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Full rulebook
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GOAL OF THE GAME
Your goal is to build a new State in this post-apocalyptic world. Whether you command merciless Mutants or brave New Yorkers, your
aim is always simple and clear
– conquer new lands, incorporate new regions, and destroy everyone who is of no value. How will you
achieve this? It’s pretty simple.
Many cards in the game will let you gain Victory Points. Use them as often as you can because when any player reaches 25 Victory Points,
they will trigger the End Game Sequence. You finish the round, and then gain 1 Victory Point for each card you have in your State, and
you add it to your score.
And now the most important thing – the highest score wins the game. Pretty novel, huh?
COMPONENTS OVERVIEW 2
CARDS OVERVIEW 4
MANAGING YOUR LOCATIONS 5
SETUP 6
RULES OF PLAY 7
»Basic game concepts 7
»Rules of play 7
1. Lookout phase 7
2. Production phase 7
3. Action phase 8
4. Cleanup phase 11
END OF GAME 12
SOLO GAME RULES 13
SOLITAIRE VARIANTS 15
BORGO AUTOMA BY JOE LEONE 16
CARDS IN DETAIL 18
»Base game 18
»Winter 19
»New Era 19
SCAVENGERS STATE PACK 1 20
ALLIES STATE PACK 2 22
MOLOCH STATE PACK 3 24
NO MAN’S LAND STATE PACK 4 28
PROMOS 32
RULES SUMMARY 36
---
200 CARDS (63X88)
4 VICTORY POINT MARKERS
1 VICTORY POINT BOARD
1 FIRST PLAYER TOKEN
4 FACTION BOARDS
88 51
ST
STATE BASE CARDS
12 CONNECTION CARDS
50 NEW ERA CARDS
FRONT
FRONT
DOUBLE-SIDED
FRONT
FRONT
BACK
BACK
BACK
BACK
50 WINTER CARDS
THIS RULEBOOK
COMPONENTS FOR THE REMAINING EXPANSIONS AND PROMOS
are described in the sections dedicated to them:
SCAVENGERS pg. 20
ALLIES pg. 22
MOLOCH pg. 24
NO MAN’S LAND pg. 28
PROMOS pg. 32
2
COMPONENTS OVERVIEW
---
1 BORGO ROUND MARKER1 BORGO VICTORY POINT MARKER
USED ONLY IN BORGO 2.0 VARIANT
GOODS MARKERS & TOKENS
MIN. 30 BRICK PIECES
MIN.
30 FUEL PIECES
13 AMMO TOKENS
20 RED CONTACT TOKENS
MIN.
30 GUN PIECES
BONUS TOKEN
MIN.
30 IRON PIECES
9 DEVELOPMENT TOKENS
10 SHIELD TOKENS
20 BLUE CONTACT TOKENS
7 UNIVERSAL CONTACT TOKENS
4 MULTIPLIER TOKENS
30 GREY CONTACT TOKENS
MIN.
38 WORKER PIECES
The owner of the game may write their name on
this token and place it in front of them during
the game. It has no bearing on the gameplay,
but could be useful if some scumbag wants to
pretend this game belongs to them. It does not.
3
COMPONENTS OVERVIEW
---
GOODS ICONS
ANATOMY OF A CARD
SPOILS. You gain this stuff
when you Raze the Location.
CATEGORY
(Production, Feature,
or Action)
The TYPE(S) of the
Location. These
are important
when Developing
the Location into
something new and
hopefully better.
This is the DISTANCE
to the Location. It tells
you how far you have
to move your ass to
interact with the card.
DEAL. You gain this
stuff by making a Deal
with the Location.
Ability of the card.
Try to guess what this is.
You can easily see if
this card belongs to the
base 51st State base set
or an expansion. We’re
helpful.
We love you.
FUEL,
IRON,
GUN,
BRICK
AMMO is universally valuable and may be used
in place of any of the four basic Resources. When
paying for Actions, you may spend Ammo
instead of a Resource, but not the other way
around.
WORKER.
CARD.
, , CONTACT tokens.
UNIVERSAL CONTACT token. When needing a
Contact token, you can use an Universal one as
any of the three basic Contact tokens.
DEVELOPMENT token.
SHIELD token.
VICTORY POINT.
OTHER ICONS
LOCATION.
, , , etc. LOCATION Type icons.
These are called Resources.
To gain a Ruins (for example via a production card), you draw a card from the
Deck and place it face down in your State (you do not have to care about where
in your State you place this card). You may look at the front of any of your Ruins
to check what card it is.
GAINING RUINS
4
CARDS OVERVIEW
---
MANAGING YOUR LOCATIONS
As you can see from the picture here, you are going to be Building a lot of
Locations! To make it easier for you to manage –
and no, I am not telling you that
you don’t look smart or something
– we divided them into three Categories:
Production, Feature , and Action. Keep your Locations in different rows according
to their Category and you will be just fine. Put Production Locations in the top
row, Features in the middle, and Actions in the bottom. Easy peasy.
Ah, one more thing!
For the dim-witted Mutant, when you make a Deal, flip the card upside down
when placing the card under your Faction board so you can read the word Deal.
5
MANAGING YOUR LOCATIONS
---
6
Place the Victory Point (VP) track on the table in reach of all players. We say
this in case there is some really dumb dude who can’t figure it out for himself.
Then place all Resources, Workers, and other tokens near the VP track to form a general supply. Once again, we have to say this, just in case there is a guy who has never played a game before and might put them under the table or under the kitchen sink.
Things happen, ya know.
Jokes aside. Now focus.
In the game you will find:
– 88 cards from the Base Set,
– 12 Connection cards.
– 50 cards from the New Era expansion,
– 50 cards from the Winter expansion,
– 50 cards from Scavengers expansion (explained in detail on pg. 20),
– 50 cards from Allies expansion (explained in detail on pg. 22),
– 50 cards from Moloch expansion (explained in detail on pg. 24),
– 50 cards from No Man’s Land expansion (explained in detail on pg. 28)
For your first few games, use only the cards from the Base Set to create
the Deck. In future games, shuffle the Base set together with one of the
expansions to create the Deck.
Ok, back to the boring stuff. Shuffle the Deck and place it face down near the
VP track. Leave space next to it for a face up discard pile.
Separate the Connection cards by color and shuffle them into two separate
piles. Place these piles face down near the Deck which, as you might remember, is next to the VP track which is next to the Resources and tokens...
Give each player one Faction board and tell them they must give it back to
you when the game is over; it’s not a birthday present.
Place your Faction board in front of you and the corresponding score marker
on the “0” space on the VP board.
Deal 6 cards from the Deck to each player. Each player chooses 4 of them to
keep and discards 2.
Determine who will play first and to be honest we don’t give a crap how you
do it. Just do it. Give them the damn first player token and start the game!
If you want to play with a most refined opponent – yourself – Solo rules are described on pg. 13.
SETUP
1.
4.
5.
6.
7.
9.
8.
8.
6.
2.
1.
2.
3.
4.
5.
6.
7.
8.
9.
DECK
BLUE
CONNECTION
CARDS
RED
CONNECTION
CARDS
GANG RETREAT
OPEN PRODUCTION: 1 Ruins and 1 .
DISTANCE
ALLIANCE
SPOILS
DEAL
Allies
OPEN PRODUCTION
CAPTURED SCANNER
PRODUCTION: Place 2 on this .
FEATURE: You may spend from this only
to Destroy a Machine. Do not discard them during
the Cleanup phase.
DISTANCE
SPOILS
DEAL
Moloch
RACING TRACK
OPEN PRODUCTION: Activate 1 corner
.
BUILDING BONUS: Gain 1 .
DISTANCE
SPOILS
DEAL
No Man’s Land
---
INTERACT WITH LOCATION CARDS IN 3 DIFFERENT WAYS
Each card in the game represents a Location from the world of Neuroshima. Your
goal is to Build a new State by controlling a bigger and better region. You want to
control it all!
You do this by interacting with Locations.
You can Build a Location. Put the card in front of you and use the
Ability in every round of the game. The more Locations you Build, the
more Abilities you gain and your power will grow. Sounds good, right?
You can Raze a Location. Discard the card from your hand and
get the Goods shown in the Spoils field. The Location is burnt to the
ground, and you took their stuff.
Pity, huh?
You can make a Deal with a Location. Put the card under your Faction board
so that only the blue Deal field shows. This Location is not part of your State
and does not provide you with an Ability. Instead, The card provides you with
the Good shown on the Deal field of the card. I don’t want to complain, but
that’s exactly what happens when you try to be a nice scout and you don’t Raze
people. You should Raze them. Raze them all!
USE CONTACT TOKENS TO INTERACT
If you want to Build, Raze, or make a Deal with a Location you will need Contact tokens. They represent your means of interacting with the Locations. There are Blue tokens that represent your merchants and are used for making Deals. The Grey tokens represent your Building skills and are used to Build Locations. There are also Red Contact tokens – all your gangers, mutants, and mercenaries that you use to Raze Locations.
All kinds of cool tokens. Remember, Red is for Raaaaazing them all!
BURN THEM TO THE GROUND!
In the game, you will also be able to Raze the other player’s Locations. It’s 51
st
State bro, either you burn them, or they burn you. There is no middle ground.
Each Location has a Defense value. All Production Locations have a Defense
value of 3, all Feature Locations have a Defense value of 4, and all Action
Locations have a Defense value of 5. If you have a number of Red Contact tokens
equal to the Defense value of another player’s Location that pisses you off, you
can spend them to Raze this Location. We will talk about this again later, I’m just
giving you a heads up, because it looks like you kinda like this whole Razing
concept. Am I right?
FLOW OF A ROUND
Each round is divided into 4 Phases so people don’t get lost (no offense).
1. Lookout
2. Production
3. Action
4. Cleanup
1. LOOKOUT PHASE
• Reveal the top card of each Connection pile. Place it on top of the pile, or
beside it, whatever works best for you.
• Draw a number of cards from the Deck equal to the number of players, plus 1 (e.g. 4 cards in a 3-player game) and place them face-up in the center of the playing area. Starting with the first player and proceeding clockwise, each player selects one card from those revealed and adds it to their hand. After everyone has chosen a card, discard the remaining card face-up to the discard pile.
• Again, draw a number of cards from the Deck equal to the number of players, plus 1 and place them face-up in the center of the playing area. This time, starting with the last player and proceeding counter-clockwise, everyone again chooses one card and adds it to their hand. Once again, discard the remaining card.
NOTE: There is no limit to the number of cards you may have in your hand.
2. PRODUCTION PHASE
Now it’s time to get some free stuff! I guess I’ve got your attention, huh? You now
get Goods from three different sources.
Faction board
– your board shows your Faction’s basic Production. Mutants
do Guns, Merchants do Fuel. It’s really pretty simple, it’s not rocket science.
Deals
– each Deal you signed in a previous round now provides you with the
Good depicted on the Deal. This is additional income, take it!
Production Locations
– each Production Location produces Goods. Have an
Oil Station? You’ll get Fuel. Simple as that.
If you like order, perform the Production Phase starting with the First player and
continuing clockwise. If you value your time, do it simultaneously. It’s really easy,
check your Faction board, check your Deals, check your Production Locations,
gather your Goods and you are done!
The Production on some cards depends on the Goods you have in your
possession. Always resolve their Production first, before gaining Goods from any
other sources. There’s no point in explaining why it is important. Just trust me
and do what I say.
BASIC GAME CONCEPTS RULES OF PLAY
RULES OF PLAY
7
---
The Goods are collected in the following way:
Cards are drawn from the Deck and added to your hand.
Victory Points are marked by adjusting your score marker on the Victory
Point track.
All other Goods are taken from the general supply and placed in your
own supply.
FOR EXAMPLE: Angelina is playing the Mutant’s Union. She also has one
SCHOOL, one PUB and two Deals in play. From her Faction, she gains
3
, 1 , 1 and 1 . From her Deals, she gains 1 and 1 .
From her Locations, she gets 1 and 1 . So in total Angelina takes
2 , 4 , 2 , 1 and 1 .
3. ACTION PHASE
Starting with the First Player, and continuing clockwise, each player performs one
Action at a time.
You can perform any of the following Actions.
Available Actions:
• Build a Location
• Make a Deal
• Raze a Location
• Use an Action from a card
• Use an Action from your Faction board
• Use another player’s Open Production Location
• Take or play a Connection card
• Pass
Once you pass in the Action Phase, you may not perform any other Actions in the
current round.
Also, your Locations are immune from other players attempting to Raze them, or
otherwise interact with them. For example, no one can Raze your Location or use
your Open Production Locations with you when you pass.
There is no other limit to the number, type, or order of Actions that you can take
during the entire Action Phase, as long as you take them one at a time and have
any required Goods.
The Action Phase continues until all players have passed.
BUILD A LOCATION
There are two ways you can place a Location into your State.
CONSTRUCT:
Choose a card from your hand and discard a number of
tokens
equal to its Distance value.
Put the card in front of you. Then, smile and say
something nice to your opponents.
New Location cards are placed next to your Faction board according to their Category:
• Production Locations are built in the top row,
• Feature Locations are built in the middle row,
• Action Locations are built in the bottom row.
DEVELOP:
Choose one card from your hand and one Location you already have
in your State that shares a Type with it. Spend 1 Brick* and then remove this
Location from your State and place it on the discard pile. Then, put the card from
your hand in front of you in the appropriate row. As a reward you get 1 Victory
Point. Voilà! You did it, you are awesome. You developed your old Location into
something new and magnificent.
* Instead of 1 Brick you can discard 1 Development token
. If you do this, the cards don’t
need to share a common Type. Development tokens are cool.
RULES OF PLAY
8
---
NOTE 1: Most cards have 2 Types. You only need to match 1 Type to Develop a
Location.
NOTE 2: The new card does not have to be the same Category as the one you are
replacing and may therefore be placed into a different row.
NOTE 3: Ruins (see next page – Raze Location) are treated as if they have any Type.
You Build over them with whatever Type you want.
NOTE 4: If there were any Goods on the Location you Developed (if they were used
for activation), return them to the general supply or place them in your personal
supply (if they were stored there).
NOTE 5:
Cards without a Type (like Radioactive Colony) are treated as if they
have any Type.
REMEMBER: Each time you Develop a Location, you gain 1 Victory Point!
Production Locations immediately produce when built. You Build it, you get the
stuff. Take the appropriate Goods from the supply. Simple.
Some Locations have a Building Bonus. This provides you with the Goods
depicted when the Location is built. This is a one-time bonus only.
You Build,
you get it, and it
’s done. Like a first kiss. You can’t have it every freaking Tuesday,
right?
NOTE 1: If a Production Location also has a Building Bonus, you gain both benefits
when you Build it.
NOTE 2: If a card gives you a bonus for Building a certain type or Category of
Location, it counts itself.
FOR EXAMPLE:
Scarlett has Ruins (a Razed Location) in her State (we will explain
soon how this can happen, honestly). She wants to Build a SCHOOL and she
decides to Develop the Ruins. She pays 1
, discards the Ruins, and places the
SCHOOL in the top row of her State. Because she is Developing, she gets 1 .
Contact tokens are not needed. She immediately takes 2 from the supply: 1
as a Building Bonus and 1 from the SCHOOL Production.
I am tired. We are done with Building.
MAKE A DEAL
You can make a Deal with a Location from your hand by discarding a number of
tokens equal to its Distance. Put the card under your Faction board so that
only the blue Deal field is visible and immediately take the depicted Good. You
made a Deal, you get the Good. I hope you are happy.
FOR EXAMPLE: if Charlize wants to make a Deal with the SCHOOL, she must
discard 1
. She places the card under her Faction board so only the blue
area with the is visible. She immediately takes 1 from the supply.
Spend 1 .
RULES OF PLAY
EXAMPLE OF DEVELOPING: The RUINED LIBRARY and the MURDERERS’ PUB
share a matching Type. Therefore, you can spend 1 to Develop the
Location.
9
---
RAZE LOCATION
You can Raze Locations from your hand or you can Raze your opponent’s
Locations. No pressure, but if I were you, I’d focus on razing your opponent’s...
Either way, you get the Goods shown in the Spoils field.
RAZING FROM YOUR HAND – discard the card and a number of tokens equal
to the Distance on the card. Take the Goods shown in Spoils field.
RAZING YOUR OPPONENT’S LOCATIONS – discard a number of tokens equal
to the Defense value of the Location you want to Raze (based on its Category).
Take the Goods shown in the Spoils field. As compensation, the opponent whose
card you Razed takes the Good depicted in the Deal field. Then, they turn the
Location face-down, it is now considered to be Ruins. Good job! You ruined their
place. Now you can laugh at them.
NOTE 1: Once a player has passed, their Locations may not be Razed by the other
players for the rest of that round.
NOTE 2: Any tokens on the Location that was Razed (from activations) are returned
to the general supply. If there were tokens stored on the card, the owner gets to keep
them. It’s not fair, huh? Why wouldn’t you get them?! Who wrote these damn rules?!
NOTE 3:
tokens increase the Defense of a Location by 1. Don’t forget this
when you go Raze your opponents. You
’ll have to spend 1 extra
token to Raze a
Location with a Shield on it. There can only be 1 on the Location.
FOR EXAMPLE: Salma has one SCHOOL in her State and Penelope wants to Raze
it. The SCHOOL
is a Production Location, and therefore has a Defense of 3. The
SCHOOL also has a
token on it. To Raze it, Penelope discards 4 tokens and
takes 2 from the supply. Salma takes 1 from supply, and turns the SCHOOL
face down. It is now a Ruins.
USE AN ACTION FROM A LOCATION
OR YOUR FACTION BOARD
Some Locations provide you with the ability to perform an Action. They give you
Victory Points or Contact tokens or other weird stuff the designer came up with. To
use these Action, you must spend the Goods indicated and place them on the card.
That way you won
’t forget you already used the Location this round. Smart, huh?
Note: You can only use an Action on a card once per round unless the text says
otherwise. If it can be used more than once, you can choose to activate it all at once
or on different turns. If any decisions are involved in the Action you can choose
differently
each time, even if you did them all at once.
Your Faction board also provides some Actions. This is stuff you can do even if
you don’t have any Locations. As with Actions on cards – you can only do this
stuff once per round unless the text says otherwise. When you resolve a Faction
Action, keep the spent Resources on your Faction board to indicate used Faction
Actions (in the same way that you keep them on the used Location Actions).
EXAMPLE
1: The Action on your Faction board
allows you to spend 1
to gain 3 . During
this round you can no longer repeat this action.
EXAMPLE
2: Another Action on your Faction
board allows you to spend 2
to take one
Resource of your choice, or 1 . This may be
resolved any number of times, as noted on the
Faction board. For example you may spend 4
to take 1 and 1 .
USE ANOTHER PLAYER’S OPEN PRODUCTION LOCATION
Your Workers can be sent to your opponent’s Locations to work as long as
that Location has the Open Production keyword. Place your Worker on their card and take the Production Goods
indicated. Then, your opponent gets 1
from the general
supply.
Wait, what? Yes, we know that you could just give them your
Worker but we didn
’t write this rule just to confuse you; there is
a good reason for it. Listen, you place the Worker on their card
because each Open Production Location can only be used once
each round. This way, you don
’t forget if it was already used. Now it makes sense, huh?
FOR EXAMPLE: Megan has the Location BOILER ROOM. Eva wants to use it.
She places
one of her
on the Generators. She takes 2 from the supply.
Megan also takes 1 from the supply.
NOTE 1: You cannot send a Worker to use your own Open Production Locations.
NOTE 2: An Open Production card is a Production card therefore it produces Goods
during the Production Phase for its owner
.
RULES OF PLAY
Defense value
of Production Locations
10
---
TAKE OR PLAY A CONNECTION CARD
You can spend 2 to take one of the face-up Connection cards to your hand. If
there aren’t any face-up, you can’t do this. And no taking from the discard pile
either. Man, why would you even try?
Connection cards provide Goods when played. It takes an Action to play
a Connection card – you just play the card from your hand, place it on the
Connection discard pile and take the appropriate Goods. Simple as that.
NOTE: If there is a cost
to use this card you must discard the Goods when using it,
not when taking it.
OTHER OPTIONS
At any point during your turn, you can
place 1
on one of your Locations.
Obviously, you have to have a first. Placing a does not count as your Action
and once placed, it cannot be moved.
A on a Location increases the Defense of the Location by 1. If you forgot why
this is important already, you can go back to the Raze a Location section and
start over. You obviously have a memory problem. Also remember that Locations
may
only have maximum of 1
at any time.
Whenever a Location with a is Razed or Developed, return that to the
general supply.
PASSING
If you can’t or don’t want to take any Actions on your turn, you pass. After you
pass, you may not take any other Actions for the round.
Once you pass, you are safe from the other players, they cannot interact with you
in any way. This includes Razing Locations, using Open Production Locations, etc.
(including any other type of interaction introduced in the expansions). You are
holed up in your little base like a bunch of chickens.
Yes, I am serious. You can’t be Razed. You are out for the round. Your opponents
must find themselves another target and stop whining.
Once everyone has passed, the Action Phase is over, and you proceed to the
Cleanup Phase.
4. CLEANUP PHASE
During this Phase, if your Locations have any storage abilities you can use them
to save the Goods described on the card. All other Goods are discarded back
into the supply. This includes resources, workers, contact tokens, and shields,
everything. The only thing you can keep between rounds apart from Goods in
storage are the cards in your hand.
Discard all face-up Connection cards that were not taken in the round and place
them on the Connection discard pile. You missed your chance bub.
Pass the first player token to the left and start a new round.
FOR EXAMPLE:
Megan, after using her Actions, still has 3
,1 and 1 on her
Faction board. Luckily she has the HIBERNATION CHAMBERS built in her
State
so there is no need to discard her
. She discards the and the . She also
removes all the Goods from the Action Locations she used and the opponent
’s
Workers from her
Open Production cards.
RULES OF PLAY
11
---
The game end is triggered when any player reaches 25 Victory Points. When this
happens, finish the current Action Phase but skip Cleanup. If a player reaches 25
points during the Production Phase, proceed to the Action Phase as normal. After
the Action Phase is completed, skip the Cleanup Phase and calculate the final
score of each player.
Score 1 for each Location in your State and add the total to your score. Ruins
are worth 0 . C’mon, why should you score for a pile of rubble?
The player with the highest score is the winner. Of course.
In the case of a tie, the player with the most total Goods
is the winner. If the tie
persists,
the player among those ties with the most Locations wins. If there is still
a tie, all
tied players share the victory. Now kiss. Isn’t that just adorable?
END OF GAME CLARIFICATIONS
Golden rule: If a specific rule on a card or Faction board is in conflict with the
rulebook, always follow the
specific rule and ignore the rulebook. For example,
most Actions can be used once per round but the SHIPWRECK states that it can
be used twice.
The Action on the SHIPWRECK overrules the rulebook and is
considered correct. You may
use it twice.
• When a Feature or Production Location provides Goods for Building specific Types of Locations,
include that card as well, even if it was just built.
• When a card indicates to do something with a / / / , you may use
any combination of these Resources up to the number depicted on the card.
• Resources are not intended to be limited. Enough pieces have been provided for most games.
However, should you run out, use any suitable substitute or
note them down on paper.
• The number of cards, resources, tokens etc. in a player’s possession is open
information available to all other players.
• If you need to draw a card from the Deck and there none remaining, shuffle
the discard pile to create a new Deck.
• Open Production Locations can be used once per round. Keep the opponent’s
Workers on your Locations until the end of the round to track this.
• You can only Raze Locations from your hand or Locations built in opponent’s States. You cannot Raze Locations
built in your own State.
• There is no limit to the number of Locations you may Build or Deals you may
have.
• You may have multiple Locations with the same name in your State.
• There is no hand limit.
• When stealing an opponent’s Production (e.g. SUPPLIERS), if that Location
provides Goods according to the number of Locations
of a certain type, count
the Locations of the Location’s owner.
12
---
GOAL
When you decide to play a game without any other meaty players, your goal is
to have more victory points than the virtual player at the end of the game. The
Virtual Player collects points by Razing your Locations, and Building his own
Locations.
The game end is triggered when either you or the Virtual Player reaches
25 points. Complete the Action Phase of that round, then add the number of
Locations in each player’s State to their total score.
SETUP
Set up the game normally except that the Virtual Player does not need a Faction
board and starts with no cards. Place both victory point markers on the Victory
Point track on the space marked “0”. Take the first player token for yourself. You
deserve it.
The game is played according to the following rules:
LOOKOUT PHASE
1. Reveal the top card of each of the the Connection piles.
2. Draw the top four cards from the Deck, place them face up on the table.
3. Choose one of the four cards and add it to your hand.
4. Shuffle the remaining three and draw a card at random, placing it face up in
front of the Virtual Player.
5. From the remaining two cards, choose one and add it to your hand.
6. Place the last remaining card face up in front of the Virtual Player.
7. Draw one more card from the Deck and place it in front of the Virtual Player.
PRODUCTION PHASE
The Virtual Player doesn’t receive Goods during Production. You do, though…
ACTION PHASE
You always play first during the Action Phase. You have the first player token, right?
When you Raze a Virtual Player’s Location, it is discarded. They don’t keep the
card as a Ruins nor gain Goods depicted in the Deal field.
• On the Virtual Player’s turn, they will claim a Connection card if there is one
available. It costs them nothing and scores them 2 . Discard the card. If
there is more than one Connection card for the Virtual Player to choose from,
choose one at random and return the other card back face up onto its pile.
• Once there are no Connection cards left to take in that round, the Virtual Player will proceed to attack you. Are you ready? This is going to hurt.
• The virtual player will stop attacking as soon as they successfully raze one of your Locations. Also the virtual player will try to attack a maximum of three times each round even if none of the attacks was successful. After that the virtual player will pass on the next turn. Isn’t that sweet??
• Also, once you pass, you cannot be attacked anymore, and the Virtual Player passes on his next Action.
• To execute the Virtual Player’s attack, reveal one card from the Deck and place it nearby to form an attack pile. Each attack by the Virtual Player in the round adds another card to this pile, and once it contains 3 cards, the Virtual Player will pass on their next Action. At that point, discard the cards in the attack pile to the discard pile.
• To carry out the attack on you, compare the Location Types on the revealed attack card with those in your State. If you do not have any matching Location Types, the attack is unsuccessful. You live to see another day.
• However, if you have a Location that matches at least one Location Type with the attack card, your Location is Razed. Give the Virtual Player two points and you receive the Goods shown in the blue Deal field as normal. Flip your Location face down to become a Ruins... just like normal.
• What if you have more than one card that matches the Location Type? It’s simple: The Location with the most matching Types is Razed.
What if there is still a tie? We give you tie breakers! Check them in this order:
1. The card with the greater Distance
2. Unused Actions
3. Used Actions
4. Features
5. Productions
6. Seriously? It’s still tied? Okay, fine… check the Goods gained by Razing the Location.
The priority is: , , , , , , , , , , , , and . The card
with the most Goods of the highest order is destroyed first. Keep checking
this list until you break the tie.
7. Okay, if you make it here, take a picture and share it with us because we don’t believe you. If two Locations give exactly the same Goods when Razed, you can decide which is destroyed… or pick randomly. Chances are they are the same Location anyway… we really don’t care which one you lose.
• If a card with a is about to be Razed, discard the instead. You got lucky.
The attack is still considered successful and the virtual player will pass on the next turn.
• Discard the card drawn for the attack.
• You can interact normally with the Virtual Player before they pass with the following differences:
• When you send a to an Open Production Location, the Virtual Player
gains 1 instead of a .
• When the Virtual Player Razes your Locations, they don’t receive Goods. They got points, remember?
STANDARD VARIANT
SOLO GAMES RULES
13
Razed you can decide which is destroyed or pick randomly Chances are they are the same Location anyway we really don t care which one you lose If a card with a is about to be Razed discard the instead You got lucky The attack is still considered successful and the virtual player will pass on the next turn Discard the card drawn for the attack You can interact normally with the Virtual Player before they pass with the following differences When you send a to an Open Production Location the Virtual Player gains 1 instead of a When the Virtual Player Razes your Locations they don t receive Goods They got points remember STANDARD VARIANT SOLO GAMES RULES 13
---
SOLO GAMES RULES
ACHIEVEMENT TABLE
GRAND MASTER
CYBORG
SOLDIER
TRADER
HUMAN
SURVIVOR
MUTANT
EXAMPLE OF A SOLO GAME ROUND
Monica plays a solo game against a Virtual Player. This is how a round would look.
She reveals the top 4 cards from the deck. She chooses 1 to keep and randomly
chooses 1 of the remaining 3 cards and places it in the Virtual Player’s playing area.
She then chooses another 1 card for herself and gives the last 1 to the Virtual Player.
Finally, she draws 1 more card and places it in front of the Virtual Player.
Monica resolves her Production Phase normally but the Virtual Player does not
receive any Goods.
Monica’s turn: As her first Action Monica sends 2
and claims 1 Connection Card.
Virtual Player’s turn: The Virtual Player claims the remaining Connection Card.
Monica’s turn: Monica builds a Production Location and gains the Goods it
provides.
Virtual Player’s turn: It’s time for the Virtual Player to attack! Monica draws one
card from the deck and places it nearby. She checks the Locations Types, but none
of them match any of her Locations. She was lucky.
Monica’s turn: Monica activates one of the Actions from her Faction board.
Virtual Player’s turn: The Virtual Player attacks again. Monica draws one more
card from the deck and places it on top of the previous one. She is not that lucky
this time and one of her Locations is Razed. She flips it over to make it a Ruins. The
Virtual Player scores 2
.
Monica’s turn: She sends 1 Worker to an Open Production Location of the Virtual
Player. The Virtual Player does not take a , but scores a instead.
Virtual Player’s turn: The Virtual Player had one successful attack so it’s time to
pass.
Monica may now take any number of consecutive Actions, but she can no longer
interact with the Virtual Player.
Monica resolves the Cleanup Phase normally, but she keeps the First Player token,
because she is awesome.
CLEANUP PHASE
Execute the Cleanup Phase as normal but you keep the first player token. It’s your
special little power.
GAME END
The game ends when either you or the Virtual Player reaches 25 Victory Points
on the victory point track. When that happens, complete the Action Phase
normally and then add 1
to your score for each Location in your State. Do the
same for the Virtual Player. Duh.
If you have the same or fewer points you lose. Try again mate. Go ahead, I’ll wait.
If you have more points than the Virtual Player you win! Be honest, you cheated
didn’t you?
If you win, you can compare your score to the following table to see the level of
your awesomeness.
80+
70+
60+
50+
40+
30+
30>
14
---
SOLITAIRE VARIANTS
When playing solo, you can choose to play against one of the following four factions.
Choose one, and apply the rules to your solitaire play.
Fierce and harsh, the Mutants will challenge your ability to keep Locations in play.
Rules: The virtual player will try to attack 5 times each round before giving up.
The masters of building, New York has never stopped expanding. Try to keep up!
Rules: During step 7 of the Lookout Phase, draw 2 cards for the virtual player instead of only 1.
The best traders in this ruined world don’t like you making deals without their approval.
Rules: After the third Raze attempt, the Merchant will try to eliminate your Deals. To perform the Merchant’s Attack,
reveal one card from the Deck and place it nearby to form a Merchant Attack pile. After the third Merchant Attack, the
virtual player will pass on the next action. Discard the cards in the Merchant Attack pile.
Each Merchant Attack, compare the icon in the blue Deal field of each Merchant Attack card with your Deals. If you
have a matching Deal, discard one. Otherwise, the Merchant Attack is unsuccessful. The Merchant’s will stop attacking
your Deals as soon as one Merchant Attack is successful.
The Appalachians are rebuilding. They won’t stop just because there’s some “apocalypse” going on.
Rules: Before attempting Raze actions, the Appalachians will attempt 3 Rebuild actions. To perform the Rebuild, reveal
one card from the Deck and place it nearby to form the Development pile. After the third unsuccessful Rebuild action,
the Appalachians will stop trying to rebuild and attack instead. Discard the cards in the Development pile.
Each Rebuild action, compare the Location Types on the revealed Development card with those in the virtual player’s
State. If there are no matching Location types, nothing happens. However, if they have a Location that matches at
least one Location type with any card in the Development pile, they Rebuild. Score 1 VP for the Virtual player. On the
next action, the virtual player will stop Rebuilding and proceed to Attacking.
MUTANTS
NEW YORK
MERCHANTS
APPALACHIANS
15
---
The biohazard banner has been seen at the borders of your state. Once again mad leader Borgo has united numerous bands of roaming mutants and cyborgs
created by Moloch. Now you must ready your people to repel these highly mutated and engineered beings. Will you survive the onslaught?
Remember, extinction is the rule, survival the exception. This Solo mode is much more complex and difficult than the regular one. The difference is that the Automa actions
are not scripted and predictable. Borgo’s actions are randomly determined by the drawing of a card, and the number of Brawlers it has. It is efficient and ruthless. We
strongly recommend playing your first few games using the regular Solo mode before facing the Borgo Automa.
You may combine this mode with any expansion, but the best way to dive into its rules is learning them while playing the base game. All changes provided by certain
expansions are clearly marked by different colors.
• If you activate Borgo’s Open Production , add 1 Brawler to Borgo’s
State.
• If Borgo activates your Open Production , place a Worker from the
supply on this Location and gain a Worker from the supply, then add 1
Brawler to Borgo’s State.
• If you Raze Borgo’s Location, flip it to its Ruins side. Borgo does not gain any Goods.
• When Borgo Razes an Outpost, he automatically Builds a level 2 Outpost on that territory.
• Borgo must follow adjacency rules for Building and attacking Outposts.
• If at any time Borgo needs to remove a Brawler and none are available, Borgo immediately passes.
• When you pass, Borgo also passes during his next turn.
NOTE: Rules marked in blue are applied only while playing with
the Moloch expansion. Rules marked in brown are applied only
while playing with the No Man’s Land expansion.
SETUP
BORGO AUTOMA
BY JOE LEONE
COMPONENTS
BORGO’S SPECIAL RULES
Prepare the game as in the regular Solo mode with following exceptions:
• Borgo does not use the Faction board.
• Borgo uses the Borgo Victory Point marker to mark his points on the Victory
Point track.
• Place the Round marker on space 1 on the Victory Point board.
• Take the First Player token.
• Choose your difficulty level—ignore Borgo, he won’t interact with Moloch in any way.
• Give Borgo a set of Outpost markers.
1. LOOKOUT PHASE
The Lookout phase is resolved as in the game for two players, except Borgo picks
a random card and immediately Builds it for free.
Place a number of in Borgo’s State equal to the Round number. Borgo’s
Workers are called Brawlers.
At the end of the Lookout phase, Borgo Builds one Outpost. His first Outpost
is placed in the vertically opposite corner to yours. (e.g.: if you Build in the SW
corner, Borgo will Build in the NW corner). In the following Lookout phases he
Builds toward your nearest Outpost.
If you want to play a more challenging variant, place 1 additional Brawler
during the Lookout phase.
2. PRODUCTION PHASE
Gain Goods as usual. Borgo does not gain any Goods.
3. ASSAULT PHASE
Resolve Assault effects of the Deployed Machines. Deployed Machines ignore Borgo.
4. DEPLOY PHASE
Deploy new Machines according to the chosen difficulty level.
1 ROUND MARKER1 BORGO VICTORY
POINT MARKER
16
---
BORGO AUTOMA
BY JOE LEONE
No , ,
or .
Any
combination
of , ,
or .
Resolve
Borgo’s
Standard
Action.
Resolve
Borgo’s
Attack Action.
Resolve
Borgo’s
Building
Action.
Resolve
Borgo’s
Expansion
Action.
Resolve the
corresponding
Actions from
the top to the
bottom.
5. ACTION PHASE
Alternate your Actions with Borgo as usual. Your turns are resolved as usual.
BORGO’S ACTIONS
Each turn, Borgo draws the top card from the deck and resolves the Action(s)
corresponding to the type(s) of the drawn card. Once Borgo completes these
Actions, his turn ends.
BORGO’S STANDARD ACTION
If there is a Connection card available, discard it. Borgo scores 2
.
Otherwise, discard 1 Brawler. Borgo scores 1 .
BORGO’S ATTACK ACTION
1. Discard 1 Brawler.
2. Draw the top card from the deck. Determine one of your Locations or
Outposts targeted by Borgo, matching the drawn card type(s). First, Borgo
Razes the Location or Outpost that matches the most types. If there is a
tie, then the target priority is the greatest Distance, Actions (unused first),
Features, Production Location, and Outpost . If a tie still exists, it is the player’s
choice.
a. If there is no such Location nor Outpost , Borgo scores 1 .
b. If there is a on the targeted Location, discard it. Borgo scores 0 .
c. Otherwise, Borgo Razes the targeted Location or Outpost and scores
2 . Flip the targeted Location and gain the Good from the Deal field
or discard the Outpost token.
BORGO’S BUILDING ACTION
Draw the top card from the deck. Borgo immediately Builds it for free.
BORGO’S EXPANSION ACTION
Borgo activates an available Open Production Location and then resolves an
Action depending on the expansion used.
Base game
– no effect.
Winter
– add 1 Brawler to Borgo’s State.
New Era
– place a
on the Location in Borgo’s State with the highest
Distance. If there are multiple available cards, pick Action Locations, then Feature Locations, and finally Production Locations.
Scavengers
– Borgo discards 1 Brawler. Then Borgo Builds the top card from
your personal discard pile (if possible).
Allies
– resolve Borgo’s Attack, but Borgo may only target the Locations of
any Alliance. If you don’t have such a Location, Borgo scores 1
.
Moloch – Borgo discards 1 Brawler. Borgo Hacks a random Deployed
Machine and places it with the Hacked side face up in Borgo’s State. If there
are no Deployed Machines, Borgo scores 1 .
No Man’s Land
– Borgo discards 1 Brawler and Razes a random adjacent
Outpost with the lowest level. If the chosen Outpost has a
, remove it.
If there are no adjacent Outposts, Borgo Builds a level 2 Outpost in your
direction.
If Borgo Razed an Outpost, he gains 2 . Otherwise, he gains 1 .
6. CLEANUP PHASE
Follow the regular rules. Additionally:
• Pass the First Player token.
• Borgo does not discard the from his cards.
• Move the Round marker by 1 space on the Victory Point board.
END OF THE GAME
The game ends as usual, when any player reaches 25 . Finish the current round
and calculate your final score.
17
---
CARDS IN DETAIL
UNDERGROUND WAREHOUSE
FEATURE: You may store up to 3 / / /
here during the Cleanup phase. Take them back
during the next Production phase.
DISTANCE SPOILS
DEAL
51
st
State
THIEVES' CARAVAN
ACTION: Spend 2 to take
1 / / / from another player.
May be activated twice.
DISTANCE SPOILS
DEAL
51
st
State
UNDERGROUND WAREHOUSE
You may not store a on
this card.
THIEVES CARAVAN
If no other player has any
Resources (i.e. when playing
against a Virtual Player) this
action has no effect.
FAQ
Do I also have to pay Contact tokens when Developing a Location in addition
to the / ?
No, there is no other cost for Developing other than the / .
Does the Distance value of my opponent’s Location affect the cost to Raze it?
No, the cost is fixed. Razing Production Locations cost 3 , Feature Locations cost
4 and Action Locations cost 5 .
Can I play a Connection card on the same turn that I gain it? No, you need two separate turns to gain and play a Connection card.
Can I spend a Connection card instead of the depicted Contact tokens?
No, you must first play the Connection card to gain the Contact tokens and then
spend the tokens during following rounds.
If a card or Faction action can be activated more than once per round, may I
do all the activations on a single turn?
Yes, they may be activated multiple times during a single turn or once during
multiple turns (as you wish).
Since a
may be used as any Resource, is a considered a wild type that
may be Developed by any card?
No, to Develop a you must play another or use a .
Do Open Production Locations produce Goods when Built? Yes, they produce Goods when Built like any other Production Location.
BASE GAME
18
---
CARDS IN DETAIL
SHERIFF'S OFFICE
PRODUCTION: 1 for each you gain during
Production phase. Max. 3.
DISTANCE SPOILS
DEAL
Winter
CISTERN
PRODUCTION: 1 for each you gain during
Production phase. Max. 3.
DISTANCE SPOILS
DEAL
Winter
RADIOACTIVE COLONY
FEATURE: -
BUILDING BONUS: Place 1 , 2 , 1 ,
and 1 on this . You may spend them
during your turn. Do not discard them during the
Cleanup phase.
DISTANCE SPOILS
DEAL
New Era
SMALL FACTORY
PRODUCTION: 1 for each you gain during
Production phase. Max. 3.
DISTANCE SPOILS
DEAL
Winter
CONSTRUCTION SITE
PRODUCTION: 1 for each you gain during
Production phase. Max. 3.
DISTANCE SPOILS
DEAL
Winter
FOUNDATION
FEATURE: -
BUILDING BONUS: Place 1 on this .
You may spend it during your turn. Do not discard it during
the Cleanup phase.
DISTANCE SPOILS
DEAL
New Era
SHERIFF’S OFFICE
SMALL FACTORY
CISTERN
CONSTRUCTION SITE
These cards do not provide
any
immediately, but
will Produce during the
following Production Phases.
RADIOACTIVE COLONY
FOUNDATION
These cards have no type,
therefore you may Develop
them with any card and you
may Develop any card into
them. When resolving the
Virtual Player’s attack (in Solo
games), all cards match these
cards’ types.
WINTER
NEW ERA
SUPPLIERS
PRODUCTION: Choose another player’s Production and
gain the Goods it produces instead of them.
BUILDING BONUS: Choose another player’s Production
and gain the Goods it produces.
DISTANCE SPOILS
DEAL
Winter
HIDDEN FORGE
PRODUCTION: 1 .
DISTANCE SPOILS
DEAL
New Era
BODY HUNTERS
ACTION: Spend 1 to choose up to 3 of your
and remove all of the Goods and from them.
DISTANCE SPOILS
DEAL
Winter
SUPPLIERS
You may choose any Production
regardless of if you are
resolving the Production Phase player by player or simultaneously. When you Build this card its Production is not activated because other player’s Production cards don’t Produce anything in that moment. You activate only the Building Bonus.
HIDDEN FORGE
if this card is about to be
Razed by a Virtual Player, you
cannot discard the
,
because it is printed, but
the attack is considered
successful, therefore the
Virtual Player will pass on the
next turn.
BODY HUNTERS
You may not choose Body
Hunters as a target of this
Action.
19
---
FRONT
FRONT
BACK
BACK
44 Scavengers cards
(with the Scavengers
set identifier)
50 new cards, comprised of:
6 Yellow Connection cards
(to use with this set)
SCAVENGERS
STATE PACK 01
In every city there are ruins. To many, these are just rubble and dirt. For the
Scavengers, these ruins are so much more: you can hide in them and use them as
shelter. You can search them for food, clothing, and valuable items.
Can you harness the skills of the Scavengers and lead your Faction to triumph?
BACKGROUND PLAYING WITH THIS STATE PACK
NEW GAME MECHANISMS
NEW COMPONENTS
PERSONAL DISCARD PILES
Instead of a central discard pile, where all Locations discarded during play would
go, each player now has their own face-up Personal Discard pile when playing
with this set. These allow for a new way of interacting, as these Personal Discard
piles can be accessed by other players!
ICON MATCHING
The Location Type icons have an additional meaning now. You will refer to them
when activating some new card effects in this expansion.
YELLOW CONNECTION CARDS
The Yellow Connection cards form a new pile of
Connection cards all players have access to. You
can take and play these cards just like you would
do with the Blue and Red Connection cards.
You will find the details of these new
mechanisms in the next section.
The Scavengers State Pack is a new set of cards you can use during your games of
51st State: Complete Master Set.
To play with the Scavengers State Pack use the following rules:
SETUP CHANGES
Set up the base game as usual with the following changes and additions:
3. Shuffle all 44 cards of the Scavenger set together with the 88 cards of the
Base Set. This creates your Deck for this game.
5. Sort out the Yellow Connection cards and create an additional face-down pile – place it next to the Red and Blue piles.
8. Each player must leave some room next to his Faction board for his Personal Discard pile. When discarding the 2 cards from the starting hand, these now go into each player’s Personal Discard pile (instead of the central discard pile). Therefore, each player starts the game with 2 cards already in their Personal Discard pile.
NEW RULES
Follow the rules of the base game with the following changes and additions:
1. LOOKOUT PHASE
• Also reveal the top card of the Yellow Connection card pile.
• During the Lookout phase, 1 card will be left over after each drafting
round. When the left-over card is discarded, put it in the current Starting
Player’s Personal Discard pile.
3. ACTION PHASE
• Whenever you have to discard a card from your hand or your State (for
example when you Raze or Develop a Location), that card goes to your
Personal Discard pile (instead of a central discard pile).
TAKE OR PLAY A CONNECTION CARD
There is a new Yellow Connection card pile available. As with the Red and Blue
piles, you can either discard 2
to draw the top card of the Yellow Connection
card pile, or play a Yellow Connection card from your hand.
4. CLEANUP PHASE
• Also discard the top card of the Yellow Connection card pile, if it was not
taken during the round.
In the very rare case, when the deck runs out of cards, each player keeps the 3
topmost cards from their personal discard piles, then shuffle all the remaining
cards from their personal discard piles to create a new deck.
20
---
SCAVENGERS
STATE PACK 01
NEW CARD EFFECTS
THE SYMBOL
The symbol in a card’s effect text is shorthand for “the top card of
another player’s Personal Discard pile.” You can choose which player’s
discard pile you target each time you resolve this effect.
As a lone symbol in the Spoils area, (Open) Production, Building Bonus,
Deal, a card effect, or simply noted as 1 , it has an additional meaning:
You may draw the top card of any other player’s Personal Discard
pile and add it to your hand. You may never take a card from your
own Personal Discard pile, and you may never choose your own
Personal Discard pile as the target of a card effect.
NOTE 1: Even if all other players‘ Personal Discard piles are empty, you
may never access your own Personal Discard pile.
ICON MATCHING
There are now card effects that instruct you to gain or spend Goods
depending on matching icons.
Each Type icon in the game is now linked
to a Good:
– 1
– 1
– 1
– 1
– 1
– 1
– 1 (if gained from the draw pile
or if spent from your hand)
– 1 token
– 1
– no effect
When a card instructs you to choose an icon on a , you may choose
any 1 of the icons on the top card of any other player’s Personal Discard
pile. Then check the chart above to see which Good matches that icon.
EXAMPLE: Scarlett has the Scouring the Ruins card in her State, which
says, “ACTION: Choose 1 icon on a card. Spend the matching
Good to gain 1 . ” Thankfully, Megan has the School on top of her
Personal Discard pile. Scarlett chooses the symbol on that card to
spend 1 and gain 1 . That was easy pickings!
REBUILDING RUINS
When you’re instructed to rebuild a Ruins, you flip the card back to its front. At this
moment, the card ceases to be a Ruins and becomes a Location again. Check if you
have to re-orient the position of the Location in your State at this time (for example if
you had gained this Ruins), according to Managing Your Locations, p. 5 of the Master
Set rulebook. The Location immediately becomes active again, and as usual Production
Locations immediately produce again as well.
SOLO GAME
Rules of the Solo Game stay intact with the following change: During the Setup, take
approximately
1/3 of the deck and place it near the Virtual Player’s State to create the
Virtual Player’s personal discard pile.
CARD CLARIFICATION
PONY EXPRESS
ACTION: Spend 1 to place 1 Resource on
each of up to 3 of your Ruins. Gain the Resource on a Ruins when you Develop it.
DISTANCE SPOILS
DEAL
Scavengers
TRASH COLLECTORS
PRODUCTION: 1 .
BUILDING BONUS: 1 .
DISTANCE SPOILS
DEAL
Scavengers
NEW VILLAGE RISING
ACTION: Spend 1 and 1 to Rebuild 1
of your Ruins.
DISTANCE SPOILS
DEAL
Scavengers
ACTION: Spend 1 to take 1 of another player’s
Ruins. Place it in your State.
RED ANJA
DISTANCE SPOILS
DEAL
Scavengers
DEMOLITION MIKE
ACTION: Spend 1 and 1 to Raze
1 of your .
DISTANCE SPOILS
DEAL
Scavengers
ACTION: Spend 1 and 1 to Raze
1 of your .
DEMOLITION TOMMY
DISTANCE SPOILS
DEAL
Scavengers
PONY EXPRESS
The Resources come
from the general
supply. On each Ruin
(up to 3) you can place
1 Resource of any Type
(each can be different).
These Resources are
not affected by any
game effect.
TRASH COLLECTORS
Draw cards one
by one from the
same or different
personal discard
piles.
NEW VILLAGE
RISING
You may choose
any Ruins,
regardless
of how you
obtained them.
RED ANJA
If there are any Goods
on the chosen Ruins,
take them as well.
DEMOLITION MIKE
DEMOLITION TOMMY
When you use any of these
cards, take the Goods from
the the Spoils area as well
as the Deal. Then, flip the
target card face down. It is
now a Ruins.
21
---
ALLIES
STATE PACK 02
GANG RETREAT
OPEN PRODUCTION: 1 Ruins and 1
.
DISTANCE
ALLIANCE
SPOILS
DEAL
Allies
OPEN PRODUCTION
FRONT
BACK
(with the Allies
set identifier)
50 Ally cards: 24 new tokens, comprised of:
8 Iron Gang
Influence tokens
8 Sharrash
Influence tokens
8 Uranopolis
Influence tokens
GANG RETREAT
OPEN PRODUCTION: 1 Ruins and 1
.
DISTANCEALLIANCE
SPOILS
DEAL
Allies
OPEN PRODUCTION
Even after the apocalypse, life forms have managed to endure within the remnants
of the United States. Groups began to form, uniquely adapted to the new, harsh
environment. Each one has its strengths, and you know that it would be in your best
interest to be on good terms with all of them.
As of late you’ve noticed a few of these bands in your region. In the abandoned
tunnels and underground structures, intelligent, stealthy ratfolk – the Sharrash –
have been spotted. On the nearby stretches of road the large machines of the resilient
Uranopolis have begun to roam, and further scouting revealed them to be in conflict
with the Iron Gang who can occasionally be spotted darting among the machines,
destroying and scavenging anything they can.
Dive headfirst into the never ending conflicts among the groups and try to deftly pull
the strings from above. Increase your influence with the assistance of Sharrash, gain
new capabilities with the aid of Uranopolis, or dispatch the Iron Gang to raze your
enemies!
BACKGROUND
SETUP CHANGES
NEW COMPONENTS
Follow the rules from the base game, shuffle all of the new cards into the Base
Set, add the new tokens to the general supply, and have fun!
GANG RETREAT
OPEN PRODUCTION: 1 Ruins and 1
.
DISTANCE
ALLIANCE
SPOILS
DEAL
Allies
OPEN PRODUCTION
NEW GAME MECHANISMS
INFLUENCE TOKENS
The new cards belonging to each of the three Alliances (Sharrash, Uranopolis, and Iron Gang) now provide you with additional Locations to Build, more opportunities to make Deals, and interesting Spoils when you Raze. These cards will always have Influence tokens on the Deal field. Sometimes the cards also Produce Influence tokens, or allow you to use an Action to gain them by spending a certain cost.
After gaining Influence, be sure to spend it wisely! You have three options with
each Influence token. You may do one of the following:
1. You may Build a Location of the Alliance matching the spent Influence tokens,
just as you would spend tokens. You may combine the Influence tokens
with tokens to meet the Distance value requirement of the Location.
FOR EXAMPLE: In your hand you have a Sharrash card with a Distance of 3, as well as 3
tokens, and 3 tokens. To Build the Location you may
spend one of the following:
3 tokens
2 tokens and 1 token
1 token and 2 tokens
3 tokens
It’s that simple – tell other players that you are using the Influence and/
or Contacts to Build a Location, return the tokens to the general supply,
and place the Location in your State.
FOR EXAMPLE: Your enemy has a particularly nice Uranopolis Feature
Location in his State. Normally you would have to spend 4
tokens
to Raze it, but you have some connections with your ratfolk and motorcycle-riding friends. You have 2
tokens, 2 tokens, and 2
tokens at your disposal. To Raze this Feature Location you may spend one of the following:
2
tokens and 2 tokens
2 tokens and 2 tokens
2 tokens and 2 tokens
2 tokens, 1 token, and 1 token
... and so on.
2. You may make a Deal with a card of the Alliance matching the spent Influence
tokens, just as you would spend tokens. You may combine the Influence
tokens with tokens (using the same rules as described in the Build example
above).
3. We saved the best for last – Razing! Here there are some changes from the
previous two Actions, so read closely: you may spend Influence tokens of
another Alliance to Raze a card from your hand or a Location of another player.
And yes, you guessed it, you may combine the Influence tokens with
tokens.
You get all that by now, right?
22
---
ALLIES
STATE PACK 02
Each new Alliance has their own new Location Type. These will
be utilized when activating some card effects in this expansion.
You may Develop the new Location Types included in this
expansion as per the normal rules. If the Type of the Location
within your State matches the Type of the Location card you
want to Develop, spend 1
to remove the Location from your
State and replace it with the one from your hand. You gain
1 . for Developing as usual.
FOR EXAMPLE: You have the SCHOOL and VOLTAIC PROPHET in your
State, and THE RESERVE in your hand. You can Develop the School
into THE RESERVE because THE RESERVE is and is now also
treated as .
NEW LOCATION TYPES
CARD CLARIFICATIONS
HAZMAT RAVINE
FEATURE: Each time you Build a / /
gain 1 / .
DISTANCE
ALLIANCE
SPOILS
DEAL
Allies
RED MASK
ACTION: Spend 2 and 1 to gain 2 .
May be activated any number of times.
BUILDING BONUS: 1 .
DISTANCE
ALLIANCE
SPOILS
DEAL
Allies
VOLTAIC PROPHET
FEATURE: Treat all in your State and hand
also as and .
BUILDING BONUS: 1 .
DISTANCE
ALLIANCE
SPOILS
DEAL
Allies
SHARRASH TECHNOLOGY
FEATURE: Each time you Build / /
gain 1 / / of the matching Type.
DISTANCE
ALLIANCE
SPOILS
DEAL
Allies
RAT DEN
ACTION: Spend 2 and 1 / /
to gain 2 . May be activated any number of times.
BUILDING BONUS: 1 .
DISTANCE
ALLIANCE
SPOILS
DEAL
Allies
MOTHER OF RATS
FEATURE: Treat all in your State and hand also
as and .
BUILDING BONUS: 1 .
DISTANCE
ALLIANCE
SPOILS
DEAL
Allies
HAZMAT RAVINE
SHARRASH TECHNOLOGY
Both Developing and
Constructing count as
Building a Location.
RED MASK
RAT DEN
You may activate it as
many times as you’d like
(if you have the Resources
to do it) even in a single
Action.
VOLTAIC PROPHET
MOTHER OF RATS
This does not work in
reverse. The Location
Types listed in the Feature
description remain
the same and so as an
example,
does not
count as .
UGLY TIMMY
PRODUCTION: 1 for each or 1
for each . Max. 2.
BUILDING BONUS: 1 Ruins.
DISTANCE
ALLIANCE
SPOILS
DEAL
Allies
SHARRASH TECHNOLOGY
FEATURE: Each time you Build / /
gain 1 / / of the matching Type.
DISTANCE
ALLIANCE
SPOILS
DEAL
Allies
HIGH SPEED HEIST
FEATURE: -
BUILDING BONUS: Spend 1 and choose
another player to lose up to 3 and you
gain 1 .
DISTANCE
ALLIANCE
SPOILS
DEAL
Allies
RAT HUNTING
ACTION: Spend 1 to block another player’s
Action .
DISTANCE
ALLIANCE
SPOILS
DEAL
Allies
TOXIC WASTE
ACTION: Give another player 1 from your hand
to gain 1 . Additionally that player loses 1 .
DISTANCE
ALLIANCE
SPOILS
DEAL
Allies
UGLY TIMMY
You cannot combine
this Production to
gain 1
and 1
(only or only ).
SHARRASH TECHNOLOGY
When you Build it,
immediately gain 1
from the effect of
this Feature.
HIGH SPEED HEIST
The target player
must discard as
many
as possible
(max. 3).
RAT HUNTING
Place 1 from the
general supply on
the card to mark
that it is blocked.
The
is discarded
during the Cleanup
phase.
TOXIC WASTE
When you use this
Action, take 1
from the general
supply and place it
on this card to mark
that it has been
used.
23
---
MOLOCH
STATE PACK 03
The world you know is here. The memories of a brighter, better world are mere words
washing away with time. This harsh environment is all you know, and you’re about
to meet its creator: Moloch. Laying dormant for some time, allowing you to build up
a small state and piece together an existence, Moloch has returned to remind you of
your insignificance. The great machines are here to destroy your progress, but lucky
for you, Moloch may have underestimated your ability to persevere. You’ve discovered
that hacking these brutal machines may not only provide for your state, but perhaps
unlock a vast new potential for the future.
BACKGROUND PLAYING WITH THIS STATE PACK
SETUP CHANGES
ADDITIONAL PHASES
50 new cards, comprised of:
27 Moloch cards
23 double-sided Machine cards (to use with this set):
NEW COMPONENTS
CAPTURED SCANNER
PRODUCTION: Place 2
on this
.
FEATURE: You may spend from this
only
to Destroy a Machine. Do not discard them during
the Cleanup phase.
DISTANCE
SPOILS
DEAL
Moloch
FRONT
(with the Moloch
set identifier)
CAPTURED SCANNER
PRODUCTION: Place 2
on this
.
FEATURE: You may spend
from this
only
to Destroy a Machine. Do not discard them during
the Cleanup phase.
DISTANCE
SPOILS
DEAL
Moloch
Assault effect
of Machine
Name of the
Machine
Machine’s Code
Machine’s
Defence
RAGE
Indicator
Machine side
Hacked side
DISTANCE
(it’s always 1!)
HACKED
Indicator
SPOILS
(it’s always 3!)
The Moloch State Pack is a new set of cards you can use during your games of
51st State: Complete Master Set.
Set up the base game as usual with the following changes and additions:
• Shuffle all 27 cards of the Moloch set together with the 88 cards of the Base
Set. This creates your Deck for this game.
• Shuffle all Machine cards creating the Machine deck and place it in the middle of the play area. Leave some space for the Machine discard pile.
• Choose Difficulty level:
a. Recruit
b. Private
c. Veteran
This expansion introduces additional phases to the game, here is the expanded phase order:
1. Lookout
2. Production
3. Assault
4. Deploy
5. Action
6. Cleanup
24
---
MOLOCH
STATE PACK 03
ASSAULT PHASE
ACTION PHASE
HACKING A MACHINE
DEPLOY PHASE
Recruit
1 Player
1 Machine2 Machines3 Machines4 Machines
2 Machines3 Machines4 Machines5 Machines
3 Machines4 Machines5 Machines6 Machines
2 Players3 Players4 Players
Private
Veteran
Note: During the first round the Assault phase is skipped.
Each player resolves the Assault effects of the Deployed Machines. Machines are
efficient, which means you must resolve them as efficiently as possible: If one
Machine’s Assault would prevent the resolution of another Machine, you must
attempt to resolve them in an order that both Assaults can be resolved. If an
effect cannot be resolved, just ignore it.
EXAMPLE: Kate has a State Brick Provider and Brick Depot in her State. During
the Assault phase, Mother and Juggernaut are Razing and Kate must Raze both
Locations (she cannot first resolve Juggernaut to Raze Brick Provider, and then
assume she doesn’t have a to Raze anymore). Kate flips both Brick Provider
and Brick Depot to their Ruins side and gains 1 from each Deal field.
Deploy a number of Machines according to difficulty level you chose during
Setup and the number of players:
To Deploy a Machine take a card from the bottom of the Machine deck and place
it Machine side up on the table.
If the Machine deck runs out of cards, shuffle the Machine discard pile to form a
new Machine deck.
Note: Moloch never gave you permission to look at the Hacked side of the Machine
cards—don’t do it.
The Moloch State Pack introduces two new Actions that you may take:
a. Hacking a Machine
b. Destroying a Machine
Each Machine has a Code in the upper left-hand corner that you may Hack. To
Hack a Machine, spend all the Resources (and sometimes ) indicated in the
Code. Then take the Machine card into your hand with the Hacked side facing
you.
The Hacked card may be Constructed, Razed, or made into a Deal by spending
the Contact tokens as normal (Hacked cards always have a Distance of 1).
Note: The first Resource of the Machine’s Code is an indication of the Hacked side’s
type—they always match.
25
---
MOLOCH
STATE PACK 03
DESTROYING A MACHINE CARD CLARIFICATIONS
END OF THE GAME
NEW GAME MECHANISM
Each Machine has a Defense value in the upper right-hand corner that must be
broken to Destroy the Machine.
To Destroy a Machine, spend a number of equal to the value of the Machine’s
Defense, gain 1 , and then discard the Machine into the Machine discard pile.
RAGE
Machines with the keyword, RAGE, add +1 to their Defense
value IF the number of Deployed Machines is equal to or less
than the number of players.
At the End of the game, before players count for their , the player with
most loses 2 for each Deployed Machine.
HACKED CARDS
When a Hacked card is discarded, it goes straight to the Machine discard pile.
Razed Hacked cards go straight to the Machine discard
pile and you gain Ruins by drawing a card from the main
Deck and placing it face down in your State.
DRAW 1 HACKED
When a card effect instructs you to draw a Hacked card, take a card from the bottom of the Machine deck and add it to your hand with the Hacked side facing you.
GOODS PLACED ON A
Goods placed on a that is
limited to Hacking/Destroying a
Machine are discarded when the
they are on is Razed / Developed /
removed from State.
CARDS WITH A PRODUCTION AND A
FEATURE
Cards with both a Production and
a Feature Category are counted as
both rows, but are placed in the
Production Row, and thus are Razed
for the Production row cost of 3.
X IS THE NUMBER OF DEPLOYED
MACHINES
X is the number of Deployed
Machines (min. 1 Deployed): This
indicates that you Must spend
a number of Resources equal to
number of currently deployed
Machines and there must be at least
1 Deployed Machine to use the
Action of this
.
26
---
MOLOCH
STATE PACK 03
HACKED CONFLAGATOR
This card may not target a
Production with Features.
When this card targets a card
that counts types in the State,
count a number of types in
the
owner’s State.
CONFLAGATOR
When you play the
Appallach Federation you
may place a
on your
Faction board to indicate that you may not perform an Action to gain a
.
CAPTURED SCANNER
HI-TECH CELLAR
RETRIEVED KASPAROV
Goods stored on these
cards may not be used for
any other actions that are
depicted.
ALTERNATIVE VARIANT: COLLABORATIONSOLO GAME
If you want to have a more cooperative experience while fighting the Machines you may follow these rules:
Players may, as an Action, try to partially Hack / Destroy a Machine. As an Action
you may place a number of
or Resources / (matching the Code) on a
Machine that may not be enough to Hack / Destroy a Machine. Other players
may perform an Action to Hack / Destroy a Machine by paying the missing costs.
If a player Hacks a Machine with
from another player attempting to Destroy
it, they still gain the Hacked card—and the same goes for a player Destroying a
Machine that was being Hacked by another player, they still gain 1 . The only
time a player does not gain / is when they fulfill the cost, partially paid for
by an opponent, of the Action they perform.
There is no interaction between Moloch and the Virtual Player. At the End of the game, you lose
for Deployed Machines as usual if you have more than the
Virtual Player.
27
---
NO MAN’S LAND
STATE PACK 04
Outside is chaos, a sundered earth in which no one’s expected to survive. Huddled
inside, you slouch over an old map, standing among your allies. A dim red light hangs
in the air and small toy soldiers are placed on the table and plans are discussed.
Suddenly, the commander slams their fist down and wipes the soldiers from the table.
It’s been decided. You cast long shadows against the red glow as your team marches
down the hallway toward the exit and on your way to the final outpost—your last
hope…
BACKGROUND SETUP CHANGES
NEW GAME MECHANISMS
50 new cards, comprised of:
41 No Man’s Land cards
9 Territory cards:
24 Outpost tokens (4 sets of 6 tokens for each player)
RACING TRACK
OPEN PRODUCTION: Activate 1 corner
.
BUILDING BONUS: Gain 1
.
DISTANCE
SPOILS
DEAL
No Man’s Land
NEW COMPONENTS
FRONT
(with the No Man’s
Land set identifier)
Activate
effect
Direction
Cost Type
Defense
Value
Set up the base game as usual with the following changes and additions:
• Shuffle all 41 cards of the No Man’s Land set together with the 88 cards from
the Base set. This creates a deck for this game.
• Take all 9 Territory cards and place them under the Victory Point track to create a map of the Territory. Place them next to each other, matching the directions in their lower left hand corners.
• Each player takes 1 set of Outpost tokens.
MAP
The Map is made out of the 9 Territory cards, each with 3 levels. Each Territory card may have 1 Outpost token on it, which will be placed on one of the 3 levels. The bottom space is level 1, the middle space is level 2, and the top space is level 3. Each Territory card also has two Directions related to it, which
4
3
2
ACTIVATE:
Gain
ACTIVATE:
Gain
ACTIVATE:
Gain
for each
Central
NORTH CENTRAL
RACING TRACK
OPEN PRODUCTION: Activate 1 corner
.
BUILDING BONUS: Gain 1
.
DISTANCE
SPOILS
DEAL
No Man’s Land
4
3
2
ACTIVATE:
Gain
ACTIVATE:
Gain
ACTIVATE:
Gain
for each
Central
NORTH EAST
4
3
2
ACTIVATE:
Gain
ACTIVATE:
Gain
ACTIVATE:
Gain
for each
Central
NORTH EAST
4
3
2
ACTIVATE:
Gain
ACTIVATE:
Gain
ACTIVATE:
Gain
for each
Central
NORTH CENTRAL
is important for many
game effects. There are 6 Directions: North, South, West, East, and 2 Centrals. When an effect instructs you to choose a Central direction, you must either pick vertical Central or horizontal Central.
BACK
4
3
2
ACTIVATE:
Gain
ACTIVATE:
Gain
ACTIVATE:
Gain
for each
North
NORTH WEST
4
3
2
ACTIVATE:
Gain
ACTIVATE:
Gain
ACTIVATE:
Gain
for each
Central
NORTH CENTRAL
4
3
2
ACTIVATE:
Gain
ACTIVATE:
Gain
ACTIVATE:
Gain
for each
Central
NORTH EAST
4
3
2
ACTIVATE:
Gain
ACTIVATE:
Gain
ACTIVATE:
Gain
for each
Central
EAST CENTRAL
4
3
2
ACTIVATE:
Gain
ACTIVATE:
Gain
ACTIVATE:
Gain
for each
Corner
RUINS
CENTRAL
4
3
2
ACTIVATE:
Gain
ACTIVATE:
Gain
ACTIVATE:
Gain
for each
Central
WEST CENTRAL
4
3
2
ACTIVATE:
Gain
for each
West
ACTIVATE:
Gain
ACTIVATE:
Gain
SOUTH WEST
4
3
2
ACTIVATE:
Gain
ACTIVATE:
Gain
ACTIVATE:
Gain
for each
Central
SOUTH CENTRAL
4
3
2
ACTIVATE:
Gain
ACTIVATE:
Gain
ACTIVATE:
Gain
for each
South
SOUTH EAST
4
3
2
AC TIVATE:
Gain
AC TIVATE:
Gain
AC TIVATE:
Gain
for each
North
NORTH WEST
4
3
2
AC TIVATE:
Gain
AC TIVATE:
Gain
AC TIVATE:
Gain
for each
Central
NORTH CENTRAL
4
3
2
AC TIVATE:
Gain
AC TIVATE:
Gain
AC TIVATE:
Gain
for each
Central
NORTH EAST
4
3
2
AC TIVATE:
Gain
AC TIVATE:
Gain
AC TIVATE:
Gain
for each
Central
EAST CENTRAL
4
3
2
AC TIVATE:
Gain
AC TIVATE:
Gain
AC TIVATE:
Gain
for each
Corner
RUINS
CENTRAL
4
3
2
AC TIVATE:
Gain
AC TIVATE:
Gain
AC TIVATE:
Gain
for each
Central
WEST CENTRAL
4
3
2
AC TIVATE:
Gain
for each
West
AC TIVATE:
Gain
AC TIVATE:
Gain
SOUTH WEST
4
3
2
AC TIVATE:
Gain
AC TIVATE:
Gain
AC TIVATE:
Gain
for each
Central
SOUTH CENTRAL
4
3
2
AC TIVATE:
Gain
AC TIVATE:
Gain
AC TIVATE:
Gain
for each
South
SOUTH EAST
horizontal
central
direction
vertical
central
direction
28
---
NO MAN’S LAND
STATE PACK 04
BUILD AN OUTPOST
As an action, you may Build an Outpost by discarding a with a . To Build an
Outpost on a Territory card, it cannot already have an Outpost token on it and
you must also have another Outpost on an orthogonally adjacent Territory. When
you place your Outpost token on the Territory card, place it on level 1 of the
Territory card, and activate the effect to the right.
EXAMPLE: You discard Docks from your hand to Build the
on the South
Territory (which is adjacent to your Outpost on the Southwest Territory). You place your Outpost token on the level 1 space, and gain 1
.
Note: The Quantity of the Outpost tokens is limited—if you run out of them,
and want to Build a new Outpost, you must remove an Outpost from another
Territory card.
LOOKOUT PHASE
During the first Lookout phase, you must skip either the first or the second selection
of cards to Build an Outpost (without paying any other cost) on any unoccupied
corner Territory card. During the subsequent Lookout phases you may skip either the
first or second selection of cards to Build an Outpost (without paying any other cost)
on an unoccupied Territory card orthogonally adjacent to a Territory with one of your
Outposts. You activate the built Outpost normally.
Note: If you’re not cautious and don’t protect your Territories, you may end up
being fully removed from the Map!
4
3
2
ACTIVATE:
Gain
for each
West
ACTIVATE:
Gain
ACTIVATE:
Gain
SOUTH WEST
4
3
2
ACTIVATE:
Gain
ACTIVATE:
Gain
ACTIVATE:
Gain
for each
Central
SOUTH CENTRAL
4
3
2
ACTIVATE:
Gain
ACTIVATE:
Gain
ACTIVATE:
Gain
for each
South
SOUTH EAST
DISTANCE
SPOILS
OPEN PRODUCTION
DEAL
51
st
State
DISTANCE
SPOILS
OPEN PRODUCTION
DEAL
51
st
State
DISTANCE
SPOILS
OPEN PRODUCTION
DEAL
51
st
State
DISTANCE SPOILS
OPEN PRODUCTION
DEAL
51
st
State
DISCARD
UPGRADE AN OUTPOST TO LEVEL 2
As an action you may Upgrade your to level 2 by discarding a with the
type indicated on level 2. To do so, you must already have an Outpost token on the level 1 space of the Territory card. When you Upgrade your
, move your
Outpost token to the level 2 space of the Territory card and activate the effect to the right or below it.
EXAMPLE: You discard Clay Pit from your hand to Upgrade the
on the
Southwest Territory card. You move your Outpost token to the level 2 space,
and decide to gain 1 (you could have instead chosen 2 ).
UPGRADE AN OUTPOST TO LEVEL 3
As an action you may Upgrade your to level 3 by discarding a with a
. To do so, you must already have an Outpost token on the level 2 space of the
Territory card. When you Upgrade your , move your Outpost token to the
level 3 space of the Territory card and activate the effect to the right or any of the
levels below it.
RAZE AN ENEMY OUTPOST
As an action you may Raze an Enemy Outpost
by spending a number of
equal to the Defense value of the Razed Outpost’s level. To do so, you must
have the on an orthogonally adjacent Territory. When you Raze an Enemy
, activate the effect to the right or any of the levels below it. Lastly, remove
the Outpost token from the Territory card, and return it to its owner. You may immediately Build an
on the Territory card you just Razed.
Note: You may place 1 on each Territory card with your to increase its
Defense value by 1. are removed during the Cleanup phase as usual.
Note: Outposts belonging to a player who has already passed cannot be Razed.
4
3
2
ACTIVATE:
Gain
for each
West
ACTIVATE:
Gain
ACTIVATE:
Gain
SOUTH WEST
4
3
2
ACTIVATE:
Gain
ACTIVATE:
Gain
ACTIVATE:
Gain
for each
Central
SOUTH CENTRAL
4
3
2
ACTIVATE:
Gain
ACTIVATE:
Gain
ACTIVATE:
Gain
for each
South
SOUTH EAST
DISTANCE
SPOILS
OPEN PRODUCTION
DEAL
51
st
State
DISTANCE
SPOILS
DEAL
51
st
State
DISTANCE SPOILS
DEAL
51
st
State
DISCARD
29
---
NO MAN’S LAND
STATE PACK 04
EXAMPLE: You decide to Raze the West Territory card. You may do this since you
have an on an orthogonally adjacent space (Southwest). You spend 3 ,
which is equal to its Defense value. Remove the enemy Outpost token, and gain
2 .
GAINING RUINS
To gain a Ruins (for example, via a Production card), draw a card from the deck
and place it face down in your State (it does not matter where in your State you
place the Ruins). You may always look at the front of your Ruins to check the card.
4
3
2
ACTIVATE:
Gain
for each
West
ACTIVATE:
Gain
ACTIVATE:
Gain
SOUTH WEST
4
3
2
ACTIVATE:
Gain
ACTIVATE:
Gain
ACTIVATE:
Gain
for each
Central
SOUTH CENTRAL
4
3
2
ACTIVATE:
Gain
ACTIVATE:
Gain
ACTIVATE:
Gain
for each
Central
WEST CENTRAL
4
3
2
ACTIVATE:
Gain
ACTIVATE:
Gain
ACTIVATE:
Gain
for each
Corner
RUINS
CENTRAL
CLARIFICATIONS
OUTPOSTS
Each time a card effect states that you may Build / Upgrade / Activate a , it
targets only your Outposts (unless stated otherwise). You do not have to pay the
costs of discarding a , but you must still meet the requirements—therefore, to
Upgrade an it must already be on either level 1 or 2, and to Build an , you
must have an unoccupied card adjacent to your other . Razing the always
targets the orthogonally adjacent enemy .
ACTIVATE OUTPOST
Many card effects let you activate your . In these cases, you may activate the
current level of the or any lower level effects.
During the Setup, the Virtual player also receives 1 set of Outposts. During the
first Lookout phase, place the Virtual Player’s Outpost token on the Territory card
in the vertically opposite direction of your
. During the remaining Lookout
phases, the Virtual player will always (if possible) Build 1 for free.
During the Action phase, after there are no Connection cards left, the Virtual player
will Build the if there is an unoccupied Territory card adjacent to their .
After the Virtual Player executes all the attacks of your Locations, it will try to
Raze your . It will try to Raze your with the lowest level. After it successfully
Razes 2 it will pass on their next turn.
IMPORTANT
• The Virtual player must follow the rules of adjacency to Build or Raze.
• The Virtual player always Builds the on the 2nd level (instead of first) but
never Upgrades them.
• If possible, the Built by the Virtual Player must be adjacent to the Territory
card with your .
30
---
MICHAŁ ORACZ
NEUROSHIMA 3.0
HEX!
ENTER THE
NEUROSHIMA
UNIVERSE
NEW EXPANSION:
MICHAŁ WALCZAK
PIRATES
NEUROSHIMA
HEX!
STEEL POLICE
DANGER
HARRASHA
MEPHISTO
MISSISSIPPI
URANOPOLIS
DEATH BREATH
NEOJUNGLE
NEW YORK
SMART
VEGAS
IRON GANG
SAND RUNNERS
TROGLODYTES
BEASTS
PIRATES
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
15.
16.
MICHAŁ ORACZ
NEUROSHIMA 3.0
HEX!
AN EXPANSION SET FOR
DODATEK DO GRY
31
---
PROMOS
4 SCREEN PRINTED VICTORY
POINTS WOODEN MARKERS
4 NEW FACTIONS WITH SCREEN PRINTED
WOODEN VICTORY POINT MARKERS
URANOPOLIS – NEW FACTION
WITH A SCREEN PRINTED WOODEN
VICTORY POINT MARKER
ENGRAVED WOODEN RESOURCES
1 FIRST PLAYER PLASTIC
CUSTOM MARKER
Replace your regular
Victory Points markers
with these premium
wooden markers.
Replace your regular First
Player token with this
custom plastic marker.
Let them feel strong for
a while, before you Raze
their Locations.
Texas and Hegemony were
initially part of the 51st State:
Master Set Pre-Order Promos, and
released separately later on the
webshop.
Note: The Texas Faction Board
Action allows you to activate
another previously used Faction
Action again. However you are still
limited to 1 Action per turn, so you
need 2 turns to activate a Faction
Action twice.
University and Mississippi were
initially part of the 51st State:
Allies Pre-Order, and released
separately later on the webshop.
This Faction was
available only during
51st State: Ultimate
Edition Campaign.
A set of wooden markers representing Bricks, Guns, Fuel,
Iron, and Workers. The markers are custom shaped and
engraved with details, giving them a one-of-a-kind finish.
Check the availability of the mini-expansions at
shop.portalgames.pl / shopportalgames.com (US)
GAMEFOUND CONTENT
32
Note that Uranopolis
Defence Value is 4 in
each Row!
---
STATE CORE
ACTION: Spend X
to gain 3
.
X is the Number of Deployed Machines.
DISTANCE
SPOILS
DEAL
Moloch +
HACKED
PROPELLANT SCAVENGER
PRODUCTION: X .
X is the Number of provided by your Faction
action.
DISTANCE
SPOILS
DEAL
Moloch +
HACKED
FIREWALLER
ACTION: Spend X to Hack a Machine.
X is the Number of Deployed Machines.
Min 1. Deployed.
DISTANCE SPOILS
DEAL
Moloch +
HACKED
SKYSCRAPER
FEATURE: Each time you draw a
you may
spend 1
to also gain 1 Good from its Spoil
field.
DISTANCE
SPOILS
DEAL
Moloch +
HACKED
PROMO SET 1
PROMO SET 2
Add 6 new cards to your Base
Game, come visit Wrecked
Airplane, Raze Propaganda
Center, and make a Deal with
your Friendly Local Gun Store.
Friendly Local Gun Store was
part of the Watch It Played
2016 Campaign Promos.
The rest of the cards were
available in the Portal Games
store.
New cards including new Locations, Machines, and Capitol cards—brand new
types of cards introduced in this Promo Set
Location cards should be shuffled into the deck regardless of any other
expansion you are playing with. If you are playing with the Moloch expansion,
additionally shuffle the Machine cards into the Machine deck.
These cards were available as part of the 51st State: Ultimate Edition Campaign
Promos.
WRECKED AIRPLANE
FEATURE: -
BUILDING BONUS: 1
for each
in your
State. Max. 5.
DISTANCE
SPOILS
DEAL
Promo Set 1
JENN'S TRANSPORT
FEATURE: When an opponent gains Goods from
one of their Feature
, spend 1
to gain
1 Good of the same type.
DISTANCE
SPOILS
DEAL
51st Extend
FIXER
ACTION: Spend 1 to use a blocked Open
Production .
DISTANCE
SPOILS
DEAL
Promo Set 1
THE BORDERLINE PUB
PRODUCTION: 1 Good that is not Produced by
any of your other
nor Deals.
DISTANCE
SPOILS
DEAL
51st Extend
ARMORED CAR
FEATURE: When you Raze an Opponent’s , it
has a Defense value of 1 less than normal.
DISTANCE SPOILS
DEAL
Promo Set 1
PRODUCTION: 2 .
WATER ARENA
DISTANCE SPOILS
DEAL
51st Extend
SECRET STOCK
FEATURE: Each time you spend 2
to gain
1 Resource of the type produced by your Faction
Board, gain 2 of them instead.
DISTANCE
SPOILS
DEAL
Promo Set 1
JUNK NOMADS
ACTION: Spend 2
to take one face down
Connection card.
DISTANCE
SPOILS
DEAL
51st Extend
PROPAGANDA CENTER
ACTION: Discard 2
. Draw 2
, keep one of
them, discard the other.
DISTANCE
SPOILS
DEAL
Promo Set 1
POLE VAULTERS
FEATURE: If you don’t have a
here, you may
resolve 2 actions one after another, then place a
on this
.
DISTANCE
SPOILS
DEAL
51st Extend
FRIENDLY LOCAL GUN STORE
ACTION: Spend 2
to gain 1
and 1
.
May be activated twice.
DISTANCE
SPOILS
DEAL
FEATURE: Each Connection card gives you
1 additional Contact of its type. Additionally,
you can store here any type of Contact tokens.
BUILDING BONUS: 1
, 1
, and 1
.
ZEE’S TOWER
DISTANCE
SPOILS
DEAL
51st Extend
FIXER
You may spend 1 to
use an Open Production
of another player
where there is already a
placed . Its owner gains
1 from the general
supply as usual.
THE BORDERLINE PUB
If you produce all kinds of
Goods, you gain nothing.
IBN HEADQUARTERS
If there are any Goods on
the stolen , leave them
on it.
IBN HEADQUARTERS
REQUISITES
INSTANT: Steal another player’s
.
Capitol
TRADITIONALIST TOWER
REQUISITES
INSTANT: Gain 5
.
Capitol
POST CAPITOL
REQUISITES
INSTANT: Draw the top 3 cards from the deck
and Make a Deal with them for free.
Capitol
DESERT MONOLITH
REQUISITES
INSTANT: Draw the top 2 cards from the deck
and Raze them for free. Capitol
FIXER
ACTION: Spend 1 to use a blocked Open
Production .
DISTANCE SPOILS
DEAL
Promo Set 1
THE BORDERLINE PUB
PRODUCTION: 1 Good that is not Produced by
any of your other nor Deals.
DISTANCE SPOILS
DEAL
51st Extend
IBN HEADQUARTERS
REQUISITES
INSTANT: Steal another player’s . Capitol
CAPITOL CARDS RULES
SETUP
Place a number of Capitol cards equal to the number of players near the Victory
Point board.
ACTION PHASE
Whenever a player has Built Locations of the types indicated in the Requisites
section of a Capitol card, they may claim it and immediately resolve its effect.
Each Location may only be used to provide one Location type for the Requisites.
During a single turn a player may claim only 1 Capitol card.
Once a Capitol card is placed in a player’s State, other players may no longer claim it.
END OF THE GAME
Capitol cards don’t provide any
at the End of the game.
SOLO GAME
The Virtual player claims Capitol cards automatically once it Builds Locations of
the required types, but the Capitol card effects are ignored.
PROMOS
Check the availability of the mini-expansions at
shop.portalgames.pl / shopportalgames.com (US)
GAMEFOUND CONTENT
33
---
PROMOS
MOLOCH SERVER ROOM
ARENA TILE
4 BORDER TILES
Why hack the machines when you can
go straight to the source? Hack the
Moloch Server Room to slow down the
onslaught of the Moloch’s forces.
SETUP
During the setup, place the Moloch
Server Room in the middle of the
play area.
Let the Deadly Game start! Gladiators, ready! Time
for some rage!
SETUP
Place the Arena tile in the middle of the play area.
NEW RULES
The Arena is not a Location. It is a new game
People from the borderland are the
toughest of the tough. Good relations
with them will benefit us in the future.
If, of course, there is a future…
SETUP
Place 1 Border tile between
each pair of players – Border tiles
HACKED SERVER ROOM
Each player receives 5 .
For each following round, Deploy 1 fewer Machine.
MOLOCH SERVER ROOM
+2 +3 +4
1 = 1 AP
1 = 2 AP
1 = 3 APARENA
BORGO
ACTION: Spend 1
and 1 to gain 3 .
Human DNA experiments
HEGEMONY
Human trafficking
ACTION: Spend 1
to gain 2 .
MOLOCH
Descent into Moloch
ACTION: Spend 3
to gain 1 and 2 .
OUTPOST
Deal on protection
ACTION: Spend 1
to gain 2 .
GAMEPLAY
Each time you Hack a Machine, instead of taking it into your hand, you may place a
onto the Moloch Server Room (the Hacked card is placed into the Machine
discard pile). Once you have placed a number of onto the Moloch Server Room
equal to the number of players +1, it is Hacked and flipped over.
The Moloch Server Room promo was initially part of the 51st State: Moloch Pre-
Order, and released separately later on the webshop.
area, where each of the players can send 1 of their Workers to compete in mortal
combat.
represent factions living near those players’ States. They should be placed with a
random side up.
FOR EXAMPLE: In 2 player games there will be only one Border tile, in games with
3 players there will be 3 Border tiles – one between every two players.
In 2 player games don’t use the Borgo Border tile!
RULES OF PLAY
During your turn as an Action you can activate a Border tile placed near you. After
resolving the Action, flip the tile. Its other (now visible) Action is available to you
and your neighbor.
FOR EXAMPLE: In a 3 player game there are two Border tiles near you—
Hegemony “Human trafficking” on your left and Moloch “Descent Into Moloch”
on your right. On your turn, you decide to activate the Hegemony tile—you
must spend 1
from your resources to gain 2 . After resolving the Action,
you flip the Hegemony Border tile. Next is the player on your left’s turn—they
could use the Hegemony “I Can Trade Away the Skinny One” tile, but they
choose a different Action. Next in turn is the player on your right—they use
the Moloch “Descent Into Moloch” Border tile and flips it. On another turn you
may use the Hegemony “I Can Trade Away the Skinny One” or the Moloch
“Fighting Moloch” tile.
Border tiles were initially part of the Secret Cabal Gaming Podcast 2017 Campaign
Promos, and released separately later on the webshop.
To use the Arena, implement the following changes:
ACTION PHASE
Players may interact with the Arena during the Action Phase:
As an Action: Place 1 of your
on your Faction’s icon on the Arena tile.
Note: You can have only 1 on the Arena.
CLEANUP PHASE
At the beginning of the Cleanup Phase you may equip your in the Arena.
To equip your , you may place either 1 OR 1 OR 1 from your (not yet
discarded) personal supply, next to your in the Arena. Each such equipment is
worth a number of Arena points (AP: refer to the scoring on the Arena tile). You may equip your
this way at the beginning of each Cleanup Phase – but
only once per phase.
END OF THE GAME
At the end of the game, each player with an equipped
in the arena counts their
Arena points. The player with the highest total Arena points managed to win in
this brutal gauntlet at the Arena and scores 5 . In case of a tie, the audience is
dissatisfied and no are awarded.
The Arena promo was initially part of the Brettspiel Adventskalender 2017, and
released separately later on the webshop.
Check the availability of the mini-expansions at
shop.portalgames.pl / shopportalgames.com (US)
GAMEFOUND CONTENT
34
---
PROMOS
3 CITIES NEOPRENE PLAYMAT
NEOPRENE AREA PLAYMAT
SIGNAL
It’s said they were once crowded and
bustling with life, but now… Now they
are something different. Do you dare to
enter?
SETUP
Place the 3 Cities tiles in the center of
the playing area. On those tiles, place
the Goods shown next to the Building
Bonus.
Give each player the Faction tokens
for their Faction and return the
unused tokens to the box.
ZIGGY ONE
DEAL
PRODUCTION: . BUILDING BONUS: 2.
BOSTON AREA
DEAL
PRODUCTION: . BUILDING BONUS: 2 .
JERSEY CRUST
DEAL
PRODUCTION: . BUILDING BONUS: 2.
GENERAL RULES
When interacting with a City tile, treat it as any other Location in the game. The Distance and Range values shown on the tile work the same as with any other Location.
PRODUCTION
During each Production Phase, each City produces the Goods shown. Place them on the tile. Do not remove them during the Cleanup Phase.
ACTION
During the Action Phase, you can interact with each City in 2 ways:
DEAL – You may make a Deal with any City by spending contact tokens equal
to its Distance. Mark the City with the provided Faction token. This is considered a normal Deal for all rules purposes and provides you with the Good shown next to Production each round as long as the City remains in play. Every player can make a Deal with every City once.
RAZE – You may Raze a City with
equal to its Defensive Range. Discard the tile
and Faction tokens. You receive all Goods stored on the tile.
The 3 Cities were initially part of the 51st State: Master Set Pre-Order Promos, and
released separately later on the webshop.
Finally your Locations will be
protected and won’t fall into
enemy hands.
The Neoprene Playmat was
available as an addon during
51st State: Ultimate Edition
Campaign.
A decent battlefield for decent
warriors.
The Neoprene Area Playmat
was a Promo added to the No
Man’s Land expansion during
51st State: Ultimate Edition
Campaign.
If you believe that the art of
reading in the computer age
waned, particularly among
geeks, then it’s a sure sign that
you are Moloch.
The Signal novel was initially
part of the 51st State: Master
Set Pre-Order Promos.
Check the availability of the mini-expansions at
shop.portalgames.pl / shopportalgames.com (US)
GAMEFOUND CONTENT
35
---
RULES SUMMARY
The game takes place over a number of rounds, each divided into the following
phases:
1. LOOKOUT – Receive new cards.
2. PRODUCTION – Gain Goods and Resources produced by your State.
3. ASSAULT – Resolve the effects of the Deployed Machines.
4. DEPLOY – Draw and deploy the Machine cards.
5. ACTION – The main phase of the round. You will use your cards, Resources, and
Goods to take Actions and gain Victory Points.
6. CLEANUP – All unused and spent Resources, Goods, and tokens are discarded.
GAME OVERVIEW
LOOKOUT PHASE
ACTION PHASE
CLEANUP PHASE
PRODUCTION PHASE
ASSAULT PHASE
DEPLOY PHASE
Reveal the top card of each Connection Pile.
Reveal from Deck number of cards equal to number of players +1. Each player
chooses one face up card from the center of the table in clockwise player order.
Repeat it then the second time counter-clockwise. Detailed description is on
page 7.
During the Lookout Phase, 1 card will be left over after each drafting round. When
this card is discarded, place it in the current Starting Player’s personal discard pile.
Instead of picking a card you may build an Outpost for free on an adjacent card.
Collect Goods from your Faction board, Deals, and Production Locations.
Note: During the first round the Assault Phase is skipped.
Each player resolves the Assault effects of the Deployed Machines.
Deploy a number of Machines according to difficulty level you chose during
Setup and the number of players.
AVAILABLE ACTIONS
• Construct a Location: Discard the tokens equal to Location’s Distance
value.
• Develop a Location: Discard 1 as well as a Location in play. Place a new
Location, which shares at least one Type with the discarded Location. Gain
1 .
• Make a Deal: Discard tokens equal to Location’s Distance value.
• Raze: Discard tokens to Raze a Location from your hand, an opponent’s
Location, or an opponent’s Outpost.
From Hand: Equal to the Location’s Distance.
Opponent’s: equal to the Defense value of the Location, adding 1 for the
, if present.
Opponent’s Outpost: equal to the Defense value of the Outpost, adding
1 for the , if present. Then, you may build your Outpost in its place.
• Use an Action from Location
• Take or play a Connection card: Discard 2 to take 1 face up
Connection card into your hand or discard 1 Connection card from your hand to gain depicted Goods.
• Hack a Machine: Discard the depicted Goods on the Machine card and take the card into your hand with the Hacked side facing you.
• Destroy a Machine: Spend a number of equal to the value of the
Machine’s Defense, gain 1 , and discard the Machine into the Machine
discard pile.
• Build an Outpost : Discard a card to place the Outpost marker on an
adjacent Territory card and activate its level 1 effect.
• Use an Action from Faction board.
• Pass: This is your last Action in this round.
• Upgrade an Outpost: Discard a card with the indicated type, move your Outpost marker up one level and activate the effect of this or any lower level.
Discard all unused Goods, exept cards. Discard tokens used to Activate Location’s abilities. Discard any face up Connection Cards.
EXPANSIONS RULES:
• Scavengers Expansion rules
• Allies Expansion rules
• Moloch Expansion rules
• No Man’s Land Expansion rules
36
---
RULES SUMMARY
Production Locations – You gain the benefits IMMEDIATELY when built, and
during each Production Phase of following rounds.
Feature Locations – Their abilities are granted when built, and the entire turn
when certain Actions are taken.
Action Locations – When used, place the required Goods spent on the Location
to mark that the Action has been used.
The game end is triggered when any player reaches 25 Victory Points. When this
happens, finish the current Action phase but skip Cleanup. If a player reaches 25
points during the Production phase, proceed to the Action phase as normal. After
the Action phase is completed, skip the Cleanup phase and calculate the final
score of each player.
At the End of the game, before players count
for their , the player with the
most loses 2 for each Deployed Machine.
Score 1 for each Location in your State and add the total to your score.
In the case of a tie, the player with the most total Goods is the winner. If the tie
persists, the player among those tied with the most Locations wins. If there is still
a tie, all tied players share the victory.
FUEL
IRON
GUN
BRICK
AMMO is universally valuable and may be used in place of any of the
four basic Resources. When paying for actions, you may spend Ammo
instead of a Resource, but not the other way around.
WORKER
CARD
TOP CARD of another player’s personal discard pile
, , CONTACT tokens
UNIVERSAL CONTACT token. When needing a Contact token, you can
use an Universal one as any of the three basic Contact tokens.
, , INFLUENCE tokens
DEVELOPMENT token
SHIELD token
VICTORY POINT
ICONS
LOCATION ABILITIES
GAME END
GOODS ICONS
OTHER ICONS
These are called Resources.
LOCATION
, , , etc. LOCATION Type icons
OUTPOST
Each Type icon in the game is linked to a Good:
– 1 – 1
– 1 – 1
– 1 – 1
– 1 token – 1
– no effect
– 1 (if gained from the draw pile
or if spent from your hand)
GAINING RUINS
To gain a Ruins (for example via a production card), you draw a card from the Deck and place it face down in your State (you do not have to care about where in your State you place this card). You may look at the front of any of your Ruins to check what card it is.
When you’re instructed to rebuild a Ruins, you flip the card back to its front. At
this moment, the card ceases to be a Ruins and becomes a Location again.
37
---
GAME DESIGN: Ignacy Trzewiczek
SINGLE PLAYER STANDARD VARIANT: based on Imperial Settlers by Maciej Obszański
SINGLE PLAYER BORGO 2.0 VARIANT: Joe Leone
SCAVENGERS EXPANSION DESIGN: Ignacy Trzewiczek, Joanna Kijanka
ALLIES EXPANSION DESIGN: Ignacy Trzewiczek, Joanna Kijanka
MOLOCH EXPANSION DESIGN: Joanna Kijanka
NO MAN’S LAND EXPANSION DESIGN: Ignacy Trzewiczek, Joanna Kijanka
GRAPHIC DESIGN: Maciej Mutwil, Mateusz Kopacz, Gaba Palicka, Michał Kulasek, Rafał Szyma
ILLUSTRATIONS: Mateusz Bielski, Grzegorz Bobrowski, Piotr Cieśliński, Sandra Duchiewicz, Epбoл Булентaeв Eksrey, Piotr Foksowicz,
Łukasz Gandzel, Tomasz Górnicki, Daniel Grzeszkiewicz, Tomasz Jędruszek, Hanna Kuik, Maciej Simiński, M81 Studio (Maksym Hnatyk,
Iryna Moroz, Tatiana Razumna, Dmytro Tiuftin), Michał Oracz, Agnieszka Osipa, Michał Sztuka, Galina Zhurkina, William R. Liberto,
Daniel Vorotnikov, Sergey Zabelin
GAME MANUAL: Chevee Dodd, Joanna Kijanka, Yiannis Strigkos, Ignacy Trzewiczek
GAME MANUAL EDITS AND HELP: Grzegorz Polewka, Matt, Merry, Marek, Roman, Paul, Tony, Matt, Gunter, Kirdy, Anthony,
Luke & Zara Otfinowski, Tyler Brown, Jan Maurycy, Marcin Zalewski
EXECUTIVE PRODUCER: Grzegorz Polewka, Damian Mazur
PROJECT MANAGER: Rafał Szyma
THANKS: Yiannis, Cierń, Senior, Gloomy, Jagódka, Marcin, Piotr, Basia, Mattias Andersson, Donald, Paweł, Ben, Eric.
We continue to support our games after their initial release. Although our editors and collaborators carefully
check and polish the game materials, sometimes—even months or years after their premier—there is a need to
introduce corrections, changes, or improvements. We perform the necessary changes to game materials based
on the opinions of the gaming community and the experience of the authors. The most up-to-date manual, and
sometimes additional materials
Dear Customer, our games are assembled with the greatest care. However, if your copy lacks anything, we
apologize.
Please, let us know through the Customer Service form on our website: portalgames.pl/en/customer-service
Published by: Portal Games Sp. z o.o.
ul. H. Sienkiewicza 13, 44-190 Knurów, Poland.
© 2022 PORTAL GAMES Sp. z o.o.
All rights reserved.
---
MICHAŁ ORACZ
NEUROSHIMA 3.0
HEX! APP
BORGO
MOLOCH
HEGEMONY
OUTPOST
17
20
X
STEEL
POLICE
+
NEW YORK
VEGAS
BEASTS
SMART
GET IT ON
Google Play
Download on the
App Store
39
---
Empires
of the
North
DETECTIVE
North
ELEVEN
WRATH
LIGHTHOUSE
ELEVEN
IMPERIAL
SETTLERS
EVERY
BODY
MICHAL GRACE
NEUROSHIMA 3.0
HEX!
IMPERIAL
SETTLERS
RISE
EMPIRE
SETTLERS AZTECS
SETTLERS ATLANTEANS
SETTLERS AMAZONS
SETTLERS SETTLERS SETTLERS
PUNG FIRE
Dune
EVERY
BODY
40
LEOS
EVERY
DETECTIVE BODY
Robinson
MEDJUNGLE
Robinson
Crusoe
COLLECTOR'S
EDITION
EDILLIOU
CONFECIDICE
A MODERN CRIME BOARD GAME
DETECTIVE
A game by Ignacy Trzewiczek
BOARD
GAMES
THAT TELL
STORIES
CONNECTION
VIENNA
DETECTIVE
VIENNA
CONNECTION
A COLD WAR ESPIONAGE
BOARD GAME
DETECTIVE
DETECTIVE
DETECTIVE
DETECTIVE
MODERN CRIME BOARD GAME
GAME OF THE YEAR
VIENNA
CONNECTION
PETTY OFFICERS
DIG DEEPER
02
01 03
Catalp
Dune © 2021 Legendary. All rights reserved.
Portal
Games
Board Games
That Tell Stories
---
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