures
Booker and Elizabeth
STRONGHOLD
These plastic figures represent
Elizabeth and Booker as they
move around Columbia. Contol
Elizabeth and try your best to
stay out of Booker’s way.
BOOKER
ELIZABETH
Leader Cards
TURRET
These tokens represent
structures built on the
game board.
Each structure has a
special game effect.
1
JEREMIAH
FINK
2
EFFICIENCY EXPERT
All structures
cost 2 less
3 Silver
Eagles to build.
ALARM
4
STRONGHOLD – A stronghold adds 1 red die to
a player’s combat total in the location it is on.
When a player loses a combat he must choose
and destroy a unit he controlled that was in that
combat, the rest of the units he controlled in that
combat can be placed in a location that contains a
stronghold he controls.
TURRET – A turret adds 1 blue die to a player’s
combat total in the location it is on and all
adjacent locations.
F I N
K
© 2013 Plaid Hat Games and Irrational Games
1
Daisy
Fitzr
oy
2
REVOLUTIONARY
ALARM – An alarm adds 1 white die to a player’s
combat total in the location it is on. When
combat takes place in a space with an alarm, the
player who controls the alarm adds 1 to all of his
combat dice rolls.
Units
These plastic figures represent a player’s units on the
game board. There are 3 types of units: common,
special and leader. Common units have a squareshaped base, special units have a circle-shaped base
and leader units have a star-shaped base.
All of your units
cost 1 less Silver
Eagle to draft.
3
4
© 2013 Plaid Hat Games and Irrational Games
Each player randomly draws a leader card at the
beginning of the game. Leader cards give a player a
special game advantage.
1. LEADER NAME: The leader’s name.
2. ABILITY NAME: The name of the leader’s ability.
3. ABILITY TEXT: The advantage the leader
grants throughout the game.
4. PORTRAIT: An illustration of your leader.
COMMON
SPECIAL
LEADER
COMMON
7
Game Setup
To set up a 2-player game follow these steps (For
information on setting up a 4-player game, see the
4-player rules section on page 20):
1. Place the game board in the center of the
play area.
2. Randomly choose an Elizabeth timeline card
and place it next to the board. Place the
Elizabeth marker on the first location of the
track on that timeline card.
3. Shuffle the world event cards to form a
world event deck.
4. Shuffle the victory point cards to create a
victory point deck.
5. There are 2 factions in the game, the
Founders and the Vox Populi. One player
will be the Founders and the other the Vox
Populi. The Founder player collects all of the
blue units and light blue common units and
places some of them on the board as indicated
below. Set the remaining units to the side of
the board, making up the Founder pool of
units. The other player will be the Vox Populi
and will do the same with the red units and
dark red commons.
• Founders will place a stronghold,
5A Comstock, Songbird, and three common
units on location #9 Garden of New Eden.
• Founders will also place a turret,
5B Handyman, and four common units on
location #11 Hall of Heroes.
8
• Vox will place a stronghold, Daisy,
Airship, and three common units on
location #14 Fink MFG.
• Vox will also place a turret, Handyman, and
5D four common units on location #5 Bank of
the Prophet.
5C
6. The Founder player takes all of the blue
action cards and forms his action deck. The
Vox Populi player does the same with the
red action cards. Each player draws 5 cards.
7. The Founder player shuffles up the Founder
leader cards and randomly draws 1 of them.
The Vox Populi player does the same with the
Vox Populi leader cards.
8. The Founder player places the Founder player
reference sheet in front of him. The Vox Populi
player does the same with the Vox Populi
player reference sheet.
9. Each player collects his victory tokens and
makes a pile.
10.Form a pile of Silver Eagles and a pile of
combat dice within reach of all players.
11.Place a random territory token on each
location of the board that isn’t already
occupied by player units.
12.Each player creates a pool of their remaining
units and structures in front of them.
13.Place Destruction Markers near board.
14.Reveal the first victory point card.
15.Randomly choose a person to start the game
with the first player token.
Tw o P l a y e r G a m e S e t u p
10
2
5B
ACTIVE
WORLD
EVENT
CARD
3
5A
13
1
11
6
ACTION
CARD
DISCARD
PILE
12
5A
8
11
5B
11
15
11
11
11
5D
11
11
11
8
7
ACTION
CARD
DISCARD
PILE
7
11
11
12
6
5C
14
4
9
5C
VICTORY POINT CARDS
REVALED DURING
REFRESH PHASE
9
5D
9
Round Order
BioShock Infinite – The Siege of Columbia is played
over a series of rounds. Each round is divided into
3 phases which must be played in order.
•
•
•
WORLD EVENT PHASE
PLAYER TURNS PHASE
REFRESH PHASE
World Event Phase
During the ‘world event phase’, complete the
following tasks in order.
1. Vote: The first player draws the top card of
the world event deck and reveals it. Players
will vote on whether or not that event passes.
To vote on the world event, starting with the
first player and moving down the turn order,
each player may play any number of action
cards face down in front of him.
Once each player has had a chance to play
action cards, all players reveal their action
cards. The world event will tell players how
their vote will be counted:
2. If there is a (-) symbol next to a player’s
faction, the influence value listed on his cards
is subtracted from the vote total.
3. If there is a (+) symbol next to a player’s
faction, the influence value listed on his cards
is added to the vote total.
4. If there is a (?) symbol next to a faction, after
revealing cards, in turn order, each player will
choose if their influence value subtracts from
or adds to the vote total.
5. Once all players have revealed their cards,
Booker will vote. Roll 1 white combat die,
the result of that roll will be Booker’s vote
total. Booker will vote the same way that
the faction who currently has the least
amount of victory points voted. If players
are tied, Booker will not vote.
10
EXAMPLE: The Vox Populi currently have
fewer victory points than the Founders
and voted to make the world event pass.
Booker rolled a 3 on the white combat die.
So he will add +3 to the world event in an
attempt to help it pass.
6. After tallying all of the votes and Booker’s
roll, if the vote total is 0 or higher the event
passes and the event effect is immediately
resolved. If the total is -1 or lower, then the
event effect is ignored.
7. The player that played the most influence into
the event (positive or negative) receives the
first player token. If there is a tie for most
influence played, each tied player rolls 1 white
combat die. The player with the highest roll
total receives the first player token. After
voting, players discard all of the action cards
they played into the vote.
8. Elizabeth: If the Elizabeth symbol ( )
appears on the world event card, move the
Elizabeth marker down one location on the
Elizabeth timeline card and resolve the effect
listed there.
9. Move Booker: Place Booker on the location
listed on the world event card unless Elizabeth
is on the board and not in the same location
as Booker. In that case Booker will attempt
to rescue Elizabeth. If the location Booker is
supposed to be placed on is destroyed, instead
place Booker on the next available location in
descending order.
10.If Booker is attempting to rescue Elizabeth,
place Booker on Elizabeth’s location. Booker
attacks any units in that location.
11. Booker Attacks: If the aggressive symbol ( )
appears next to Booker on the world event card,
or if Booker is attempting to rescue Elizabeth,
a battle immediately takes place between Booker
and any Founder or Vox Populi units that share
a location with him. Booker rolls 3 red combat
dice. For more info on resolving combat, see the
Combat section on page 14.
Example of a Vote
1
S O U ND T H E A L A R M
2
Reveal the top
card of World
Event Deck.
TA C T I C S
MIRROR
TA C T I C S
Vote along party
lines... or not,
it’s up to you.
point cards that have already
5 victory
been completed by an opposing player.
Each Vox Populi player may look
through their action card deck or
2 discard pile for any 1 card of their
choice, place it into their hand, and
HANDYMAN
SONGBIRD
then shuffle their draw pile.
The foray into Vox Populi-held
streets proved ill-fated as the
anarchists were not caught unawares.
-8
+3
During this round players may complete
And point
so the anarchists
victory
cards thatfound
have themselves
already
by ourbybrave
lads, victims
of
beentrapped
completed
an opposing
player.
their own traitorous schemes.
And so the anarchists found themselves
trapped by our brave lads, victims of
their own traitorous schemes.
The Vox Populi currently have fewer victory points
than the Founders and voted to pass the world event.
6 was counted, so he
Booker rolled a 3 after the vote
will add +3 in an attempt to help it pass.
© 2013 Plaid Hat Games and Irrational Games
8
6
© 2013 Plaid Hat Games and Irrational Games
RECKLESS THE
STRENGTH
VIGILANT SEARCH
Han
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© 2013 Plaid Hat Games
and Irrational Games
MIRROR
During this round players may complete
3
3
4
+7
© 2013 Plaid Hat Games
and Irrational Games
Play cards face down in front of you, beginning with the
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© 2013 Plaid Hat Games and Irrational
© 2013 Plaid
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© 2013 Plaid
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6
© 2013 Plaid Hat Games and Irrational Games
-8
+7
+3
FOUNDER VOX POPULI BOOKER’S
VOTE
INFLUENCE INFLUENCE
+2
VOX POPULI
WIN
The Vox Populi win. If the vote was -1 or lower, then
the event effect would have been ignored.
7
The Light Blue Founder Player played
the most influence, 8, and receives the
First Player Token. Everyone discards
all action cards used in voting.
11
one or more of his units or structures on it.
To build a structure, a player follows the same
rules for recruiting a unit, except a player can
never build a structure on a location that already
contains a structure. Purchasing upgrades for 3
Silver Eagles each can only be done during this
part of the round.
Player Turns Phase
During the ‘player turns phase’, in turn order, each
player takes a turn. On a player’s turn he must
complete the following tasks in order.
1. PRODUCE: A player may play any number
of action cards from his hand, collecting a
number of Silver Eagles equal to the money
value on those cards. That player then discards
all of the cards he played.
3. MOVE: A player may move up to 4 units that he
controls on his turn. Each of the 4 units may
be moved 1 location. A unit can only move to
a territory location that shares a blue border
with the location where the unit currently is.
2. RECRUIT/BUILD: A player may now recruit
units, build structures, and purchase
upgrades. To recruit a unit, a player must
pay its cost by discarding the appropriate
number of Silver Eagles, then place it on
any location on the board that he controls. A
player controls a location if he already has
4. COMBAT: At this point in each player’s turn,
if 1 or more of that player’s units share a
location with enemy units, a combat takes place
on those locations. To resolve a combat see the
Resolving Combat section on page 14.
Example of Movement
Territory A
er of the Raven
fle Square
n Center
5
Bank of the Prophet
DARK RED VOX POPULI START SPACE
6
Our Lady Cemetery
2
Territory C
Raffle Square
5. Bank of the Prophet
6. Our Lady Cemetery
7. Z.H. Comstock
Victory Square
8. Laboratory Lutece
1
Order of the Raven
8
Territory B
Laboratory Lutece
4. Monument Island
3
7
Town Center
Z.H. Comstock Victory Square
9
Garden of New Eden
4
BLUE FOUNDERS START SPACE
Monument Island
11
Hall of Heroes
LIGHT BLUE FOUNDERS START SPACE
Territory F
14. Fink MFG
15. Shanty Town
* SPECIAL MOVEMENT RULE - SONGBIRD AND AIRSHIP MAY MOVE UP TO TWO LOCATIONS ON A SKY-LINE WITHOUT ROLLING SKY-LINE DICE.
12
12
Soldier’s Field
1. Order of the Raven
2. Raffle Square
3. Town Center
5
Bank of the Prophet
DARK RED VOX POPULI START SPACE
6
Our Lady Cemetery
2
Example of Sky-Line Movement
Territory C
Raffle Square
1
5. Bank of the Prophet
6. Our Lady Cemetery
7. Z.H. Comstock
Victory Square
8. Laboratory Lutece
Order of the Raven
8
Territory B
Laboratory Lutece
4. Monument Island
3
7
Town Center
Z.H. Comstock Victory Square
9
-2 ACTION CARDS
Garden of New Eden
OR DESTROY UNIT
4
BLUE FOUNDERS START SPACE
Monument Island
11
Hall of Heroes
LIGHT BLUE FOUNDERS START SPACE
T
14. Fi
15. Sh
12
Soldier’s Field
Fi
10
Comstock Center
RED VOX P
13
Territory E
15
Battleship Bay
11. Hall of Heroes
Territory
D MOVEMENT RULE - SONGBIRD AND AIRSHIP MAY
* SPECIAL
MOVE UP TO TWO
LOCATIONS ON A SKY-LINE WITHOUT ROLLING SKY-LINE DICE.
9. Garden of New Eden
10. Comstock Center
12. Soldier’s Field
13. Battleship Bay
Shanty Town
Moving on a Sky-Line
When moving a unit, instead of moving it normally
as outlined above, a player may instead choose to take
the risk of having that unit ride the Sky-Lines. A
player may move a unit as many Sky-Line spaces as
he likes along a Sky-Line route, but each time that
player moves the unit to a new Sky-Line space he
must roll the 3 Sky-Line dice.
As long as the player rolls at least 1
his unit is
safe. If a player rolls only numbers on the Sky-Line
dice, he must discard a number of action cards equal
to the roll total or destroy the unit that is moving.
After moving to a new Sky-Line space, rolling
the Sky-Line dice and resolving their effect, a
player may either:
- stop moving his unit, or
- attempt to continue traveling on the Sky-Line.
If the player stops, the unit is now considered on
the territory location where it ended its Sky-Line
movement.
A player may continue moving along the Sky-Line
for as many locations as he likes until he is ready to
stop or the unit has been destroyed. Moving a unit
multiple locations on a Sky-Line still counts as only
having moved 1 of the 4 units a player is allowed
to move on his turn.
13
Resolving Combat
When a player initiates combat by moving into
a location with enemy units, he is the attacker
and the other player involved in that combat is
the defender. To resolve a combat, complete the
following tasks in order.
printed on it. Follow the rest of the combat rules
as usual. If the territory token is defeated in that
combat, remove it from the board. The player
that defeated it recieves a number of Silver Eagles
equal to that token’s Silver Eagles value.
1. ATTACKER PLAYS ACTION CARDS: First, the
attacker may play as many action cards from
his hand as he likes, face-down in front of him.
If a player moves into a space that contains both
Booker and a territory token, he must always
combat the territory token first. He may then
choose to combat Booker if the aggressive symbol
does not appear on the world event card, or must
combat Booker if the aggressive symbol does
appear on the world event card.
2. DEFENDER PLAYS ACTION CARDS: Next, the
defender may play action cards in the same way.
3. REVEAL CARDS: Both players reveal their
cards. Resolve any effects on cards that take
place before dice are rolled.
4. ROLL DICE: Now both players roll a number
of combat dice equal to the total number of
units and structures they have in the combat.
(See the player reference sheets to see what
color of combat die each unit type adds to the
combat). If any cards played into this combat
have any combat effects that resolve after dice
are rolled, resolve those effects now.
5. TOTAL: Finally, both players total the combat
value on the action cards they played and add
it to the total of their combat dice roll. The
player with the higher total wins that combat.
The defender wins ties.
The player that lost the combat must destroy
any structures he controls in the location
and one of the units that he controlled in
that combat. The remainder of the defeated
player’s units must be placed in a location he
controls that contains a stronghold. If no
such location exists, those units are destroyed.
(Destroyed units and structures are always
placed back into their controlling player’s
pool of units/structures.)
Combating Territory Tokens
When a player moves into a location with a
territory token, a combat takes place. If that token
has not yet been revealed, reveal it now. The
player is the attacker and the territory token is the
defender. A territory token does not roll dice
or play action cards, but its combat total is
14
Combating Booker
If the aggressive symbol appears next to Booker
on the world event card, or if Booker is attempting
to rescue Elizabeth, a battle takes place between
Booker and any Founder or Vox Populi units
that share a location with him. In this scenario
Booker is considered the attacker. Booker has no
action cards and plays no cards during the combat.
Follow the rest of the combat rules as usual.
Booker rolls 3 red combat dice.
If Booker is defeated in combat, remove him from
the board. (He will be placed back on the board
during the World Event Phase of the next round.)
If Elizabeth was with Booker, she stays on the
board and is considered under the control of the
player who controls her location, until a game effect
moves her away from that location, or until Booker
defeats the units on that location in combat.
If a player moves onto the same location as
Booker and the aggressive symbol is on the world
event card, a combat will take place. The moving
player is considered the attacker.
If a player moves onto the same location as Booker
and there is no aggressive symbol on the world
event card, the moving player may choose whether
or not he will combat Booker.
If a player moves into a location that contains
both Booker and enemy units, he must defeat
those enemy units in combat before he can choose
whether or not he will combat Booker.
3
7
Town Center
Z.H. Comstock Victory Square
9
Garden of New Eden
4
BLUE FOUNDERS START SPACE
Monument Island
Combat Example
Attacker moves 3 units from #11 Hall Of
Heroes to #13 Battleship Bay.
11
Hall of Heroes
LIGHT BLUE FOUNDERS START SPACE
Territory F
ATTACKER
14. Fink MFG
15. Shanty Town
LEADER
UNIT
12
SPECIAL
UNIT
COMMON
UNIT
DEFENDER
Soldier’s Field
10
Comstock Center
13
Territory E
Battleship Bay
11. Hall of Heroes
12. Soldier’s Field
13. Battleship Bay
1
SHOTGUNNER
SPECIAL
UNIT
15
TURRET
Shanty Town
BOYS OF SILENCE
MOTORIZED PATRIOT
BOLD MANEUVER
(Combat Effect) Before dice are
rolled, if you have at least 1 common
in the combat, you may add 3 to this
Shotgunner’s combat value during this
combat. If you do so, and fail to win this
combat, instead of destroying 1 unit, you
must destroy all common units that you
controlled in that combat.
PROPAGANDA
SOUND THE ALARM
(Combat Effect) Before dice are rolled
you may move 1 common unit you
control from any location on the board
onto this location.
© 2013 Plaid Hat Games
and Irrational Games
2
14
Fink MFG
RED VOX POPULI START SPACE
(Combat Effect) If you are the
defender in this combat add 3 to this
card’s combat value.
© 2013 Plaid Hat Games
and Irrational Games
RECKLESS STRENGTH
(Combat Effect) If this Handyman is the
only card that you played in this combat,
his combat value is now 6. Upgrades on
this Handyman do not add to his combat
value when using this ability.
© 2013 Plaid Hat Games and Irrational Games
Attacker plays 3
cards. He has unlocked
( ) the Shotgunner’s
ability Bold Manuver
and activates it for +3
Attack Value.
© 2013 Plaid Hat Games
and Irrational Games
3
Hand yman
2 COMMON
UNITS
Defender takes
advantage of the
Bucking Bronco’s
Combat Effect and
randomly discards the
Boys of Silence card
before dice are rolled.
bucking bRonco
VIGOR
(Combat Effect) Before dice are rolled,
you may select 1 random card that your
opponent played into this combat and
discard it. That card has no effect on
this combat.
© 2013 Plaid Hat Games and Irrational Games
4 Attacker rolls 3 dice, one for
each unit.
Defender rolls 4 Dice, 1 for each
unit and structure.
NONE OF THE CARDS PLAYED HAS AN EFFECT THAT RESOLVES AFTER THE ROLL. GO TO STEP 5.
5
12
18
13
17
DICE TOTALS
COMBAT VALUE
TOTAL
6 Attacker wins. The defender must destroy his structure and also 1 of his units. He chooses a common. His remaining unit(s)
flee to #12 Soldier’s Field, where he controls a stronghold. If he did not have a stronghold, all of his units would have been
destroyed. The destroyed unit(s) and structures return to the controlling player’s pool of units/structures.
15
Refresh Phase
Upgrading Action Cards
During the ‘refresh phase’ each player may
discard any number of cards from his hand,
then draw enough cards so that he has 5 cards
in his hand. If a player’s deck runs out, he
forms a new deck by shuffling his discarded
cards. Then 1 victory point card is revealed
and put into play.
During the game, each time a player meets one
of the following conditions, he may make an
upgrade to 1 of his action cards.
Once the refresh phase is complete a new round
begins, starting with the world event phase.
• Become First Player
Upgrade Conditions
• Win a Combat
• Purchase an Upgrade for $3
• Claim a Victory Point Card
Victory
Any time during a player’s turn, if his faction has
10 or more victory points, that faction is declared
the victor.
If a world event card is ever supposed to be drawn
but there are no cards remaining in the world
event deck, the game is over. Booker and Elizabeth
have escaped Columbia. The player who has the
most victory points at that time is declared the
victor…but it is a flawed and hollow victory.
If a player ever has no units and no structures on
the board his faction immediately loses the game.
Songbird and the Airship
One of the Founder units is the Songbird
unit; likewise 1 of the Vox Populi units is the
Airship. These units are considered leader units
but they have a special movement rule. These
units do not have to roll Sky-Line dice when
moving on the Sky-Line, but can only move up
to 2 locations on a Sky-Line before they must
stop. They must still be able to stop, following
all of the usual rules for Sky-Line movement.
Otherwise that move cannot be made.
PLAYER REFERENCE SHEET
ROUND SEQUENCE
1. World EvEnt PhasE
Vote
elizabeth
MoVe booker
booker attacks
2. PlayEr turns PhasE
Produce
recruit and build
MoVe
coMbat
3. rEfrEsh PhasE
discard
draw (uP to hand
liMit of 5 cards)
DICE
UNIT COST
$6 STRONGHOLD
$4 SPECIAL
$4 TURRET
$3 COMMON
$3 ALARM
SONGBIRD & AIRSHIP
The Songbird and Airship units
are considered leader units. When
moving these units on a Sky-Line they
can only move up to 2 spaces, but do
not have to roll Sky-Line dice when
moving those 2 spaces.
How to upgrade Action Cards
Whenever you complete one of the following conditions
you may unlock an Action Card’s ability or upgrade its stats.
You cannot upgrade action cards if you already have 3 or more
upgrades than your opponent does.
1
STRUCTURE COST
$6 LEADER
• Win a Combat
• Purchase an Upgrade for $3
• Become First Player
• Claim a Victory Point Card
HandyMan
Shotgunner
FLAK MAN
Boys of Silence
M o t o r i z e d Pat r i o t
Sharp Shooter
2
3
There are a few types of upgrades that can be
made to an action card. Players will use their
player reference sheet to track these upgrades. A
player may upgrade an action card by:
AIRSHIP
16
SONGBIRD
1. unlocking its ability (place a key token onto the
allotted location on the player reference sheet),
2. boosting any 1 of its 3 values by +1 (add a +1
marker onto the allotted location on the player
reference sheet), or
3. boosting a value from +1 to +2 (flip over a +1
marker that has already been placed on the
player reference sheet to its +2 side).
Once a player upgrades an action card, each time
he plays an action card of that type he benefits
from the upgrades he made to it, as marked on
his player reference sheet.
If a player meets one of the upgrade conditions and
his faction already has 3 or more upgrades than the
opposing faction does, he cannot make an upgrade.
Hand yman
RECKLESS STRENGTH
(Combat Effect) If this Handyman is the
only card that you played in this combat,
his combat value is now 6. Upgrades on
this Handyman do not add to his combat
value when using this ability.
© 2013 Plaid Hat Games and Irrational Games
EXAMPLE: Joe plays a Handyman action card
into a combat. The Handyman normally adds
3 to combat, but since Joe has unlocked the
Handyman’s ability, a Combat Effect which
states that if the Handyman is the only card
played this combat, his attack value becomes a
6. That means if Joe only plays the Handyman,
it has a combat value of 6.
Adjacency
Some action cards refer to adjacent locations. Two
locations are considered adjacent to each other if
they share a blue border.
Claiming Victory Points
There are 2 ways to gain victory points. The first
is by controlling a territory. There are 6 territories
on the game board. If a player
controls all of the undestroyed
locations in a territory, he places
one of his victory tokens on
that territory and gains its
victory points. If control of
that territory is ever lost, he
must immediately remove
his victory token from that
territory; he no longer has
those victory points.
The other way to gain victory
points is by meeting the
condition of a victory point card
that is in play. Any time during
his turn a player may claim
one or more victory point cards if he meets the
conditions on those cards. To claim a victory point
card, a player places one of his victory tokens on
that card. Once a player claims a victory point
card, no other player can claim that same card. A
player cannot lose the points gained by claiming a
victory point card.
Special Abilities
Some special abilities on action cards start the game
locked ( ). These special abilities are unlocked
by making upgrades to those cards. Any time the
effect on any card ‘breaks’ the rules in this rulebook,
the card effect takes precedence over the rulebook.
If 2 game effects would ever seem to take place
at the same time, the first player chooses in which
order they will resolve.
17
Four Player Game
4-player Turn Order Track
4-PLAYER TURN ORDER
1
2
3
4
Follow this turn order when playing
with 4 players.
LIGHT BLUE FOUNDER PLAYER
RED VOX POPULI PLAYER
BLUE FOUNDER PLAYER
DARK RED VOX POPULI PLAYER
At the beginning of a 4-player game, place the
4-player turn order track where all of the players
can see it. The 4-player turn order track shows
players whose turn it is next. For example, if the
blue Founder player has the first player token, he
will take the first turn. Then the dark red Vox
Populi player will take a turn before the turn order
moves back to the top of the track and the light
blue Founder player takes a turn. The round then
ends after the red Vox Populi player takes a turn.
© 2013 Plaid Hat Games
and Irrational Games
Follow this turn order when playing with 4 players.
1.
2.
3.
4.
LIGHT BLUE FOUNDER PLAYER
RED VOX POPULI PLAYER
BLUE FOUNDER PLAYER
DARK RED VOX POPULI PLAYER
At the beginning of a 4-player game, place the
4-player turn order track where all of the players
can see it. The 4-player turn order track shows
players whose turn it is next.
EXAMPLE: If the blue Founder player has the first
player token, he will take the first turn during
the player turns phase. Then the dark red Vox
Populi player will take a turn before the turn
order moves back to the top of the track and the
light blue Founder player takes a turn. The player
turns phase then ends after the red Vox Populi
player takes a turn.
Teammates Sharing a Location
A player may move his units onto a teammate’s
location in the 4-player game. Whenever both
18
players of the same faction control units in the
same location the player with the most units
and structures in that location is considered the
controlling player. A location’s controlling player
is responsible for defending that space in battles.
The controlling player may use his teammate’s
units as if they were his own but is only allowed to
use his own action cards in battle. If players ever
have an equal number of units and structures in
the same location they may decide for themselves
which player will be the location’s controlling
player for the duration of combat. Songbird
and Airship units are under the control of both
players and thus count towards both players when
determining who is in control of a location.
Shared Control of Songbird and the
Airship
In a 4-player game, control of Songbird is shared
by both Founder players. Either player can move
Songbird as 1 of his 4 moves. Likewise, control of
the Airship is shared by both Vox Populi players.
Claiming Victory Points
Like the 2-player game, in the 4-player game there
are 2 ways to gain victory points. The first is by
controlling a territory. If a faction controls all of
the undestroyed locations in a territory, a player
from that faction places 1 of his victory tokens
on that territory and that faction gains its victory
points. If control of that territory is ever lost,
that faction must immediately remove their victory
token from that territory. They no longer have
those victory points.
EXAMPLE : 2 of the locations in the territory C are
controlled by the red Vox Populi player, and the
other location is controlled by the dark red Vox
Populi player. Territory C is controlled by the Vox
Populi and they gain its victory points as long as
they control it.
The other way to gain victory points is by meeting
the condition of a victory point card that is in play.
Some victory point cards begin with the word
‘You…’ That means 1 player must meet that
condition by himself to claim that victory point
card for his faction.
Other victory point cards begin with the words
‘Your faction…’ That means a team of players can
collectively meet that condition.
EXAMPLE: The condition for the victory point
card named ‘Dominion’ says “Your faction
controls 4 territories.” The Vox Populi players
have their victory tokens on the Territory A, B,
D, and E. Therefore, they meet the condition of
this victory point card and 1 of the Vox Populi
players can claim it on his turn.
4-player Rules
The rules for the 4-player game are the same as the
rules for playing 2 players, with only a few changes.
If playing a 4-player game, players will be on
teams. Two of the players will be Founders and
2 Vox Populi. The teammates will win or lose the
game together.
The following page shows you how to set up a
four player game.
4-player Victory
In the 4-player game teammates share victory
points. If a faction ever has 10 or more
victory points during 1 of its player’s turns,
that faction wins.
If a player ever has no units and no structures on
the board his faction immediately loses the game.
19
Four Player Setup
During setup for a 4-player game each player
collects one color of unit. Therefore 1 of the
Founder players will collect all of the blue units and
the other all of the light blue units. The Vox Populi
players will do the same with the red and dark red
units. All players place their units on the board as
indicated in the 4-player setup diagram below.
When forming an action card deck in the 4 player
game, 1 Founder player will shuffle all of the
blue action cards to form his action deck; and the
other Founder player will shuffle all of the light
blue action cards to form his action deck. The
Vox Populi players do the same with the red and
dark red action cards.
Both players belonging to the same faction share a
player reference sheet. Any upgrades that a player
makes to his action cards also affect his teammate’s
action cards.
1. Place the game board in the center of the
play area.
2. Randomly choose an Elizabeth timeline card
and place it next to the board. Place the
Elizabeth marker on the first location of the
track on that timeline card.
3. Shuffle the world event cards to form a
world event deck.
4. Shuffle the victory point cards to create a
victory point deck.
5. There are 2 factions in the game, the Founders
and the Vox Populi. In the 4 player game, 2 of
the players will be the Founders and the other
2 the Vox Populi. One Founder player collects
all of the blue units and places some of them
on the board as indicated on the 4-player setup
diagram below. Set the remaining units to the
side of the board, making up the blue Founder
pool of units. The other Founder Player does
the same with the light blue units. The Vox
Populi players will do the same with the red
units and dark red units.
20
5A
5B
5C
5D
• The blue Founder player will place a
stronghold, Comstock, Songbird, and
three common units on location #9
Garden of New Eden.
• The light blue Founder player will place a
stronghold, Saltonstall, Handyman, and three
common units on location #11 Hall of Heroes.
• The red Vox player will place a stronghold,
Daisy, Airship, and three common units on
location #14 Fink MFG.
• The dark red Vox player will also place
a stronghold, Herzog, Handyman, and
three common units on location #5 Bank
of the Prophet.
6. The blue Founder player takes all of the blue
action cards and forms his action deck. The
light blue Founder player does the same with
the light blue action cards. The Vox Populi
players do the same with the red and dark
red action cards. Each player draws 5 cards.
7. The Founder players shuffle up the Founder
leader cards and randomly draws 1 of them for
each Founder player. The Vox Populi players
do the same with the Vox Populi leader cards.
8. The Founder players place the Founder player
reference sheet between them. They will share
this sheet. The Vox Populi players do the same
with the Vox Populi player reference sheet.
9. Each faction collects their victory tokens
and makes a pile.
10.Form a pile of Silver Eagles and a pile of
combat dice within reach of all players.
11.Place a random territory token on each
location of the board that isn’t already
occupied by player units.
12.Each player creates a pool of their remaining
units and structures in front of them.
13.Place Destruction Markers near board.
14.Place 4-Player Turn Order card.
15.Reveal the first victory point card.
16.Randomly choose a person to start the game
with the first player token.
Fo u r P l aye r G a m e S e t u p
10
2
5B
ACTIVE
WORLD
EVENT
CARD
3
1
11
ACTION
CARD
DISCARD
PILE
5A
7
11
11
11
5B
11
7
ACTION
CARD
DISCARD
PILE
6
12
5A
13
6
11
5D
11
11
11
7
11
11
6
5C
ACTION
CARD
DISCARD
PILE
12
8
ACTION
CARD
DISCARD
PILE
8
16
14
7
6
4
9
5C
12
15
12
VICTORY POINT CARDS
REVALED DURING
REFRESH PHASE
9
5D
21
FROM THE MAKERS OF
THE HIGHEST RATED FIRST PERSON SHOOTER OF ALL TIME*
WINNER OF OVER 80 AWARDS
OUT NOW
Blood and Gore
Intense Violence
Language
Mild Sexual Themes
Use of Alcohol and Tobacco
*Based on Metacritic Average Ranking Across Available Platforms
© 2002-2013 Take-Two Interactive Software, Inc. Developed by Irrational Games. BioShock,
BioShock Infinite, BioShock Infinite: Industrial Revolution, Irrational Games, 2K Games and
their respective logos are trademarks of Take-Two Interactive Software, Inc. The ratings icon
is a trademark of the Entertainment Software Association. All other trademarks are property
of their respective owners.
Index
• Action Cards Layout - 3
• Adjacency - 17
• Booker & Elizabeth Figures - 7
• Booker’s Attack - 4, 10, 11, 14
• Booker’s Influence - 4, 10, 11
• Booker’s Movement - 4, 10
• Claiming Victory Points - 17, 18
• Combat Dice - 6
• Combat - 12, 14
• Combat Value - 3
• Combating Booker - 14
• Components List - 2
• Destroying Units - 14
• Destruction Markers - 6
• Elizabeth Symbol - 4, 10
• Elizabeth Timeline - 6
• Game Board Diagram - 5
• Game Setup (2-player) - 8, 9
• Game Setup (4-Player) - 20, 21
• Influence Value - 3
• Leader Cards - 7
• Moving Units - 12
• Object of the Game - 2
• Player Turn Phase - 12
• Players Reference Sheet Layout - 3
• Produce - 12
• Purchasing an Upgrade - 12
• Recruit/Build - 12
• Refresh Phase - 16
• Round Order - 10
• Sharing a Location (4-Player) - 18
• Silver Eagles - 6
• Silver Eagles Value - 3
• Skyline Dice - 6
• Skyline Movement - 13
• Songbird and Airship
Movement - 12, 16
• Special Abilities - 3, 17
• Starting Locations - 8, 9
(4-Player Game)- 20, 21
• Stronghold - 7
• Structures - 7
• Territory Tokens - 6
• Territory Victory Points - 5, 17
• Turn Order (4-Player) - 18
• Units - 7
• Upgrading Action Cards - 16, 17
• Victory (4-Player) - 19
• Victory - 16
• Victory Point Card Layout - 4
• Voting - 10, 11
• World Event Card Layout - 4
• World Event Phase - 10
Credits
Plaid Hat Games
Game Designer: Isaac Vega
Producer: Colby Dauch
Graphic Designer: Peter Wocken
Flavor Writer: Mr. Bistro
Illustrator: Paul Guzenko, PhD,
John Ariosa
Sculptor: Chad Hoverter
Editors: David Moody,
Nate Rethorn
Playtesters: Lucas Magrum,
Travis Magrum, Josh Rios,
Jacob Ollervides, Jim Schoch,
Chris McCleese, Jonathan Gilmour,
Sam Vega, Alex Eding,
Lindsey Rethorn
Irrational Games
Ken Levine - @IGLevine
Tim Gerritsen, Kayla Belmore,
Sarah Rosa, Robb Waters,
Sophie Mackey, Gavin Goulden,
Elena Siegman, Zoe Brookes,
Mauricio Tejerina, Jorge Lacera,
Ben Lo, Joshua M. Davis
www.PlaidHatGames.com
©2013. Take-Two Interactive Software Inc. and its subsidiaries. All Rights Reserved.
“BioShock Infinite: The Siege of ColumbiaTM, and all related titles and logos are trademarks of Take-Two Interactive Software, Inc.
and its subsidiaries.
BioShock Infinite: The Siege of ColumbiaTM is manufactured and distributed by Plaid Hat Games LLC under license. Plaid Hat Games can be
contacted with questions or concerns about this product via mail at: PO Box 27, Fremont OH 43420 or via phone at (419) 552-5490.
23
Structures and Unit Abilities
LEADER UNITS AND STRONGHOLDS
$6
SONGBIRD
SALTONSTALL
COMSTOCK
AIRSHIP
HERZOG
DAISY
STRONGHOLD – A stronghold adds 1 red die to a player’s combat total in the location it is on.
When a player loses a combat he must choose and destroy a unit he controlled that was in
that combat, the rest of the units he controlled in that combat can be placed in a location
that contains a stronghold he controls.
LEADER UNITS – All leader units have a star-shaped base and add 1 red die to a player’s
combat total in the location it is on. Songbird and the Airship have special movement rules.
When moving on a Sky-Line, they can only move up to 2 spaces, but do not have to roll
yellow Sky-Line dice when moving those two spaces.
SPECIAL UNITS AND TURRETS
$4
SPECIAL UNIT
SPECIAL UNIT SPECIAL UNIT
SPECIAL UNIT
TURRET – A turret adds 1 blue die to a player’s combat total in the location it is on and
all adjacent locations.
SPECIAL UNITS – All special units have a circle-shaped base and add 1 blue die to a player’s
combat total in the location it is on.
COMMON UNITS AND ALARMS
$3
COMMON UNIT
COMMON UNIT
COMMON UNIT
COMMON UNIT
ALARM – An alarm adds 1 white die to a player’s combat total in the location it is on.
When combat takes place in a space with an alarm, the player who controls the alarm
adds 1 to all of his combat dice rolls.
COMMON UNITS – All common units have a square-shaped base and add 1 white die to a
player’s combat total in the location it is on.
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