Full manual text
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Cyber realit y
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Guardian miniatures
1x Adventure board
10x Level 2 Experiments
1x Guardian board
4x Exosuit Upgrade boards1x Adventure reference card
1x Adventure die1x Endgame Condition card
1x Endgame Condition card
18x Adventure cards
(5+
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18x Adventure cards
(10+)
“GUARDIANS OF THE COUNCIL”
MODULE COMPONENTS
COMPONENT LIST
1x Doomsday board
2x Trajectory dice
1x “Save Earth” Tracker token (+1x spare)
1x “Seal Fate” Tracker token (+1x spare)
“DOOMSDAY” MODULE COMPONENTS
“DOOMSDAY ENHANCEMENT PACK”
COMPONENTS
“THE PIONEERS OF NEW EARTH”
MODULE COMPONENTS
1x
Endgame
Condition card
10x Level 1 Experiments
10x Level 2 Experiments
6x Hex-shaped
Exosuit markers
---
Save Earth tracker token
Example:
Seal Fate tracker token
Endgame Condition card
Trajectory
dice
Level 2 Experiment cards
Level 1 Experiment cards
DOOMSDAY BOARD
3
1x Adventure reference card
1x Adventure die
18x Adventure cards
(5+ )
18x Adventure cards
(10+ )
THE DOOMSDAY MODULE
Playing the Doomsday module, players can truly take
humanity’s fate into their hands. By conducting various
Experiments, they can actively influence the event chain
leading up to the Impact, potentially mitigating its effects
completely. However, not all Paths share the vision of saving
Earth from the second cataclysm — some rather see it as a
way to overcome their rival Paths, once and for all...
EXPERIMENTS AND THE DOOMSDAY TRACK
Experiment cards are a major addition to the main game,
and symbolize the Paths’ efforts to influence the time
and effect of the incoming Impact. Each Experiment card
consists of a condition, a cost and a Victory Point reward.
While in Focus, they can be claimed by using the new
Experiment Action on the Main board. Each Experiment
grants Victory Points to the player who claimed it, as well
as a chance to advance on the Doomsday track according
to the Path’s interests — either towards saving Earth by
mitigating the Impact’s damage, or sealing the planet’s fate.
Depending on the movements on the Doomsday track, the
Paths can score additional VPs for their Experiments, and
even the time of Impact can change.
CHANGES IN SETUP
1.
Place the Impact tile between the fifth and sixth
Timeline Tile (instead of the fourth and fifth).
2. Once the Timeline has been laid out, place a random
face-up Level 1 Experiment card below the first
Timeline tile, and a face-down Level 1 Experiment
card below each other Timeline tile. Return the leftover
Level 1 Experiment cards to the box without looking
at them. At the start of the game, the first Timeline
tile should have a face-up Superproject above and a face-up Level 1 Experiment below it, while all other
Superprojects and Experiments should be face down.
3.
Place the Doomsday board next to the Main board.
Treat this as part of the Main board. Place the Trajectory
dice on the designated slots on this board, and the Save
Earth and Seal Fate tracker tokens on their respective starting positions on the Doomsday Track.
4.
Shuffle all Level 2 Experiment cards into a face-down
stack and place it next to the Doomsday board.
5. Before choosing the 5 random Endgame Condition
cards, add the “Most Completed Experiments” card
to the card pool.
1
2
4
3
5
---
Example:
Example 1: Dominance player’s move Example 2: Harmony player’s move
Card’s condition
Reward
Card’s cost
2
+ 1
AI reSeArch
I
4
1PREPARATION PHASE — CHANGES
After flipping the Superproject above the following Era’s
Timeline tile, also flip the face-down Level 1 Experiment
card below it. Then, place a face-up Level 2 Experiment
card from the top of the stack below each Timeline tile
with no Experiment card below it.
NEW ACTION — EXPERIMENT
The Doomsday module introduces a new Main board
Action: the Experiment.
When you take the Experiment Action, you may claim an
Experiment card if:
• it is in Focus for you;
• you meet the Experiment card’s condition;
• you pay the Experiment card’s cost.
When you successfully claim an Experiment card: 1.
Remove it from below the Timeline tile and place it
next to your Player board as a reminder.
2. If you play the Path of Harmony or the Path of
Dominance, you may move the “Save Earth” tracker
one step up on the Doomsday track.
3. If you play the Path of Salvation or the Path of Progress,
you may move the “Seal Fate” tracker one step down
on the Doomsday track.
4. Receive a number of VP tokens indicated on the
Experiment card (2 or 3), and potentially additional
VPs depending on the marker’s new position on the Doomsday track (see below).
Worker specifics
•
The Experiment Action can be taken by any Worker.
Experiment has a Hex Pool space, where any number of
Workers can be placed.
THE DOOMSDAY TRACK
Whenever a player conducts an Experiment, they may
move either the “Save Earth” tracker one step up, or the
“Seal Fate” tracker one step down, depending on their
Path. After this movement, if there is a Victory Point value
printed next to the spot associated with the player’s Path
(see the Path symbols in the four corners), that player
receives that amount of Victory Points in addition to the
claimed Experiment’s Victory Point value. Only the player
that moved the tracker may gain Victory Points from the
Doomsday track. The Paths of Harmony and Salvation
receive larger amounts of Victory Point for the last two
steps in each direction, while the Paths of Dominance
and Progress receive smaller amounts of Victory Points
for the initial steps.
IMPORTANT: Players may no longer make any
movements on the Doomsday track after:
•
the Impact has occurred, or
• either the “Save Earth” or the “Seal Fate” tracker
is on the final (top or bottom) slot of the
Doomsday Track.
Even when any of the above is true, Experiments may
still be conducted for their VP values.
---
Example 2: Harmony player’s move
Example:
Move the Impact tile 1 space to the right.
5
6CLEAN UP PHASE — CHANGES
B) CHECK FOR IMPACT
At the beginning of the Check for Impact phase of each Era,
roll the two Trajectory dice, then count the total number
of (-) and (+) symbols
• on the Trajectory die roll’s result;
• next to the Doomsday track slots where the “Save Earth”
and “Seal Fate” Trackers currently are.
Three things can happen based on the result: 1.
If there are more (+) symbols in total than (-), move
the Impact tile 1 space to the right on the Timeline
track if possible — the Impact will occur one Era later.
2.
If there are more (-) symbols in total than (+), move
the Impact tile 1 space to the left on the Timeline track
— the Impact will occur one Era earlier. If this would
move the Impact tile behind the current Era tile, do
not move the Impact tile.
3.
If the number of (-) and (+) symbols is equal, do not
move the Impact tile.
IMPORTANT: If the “Seal Fate” tracker is on the
bottommost spot of the Doomsday track during the
Check for Impact phase, do not roll the Trajectory
dice - instead, place the Impact tile after the current
Timeline tile (regardless of its position) and resolve
the Impact immediately.
IMPORTANT: If the “Save Earth” tracker is on the
topmost spot of the Doomsday track, the Impact’s
damage to the present is completely mitigated, and
the game is over — proceed to Ending the Game (see
Page 19). In games where Earth is saved, the Impact
is never resolved, so there will be no Evacuation - try
to adjust your game plan accordingly!
OPTIONAL RULE — PLANNED EXPERIMENTS
These optional rules are meant for players who are already
familiar with the Doomsday module, and prefer planning
their Experiment Actions ahead.
•
Place the Level 2 Experiment stack face up next to the
Doomsday board (instead of face down). The top Level
2 Experiment card will always be visible for everyone.
• Whenever a player claims an Experiment card,
immediately replace it with the top Level 2 Experiment
from the stack, until the Experiment stack runs out.
• During the Preparation phase, do not place any Level
2 Experiment cards under the Timeline.
+
+
+
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–
---
Adventure cards 5+
Adventure reference card
Adventure cards 10+
Endgame Condition card
EXOSUIT UPGRADE BOARD
66
THE PIONEERS OF
NEW EARTH MODULE
ADVENTURES ON NEW EARTH
It wasn’t long before the Paths realized that their powerful
Exosuits could offer more than mere protection to
their Workers. Through new engineering and scientific
solutions, they developed methods to improve their Exosuit
models with Neutronium, Uranium, Titanium, Gold, and
even scientific Breakthroughs. This way, even the more
dangerous areas of the Outback became accessible, with
a vast amount of salvageable materials, forgotten relics
of the Old World — and, of course, new dangers to face.
The Pioneers of New Earth module expands Anachrony’s
gameplay with a new Action, the Adventure, available on
a separate mini-board. When taking this Action, players
use their Exosuits to venture out of the safety of their Path
capitals to face the perils of the Outback, New Earth’s harsh
landscape. In order to take on these Adventures, players will
need Exosuit Power, which can be obtained by upgrading
their Exosuit model with Resources. Each Adventure card
has a Power value, a Success result and a Failure result.
In order to succeed on an Adventure, the player’s current
Exosuit Power has to match or exceed the card’s Power
value — otherwise, failure is inevitable.
CHANGES IN SETUP
1.
Place the Adventure board next to the Main board.
2. Shuffle the Adventure cards into two separate
decks (5+ Power and 10+ Power, printed on their
backs). Place the decks face down on the designated
areas of the Adventure board. Place the Adventure
reference card within easy reach of all players.
3. Place the Adventure die on the designated spot on
the Adventure board.
4. After all players have chosen a Path, give them their
corresponding Exosuit Upgrade boards and place
them next to their Player boards.
5.
Before choosing the 5 random Endgame Condition
cards, add the “Most Succesful Adventures” card to the card pool.
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Example:
Example:
Example:
Example:
Example:
Example:
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giant sandW oRM
Failure box
7
NEW ACTION — ADVENTURE
The Pioneers of New Earth Module introduces a new Action,
the Adventure. This Action allows players to undertake
dangerous but rewarding missions to the far reaches of
the Outback.
When you take the Adventure Action, resolve the following
steps in this order:
1.
Count your Exosuit Power value by adding up the
Power values from your Exosuit Upgrade board and
other sources.
2. Place one of your Path markers on the topmost free
Power slot next to the Adventure space (if able). The
Power value on this space is added to (or subtracted
from) your total Power value. If there are no free Power
slots at all, subtract 3 from your total Power value.
3.
Choose one of the two Adventure card decks. Pay
1 Water if you choose the 5+ Power deck, or 2 Water if you choose the 10+ Power deck.
4. Draw the top card of the chosen deck, then draw
additional cards equal to the number of Breakthroughs
on your Exosuit Upgrade board. Choose one of the drawn cards, and put the rest back to the bottom of the respective deck in any order.
5. Roll the Adventure die, and add the rolled value to
your Power value.
6. Finally, compare your total Power value to that on
the chosen Adventure card. If your Power value is
equal to or higher than that value, resolve the Success part of the Adventure card (left box), and place it next to your Player board. If it is lower, resolve the Failure part (right box) and put it back to the bottom of the respective deck.
Worker specifics
•
The Adventure Action can be
taken by any Worker.
Adventure has a Hex Pool space,
where any number of Workers
can be placed.
---
1
One-time reward Permanent benefit Free Action
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ADVENTURE CARDS
Successfully completed Adventure cards are kept next to
your Player board, so you can always keep track of how
many you have completed. Most Adventure cards have
a one-time reward of various assets, but some of them
have permanent benefits, or even Free Actions that can
be used just like any other Free Action (once per Era). The
Success box of these cards is marked with a purple color
as a reminder.
When resolving an Adventure card that rewards you with
(or makes you lose) multiple assets, always start from the
top of the Success/Failure box and continue to the bottom.
If a failed Adventure would cause you to lose an asset that
you do not have, simply continue resolving the Adventure
without losing anything.
Details of each Adventure card can be found in the Appendix.
NOTE: The box also includes an
Adventure reference card with the
quantities of Adventure cards with
different Power values. While it
does not specify what each card
does, it helps you evaluate your
chances of drawing cards with the
right Power value.
NEW ACTION — POWER UPGRADE
The Power Upgrade Action space is printed on your Exosuit
Upgrade board. When you take this Action, place a Resource
on one of the respective Resource slots at the bottom of
the Exosuit Upgrade board. That Resource stays on the
slot and is considered spent.
For each Resource placed
this way, your Power value
is permanently increased
by the number associated
with the Resource slot.
Worker specifics
•
Path of Dominance: can only be taken by an Engineer.
• Path of Harmony and Progress: can be taken by any Worker.
IMPORTANT: For the Path of Salvation,
Power Upgrade is a Free Action. It
requires no Workers, but costs 1 Water
to use.
IMPORTANT: The Path of Dominance
starts the game with a Power value of
2 by default.
NEW ACTION — SENSOR UPGRADE
The Sensor Upgrade Action space is printed on your Exosuit
Upgrade board. When you take this Action,
1. Spend the Resource or Water indicated on the space.
2. Place one of your Breakthroughs on the designated
slot on the Exosuit Upgrade board. You may only
have at most 1 Breakthrough of each of the three
different shapes on this slot (for a maximum of
3 Breakthroughs).
3. Receive 2 Victory Points.
IMPORTANT: Instead of
receiving 2 Victory Points,
the Path of Harmony receives
2 Exosuit Power permanently
for each Breakthrough on the
Exosuit Upgrade board.
1
2
3
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Endgame Condition card
GUARDIAN BOARD
9
The placed Breakthrough stays on the slot and is considered
spent. For the remainder of the game, you may draw one
additional Adventure card for each Breakthrough on your
Exosuit Upgrade board whenever you take the Adventure
Action.
Worker specifics
•
Path of Harmony, Dominance and Progress: can only
be taken by a Scientist.
•
Path of Salvation: can be taken by any Worker.
CLEAN UP PHASE — CHANGES
A) RETRIEVE WORKERS
After retrieving all Path markers from the Free Action
slots, also retrieve them from the Power slots next to the Adventure Action space, freeing them up for the next Era.
NOTE: Pioneers of New Earth with other game variants
The Pioneers of New Earth module plays very well
with the base game’s optional rule variants: the
Alternate Timeline, the Starting Asset Draft and the
Endgame Condition Draft. It can also be played with
the Guardians of the Council module (described in
the next chapter).
We do not recommend playing it together with the
Doomsday module.
THE GUARDIANS OF
THE COUNCIL MODULE
The certainty of the incoming asteroid impact cast a dark
shadow over the years following the Day of Reminiscence.
Life in the Capital became increasingly hard, with denizens
working on strict rations to reinforce the city and prepare
for the worst.
But one day, help eventually arrived from where the people
least expected – the future. The Time Rift opened up once
again, and an army of gigantic, self-propelled Exosuits
slowly marched through it. The Guardians, as it turned
out, were the parting gift of a dying World Council from
an alternative future, where the impact resulted in fatal
catastrophe. They left behind their doomed world - to
help us save ours.
With the Guardians of the Council module, players gain
access to a new, Path-independent Exosuit type, the
Guardian. When you take a World Council Action, you may
permanently enlist one of the Guardians for your cause for
a price. The Guardians operate without Workers, and even
have their own designated Action spaces, where they can
take a Capital Action without being contested.
CHANGES IN SETUP
1.
Place the Guardian board next to the Main board.
Place a Guardian Exosuit marker (or a Guardian Exosuit
miniature, whichever you prefer) on each of the 6 Hex
spots on this board.
2. Before choosing the 5 random Endgame Condition
cards, add the “Most Guardians” card to the card pool.
3. When playing with 2 players, cover the right World
Council hex space with a Hex Unavailable tile. This hex
space cannot be used in 2 player games with Guardians.
1
2
3
---
Example: World Council Action
Example:
3
10
POWER UP PHASE — CHANGES
If you have one or more Guardians in your personal Exosuit
supply, you may power them up instead of your Path’s
regular Exosuits. The cost of powering them up (if any) is
the same as that of powering up a regular Exosuit.
NOTE: While the maximum number of Exosuits that
may be powered up during this phase is still 6, if
you have at least one Guardian, the total number of
Exosuits you use during an Era may exceed 6 under
some circumstances (for example, by owning the
Uranium Cores Superproject and activating it after
you’ve used some of your Exosuits, thus having free
hex slots on your Player board).
ACTION CHANGES
— WORLD COUNCIL
Whenever you take the World Council Action (1), after
taking a Capital Action (if any) and potentially becoming
the First Player (if you used the respective space), you may
also enlist one of the Guardians from the Guardian board
by paying its indicated cost (2).
NOTE:
You may place a Worker on any World Council
space to enlist a Guardian even if there are still available
Worker spaces in all Capital Actions. In this case you do
not get to perform a Capital Action (but you do also
become First Player if you placed on the left space).
The only difference between the Guardians is their
initial enlist cost. All Guardians cost at least one Worker
(permanently assigned to remote-control it) and various
other assets.
When you enlist a Guardian, place one of your Path markers
on an empty slot of your choice (3), pay the associated cost,
take the respective Guardian and place it in your personal
supply, ready to be powered up later. Your Path marker
stays on the slot permanently.
1
2
3
---
6
Example: Action Round
5ACTION ROUNDS CHANGES
— THE GUARDIANS
During the Action Rounds phase, the Guardians behave
differently than the regular Exosuits in two ways:
1.
They do not require Workers: Guardians can be used
to take Actions without placing Workers in them. When
taking an Action, the Guardians are always treated as
though a Genius was placed in them.
2.
They have an Action space only they can use: In
addition to being able to use the Main board Action spaces (like regular Exosuits), they may also be placed
on the hex space from which they were enlisted, marked
with your Path marker. On this space, you may pay 1 Water to take a Capital Action (i.e. Construct, Recruit or Research).
IMPORTANT: Other players may never use the hex
space marked with your Path marker, even if they have
Guardians themselves. If you have multiple Guardians
enlisted, it doesn’t matter which of the marked hex
spaces you use.
CLEAN UP PHASE — CHANGES
A) RETRIEVE WORKERS
Retrieve the Guardians from the Main board just like your regular
Exosuits, and also retrieve them from all Action spaces on the Guardian board marked with your Path marker.
IMPORTANT: Only the Guardians that were placed
there during the Era are retrieved from the Guardian board - the ones not enlisted, and the players’ Path markers are not.
1
2
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I
3
ii
12
APPENDIX
Abbreviations:
W - Water
U - Uranium
G - Gold
T - Titanium
N - Neutronium
VP - Victory Point
EXPERIMENT CARDS
Experiment cards are only used when playing with
the Doomsday module. They can be claimed with the
Experiment Action for VPs when they are in Focus. Each
Experiment has a condition that needs to be fulfilled and
a cost that has to be paid in order to claim it.
LEVEL 1 EXPERIMENTS
(worth 2 VPs each):
AI Research
Condition: Have a Breakthrough with the Technology icon.
Cost: Spend 1 T/U/G.
Examine Temporal Distortion
Condition: Have a Breakthrough with the Time Travel icon.
Cost: Spend 1 T/U/G.
Hydro Plant Upgrades
Condition: Have a Power Plant and a Life Support.
Cost: Spend 2 W.
Interstellar Missile System
Condition: Have a Breakthrough with the Warfare icon.
Cost: Spend 1 T/U/G.
Life Support Improvements
Condition: Have a Breakthrough with the Society icon.
Cost: Spend 1 T/U/G.
Quantum Mechanics
Condition: Have a Lab and a Factory.
Cost: Spend 2 W.
Resistant Genotype
Condition: Have a Breakthrough with the Genetics icon.
Cost: Spend 1 T/U/G.
Reverse Water-Gas Shift
Condition: Have a Lab and a Life Support.
Cost: Spend 2 W.
Technological Singularity
Condition: Have a Power Plant and a Factory.
Cost: Spend 2 W.
Timeline Protection Doctrine
Condition: Have at least 6 unused Warp tiles.
Cost: Gain a Paradox.
LEVEL 2 EXPERIMENTS
(worth 3 VPs each):
Alien Studies
Condition: Have at least 3 Brea kthroughs (any).
Cost: Spend 1 Breakthrough (any).
Augmented Time Rifts
Condition: Have at least 8 VPs from the Time Travel track
(i.e., at least 4 successful Tim
e Travels).
Cost: Spend 1 U and 2 W.
Austerity Measures
Condition: Have non-ne gative Morale.
Cost: Lose 1 Morale.
Caste System
Condition: Have at least 1 Scientist, 1 Engineer,
1 Administrator and 1 Genius. Further Geniuses do not
count as one o
f the ot
her three types.
Cost: Lose 1 Worker (any, can be Tired), spend 2 W.
Colony Coordination Protocol
Condition: Have at least 5 Buildings.
Cost: Lose an Administrator (can be Tired).
Cyber Reality
Condition: Have at least 2 square
Breakthroughs (icons do not matter).
Cost: Lose 1 Morale.
Energy Vortex
Condition: Have at least 4 Energy Cores.
Cost: Spend 1 Energy Core.
Forcefield Dome
Condition: Have 3 buildings of the same type (3 in 1 row).
Cost: Spend 4 Water.
Fortunate Accident
Condition: Have a Superproject.
Cost: Lose 1 Genius (can be Tired).
Gilded Alloys
Condition: Have at least 3 Gold and 3 Administrators.
Cost: Spend 1 Gold and lose 1 Administrator (can be Tired).
Hive Mind
Condition: Have at least 8 Workers.
Cost: Spend 1 G and 2 W.
Irrigation Systems
Condition: Hav e at least 10 W.
Cost: Spend 4 W.
Neutronium Fission
Condition: Have at least 2 Neutronium and 1 Genius.
Cost: Spend 1 Neutronium or lose 1 Genius (can be Tired).
Outback Mapping
Condition: Have at least 3 powered-up Exosuits
(on your Player board).
Cost: Spend 1 Energy Core.
---
5+
13
Pocket Universe
Condition: Have an Anomaly.
Cost: Gain 2 Paradoxes.
Structural Diversity
Condition: Have at least 1 of each building type.
Cost: Lose 1 Engineer (can be Tired).
Technology Matrix
Condition: Have at least 2 triangle
Breakthroughs (icons do not matter).
Cost: Lose 1 Scientist (can be Tired).
Time Lapse Zones
Condition: Have at least 2 circle
Breakthroughs (icons do not matter).
Cost: Gain 1 Paradox.
Titanium Condensation
Condition: Have at least 4 Titanium and 4 Scientists.
Cost: Spend 1 Titanium and lose a Scientist (can be Tired).
Uranium Enrichment
Condition: Have at least 4 Uranium and 4 Engineers.
Cost: Spend 1 Uranium and lose 1 Engineer (can be Tired).
ADVENTURE CARDS
Adventure cards each have a Success and a Failure part —
the former is resolved if your Power value is equal to or
higher than the card’s, the latter is resolved when it’s lower.
The Success part of certain Adventure cards gives an
ongoing or repeatable benefit that applies for the rest of
the game. These cards are marked with a purple color for
easier differentiation.
Adventure rewards that cannot be taken (i.e. a building
when there are no empty slots) are ignored. Taking any
Adventure reward is optional.
If you would spend an asset as the result of resolving a
Failed Adventure, but have less than the required amount,
spend all you have of that asset. You still get all rewards
listed after the asset you cannot spend.
ADVENTURE CARDS — 5+
Exosuit Malfunction (5)
Success: Receive 1 Energy Core and 3 W. Failure: Spend 1 Energy Core and receive 1 W.
Mystical Teachings (5
)
Success: Receive 1 Genius and 3 W.
Failure: Lose 1 Worker and receive 1 Genius.
Raid on Nomad Village (5)
Success: Receive 1 T/U/G and 1 Administrator. Failure: Lose 1 Worker and receive 1 T/U/G.
Data Archives (6
)
Success: Take 1 Research Action. You may set 1 additional
Research die. Receive 1 VP.
Failure: Spend 1 T and take 1 Research Action.
Journey through the Rift (6)
Success: You can receive 1 additional Paradox before you
receive an Anomaly.
Failure: Receive 1 Paradox and 1 VP.
Nuclear Winter (6)
Success: Receive 6 W and 1 VP.
Failure: Lose 1 Worker and gain 1 Morale.
Ancient Gold Mine (7)
Success: Receive 2 G and 2 VP.
Failure: Spend 2 W, receive 1 G and 1 VP.
Forgotten Time Capsule (7)
Success: At the end of the game, you qualify for
1 additional Endgame Condition card of your choice (even
if you do not meet its condition).
Failure: Spend 2 W and receive 1 VP.
Irradiated Vermin Tide (7)
Success: Receive 2 U and 2 VP.
Failure: Spend 1 Energy Core, and receive 1 U and 1 VP.
Passage of the Five Beasts (7)
Success: At the end of the game, the highest space on the
Morale track is worth 4 additional VPs for you.
Failure: Lose 1 Morale and receive 2 VPs.
Electromagnetic Hurricane (8)
Success: Receive 2 Energy Cores and 1 VP.
Failure: Spend 2 W and receive 1 VP.
Secret Tunnels (8)
Success: You may take a Construct, Recruit or Research
Action, then you may take another Construct, Recruit or
Research Action.
Failure: Spend 2 W, then you may take a Construct, Recruit
or Research Action.
Temporal Crack (8
)
Success: You may return one of your Warp tiles from
a Timeline tile to your supply. Receive 2 VPs.
Failure: Receive 1 Paradox and 1 VP.
Tribes of the Outback (8)
Success: Receive the following Action for the remainder
of the game: Free Action: Trade with Nomads.
Failure: Spend 1 W, then you may take a Trade with Nomads
Action.
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10+
14
Cargo Ship Wreckage (9)
Success: Receive 1 T, 1 U, 1 G and 1 VP.
Failure: Spend 1 T/U/G and receive 1 VP.
Giant Sandworm (9)
Success: Permanently receive +4 to your Power value.
Failure: Spend 1 Energy Core and receive 1 VP.
Hidden Resource Storage (9)
Success: Receive the following Action for the remainder of
the game: Free Action: Exchange 1 W to 1 T/U/G.
Failure: Spend 1 T/U/G and receive 1 VP.
Old Sewers (9)
Success: For the remainder of the game, you receive
2 additional W when you take the Purify Water Action.
Failure: Spend 1 T and receive 2 W.
ADVENTURE CARDS — 10+
Hostile Nomads (10)
Success: Receive 6 W, then take up to 2 Trade with Nomads
Actions. Receive 2 VPs. Failure: Lose 1 Worker and receive 1 VP.
Neutronium Cave (10
)
Success: Receive 2 N and 1 VP.
Failure: Receive 2 Paradoxes and 1 N.
The Time Maker (10)
Success: Advance 2 steps on the Time Travel track.
Failure: Receive 1 Paradox and 1 VP.
Broadcast from the Past (11)
Success: Gain 2 Morale.
Failure: Lose 1 Morale and receive 2 VPs.
Fountain of Life (11)
Success: Receive 8 W and 2 VPs.
Failure: Lose 1 Worker and receive 1 U.
Abandoned Factory (12)
Success: Construct 1 Factory building for free.
Failure: Spend 1 Energy Core and receive 2 T.
Uncontaminated Reservoir (12)
Success: Construct 1 Life Support building for free. Receive
1 VP.
Failure: Lose 1 Worker and receive 4 W.
Underground Laboratory (12)
Success: Construct 1 Lab building for free.
Failure: Lose 1 Morale and receive a Scientist.
Ancient Temple Ruins (13)
Success: Receive 4 G and 2 VPs. Failure: Lose 1 Worker and gain 1 Morale.
Deserted Carrier (13
)
Success: Receive the following Action for the remainder
of the game: Free Action: Receive a powered-up Exosuit.
Failure: Spend 1 Energy Core and receive 1 T/U/G.
Ice-bound Cryochamber (13)
Success: You may take a Recruit Action, then receive
1 Genius and 2 VPs.
Failure: Lose 1 Worker, receive 2 W and 1 VP.
Adrenaline Shots (14)
Success: Receive 3 W, then you may take up to
2 Adventure Actions.
Failure: Lose 1 Worker, receive 1 Energy Core.
Rogue AI (14)
Success: You may take up to 2 Research Actions. For each
Action, you may set 1 additional Research die.
Failure: Spend 1 Breakthrough and receive 2 VPs.
Asteroid Debris (15)
Success: Receive 1 N, 1 T, 1 U, 1 G and 1 VP.
Failure: Lose 1 Worker and receive 2 T/U/G.
Trails to the Lost City (15)
Success: Receive the following Action for the remainder
of the game: Free Action: Spend 1 W and gain 1 Morale.
Failure: Spend 2 W, lose 1 Worker and gain 1 Morale.
Secret Military Facility (16
)
Success: Receive 3 Energy Cores and 3 VPs.
Failure: Spend 1 Energy Core and receive 2 VPs.
Unstable Neutronium Core (16)
Success: Construct 1 Power Plant building for free. Then,
you may remove an Anomaly from your Player board.
Failure: Lose 1 Worker and receive 1 N.
Metropolis Ruins (18
)
Success: Construct any 1 Superproject from the Timeline
(from any Era) or any 2 buildings for free.
Failure: Spend 1 Energy Core, lose 1 Worker and receive 2 VPs.
Copyright, 2021, Mindclash Games and its affiliates.
All rights reserved to their respective owners.
www.mindclashgames.com
info@mindclashgames.com
Components may vary from those shown in this rulebook.
---
!
NEW ENDGAME CONDITION CARDS
The player(s) with the most completed
Experiments at the end of the game
receive(s) 3 VPs.
The player(s) with the most successful
Adventures at the end of the game
receive(s) 3 VPs.
The player(s) with the most enlisted
Guardians (e. g. most Path markers on
the Guardian board) at the end of the game
receive(s) 3 VPs.
NEW ICONS EXPLAINED
Experiment
Adventure Action
The Doomsday module
Pioneers of New Earth module
Power value
Guardians of the Council module
Guardian only
GAME DESIGN
Viktor Peter (Game Design & Development)
Richard Amann (Game Design & Creative Direction)
Dávid Turczi (Game Design)
ARTWORK
Villő Farkas (Art Direction & Graphic Design)
Lacza Fejes (Board illustrations, Exosuit concepts, Card illustrations)
János Kiss (Card illustrations)
Márton Gyula Kiss (Card illustrations)
László Szabados (Card illustrations)
RULEBOOK
Written by: Viktor Peter, Dávid Turczi
Edited by: Villő Farkas, Anna Radnóthy
CREDITS
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www.mindclashgames.com
ENHANCE YOUR GAME WITH THE
STUNNING EXOSUIT MINIATURES!
No need for the cardboard pieces anymore, place your
workers directly into the Exosuit miniatures for a much
more immersive gameplay experience!
Includes 24 highly detailed, super-sized Exosuit miniatures,
6 for each of the four Paths in the Essential Edition.
Expand your Anachrony gameplay experience even further with two groundbreaking
expansions: Fractures of Time and Future Imperfect are available!
For more details, visit www.mindclashgames.com.
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