Rules of Play - Plaid Hat Games

Rules of Play - Plaid Hat Games
R u l e s o f P l ay
Stop!
If you want us to teach
you how to play,
you can visit
PlaidHatGames.com
and watch a
video explanation.
Intro
The Yugai are a powerful race intent on
galactic conquest. As they conquer planet
after planet, they displace the indigenous
races of those planets to refugee worlds.
These refugee worlds barely contain the
resources to sustain life. The unfortunate
people that find themselves on one of
these planets are packed into the Yugai
controlled cities, where living conditions
are poor but their chance of survival is
best. Desperate gangs of refugees have
begun to form. Each of these gangs
claims a greater vision and motivation, but
mostly they are willing to do whatever it
takes to ensure their own survival. In City
of Remnants, you will lead one of these
gangs. To claim victory, you will need to
become the most renowned gang leader.
Components
»» 1 Rulebook
»» 1 Game Board
»» 4 Player Mats
»» 53 Development Tiles
»» 18 Development Draft Cards
»» 40 Gang Leader Starter Cards
»» 31 Gang Member Unit Cards
»» 30 Black Market Cards
»» 20 YCU Coordinate Cards
»» 1 YCU Alert Reference Card
»» 1 Cloth YCU Token Bag
»» 20 YCU Tokens
»» 37 Renown Tokens
»» 54 Product Tokens
»» 91 ARC Tokens
»» 4 Turn Tracker Tokens
»» 4 Influence Tracker Tokens
»» 64 Plastic Figures
»» 10 Battle Dice
»» 1 Six-Sided Die
»» 1 First Player Token
Game Credits
Game Designer: Isaac Vega
Producer: Colby Dauch
Writer and Editor: Mr. Bistro
Illustrator: John Ariosa
Sculptor: Chad Hoverter
Graphic Designer: Peter Wocken
Editors: Nate Rethorn, Pete Miller,
David Moody
Playtesters: Lucas Magrum, Travis Magrum,
2
Josh Rios, Jacob Ollervides, Jim Schoch,
Chris McCleese, Jonathan Gilmour, Sam Vega,
Alex Eding, Bryan Robles
Game Board
Anatomy of a Player Mat
1
HOW TO GAIN INFLUENCE
ACTIONS
- Recruit
•
- Move
•
Bid on new gang members.
Move a number of figures equal to your
influence, up to 3 spaces each.
Anytime you achive one of the following conditions
you may move your Influence Tracker up by one.
*you may only achieve each condition once
3
-
Control 5+ developments
Control 2+ Heights developments [green]
Pay 12,000+ ARCs
Control 10+ figures on the board
- Achieve attack total of 18+ during a battle
- Production >>> Develop
•
Place product tokens on all
developments you are able to, then you
may buy 1 development.
- Buy
•
•
2
4
Buy 1 card from the currently available
black market cards.
You may also buy renown at a cost of 3
ARCs per renown.
- Sell
•
Sell a number of product tokens equal to
your influence.
- Refresh
•
•
Discard as many cards from hand as
you like, shuffle your discard pile and
place it face-down under your draw pile.
Draw enough cards so your hand has a
number of cards equal to your influence.
1
2
3
4
ROUND PHASES
- Reset [gain 2,000 ARCs]
- Player Turns [4 per round]
- Yugai Patrol
- Award Renown
GANG
MEMBER
POOL
[start game
with seven
gang members]
5
»» 1 - Turn Track: This tracks how many
turns a player has taken during the round.
»» 2 - Actions: This is a list of the actions
available on a player’s turn. Players take 1
action per turn.
One side of the game board is divided into
a 7x7 square grid. Use this side for the
2- or 4-player game. The other side of
the board is used for the 3-player game.
The board is further divided into three
color-coded levels. The outer spaces,
marked in red, are Slum level spaces. The
middle ring of spaces, marked in blue, are
Midtown level spaces. The inner spaces,
marked in green, are Heights level spaces.
Player Mats
is a list of game conditions. Each time
a player meets 1 of these conditions,
he may advance his influence marker 1
space on his influence track.
»» 4 - Influence Track: This tracks how
much influence a player has. A player’s
influence affects a number of things in
the game.
»» 5- Gang Member Pool: This is
where a player places his figures:
-at the beginning of the game, and
Give each player a player mat. Players
use these mats to track several important
elements of the game.
E itions
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Figures can be moved from the gang
member pool to a player’s entry space
on the board.
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4 - Award Renown
[start game
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as many cards from hand as
•Discard
you like, shuffle your discard pile and
place it face-down under your draw pile.
enough cards so your hand has a
•Draw
number of cards equal to your influence.
with seven
gang members]
3
Unit Cards
Each player starts the game with several
unit cards in his deck. Players have
the opportunity to gain more unit cards
throughout the game.
Anatomy of a Unit Card
Jara
3
4
5
»» 8 - Number of Cards: This shows
how many copies of each card there are
in the game.
Developments
1
GANG LEADER
may play a card during his turn to trigger
its special ability text. A special ability that
has the word ‘Battle’ in its text triggers
when that card is revealed in a battle.
2
SECRET FUNDS
Gain 3,000 ARCs and draw a card.
7
“Did you notice the little teyga whose
web graces the doorway there? Like him, I
may allow others to enter my designs, but they
merely buzz around the outer strands. Rest
assured, my business is dense in its many layers,
and no fly shall see the entirety of my desires.”
6
// [ Starter Card ] [ Gang Leader >> Jara ]
x1
8
RACE
LENTREE
©2012 Plaid Hat Games
»» 1 - Name: The name of the unit.
Throughout the game players will be able
to place development tiles on the game
board. Placing a development tile does not
give you control over that development.
To control a development tile, you must
have at least 1 figure on each space
of the board that the development tile
occupies. Each development tile also has
a matching development card.
Anatomy of a
Development Tile
»» 2 - Type: There are 2 types of unit
cards: gang leaders and gang members.
1
»» 3 - Yellow Attack Value: This is the
attack value this gang member adds to a
battle when it is played by a player with
a yellow gang leader.
»» 4 - Red Attack Value: This is the
attack value this gang member adds to a
battle when it is played by a player with
a red gang leader.
3
2
5
Back of “Star Dust
District [Heavy]” Tile 4
»» 5 - Blue Attack Value: This is the
attack value this gang member adds to a
battle when it is played by a player with
a blue gang leader.
»» 6 - Green Attack Value: This is the
attack value this gang member adds to a
battle when it is played by a player with
a green gang leader.
»» 7 - Special Ability: Each unit has a
special rule that applies to itself. A player
4
6
6
3 Front of “Star Dust
District [Heavy]” Tile
»» 1 - Name: The name of the card.
2
»» 2 - Renown: This shows the
number of renown a player earns at
the end of each round that he controls
the development.
»» 3 - Development Icon: This symbol
matches the development draft card
for this tile. The symbol helps players
quickly find the draft card so that they can
refrence the development’s special ability.
»» 4 - Cost: This is the number of ARCs
(Alien Refugee Credits) a player must pay
to place this development on the board.
»» 5 - Level Restriction: These colors
show which areas of the board this
development can be placed on. A red
level restriction means the development
can be placed on red spaces. A red and
blue level restriction means it can be
placed on red and/or blue spaces, etc.
»» 6 - Control Space: This reminds
players that a development tile needs to
be controlled before it can be used.
Anatomy of a
Development Card
Thieves District
DEVELOPMENT
2
5
»» 4 - Tile: This shows the front of the
corresponding development tile for
quick reference.
»» 5 - Renown: This shows the
number of renown a player will earn at the
end of each round that he controls
the development.
»» 6 - Level Restriction: These colors
show which areas of the board this
development can be placed on. A red level
restriction means the development can be
placed on red spaces. A red and blue level
restriction means it can be placed on red
and/or blue spaces, etc.
»» 7 - Number of Developments:
This shows how many copies of each
development there are.
»» 8 - Cost: This is the number of ARCs
a player must pay to place a copy of this
development’s tile on the board.
Renown
1
4
SLUMS
At the beginning of each round gain
2,000 ARCs.
3
7
6
x3
8
©2012 Plaid Hat Games
»» 1 - Name: The name of the card.
»» 2 - Development Icon: This symbol
matches the development tile for this draft
card. The symbol helps players quickly find
the tile that goes with this card.
»» 3 - Special Ability: This is the benefit
gained from controlling the development.
The game board also has a number of
spaces that are marked with renown
awards. At the end of each round, a
player gains the renown awarded by each
space that he controls. Occasionally
there will be a development with a
renown award that has been built on top
of a space containing its own renown
award. In that case, whoever controls
that space gains the renown for both the
development and the space.
The player to the right of the player receiving
renown tokens counts them out and hands
them over. Once a player has taken the
renown tokens he may choose to flip them
face down to conceal their value.
5
Black Market
Cards
YCU Coordinates
Cards
Throughout the game, players will be able
to buy black market cards to add to their
deck. Each of these cards does unique
things for that player.
During the Yugai Patrol Phase of each
round a YCU (Yugai Control Unit) coordinates card is revealed. This determines
where YCU tokens are placed on the board.
Anatomy of a Black
Market Card
Anatomy of a YCU
Coordinates Card
Advanced Weapons
1
BLACK MARKET [PERMANENT]
Yugai Control Units
COOR DINAT ES
2
SECTOR SWEEP //[01.5342.527...]
> > T he Yuga i S ecu r i t y C ou nc i l has l ear ne d
of an ar me d f ug i t i ve b ei ng har b or e d i n
t hi s b l ock . A l l c i t i zens ar e t o open t hei r
door s and awa i t i nves t i ga t i on.
ADVANCED WEAPONS
Permanent: Whenever you are involved in
a battle, roll 1 additional battle die during
that battle.
3
The most deadly weapons come smuggled in
with newly assigned civs. A handful of them
bring tech too rare for the Yugai processing
sites to identify, and the civs sell it off or get
killed for it as soon as they land.
2 / 4 PLAYERS
1
4
3 PLAYERS
x3
©2012 Plaid Hat Games
5
6
»» 1 - Name: The name of the card.
»» 2 - Type: There are 2 types of black
market cards: permanent and regular.
»» 3 - Special Ability: This is a unique rule
that players can use. A card with the word
‘Permanent’ in its text is placed in front of
a player when it is bought and its effects
remain in play for the remainder of the game.
»» 4 - Number of Cards: This shows how
many copies of each card there are.
»» 5 - Reward: Each black market card is
worth 1 renown at the end of the game.
»» 6 - Cost: This is the number of ARCs
a player must pay to buy this card.
6
2A 1 / B 2 / C 3
3A 2 / B 3 / D 3
©2012 Plaid Hat Games
// [A1/B2/C3] [A2/B3/D3...]
»» 1 - Placement Grid This is a quick
visual reference to where YCU tokens
will be placed on the board.
»» 2 - 2/4 Player Game: This is a list
of coordinates that YCU tokens will be
placed at if 2 or 4 people are playing.
»» 3 - 3 Player Game: This is a list
of coordinates that YCU tokens will be
placed at if 3 people are playing.
YCU Tokens
YCU tokens represent Yugai Control Units
patrolling the city. When a YCU token
lands on the same space as a player’s
gang members, a combat will begin. Likewise, when a player moves onto a space
that already contains a YCU token, a combat will begin.
represents the growth of his gang, the
figure does not in any way represent that
specific unit card.
Anatomy of a YCU Token
»» 1 - Attack Value This
determines how difficult a
YCU token is to defeat in
combat. The higher the
attack value is, the higher
a player’s total attack value
will need to be to defeat it.
When there is more than
1 YCU token in a space,
add all of the tokens’ attack
values together.
1
2
»» 2 - Bribe Value: This
is the number of ARCs a
player may spend to discard
the YCU token and return it
to the bag without battling it.
Figures
The game comes with plastic
figures in 4 different colors.
Each player chooses 1 color.
These figures represent
gang members on the board.
The figures also depict 4
different races. A figure’s
race has no effect on gameplay. Only the
figure’s color matters.
Although a figure is placed in a player’s
gang member pool whenever a new
unit card is added to his deck, this only
7
Game Setup
To set up a game of City of Remnants,
Sempento Roden
follow
steps:
GANGthese
LEADER
1.Jara
Place the game board in the center of
GANG LEADER
PRIVILEGE
the
playOnshadow
area.
Ret
Reduce the
cost of a black market
GANG
card or a LEADER
development by up to 2,000
SECRET FUNDS
2.ARCs
Separate
and drawRegallas
a the
card. 4 sets of gang leader
Garius
Gain 3,000 ARCs
and draw a card.
GANG
LEADER
“I weary
of this ennuiThere
that saturates
starter
cards.
“DidSECOND
you notice the little
teyga whose are 10 of each type,
Gatorum.
When theCHANCES
city is one gang, no
web
graces
the
doorway
there?
Like
him, of
I
Battle:
If
you
win
this
battle,
you
marked
with
name
the gang leader
Yugai force
of any the
size will
be able
to
may allow
others
to enter
my designs,
but
they
may
takeDESTRUCTION
the
gang
card
your
maintain
control
ofmember
the planet.
Pledge
merely
buzz
around
the
outer
strands.
Rest
they
belong
to.
opponent
removes
themoney
gameyou
as a
yourself to
my causefrom
and the
Remove
development
assured, mya business
is denseyou
in itscontrol
many layers,
need should
its way
to your
pockets.”
result
of thisfind
battle,
place
it on
top of
and nothe
fly game.
shall seeThen
the entirety
of my desires.”
from
gain 2,000
ARCs,
yourdiscardpileandaddafigureto
// [ Starter Card ] [ Gang Leader >> Sempento ]
draw
2 cards
and gain
4 renown.
your gang
member
pool.
“Didday
thethe
whole
burnare
down?
Funny
“One
otherplace
colonies
gonnaPity.
realize
Dawn
©2012 Plaid Hat Games
is //
missing,
and
they’re
[ Starter
Card
[ gonna
Gang come
Leader
>> Jara
]
how
every
time
the] Lentree
try tolooking
move
inforonus.
When
they
do,
I
want
them
to
see
us
standing
tall.
my territory, they’re left nothing but ashes. I
want
them
to
be
proud
of
their
brothers
and
sisters.”
Ashes don’t make money. Not for them at least.
©2012 Plaid Hat Games
// [ Starter
] [ Gang
>> Ret
]
Usurpers
won’t Card
make coin
oneLeader
off my hard
work.”
x1
RACE
NEI’SU
x1
RACE
LENTREE
x1
RACE
HUMAN
x1
RACE
IGGARET
©2012 Plaid Hat Games
// [ Starter Card ] [ Gang Leader >> Garius ]
©2012 Plaid Hat Games
3. Have each player do the following:
»» Choose a gang leader by selecting its deck
of 10 starter cards. Shuffle the starter cards
to form a draw pile, and draw 4 cards from the
top of the pile. (Players may either randomly
choose gang leaders or roll the 6-sided die to
determine which player picks first. Continue
clockwise around the table.)
»» Collect the player mat that matches your gang
leader’s color and place it in front of you. Place
a turn tracker token on the 0 space of your turn
track and an influence tracker token on the 4
space of your influence track.
»» Collect the figures that match your gang
leader’s color and place 7 of them in the gang
member pool on your player mat.
»» Each player chooses a different
side of the board. The space in the center of
their side of the board with white crosshairs is
their gang’s entry space for the game.
4. Shuffle the rest of the gang member
cards (the unit cards that are not gang
leader starter cards) and create a facedown gang member deck. Turn the first 4
cards from that deck face-up.
8
5. Shuffle the black market cards and create
a face-down black market deck. Turn the
first 4 cards from this deck face-up.
6. Separate the 18 development draft
cards into their 3 different types (red Slum
level developments, blue Midtown level
developments, and green Heights level
developments). Randomly select 3 cards
of each type, reveal them, and lay out all
of the development tiles that match those
9 cards. (Note that there are multiple
copies of some developments. When a
development is chosen, put out all of the
available copies of that development tile).
These developments are the developments
that can be built during this game.
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7. Create a pile of ARC tokens within
reach of all players. Give each player
2,000 ARCs to start the game.
8. Create a pile of product tokens within
reach of all players.
9. Create a pile of exactly 200 renown
tokens within reach of all players.
10. Shuffle the YCU coordinate cards
and create a facedown YCU coordinate
deck. Place the YCU alert reference
card next to the YCU coordinate deck
for easy reference.
11. Place all of the YCU tokens in the
provided cloth bag and shuffle them.
12. Everyone rolls the 6-sided die. The
player with the highest roll receives the
first player token and the game begins.
In case of a tie, have all players with the
highest roll reroll.
YCU
Draw
Deck
Deck
Discard
Player Two
YCU
Discard
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YCU
Token
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Discard
YCU
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Card
Deck
1st Player
Token
Renown
ARCs
[ Alien Refugee Credits ]
Product
Tokens
Deck
Discard
Player One
Black Market
Deck
Gang Members
Black Market
Discard
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Black
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Gang
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Player Four
Deck
Discard
Player Three
Deck
Developments
Game Setup
Note: Each side of the board has an outer space with a white crosshair on it. These spaces are the
player’s entry spaces. Each player will claim a different player entry space at the start of the game.
9
Game Round
Player Turns Phase
A game of City of Remnants takes place over
several rounds. Each round is divided into 4
phases that must be completed in order.
Starting with the first player and moving
clockwise around the table, each player
will take a turn. Play continues around the
table until each player has taken 4 turns.
If it is a player’s turn and his turn track is
already on turn 4 (because he recruited
gang members outside of his turn) skip
that player and move to the next player
that still has turns remaining.
Round Phases:
»» Reset
»» Player Turns
»» Yugai Patrol
»» Award Renown
Reset Phase
During the reset phase, all players may
discard as many cards from their hand as
they like into their discard pile. Players then
shuffle their discard pile and place it facedown under their draw pile. Finally, players
draw enough cards from their draw pile so
that they have a number of cards in their
hand equal to their influence. (Players can
refer to their influence track on their player
mat to see what their current influence is.
All players start with 4 influence).
The player with the first player token
passes the token to the player on his left.
Each player receives 2,000 ARCs.
Discard all remaining face-up black
market cards and draw 4 more, placing
them face-up.
Discard all remaining face-up gang
member cards and draw 4 more, placing
them face-up.
(Skip the Reset Phase on the first turn of
the game).
10
During a player’s turn, he must select
1 action to perform on that turn. (Each
player has a list of possible actions printed
on his player mat for easy reference).
Players can also play cards from their
hand during their turn. A player may play
a card any time during his turn.
After a player has finished taking his turn,
he advances his turn tracker token 1
space on his turn track. Once all players’
turn trackers are on the 4 space of the
turn track, the player turns phase is over.
Playing Cards
A player may play 1 or more cards from
his hand during his turn to trigger their
special abilities. After playing a card,
discard it. Cards with the word ‘Battle’
in their special ability only trigger when
played into a battle. Special abilities that
do not have the word ‘Battle’ in their text
do NOT trigger when revealed in battle.
Yugai Patrol
Phase
At the start of the Yugai patrol phase, if
there are any YCU (Yugai Control Unit)
tokens on the board, return them to the
cloth bag and shuffle them. The first
player then draws and reveals
2 YCU coordinate cards.
Next, he randomly draws
YCU tokens from the
cloth bag 1 at a time, placing 1 YCU token
on each of the coordinates listed on the
revealed YCU coordinate cards.
After all the YCU tokens are placed, if one
or more of those tokens was placed on a
space or spaces occupied by a player’s
figures, that player must immediately
battle those YCU. (See the Battling
Yugai Control Units section on page 14).
A player may battle YCU in any order he
chooses. If more than one player has to
battle YCU, the player that is currently
highest on the turn order (starting with
the first player and moving clockwise
around the table) will conduct all of his
YCU battles first before moving to the next
player. All YCU battles must be resolved
before moving on to the next phase. Any
YCU tokens that aren’t defeated during
this phase remain on the board:
»» Until they are defeated, or
»» Until the beginning of the next
Yugai Patrol Phase.
Award Renown
Phase
During this phase, players collect renown
tokens for the spaces and developments
they control that offer renown awards.
The game starts with 200 renown worth of
renown tokens in a pile.
If a player would ever gain renown during
the award renown phase and there are
not enough renown tokens left to claim,
that player counts up the renown he
would have received and adds it to his
current total. That is his total renown
score for the game. The game is over at
the end of a round in which there are not
enough tokens for players to claim in the
renown phase.
Actions
There are 6 different actions available to
players.
»» Recruit
»» Buy
»» Produce >>> Develop
»» Sell
»» Refresh
»» Move
Recruit Action
To perform a recruit action, a player selects
one of the face-up gang member cards
(located next to the gang member deck)
and declares his intent to recruit that gang
member. Starting with the player to his left
and moving clockwise around the table,
each other player who still has at least 1
turn left in this round may bid on that gang
member. The first player to bid announces
the number of ARCs that he is willing to
pay for that gang member. The next player
may then choose to raise that bid by any
amount or pass. A player who passes
drops out of the bidding. Continue moving
around the table until all but one of the
players have passed.
The remaining player pays his bid and
recruits the gang member. If a player
recruits a gang member outside of his
turn, that player advances his turn tracker
1 space on his turn track. If no player
bids against the player that declared his
intent to recruit, that player recruits the
gang member for free. If the player who
declared his intent to recruit is outbid, it is
still that player’s turn. That player selects
a different gang member to attempt to
recruit. He continues to do this
until he has successfully recruited a
gang member.
11
Once a gang member has been
recruited, the player adds its unit card to
his hand and places 1 figure in his gang
member pool.
If there are no gang member cards faceup when a player announces a recruit
action, that player must reveal the top
card of the gang member deck and
attempt to recruit that card.
Buy Action
To perform a buy action, a player chooses
1 black market card from among the 4
face-up black market cards next to the
black market deck. He pays that card’s
ARC cost and adds it to his hand. If there
are no face-up black market cards, a
player cannot buy a black market card.
Additionally, during a buy action, a player
may buy renown tokens at a cost of 3,000
ARCs each. A player may buy a number
of renown up to his influence value during
each buy action that he performs.
Produce >>> Develop Action
Some developments have a special ability
that takes place when a player performs
a produce >>> develop action. When a
player performs a produce >>> develop
action, he can carry out the effects of each
development he controls that has this type
of special ability.
That player may then build a new
development by paying the ARC cost
listed on that development and placing
it on the board. He cannot place a
development on one or more spaces
that already contain a development. He
must place a development on spaces
that match that development’s level
restriction. (See Anatomy of a
Development Tile on page 4.)
He can place a development
on a space that
12
contains figures; simply move those
figures on top of that development.
Sell Action
When performing a sell action, a player
may sell (discard) product tokens that
are on developments he controls to gain
ARCs. During a sell action, a player may
only sell a number of products equal to his
influence. The development tiles that have
products on them detail how many ARCs
are gained from selling those products.
Refresh Action
A refresh action allows a player to refresh
his cards, just as he does during the
reset phase of every round. To perform
a refresh action, a player may discard
as many cards from his hand as he likes
into his discard pile. He then shuffles his
discard pile and place it face-down under
his draw pile. Finally, he draws enough
cards from his draw pile so that he has a
number of cards in his hand equal to his
influence.
Move Action
During a move action, a player may
move a number of his figures equal to his
influence. Each figure may move up to
3 spaces. (Example: If your influence is
4, you may move up to 4 figures up to 3
spaces each). Players must complete
a figure’s movement before moving the
next figure. A figure cannot end its move
on a space that already contains 2 figures
that player controls. A figure cannot move
diagonally.
Moving Figures onto the Gameboard
When choosing which figures to move
during a move action, a player may move
a figure:
»»from a space on the board to another (legal) space, or
»» from his gang member pool to the
game board.
To move from the gang member pool to
the game board, a player removes a figure
from his gang member pool and places it
on his entry space (the space along his
side of the game board that has white
crosshairs on it). This counts as having
moved that figure 1 of the 3 spaces it is
allowed to move during that move action.
Movement Example
Battling Another Player
Battling another player is an important part
of the game. It allows a player to not only
weaken his opponents’ forces and board
position, but it also allows him to take over
developments that they currently control
and gain control of them himself.
When 2 players battle over a contested
space, the player whose turn it is will be
considered the attacker. The attacker will
start the battle by laying all of the cards
he wants to play into that battle face down
in front of him. He may choose to lay
down a number of cards up to his current
influence. The cards he lays can come
from either his hand, the top of his draw
pile, or a combination of both. (A player
cannot look at cards he is sending to
battle that come off of his draw pile).
The other player involved in the battle
is considered the defender. After the
attacker has laid down his cards, the
defender will lay down the cards he wants
to send to battle. He does this in the same
way, and is also limited to a number of
cards equal to his influence.
Moving into Spaces with Enemies
During a move action, if a player moves a
figure into a space that contains 1 or more
enemy figures (all other players’ figures
are considered enemies. YCU tokens are
also considered enemies) that figure’s
movement stops. He can never move his
figures into more than 1 space containing
enemies during a single turn. At the end
of a move action, a battle will take place
in any space that is contested (has more
than 1 player’s figures on it).
Once both players have laid their cards
down for battle, the attacker reveals his
cards and triggers any ‘Battle’ special
abilities. Then the defender reveals his
cards and does the same. Next, both
players roll a number of battle dice equal
to the number of figures that they have
in the contested space and each space
adjacent to the contested space. (Spaces
diagonally connected to other spaces are
not considered adjacent).
Players add the result of their rolls to the
total attack value of their cards to come
up with their total attack value for the
battle. (Remember that the attack value
of a unit card is dependent on the
player’s color). Whoever has the
higher attack value is the winner
13
of that battle. If 2 players in a battle have
an equal attack value total, the defender
wins the battle. The player who lost that
battle must remove 1 of his figures on the
contested space from the board (placing
it back into his pile of unused figures)
and 1 of the unit cards he played in that
battle from the game (placing it back
in the game box). If the losing player
played no cards in that battle, he must
choose and remove 1 gang member card
from his discard pile. If a player has no
discard pile, he must choose and remove
1 gang member card in his hand or he
may search his draw pile for a gang
member card to remove from the game.
(If a player searches his draw pile he
must shuffle his draw pile afterwards.)
Note: when a player removes a
card from the game, the card being
removed must be revealed to all
players. After a battle, if the space is
still contested, another
battle immediately
takes place in that
same space until
only 1 player’s units
remain.
Note: Diagrams for
Battling another player
are on pages 16 and 17.
14
Battling Yugai Control Units
When battling a YCU, first determine its
attack value. The attack value of a YCU
is listed on its token. However, a YCU
token is boosted by other YCU tokens in
the same space. Add the attack values
of all the YCU tokens in the contested
space. The result becomes the attack
value of the YCU.
If a player has more than 1 YCU to battle,
he battles them 1 at a time in an order of
his choosing.
Once he has determined the attack value
of the YCU token that he is battling, he
may lay down the cards that he wants to
send into battle against that token (from his
hand and/or from his draw pile, following
the same rules as he does when battling
another player) and then reveals them.
Next, he rolls a number of battle dice equal
to the number of figures that he has in the
contested space and each space adjacent
to that space.
Add the results of his roll to the attack
value on his cards. If the total is equal
to or higher than the attack value of the
YCU token, he has defeated that YCU.
Return the defeated YCU token to the
cloth YCU token bag and roll the six-sided
die. Refer to the YCU alert card and carry
out the effect shown by the number rolled.
Sometimes this can result in more YCU
units being placed on the board. If this
is the case, resolve the battles created
by those new units the same as during
the Yugai Patrol phase. See Yugai Patrol
Phase on page 10 for details.
If his attack value is lower than that of the
YCU token, it has defeated him. He must
remove 1 of his figures on the contested
space from the board (placing it back into
his pile of unused figures) and one of the
unit cards he played in that battle from the
game (placing it back in the game box). If
he played no cards in that battle, he must
choose and remove 1 gang member card
from his discard pile. If he has no discard
pile, he must choose and remove 1 gang
member card in his hand or draw pile from
the game.
Just as with battling any other enemy
figure, if after the battle is resolved there
are still contested spaces on the board,
additional battles continue until there are
no contested spaces left.
Instead of battling a YCU, a player may
bribe it. To bribe a YCU, pay a number of
ARCs equal to that YCU’s bribe value and
place that YCU token back in the cloth
bag. When bribing a YCU, do not roll a
die afterward.
Victory
The last phase of each round is the award
renown phase (see Award Renown Phase
on page 11). If there were not enough
renown tokens for all players to claim the
renown they earned for the round, those
players add the renown they would have
claimed to their current total of tokens.
The result is their final score. The player
with the highest renown total wins the
game. (Remember that each black market
card that a player has at the end of the
game is 1 renown for that player). If
two or more players are tied for highest
renown total, the tied player with the most
ARCs wins.
Gaining Influence
Throughout the game there are certain
tasks a player can complete to gain
influence. As soon as he meets one of
these conditions, he must announce that
he has met the condition and advance
his influence marker 1 space on its track.
(His influence track is located on his
player mat.) He can never lose influence
once it is gained, even if he ceases to
meet the conditions whereby he gained
it. He can never meet the same condition
twice. A description of the each way to
increase his influence is listed on each
player’s mat.
Player Decks
In City of Remnants players form their
own decks. Cards that are in the draw
pile, discard pile and hand are all
considered part of a player’s deck.
15
Battle Example
Jake is playing as the gang leader Garius Regallas
(red) and Sam is playing as the gang leader
Sempento Roden (blue). Jake has just moved his
figures into the same space as Sam’s figure. A
battle will occur with Jake as the attacker and Sam
as the defender.
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and then, without looking at them, also plays 2 cards from the top of his deck. Sam also has an influence
of 4. He plays 4 cards from his hand.
2 - Reveal Cards:
Reveal your face down cards and trigger any Battle effects on those cards.
Both Jake and Sam have revealed their cards. Jake has 2 battle effects on his revealed cards: Brute
Strength and Eager. Jake does not meet the conditions of Brute Strength, but if he wins this battle his
Scrapper’s Eager ability will allow him to return that Scrapper to his hand. Sam has 1 battle effect on his
revealed cards. He discards 1 renown to trigger his Unpopular battle effect, adding 2 to his Enforcer’s
attack value.
Mysterious
Benefactor [Yellow]
Garius Regallas
GANG LEADER
Zar Tayvius
ABILITY CARD
GANG MEMBER
GANG MEMBER
MYSTERIOUS
BENEFACTOR [YELLOW]
Gain 1,000 ARCs. You may remove
this card from the game immediately
after winning a battle against a yellow
player to gain 5 renown. If there is no
yellow player, you may remove this card
from the game to gain 5,000 ARCs.
DESTRUCTION
Remove a development you control
from the game. Then gain 2,000 ARCs,
draw 2 cards and gain 4 renown.
BRUTE STRENGTH
Battle: If Zar is the only gang member
card you played in this battle, double
his attack value during this battle.
EAGER
Battle: If you win this battle, you
may return this card to your hand.
“Did the whole place burn down? Pity. Funny
how every time the Lentree try to move in on
my territory, they’re left nothing but ashes.
Ashes don’t make money. Not for them at least.
Usurpers won’t make coin one off my hard work.”
Ret may be a saint, but not all of his people are.
// [ Starter Card ] [ Gang Leader >> Garius ]
x1
©2012 Plaid Hat Games
ABILITY
CARD
// [ Starter Card ] [ Gang Leader >> Garius ]
Scrapper
“I’m not a bad person really. I just like to
beat things ‘til they make wet noises. It’s
like a hobby.”
“See this? It can blow holes through
several ranks of flesh. But it doesn’t
exactly discriminate, understand? Keep
your little whelps out of the fight and I’ll
put the other guys down easy enough.”
x1
RACE
IGGARET
©2012 Plaid Hat Games
x1
RACE
IGGARET
©2012 Plaid Hat Games
// [ Starter Card ] [ Gang Leader >> Garius ]
x3
RACE
IGGARET
x3
RACE
NEI’SU
©2012 Plaid Hat Games
2
War Drone
BLACK MARKET
Dealer
Sempento Roden
Enforcer
HAGGLE
Reduce the cost of a development by
up to 3,000 ARCs.
PRIVILEGE
Reduce the cost of a black market
card or a development by up to 2,000
ARCs and draw a card.
UNPOPULAR
Battle: You may discard 1 renown to
add 2 to this card’s attack value.
GANG MEMBER
GANG MEMBER, DRONE
Whenyoubuythiscard,add1figure
to your gang member pool. After
this card has been bought, treat it as a
gang member unit card.
Notorious for maintenance issues and brain
degradation, war drones are an efficient
way to add more guns to a city block when
meat is scarce.
GANG LEADER
“I move all sorts of stuff little sister. What
you want? Drugs? Construction supplies?
Meat? I don’t give a shiz about the product
so long as the margin is right.”
x3
16
©2012 Plaid Hat Games
“Sempento says one day we’ll all be united
under one set of colors. Shiz that. Until it
actually happens I’m gonna keep breaking
skulls. When it comes down to it, blood’s
the only color I really know.”
“I weary of this ennui that saturates
Gatorum. When the city is one gang, no
Yugai force of any size will be able to
maintain control of the planet. Pledge
yourself to my cause and the money you
need should find its way to your pockets.”
x3
©2012 Plaid Hat Games
GANG MEMBER
RACE
NEI’SU
// [ Starter Card ] [ Gang Leader >> Sempento ]
©2012 Plaid Hat Games
x1
RACE
NEI’SU
// [ Starter Card ] [ Gang Leader >> Sempento ]
©2012 Plaid Hat Games
Battle Example [continued]
3 - Total Card Points:
Add the attack values listed on
your gang’s color tabs.
One of the cards Jake played from the
top of his deck ended up not being a unit
card, so it has no attack value, but the
rest of his cards have a total attack value 3
of 14. Sam’s cards add up to 16 (thanks
to the enforcer having an attack value of
4 because of his Unpopular battle effect).
4 - Roll Battle Dice:
Mysterious
Benefactor [Yellow]
Garius Regallas
GANG LEADER
Zar Tayvius
ABILITY CARD
MYSTERIOUS
BENEFACTOR [YELLOW]
Gain 1,000 ARCs. You may remove
this card from the game immediately
after winning a battle against a yellow
player to gain 5 renown. If there is no
yellow player, you may remove this card
from the game to gain 5,000 ARCs.
DESTRUCTION
Remove a development you control
from the game. Then gain 2,000 ARCs,
draw 2 cards and gain 4 renown.
BRUTE STRENGTH
Battle: If Zar is the only gang member
card you played in this battle, double
his attack value during this battle.
/
“Did the whole place burn down? Pity. Funny
how every time the Lentree try to move in on
my territory, they’re left nothing but ashes.
Ashes don’t make money. Not for them at least.
Usurpers won’t make coin one off my hard work.”
Ret may be a saint, but not all of his people are.
// [ Starter Card ] [ Gang Leader >> Garius ]
x1
ABILITY
CARD
©2012 Plaid Hat Games
7
// [ Starter Card ] [ Gang Leader >> Garius ]
Scrapper
GANG MEMBER
/
x1
5
©2012 Plaid Hat Games
/
EAGER
Battle: If you win this battle, you
may return this card to your hand.
x1
RACE
IGGARET
©2012 Plaid Hat Games
2
// [ Starter Card ] [ Gang Leader >> Garius ]
Dealer
Sempento Roden
Enforcer
GANG MEMBER, DRONE
Whenyoubuythiscard,add1figure
to your gang member pool. After
this card has been bought, treat it as a
gang member unit card.
HAGGLE
Reduce the cost of a development by
up to 3,000 ARCs.
PRIVILEGE
Reduce the cost of a black market
card or a development by up to 2,000
ARCs and draw a card.
UNPOPULAR
Battle: You may discard 1 renown to
add 2 to this card’s attack value.
GANG MEMBER
Notorious for maintenance issues and brain
degradation, war drones are an efficient
way to add more guns to a city block when
meat is scarce.
4
x3
©2012 Plaid Hat Games
GANG LEADER
“I move all sorts of stuff little sister. What
you want? Drugs? Construction supplies?
Meat? I don’t give a shiz about the product
so long as the margin is right.”
3
x3
5
// [ Starter Card ] [ Gang Leader >> Sempento ]
RACE
NEI’SU
Jake controls 2 figures on the contested space and 1
figure in a space adjacent to the contested space. So
Jake rolls 3 battle dice, scoring 4 hits on them. Sam has
1 figure in the contested space and 3 figures in adjacent
spaces. He rolls 4 dice, scoring 5 hits.
1
14
5
RACE
NEI’SU
x3
+5
2
1
1
16
18
+4
Scrapper
GANG MEMBER
“I’m not a bad person really. I just like to
beat things ‘til they make wet noises. It’s
like a hobby.”
EAGER
Battle: If you win this battle, you
may return this card to your hand.
©2012 Plaid Hat Games
// [ Starter Card ] [ Gang Leader >> Garius ]
Winner
Return 1 figure to
unused unit pool
HOW TO GAIN INFLUENCE
Anytime you achive one of the following conditions
you may move your Influence Tracker up by one.
*you may only achieve each condition once
ACTIONS
- Recruit
•Bid on new gang members.
a number of figures equal to your
•Move
influence, up to 3 spaces each.
- Move
-
Control 5+ developments
Control 2+ Heights developments [green]
Pay 12,000+ ARCs
Control 10+ figures on the board
Achieve attack total of 18+ during a battle
- Production >>> Develop
product tokens on all
•Place
developments you are able to, then you
may buy 1 development.
x3
7
21
+5
6
7 - Loser:
- Buy
1 card from the currently available
•Buy
black market cards.
may also buy renown at a cost of 3
•You
ARCs per renown.
RACE
IGGARET
- Sell
a number of product tokens equal to
•Sell
your influence.
- Refresh
as many cards from hand as
•Discard
you like, shuffle your discard pile and
place it face-down under your draw pile.
enough cards so your hand has a
•Draw
number of cards equal to your influence.
ROUND PHASES
1 - Reset [gain 2,000 ARCs]
2 - Player Turns [4 per round]
3 - Yugai Patrol
4 - Award Renown
GANG
MEMBER
POOL
[start game
with seven
gang members]
Remove a unit card from game
8 - Repeat:
If the space is still contested, repeat the process.
// [ Starter Card ] [ Gang Leader >> Sempento ]
©2012 Plaid Hat Games
Sam’s total attack value is higher than Jake’s, so he wins
the battle.
Jake lost the battle, so he removes 1 of his figures from the
space putting it back into his pile of unused figures (not
into his gang member pool) and he removes his scrapper
card from the game placing it in the game box.
RACE
NEI’SU
4
Jake adds his 14 attack value from his cards to his 4
attack value from his dice for a total of 18. Sam adds his
16 attack value from his cards to his 5 attack value from
his dice for a total of 21.
The loser must remove 1 figure from the contested
space AND 1 Unit card that was played in that
battle. Remove the card from the game.
16
2
Add the total number from your cards to the result
of your dice roll.
The player with the highest number wins. In the
case of a tie, the defender wins.
x1
4
+4
5 - Add Everything:
6 - Winner:
+2
“Sempento says one day we’ll all be united
under one set of colors. Shiz that. Until it
actually happens I’m gonna keep breaking
skulls. When it comes down to it, blood’s
the only color I really know.”
©2012 Plaid Hat Games
Count every figure you control on the contested
space and each adjacent space. Roll 1 battle die
for each figure.
RACE
IGGARET
GANG MEMBER
“I weary of this ennui that saturates
Gatorum. When the city is one gang, no
Yugai force of any size will be able to
maintain control of the planet. Pledge
yourself to my cause and the money you
need should find its way to your pockets.”
©2012 Plaid Hat Games
x3
©2012 Plaid Hat Games
War Drone
BLACK MARKET
14
“I’m not a bad person really. I just like to
beat things ‘til they make wet noises. It’s
like a hobby.”
“See this? It can blow holes through
several ranks of flesh. But it doesn’t
exactly discriminate, understand? Keep
your little whelps out of the fight and I’ll
put the other guys down easy enough.”
RACE
IGGARET
GANG MEMBER
Since Jake moved 2 figures into the space he still has 1 remaining. Another
battle immediately takes place in that same space.
8
Space
is still
contested,
repeat
combat.
17
PATH OF SURVIVAL
Thunder explodes overhead, and from inside
the shanty made of corrugated metal plating, the
heavy rain is a torrent of nails falling from the
ruined sky. Inside the shanty, water drips or runs
from the many leaks in the ceiling. Min huddles
in a dry corner, cradling the toolbox in her arms.
Inside that red rusted box is everything she
treasures: a faded picture of the man she called
father, a ring of true silver she found on a dead
child, a scrap of scented cloth that can trigger
childhood memories, and the most precious of all,
the mirror. It is a real hand mirror, whole save for
the small crack in the upper left corner. It is a relic
– a thing from another world that should not exist.
and she looks forward to the meal to come.
But the trip home is more dangerous than usual.
Roving muggers prowl the city – it’s payday for
them too. The Yugai control officers are out as
well, silent in the pouring rain, their guns speaking
for them in the darkness, the glow of their retinal
scanners roving through the alleyways and
tunnels. Min is extra careful today.
She fills her belly with paste noodles from a
food cart, drinking the hot broth full of starch and
protein. She takes the normally-crowded catwalks
that run high above through the Hub. The catwalks
are treacherous in the pouring rain; but that means
Min is almost alone on them, and she trusts in her
footing more than the crowded streets below. She
shrugs off one of Ret’s recruiters. The gangs are
foul like the Yugai, only worse, preying on their
own kind in that ancient, cannibalistic dance for
survival.
She arrives home safely and stashes her money
in the hidden spot in the wall. But she is only home
for minutes before her door shakes from the sound
of several fists pounding upon it. No. Not today.
Please not today. Again, the pounding on her door
and Min holds her head in desperation.
Again the thunder crashes overhead, and Min
whimpers, rocking rhythmically. The thunder and
rain could cover the sound of approaching Yugai
control officers. Or murderous thugs looking for
salvage, a place to squat, or worse. Min closes
her eyes and pictures the mirror in her hands
and imagines she is a lady, like the ones from the
old stories about blue skies and food. She rarely
looks into the mirror herself, the act too painful.
The pathetic face that stares back at her from the
tarnished frame is a gray wasted thing. A gray
ruined nothing, in a gray ruined world.
Tomorrow is payday. Tomorrow she eats.
The next day sees more of the gray, strangely hot
rain. Same as it always is. Sixteen hours of Min’s
day are spent toiling in the level seven vats of
the reclamation plant. The work in those crowded
catacombs is dangerous. Every day civs
die from accidents caused by poorly
maintained machinery or exhaustion, but
today Min works with purpose. It is payday,
18
If she doesn’t answer, they may think she isn’t
home and leave. But her door shuddering off its
hinges and hitting the muddy floor tells her she
was spotted coming home. He stands there in the
rain, water running off the black jacket covering his
lanky Lentree body, and holds out one of his four
hands.
Protection, he says. And Min feels something
twisting inside her belly. She feels the weakness
caused by malnutrition, feels the debt she owes
her body. Protection, he says again. I’m sorry,
she replies with a sad shake of her head. It was
the cutters, they robbed me. Back in the Hub, she
says pointing behind her.
But he does not believe her. He crosses through
the doorway and strikes her across the face with
a blue-gray fist. She reels backwards into a wall,
mouth filling with the salty tang of her own blood.
Please, she hears herself whimper, but two hands
close around her throat as the others check her
pockets. She is thrown, and this time the wall she
hits gives way. She hears the thug laugh, a deep
guttural choking noise, and she cries out when she
realizes why.
Rolling over, she sees her hiding place revealed
and the thug taking her week’s pay. Min tries to sit
up, but he kicks her back. Leaning over her, he
holds her money in her face.
Extra protection, he tells her, for extra effort. A
blue-gray fist hits her one last time.
Min wakes the next morning, soaked and cold.
The rain has stopped, but her shanty is in ruins.
One of her eyes is swollen shut, her mouth tastes
of iron, and her back is a slab of ache. Then she
spies the toolbox. Trampled by a combat boot, it
lies open and crushed, rainwater pooling over the
contents. Her father, now gone forever, and the
mirror…
She crawls over to it and looks at the shattered
glass. Min wants to cry, but the tears don’t come.
She sees her reflection in the largest shard, and
now she sees herself as if for the first time. She
sees the starvation in her cheeks. Sees the lines
that don’t belong on a young woman’s face. Sees
the dried blood and wasted eye. Her stomach
twists at the sight of herself, and it calls out for
food. But there is no money now, so she fills it with
something else. Anger. It floods through her, and
she looks at her gray reflection for the last time.
control officer powers up the generator in his
armor’s chest, pointing his arm in the direction he
thinks the gunshot came from, but he is too late.
The Yugai flies backward with a flash and a boom
as his chest blows inward, a sucking four-inch
hole forming where armored plating and his more
necessary parts once were. The body hits a wall
and lies still.
The boy stares in shock as a woman steps out of
the shadows, the weight of her grenade launcher
apparent in the exaggerated movements of her
slender body. She is a violent shock of color, with
the yellow bolt of Ret’s gang on her jacket and the
fuzz of her shaved head dyed white. She kneels
down by him, and he looks into her one good eye.
You’re scared, she says. It isn’t a question, but he
nods yes anyway.
Who are you? she asks.
Nobody.
She holds out a hand to him and says, I’m Min.
Come with me. It’s time to stop being afraid. Come
with me and be someone again.
*****
The boy runs, the block of soup held tightly in
his hands, the large Yugai Security Forces ration
symbol stamped into its foil wrapper. Behind him,
the two control officers crush everything blocking
their pursuit through the streets. The boy knows
that if he can make it to the sewer entryway two
blocks away he will escape them.
But a wall explodes ahead of him, sending
concrete spraying through the air. He turns to see
one of the control officers pointing its arm at him,
smoky vapors rising from the plasma conduit on its
palm. The other catches him by the head and rips
the soup block from his hands.
Citizen, it barks. You have been found guilty of
YSF supply theft. The boy knows he will die,
looks around in animal desperation, yet the
massive hand holding his head cheats him of
any hope for escape. But then the officer pointing
his plasma blaster loses his head, a fountain of
black gore erupting from the stump of his neck.
The body crashes to the ground, and the other
Yugai releases his grip on the boy. The remaining
19
Index / Glossary
»» Actions - 3, 11, 12
»» Award Renown Phase - 11
»» Black Market Card Renown - 6, 15
»» Black Market Cards - 6
»» Blue Attack Value - 4
»» Buy Action - 12
»» Components - 2
»» Development Control - 5
»» Development Cost - 5
»» Development Icons - 4
»» Development Renown - 4, 5
»» Development Tiles - 4
»» Gain Influence - 3,15
»» Game Board - 3
»» Game Credits - 2
»» Game Round - 10
»» Game Setup - 8, 9
»» Gang Member Pool - 3
»» Green Attack Value - 4
»» Influence Track - 3, 15
»» Level Restrictions - 5
»» Move Action - 12, 13
»» Player Decks - 15
»» Player Mat - 3
»» Player Turns Phase - 10
»» Produce >>> Develop Action - 12
»» Recruit Action - 11,12
»» Red Attack Value - 4
»» Refresh Action - 12
»» Renown - 5
»» Reset Phase - 10
»» Round Phases - 10
»» Sell Action - 12
»» Special Ability - 4
»» Tie (In Battle) - 14
»» Tie (In Victory) - 15
»» Turn Track - 3
»» Unit Cards - 4
»» Victory - 15
»» Yellow Attack Value - 4
»» Yugai Patrol Phase - 10, 11
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