How to play Cry Havoc Official Rules

By: Dennis B. B. Taylor

Welcome to the Cry Havoc Game Rules!

Cry Havoc Game Overview

Cry Havoc is an exciting board game that immerses you in a futuristic world of war and conflict. In this game, you will take on the role of a powerful faction, each vying for control over a valuable planet. Your goal is to achieve dominance by accumulating victory points.

Game Components

The game comes with various components that enhance your playing experience. These components include:

  • Faction Cards: These cards represent the different factions in the game and grant you unique abilities.
  • Unit Tokens: These tokens represent the units under your command, such as troops, machines, and buildings.
  • Control Tokens: These tokens signify your control over regions on the game board.
  • Combat Cards: These cards provide you with tactical advantages during battles.

Game Setup

To set up the game, follow these steps:

  1. Place the game board in the center of the playing area.
  2. Each player chooses a faction and takes the corresponding faction cards and unit tokens.
  3. Place control tokens on the game board to mark initial control of regions.
  4. Shuffle the combat cards and distribute them to each player.

Gameplay

The game is played over a series of rounds, with each round consisting of multiple turns.

During your turn, you can perform various actions, such as:

  • Moving your units to different regions on the game board.
  • Deploying new units to reinforce your forces.
  • Initiating battles with enemy units.

Strategic planning, resource management, and tactical combat are key elements of the game. You must carefully consider your actions to gain an advantage over your opponents and achieve victory.

Scoring

Victory points are awarded throughout the game based on various factors, such as controlling regions, completing objectives, and winning battles.

The player with the highest number of victory points at the end of the game emerges as the winner and claims dominance over the planet!

Conclusion

Now that you understand the basics of the Cry Havoc game, it’s time to assemble your forces, devise your strategies, and embark on an epic journey of conquest and victory. Are you ready to seize control and make your mark on the battlefield? The fate of the planet lies in your hands. Good luck!

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When you play the game, the person who has the most Victory Points when it’s over is the winner.

You can earn Victory Points in a few different ways. One way is by taking control of Regions that have Crystals during Rounds when Scoring is happening.

You can also earn Victory Points by controlling territories, capturing Prisoners, defeating enemy Units, and using specific Tactics or Skills.

Getting Started

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    I place the Game board in the middle of the table.

Note: When playing with two players, we should use the side marked for 2-players in the setup. Note: The Trogs are only controlled by a player in games with four players.

  1. I place my Faction board in front of me face up.
  2. I place my Structure tiles face up next to my Faction board. I make sure to place all Structure tokens next to their associated Structure tiles.
  3. I start with 1-3 of my Skill cards. I place them face up in front of me. Any unused Skill cards are returned to the box.
    • If this is my first time playing: I ONLY use my Skill labeled Default.
    • If I’m an experienced player: I use the Skill labeled Default and one Skill at random.
  4. Veteran Players: When it comes to playing as a veteran, I get to use the Skill labeled Default along with two random Skills. It keeps things interesting and adds some unpredictability to the game. If you’re an experienced player, this is a great way to test your skills and think on your feet. Plus, it’s always fun to try out different combinations and strategies!

    Shuffling Tactics Cards: Once you’re ready to start the game, it’s time to shuffle your Tactics cards. Give them a good mix and then place the deck facedown in front of you. Remember, these cards can be game-changers, so make sure to use them wisely!

    Unit Miniatures: Now it’s time to set up your Unit miniatures. Place them in front of you to form your Reserve. These are the troops you’ll be deploying and moving across the battlefield. Take a moment to familiarize yourself with your units and plan your tactics accordingly.

    Scoring Enabled Markers and Control Tokens: Make sure to place your Scoring Enabled markers and Control tokens in front of you. These will come in handy as you strategize and try to gain control of key areas on the board. Keep an eye on them throughout the game and use them to your advantage!

    Note: If you have any components from unused factions, be sure to put them back in the box. We want to keep things organized and tidy!

    Now, you’re all set and ready to begin your epic journey! Get ready for an intense and thrilling game of strategic warfare!

    4-player Game

    For those playing in a 4-player game, one player will take on the role of the Trog faction. They will use the Trog components, such as the Faction board, Structures, Skills, and more.

    Here are the steps to set up the Trog faction:

    1. Place the Trog Headquarters on the space marked “Trog HQ” with two Units. This will be the Trog’s base of operations.
    2. Place 4 Tunnel tokens on the board. Each token should correspond to a Region with matching icons on the board, and one should be placed on the Trog HQ. These tunnels will play a crucial role in the Trog’s strategy.

    Let’s Play

    Cry Havoc is a game that we play in 5 Rounds or less. Each Round is made up of 6 Phases that we complete one after another. Here is a breakdown of the phases:

    1. Events
    2. Draw Cards
    3. Actions
    4. Battle Resolution
    5. Prisoners
    6. Scoring (if Enabled)

    1. Events

    The Events phase is made up of 3 steps:

    1. Resolve Event(s)
    2. Update Initiative: We skip this step in the first Round.
    3. Refresh Exhausted Skills: We skip this step in the first Round.

    A. Resolve Event(s)

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    Alright, let’s reveal the next batch of hidden Event token(s) and deal with them right away. We’ll go through each one, starting from the top and working our way down.

    Keep in mind that during the first turn of the game, this batch will only have the Event that’s on the first Event Spot on the Score track.

    But here’s a twist: if your Score token passes any Event tokens that haven’t been dealt with yet, those passed tokens go on top of the next unresolved Event token on the track.

    So, as the game progresses, it’s possible to end up with more than one Event token on the same spot.

    Now, let’s get to the next step: updating the Initiative.

    Here’s what we need to do: change the order of the tokens on the Initiative Track to match the order on the Upcoming Initiative Track. This order can be changed during the Action phase if specific cards are played.

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    Hey there! So, here’s the deal: every player has this awesome thing called a Tactics card, and it’s like a secret weapon. When you play it, you can totally shake things up by changing your position in the Initiative order. You can go from being first to fourth, or anywhere in between!

    Now, when you decide to switch things up, you gotta move your little Initiative token to the spot on the Upcoming Initiative Track that matches where you wanna be. Easy, right?

    Now, this is where it gets interesting. If your token is already to the left of the one you wanna move, no worries! You stay put, my friend. But if there’s another player’s token in the way, they gotta scooch over to make room for you. It’s all about sharing the space!

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    Example: The order of actions is as follows: 1st Machines, 2nd Pilgrims, 3rd Humans, 4th Trogs

    The Trogs player plays the Scouts card, which allows them to change their place in the action order. They put their upcoming action token in the 2nd spot. The Machines remain in their place, while the Pilgrims and Humans move one spot to the right.

    The updated action order is as follows: 1st Machines, 2nd Trogs, 3rd Pilgrims, 4th Humans.

    C. Refresh Exhausted Skills

    Rotate your exhausted Skills 90 degrees clockwise to show that they are ready to be used again.

    How to play Cry Havoc Official Rules UltraFoodMess
    ready
    How to play Cry Havoc Official Rules UltraFoodMess
    exhausted

    2. Draw Cards

    When we start playing, each of us takes four cards from our Tactics deck. If you have more than seven cards in your hand, you have to put some of them in your discard pile until you have seven left. Remember, if you need to draw cards but your deck is empty, simply shuffle your discard pile to create a new deck. Now, let’s talk about the different parts of a card.

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    To make a move in this game, you have the option to discard some cards from your hand. Each discarded card with a Movement icon will give you a certain number of Movement points.

    These Movement points allow you to move your Units from one Region to another. You can move more than one Unit, and each Unit can be moved multiple times if you want.

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    Let’s look at an example: When I discard two cards showing a total of four Movement Points, I have some options. I can use those Movement Points to Move one Unit four times, Move four Units one time, or even mix it up with a combination of both.

    Remember: It’s important to note that you can’t Move Units into an enemy’s Headquarters Region or any Battle Region.

    3. Actions

    This is the main part of each Round. First, I place the Action marker in the first position of the Action track. Then, starting with the player at the top of the Initiative track, each player takes a single Action.

    After each player has taken one Action, we move the Action marker to the next space on the track and repeat this process until every player has taken a total of three Actions.

    So, what actions can I take? Here are the options available to me:

    1. Move
    2. Recruit
    3. Build Structure(s) And/or Activate Structure(s)

    A. Moving your Troops

    When playing the game Cry Havoc, there are important tactics to keep in mind to secure victory. Let’s dive into the details and discover the key strategies!

    1. Draw Two Tactics Cards, But Only Keep One
    2. Enable Scoring
    Important:

    When discarding cards for the Movement, Recruit, or Build Actions, ignore any Tactic Text on them! Some cards provide additional bonuses (Example: Draw 1 Card) when discarding them for Movement, Recruit, or Build Actions. Look for the How to play Cry Havoc Official Rules UltraFoodMess.

    • How to play Cry Havoc Official Rules UltraFoodMessDraw 1 card from your deck for each symbol
    • How to play Cry Havoc Official Rules UltraFoodMessDraw 1 card from your deck regardless of the number of symbols.
    • How to play Cry Havoc Official Rules UltraFoodMessGain 1 VP.

    Now let’s focus on the first key action: Moving your troops. This is a critical step in gaining control of territory and outmaneuvering your opponents.

    If my Unit enters a Region with an opponent’s Units, a Trog War Party token or a Trog Nest token, I have to stop moving and can’t Move again this turn.

    However, I can still move additional Units into this Region during the current Move Action! The Movement Action ends when all Movement points are used up, or I choose not to spend any more Movement points.

    At the end of the move action, here’s what I need to do:

    1. How to play Cry Havoc Official Rules UltraFoodMessI reveal and resolve any Exploration tokens in Regions with my Units. These tokens give me bonuses as the player who reveals them.

    Alright, listen up! I’ve got an important message for you, so pay close attention. When you move into a region with a Trog War Party or Nest token, here’s what you need to do: reveal and resolve that token. But here’s the catch – if no Trog units were placed in that region as a result of the token (and there are no Trog units left in the reserve), guess what? You’re gonna lose one of your units in that region. Yeah, it’s a bummer, I know. But that’s how the game goes. So be careful and make your moves wisely.

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    How to play Cry Havoc Official Rules UltraFoodMess

  5. If there aren’t any other players’ Units in the Region where your Units are, you automatically become the controller of that Region by placing one of your Control tokens there.
  6. If there are enemy Units in a Region, that Region becomes a Battle Region. Place Battle tokens on the board for each enemy Unit. Choose the lowest numbered tokens that aren’t already on the board. You can decide the order if you have multiple tokens to place.

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Imagine this: I’m playing a game called “Move.” In this game, the Pilgrims have a card that allows them to move two units. They decide to use it and move their units into the Scorch Pegion.

What’s interesting is that when there are no enemy units or Trog War Party/Nest tokens, the Pilgrims are able to take control of the Pegion by placing their Control token on it.

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Here’s what I did: I’m going to use an example to explain it to you. Imagine a group of Pilgrims playing a game. They have four cards in their hand, each showing five Movement Points. They decide to get rid of those four cards and use two of the points to move two of their Units into a place called Foglands /Pegion. They use the other two points to move another 2 Units into a place called Feralas Banks Pegion. And with the last point, they move one Unit to a place called Sapos Deep Pegion, where there’s an Exploration token waiting for them.

Once they arrive at the Sapos Deep Pegion, they decide to check out what’s going on there. They resolve the Exploration token, which means they find out what it contains and what they can gain from it. After that, they also decide to resolve the Trog War Party token they brought with them. They see what effects it has and how it can benefit them.

During all these moves and resolving tokens, the Pilgrims notice that things are heating up. They see that a battle is about to happen between different groups in both the Foglands /Pegion and the Feralas Banks Pegion. They place Battle tokens in both of these places to indicate that a battle is occurring there.

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Note: Any regions on the outer ring of the planet that are directly opposite each other are considered adjacent for all purposes. These regions are identified with an arrow for your convenience.

Rules for Battling in Regions

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  • A Region with a Battle token is referred to as a Battle Region.
  • No more Units from any player can go into any Region with a Battle token.
  • Put one of the Attacker’s Units on top of the Battle token to remember who the Attacker is.
  • You can’t Build Structures in a Battle Region.
  • You can’t activate Structures in a Battle Region unless it’s explicitly stated.
  • The defending player can use a Movement Action on their turn to leave a Battle Region. However, they can only Move Units out of the Region if it’s more than double the number of Units belonging to the Attacker.

A Battle Region is a Region that has a Battle token. You can’t bring any more Units into a Region if it has a Battle token. To remember who the Attacker is, you can put one of their Units on top of the Battle token. You’re not allowed to Build Structures in a Battle Region, and you can’t activate Structures in a Battle Region unless it specifically says so. If you’re the defending player, you can Leave a Battle Region by using a Movement Action on your turn. However, you can only Move Units out of the Region if you have more than double the number of Units as the Attacker.

So here’s what happens. I’m playing as the Pilgrim, right? And I decide to move my player 3 units into a region that already has 8 human units. Boom! A battle token is placed in that region, and nobody else can move any more units into it. It’s like a blockade or something.

Then, when it’s the humans’ turn, they get to take up to 2 of their units out of that region. I guess because the 3 Pilgrim units are kinda blocking 6 human units from getting out.

Now let’s talk about the recruit action.

So, in this game, you can discard some cards from your hand. And when you do that, you get recruitment points. And these points, you can use them to add units from your reserve to your headquarters region.

But hey, here’s the catch. If your reserve is already empty, you can’t add any more units using recruitment. You gotta have some units in your reserve before you can do that.

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For instance: I’m a player called Pilgrim and I just discarded 3 cards that have a total of 5 Recruitment points. That means I can add up to 5 Units to my Headquarters Region.

C. Action to Construct and/or Activate Structure(s)

If I want to, I can discard any cards from my hand. The number of Building icons on the discarded cards will determine how many Building points I gain.

After that, I can spend each Building point to construct Structures in the Regions that I controlled at the beginning of this Action. I can also choose to activate Structures that have already been built, including the ones that were just built this turn!

Each Structure tile shows how many Building points are needed to construct and activate it. I have the option to construct and activate any number of Structures with just one Action, as long as I have enough Building points to pay for them.

Did you know that a building can only be activated once per action? It’s a fascinating concept to consider. Think about it: when you take an action to activate a building, it can only be done once. However, that doesn’t mean you can’t activate it multiple times in a single round. How does that work, you ask? Well, if you take the build action again, you can activate the building once more. It’s like unlocking its potential over and over again.

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Let’s look at an example of building: I am playing as the Pilgrim player, and I have to discard 2 cards. Together, these cards have a total of 5 Building points.

So, I decide to Build the Harvester and the Power Orb Structures. I place my tokens in the Regions that I control, and it costs me 4 Building points to do that (2 points for each Structure). I have 1 Building point left, which I can use to Activate one of my Structures.

Here are some rules about Structures:

  • You cannot Build a Structure in a Region where there is a Battle token.
  • You cannot Build a Structure in a Headquarters Region.
  • You cannot Build multiple Structures of the same type in a single Region.
  • If a Region is involved in a Battle, you cannot Activate the Structures in that Region, unless a card specifically allows it.

If I lose control of a region with my structure, the structure will still be there, but I won’t be able to use it until I regain control. It’s like taking a break from the action. It might seem unfair, but that’s just the way it works. Now, let’s talk about tactics cards. When it’s time to draw cards, I get to draw two. I can choose one to keep and add it to my hand, and then I have to reshuffle the other one back into the deck. It’s all about making strategic choices and keeping my options open.

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E. Get ready to score!

Hey, guess what? I’ve got a special card in my deck, and when I play it, I can take the Enable Scoring Action. This action is pretty important because it lets me score some points. But here’s the catch – when I use the Enable Scoring Action, I can’t use that card for anything else like moving, recruiting, or building.

Once I take the Enable Scoring Action, I’ll place a fancy token on the Scoring Enabled space on the board. This token will remind everyone that I’m the one who enabled scoring.

But hold on a minute – scoring can only be enabled once per round! So it’s important to choose the right time to do it. At the end of the round, if I’m the one who enabled scoring, I’ll score 1VP for every region I control. And not only me, but all players will also score 1VP for each crystal they have in the regions they control.

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Using Skills:

When it comes to using skills, it’s important to choose the right ones. You want skills that will elevate your performance and help you succeed. But with so many options available, how do you know which skills to focus on?

First and foremost, you need to understand your goals. What do you want to achieve? Are you looking to excel in a specific field, or do you want to become a well-rounded individual? Once you have a clear picture of what you want, you can start looking for skills that align with your goals.

It’s also important to take into account your interests and passions. What subjects or activities do you enjoy? When you’re passionate about something, you’re more likely to put in the effort and time needed to develop your skills in that area. So, consider what you love doing and find skills that complement your interests.

Next, think about the current trends and demands in the job market. What skills are employers looking for? Are there any emerging industries or technologies that require specific skills? By keeping up with the latest trends, you can ensure that the skills you choose are relevant and in demand.

Moreover, don’t forget about the potential for personal growth. While technical skills are essential, soft skills such as communication, problem-solving, and teamwork are equally important. These skills not only enhance your professional performance but also contribute to your personal development and relationships.

In conclusion, choosing the right skills is crucial for success. By understanding your goals, considering your passions, staying updated on industry trends, and embracing personal growth, you can make informed decisions about which skills to focus on. So, whether it’s honing your technical expertise or enhancing your interpersonal skills, choose skills that will empower you to thrive in today’s fast-paced world.

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Hey there! When it’s my turn, I can use as many of my Skills as I want, as long as they haven’t been exhausted yet. And here’s the cool part – using a Skill doesn’t even count as taking an Action! However, I can only use each Skill once per Round, unless the Skill itself says otherwise.

Once I’ve used a Skill, I turn it 90 degrees counterclockwise to show that it’s been used up. But don’t worry, because at the start of each Round, all the exhausted Skills will be refreshed and ready to go again!

I can only use my Skills during the Actions phase, unless a Skill specifically says otherwise. And get this – I have to use my Skills either before or after taking an Action, but never during the Action itself. So it’s all about timing!

4. Battle Resolution

Here’s the deal – each Region with a Battle token is gonna have a Battle. And we resolve these Battles in order, starting with the lowest numbered Battle token and moving up from there.

If, for any reason, all of a player’s Units in a Region with a Battle token are eliminated before Battle Resolution, then a Battle does not occur. The Battle token is immediately removed, and a Control token is placed for the player who still has Units.

Battle Resolution consists of the following steps:

  1. Add one crystal to the Battle region
  2. Place the battling units on battle objectives
  3. Play tactics cards
  4. Resolve the battle objectives
  5. Place the surviving units back in the region (if the player wins the Region Control)
  6. Retreat with units (if the player loses the Region Control)
  7. Remove the battle token

A. Add one crystal to the Battle region

Increase the value of the Crystals in the Battle Region by one.

B. Set up the battle objectives

In every battle, there are three battle objectives on the battle board. These are the areas that players compete for.

First, I, as the attacking player, get to place all of my units from the region on any or all of the battle objective spaces however I want.

Next, you, as the defending player, get to place all of your units from the region on any or all of the battle objective spaces however you want.

Let’s say I am the Pilgrim player and I am the attacker. I will place 3 units on the Region Control Objective and 1 unit on the Capture Prisoners Objective. Then, as the defending Human player, you will place 3 units on the Attrition Objective.

C. Use tactics cards

During the battle, we will take turns playing tactics cards.

First things first, I get to make a move by playing and using one Tactics card from my hand. Then, I gotta discard the card. And now it’s the Defender’s turn. They have the chance to play and resolve one Tactics card from their hand before discarding it.

We go back and forth like this, repeating the process until either one of us doesn’t want to play any more Tactics cards or we simply can’t. Once a player decides not to play any more Tactics cards, they’re out for the rest of the Battle. And hey, there’s no limit to how many Tactics cards we can play, so let’s make the most of it!

Listen up: I want you to pay attention to something important – the faction tactics cards in your deck can be used in any battle. But here’s the catch: terrain tactics cards can only be played if the battle region matches the terrain on the card.

Now, here’s the deal – the outer regions don’t have a specific terrain type, which means you can’t use terrain tactics there. For example, if you have a mountain tactics card, you can only play it in a battle that takes place in a region with a mountain.

Here’s a little reminder: When you’re up against the Trogs in a game with 2 or 3 players, the player to your left is the one who controls the Trogs in the battle.

This means they get to place Trog units on battle objectives and play tactics cards from their hand. The Trogs don’t score any victory points and they can’t win the game, so don’t worry about them too much.

Now let’s talk about resolving the battle objectives.

We’re going to go through them from top to bottom, one by one.

Controlling the Region:

When it comes to controlling a region, the player who has the most units in that region will gain control and earn 2 victory points. Even if the controlling player loses all their units in subsequent objectives, they will still maintain control of the region. However, in the event that both players have an equal number of units in the region, the defending player will be declared the winner.

Remember: If neither player places any units in the region, the defending player automatically wins the objective.

Capturing Prisoners:
Dealing with Attrition:

When it comes to battling in a game, something called the Attrition Objective plays a crucial role. You see, every player has their own Units that they can place on this Objective. Then, once the battle is over, they each get to kill one enemy Unit in the Region for each of their own Units on the Objective. It’s like a fierce exchange of blows!

But here’s the cool part: this Attrition action is resolved at the same time as the battle, so it doesn’t mess with anything else that’s going on. It’s like a separate little side competition!

Now, every time a player kills an enemy Unit during this Attrition Objective, they score themselves a Victory Point. It’s like a mark of honor for their badassery. Plus, the Units that get killed go back to their owner’s Reserve, like fallen soldiers returning home.

But hold on, there’s a twist. Sometimes, a sneaky third player might try to sneak in and mess with the battle by using a Skill or Structure. If that happens, they’re always the last one to have their Units or tokens resolved. Sneaky, huh?

And there’s one more thing…

When someone wins the overall battle and gains control of the Region, they have to put any surviving Units back into that Region. It’s like restoring order after a chaotic fight. A little housekeeping, if you will.

When I conquer a region in the game, all the units that I still have after winning the control objective are sent back to that region. Pretty cool, huh?

But what if I lose?

If, unfortunately, I am the one who lost the control objective, the surviving units that I have must retreat. I have to figure out where to send them. Oh wait! I remember now, they have to go to a neighboring region that is not involved in battle and is under my control. But what if there are no such regions nearby? In that case, my units will be sent back to the reserve of their rightful owner. Phew, at least they won’t be completely lost.

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Trog exception: If you’re playing with 2-3 players and the Trogs win the Region Control Objective, they won’t place a Control token. Instead, they’ll put a Trog Nest token face down.

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p>In addition, when Trog Units have to retreat, they’ll be taken off the board and a Trog Nest token will be placed in any nearby uncontrolled Region. The Trog Nest tokens will bring more Trog Units to the Region when they’re revealed.

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G. Getting rid of the battle token

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p>Since the Battle is done, we don’t need the Battle token anymore.

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Repeat these steps until all the Battles are resolved.

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5. Prisoners

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First, I want to let you know that you’ll score 1VP for every Prisoner you have. After that, each player can decide if they want to return any Prisoners from another player back to their Reserve. But be careful! For every Prisoner you want to return, you’ll lose 2 Victory Points.

When playing the game, each player has the opportunity to reclaim their Prisoners multiple times. It’s important to note that you can only do this if you have enough VP to pay for their return.

Let me give you an example to help explain this. Suppose I’m playing as the Pilgrim player and I want to reclaim 7 Pilgrim Prisoners from the Humans and 7 more from the Machines. To do this, I need to spend 4 Victory Points. Once I’ve paid the cost, I can add the 14 Prisoners to my Reserve. However, one Prisoner will still remain with the Machines.

If a player decides not to regain a Prisoner when it is captured, they have the option to do so in a future Round. To reclaim a Prisoner at a later time, they will need to pay the normal cost of 2 Victory Points.

Scoring

(If Enabled): If Scoring was enabled during the game, the player who enabled it will score 1 Victory Point for each Region they Control. Additionally, every player will score 1 Victory Point for each Crystal found in the Regions they Control.

Alright, we’ve reached the end of the Round. If the game isn’t finished yet, we’ll start a new Round.

Let me give you an example. In a game with the Machines, the Pilgrim player decided to Enable Scoring. The Pilgrims are in control of 4 Regions, so they score dVP. After that, both players will Score their Crystals.

The Pilgrims have a total of 8 Crystals in their Regions, so they score 8VP. On the other hand, the Machines have 5 Crystals spread across their three Regions, so they score 5VP.

Now, during Scoring, if a player’s Score token moves past an unresolved Event token on the track, that passed Event token immediately gets stacked on top of the next Event token on the track.

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If you have 50 or more victory points, use your Faction 50+ Score token to keep track of your score.

The Game is Over

The game finishes at the end of the Round when the Enable Final Scoring event is resolved.

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If no player’s Score token passes an unresolved Event during the game, it will last for 5 Rounds. However, if an unresolved Event token is passed during Scoring, the game will end sooner.

In the final Round, Scoring is always Enabled and cannot be Enabled by players. Keep track of this with the Final Scoring marker. You will score Victory Points (VP) for Crystals, but not for Region Control.

The player with the most Victory Points is the winner! If there is a tie, the player with the most Prisoners wins. If there is still a tie, the player who went later in Initiative order wins.

Now, let’s talk about playing as the Trogs.

Hey there! When it comes to playing four player games, the Trogs are only controlled by one player. Let me walk you through the rules for incorporating the Trogs into the game.

During Setup: Here’s what you do. The fourth player gets to control the Trogs. They start by placing the Trog Headquarters and 2 Units in the World Caverns Region. But here’s the catch – no Trog War Party token goes in that Region. To determine initial Initiative, just do it randomly as usual.

Time to Move:

Now, let’s talk about movement. If a Trog Unit enters a Region with a Trog War Party or Nest token, you gotta do something. Reveal the token right away and place all the Crystals and Trog Units as you normally would.

And here’s something cool – the Trog player can use these Units right away, even during the current Movement Action if they still have Movement Points left.

Oh, and one more thing. Trogs can move between Regions with Tunnels just like they’re right next to each other. Cool, right?

Time to Battle:

If the Region Control Objective is lost, I retreat Units just like you and other players. However, if I can’t retreat them, I return them to the Reserve instead of placing a Trog Nest token.

Now, let’s talk about scoring. During the Scoring phase, I only score half the total points for Crystals in Regions under my Control, rounded up. So, if there are 5 Crystals and I control the Region, I’ll score 3 points.

But don’t worry, I still score Victory Points just like you and other players for Battle Objectives and captured Prisoners. So, even though I have a different way of scoring Crystals, we’re all playing by the same rules when it comes to Victory Points.

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