Texto completo do manual
2
Table of contents
1. Game introduction.....................................................................1
1a. Table of contents...................................................................... 2
1b. List of all Components ............................................................. 2
2. Game setup................................................................................. 4
2a. Scenario setup ......................................................................... 5
3. Game Mechanics........................................................................ 6
3a. Player Board, Launcher, & Data tokens................................. 6
3b. Data tokens .............................................................................. 6
3c. Basic Data tokens..................................................................... 6
3d. Special Data tokens & other Data icons................................ 6
3e. Programming, Patterns, & Launching...................................... 7
3f. Basic Patterns ............................................................................ 7
3g. Launching Patterns................................................................... 7
3h. Bag building & Data tokens mechanics................................. 8
3i. Assets: Shield, Memory, Power, and Reroll ............................ 8
3j. Body cards ................................................................................ 9
3k. Learning Protocol cards........................................................... 9
3l. Classes, Factions, and Augment cards..................................10
3m. Map ........................................................................................11
3n. District tiles...............................................................................11
3o. Movement ..............................................................................11
3p. Revealing District tiles.............................................................11
3q. Trace ........................................................................................11
3r. Exploration tokens ...................................................................11
3s. Enemies ...................................................................................12
3t. Enemy deck setup ...................................................................12
3u. Attaching Enemies .................................................................12
3v. Damaging and defeating Enemies .......................................12
3w. Reset.......................................................................................13
3x. Upgrade .................................................................................13
4. Turn order..................................................................................14
4a. Planning phase (resolved simultaneously)...........................14
4b. Action phase (resolved in order)..........................................14
4c. Combat phase (resolved in order)........................................15
4d. Quest phase (resolved simultaneously) ...............................16
4e. Combat example...................................................................16
5. Scenarios....................................................................................18
5a. Scenario sheets......................................................................18
5b. Scenario cards, types, and Scenario progression..............18
5c. Tests.........................................................................................20
5d. Ending the game & using the Status sheet ...........................20
5e. Boss sheet...............................................................................20
6. Other game modes..................................................................21
6a. Solo Mode.............................................................................21
6b. Scenario generator (competitive mode)..............................21
7. Index............................................................................................22
8. Important keywords, key phrases, and icons...................24
Game introduction
Goal of the game
Tamashii is a scenario-based game set in a futuristic cyberpunk world of Japan. You can play the Scenarios in any order you
choose, each with an independent story in the world of Tamashii with their own distinct win conditions. The Scenarios begin with
an introduction and end with a Victory or Scenario Lost card. The worldbuilding within the Scenarios contain hints regarding the
overall plot of the game and once you finish the available Scenarios, you access the final one that sums up the story. But that’s
not all. The game has a lot of content waiting to be unlocked and each Scenario has diverging paths you can follow. If you want
to see every possible location, jump into all possible bodies, and experience all possible stories, you might want to play each
Scenario more than once.
List of all Components
70 Enemy cards 139 Scenario cards
13 Body cards
1 Solo mode card
(J.O.R.D.A.N. Bot)
12 Help cards 13 Learning Protocol cards
62 Scenario generator
-related cards
52 Class Augment cards 48 Faction Augment cards
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2 Boss Sheets 16 Body tokens 2 Boss tokens11 plastic holders for standees
(8 in player-related colors
and 3 black)
24 District tiles 23 Ascend tokens
16 Lock
tokens
8 Success
tokens
1 First Player
token
128 Basic Data tokens
(4 types)
16 Open Data
tokens
16 Corrupted Data
tokens
20 Exploration
tokens
8 Core data tokens 6 Player dice tokens
(2 sets)
4 Player Boards
4 Dump tiles 1 Time track
11 Scenario sheets
40 Universal markers () 40 Exp markers () 40 DMG markers ()
(10 big and 30 small)
4 ITG Limiters
7 Dividers for standard cards3 Dividers for small cards1 Progress sheet 4 Data bags
12 Player dice ()4 Enemy dice ()
Scenario Possible endings
Scenario
Prologue
X -6039
Geohunt
No Place like home
Old Fashioned
Simulation error
Shinigami
Darkness
Bloody war
Access denied
The Ascend (Final)
Start by playing the Prologue Scenario.
The Ascend Scenario may only be played if there is at least 1 checked box next
to each other Scenario.
A06
P08
E08
Z 11
U08
C 10
S 12
T 11
Y09
N05
G 18
P09
E09
Z 12
U09
C 11
S 13
T 12
Y 10
N06
G 19
P 10
E 10
S 14
S 15
CORE BOX
PROGRESS SHEET
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Before your first game
Before playing your first game of Tamashii, make sure you read the unboxing guide attached to the box. Then, when you are ready, the very first Scenario you play must always be the Prologue. Not only because it teaches
you how to play in a simplified way, but also because it has an introduction story and it unlocks key components used in other Scenarios.
Game setup
The Setup for Tamashii is divided into 2 phases. The first is to set up all of the basic game components,
which appear in almost every game. The second phase of Setup is scenario-specific and is always de-
scribed in the ‘Setup’ section of each particular Scenario sheet.
1.Place all Basic ( ) and Open Data tokens (), Ascend tokens (), Success tokens
(), Universal markers (), Damage () and EXP () markers, and all dice ( and )
in a place where all players can easily reach them. This is the Neutral pool.
2. Each player chooses one of the 4 Player Boards (and Dump tile in the same color), then completes
the following steps:
2a. Place the Dump tile into the slot on the bottom of the Player Board.
2b. Place 4 Lock tokens (
) on the rightmost marked column of the Launcher.
2c. Skip this step if you are playing the Prologue.
Place 1 Universal marker () on slot 0 of the Trace () track.
2d. Place 1 Universal marker () on each slot 0 of the Asset tracks (, , , and ).
2e. Place an ITG Limiter in the same color as your Player Board on slot 5 of the (Integrity) track.
Then, place 1 on slot 5 of the Integrity track, inside the Limiter.
2f.Take 2 (different, double-sided) Core Data tokens. Insert one with the icon that matches the
icon printed on your Player Board into the Core Data slot. Place the other token next to your
Player Board.
3.Each player takes:
3a – 1 Data Bag.
3b – 3 Help cards.
3c. Skip this step if you are playing the Prologue.
‒1 chosen Class Augment deck (each player chooses 1 of the 4 available Classes – Reaper, Brawler,
Trickster, or Whisperer). Then, remove the Augment card with ‘Solo/Pvp’ on its back from the game.
Place the other 2 Starting Augments face up in the indicated space near your Player Board.
Shuffle the rest of the Class Augments and place them face down near your Player Board.
3d. Skip this step if you are playing the Prologue.
‒2 random Learning Protocol cards. Choose one and place it in the indicated space next to your
Player Board. Then, discard the other back to the box.
3e – 1 Walker Body token matching the art on your Player Board, in a plastic holder that matches the
color of your Player Board (or a miniature in a rubber ring of your color if you are using miniatures).
4. Each player sets up their Data Bag:
4a. Place 3 Basic Data tokens of each type in your Bag (12 in total).
4b. Place in your Bag 1 additional Basic Data token, matching your Core Data token type.
4c. Shake the Data Bag to mix the tokens.
5.Skip this step if you are playing the Prologue.
Set up the Body Market:
5a. Shuffle all available Body cards into a deck, and place it in the play area face down.
5b. Draw cards equal to the number of players +1 (
+1) and place them face up next to the
Body deck so that all players can see them.
6. Place the Time track in a convenient spot near the play area. Place 1 on slot 0 of the Time track.
is divided into 2 phases. The first is to set up all of the basic game components, 3c.Skip this step if you are playing the Prologue.
1
8
6
9
4
3c
2f
5b5a
2e
3b
2b
11
3a
3d
2a
3e
2c2
7+7a
13
12
12+15
10
2d
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Locked vs Unlocked components
Some of the cards in the game box must be placed behind “Locked Components” dividers. You
will find them in decks with ‘Locked components’ cards on the front and the back, when unboxing
the game. These components are not used during Setup and should be left in the box. They may
become Unlocked by winning or losing various Scenarios.
Some District tiles also start in the Locked Pool. These should be placed behind the “Locked Dis-
tricts” divider, as instructed in the unboxing guide added to the box.
Whenever a component is Unlocked, it is moved to the opposite side of the respective divider and
added to the appropriate deck. All Locked components have a code on them (other than X00).
Scenario setup
Choose one of the available Scenario sheets – the art and description on the front of the Scenario sheet should help you decide and suggest what to expect in each individual story. Each Scenario has a different setup, but most setup sections are very similar and contain the following:
7.Map setup: Take all the District tiles listed in this section and place them as indicated by the illustra- tion. Some tiles are revealed(face up) in specific locations. There may be additional instructions
such as placing tokens, or other things to indicate rules or events specific to the given Scenario.
7a.
Exploration tokens: Place 1 Exploration token on each District tile indicated on the illustration.
8.Enemy deck: The number of Enemies of each level varies between Scenarios. To properly set up
the Enemies deck, set cards in a way that the Enemies listed first are on top of the deck (all cards
listed on top, then all cards listed next, and so on, see Enemy deck setup, page 12). Use random
Enemy cards unless the Scenario specifies the pool!
9.Corrupted Data (
) pool: This is the maximum amount of Corrupted Data players can obtain
during the Scenario. Place the proper number of Corrupted Data tokens in the space reserved for the Corrupted Data pool on the Time track.
10.Faction Augment decks: Scenarios may contain District tiles that are Hideouts of certain Fac-
tions. When these are present, you can obtain Faction Augments of these Factions. Prepare the decks of the listed Factions and place them in the play area (it is possible that there are no Faction
Augment decks to set up in a given Scenario).
11 .Players: Place the player Characters on the indicated District tile and resolve other instructions, if there any.
12 .Scenario cards: Each Scenario’s plot develops via Scenario cards. Take the listed Scenario cards
from the box and place them in the play area, next to the Time track. The Scenario states which card to draw and resolve first. Draw this card and place it in the ‘Scenario card’ slot of the Time track.
Important icon
Player number: this icon indicates the number of players taking part in the current game
and should be read as a number (i.e. when reading “2 x of LVL 1 Enemy cards,” it should
be read as “2 x 3 of LVL 1 Enemy cards” in a 3-player game, but “2 x 4 of LVL 1 Enemy cards,”
in a 4-player game. Another example is setting the Time ( ): an instruction in a 2-player game
that states “Set to 6 – ” means the Universal marker is placed on space 4 of the Time track,
because 6 - 2 is 4).
SCENARIO SETUP
EXAMPLE – PROLOGUE
SETUP
Map setup:
•Damaged District (2),
Shelter (1) – revealed.
•Damaged District (3),
Power Plant (11),
Server Farm (12),
High Building (13),
Abandoned Shack (14), and
Mainframe (16) District tiles,
face down randomly.
Exploration tokens (
):
Exclude all and , place one
random Exploration token on each face down District tile.
Enemy deck:
•All LVL 1 Enemy cards.
•All LVL 2 Enemy cards.
Corrupted Data pool:
16
.
Players:
•Place all player Characters
on the Damaged District (2) tile.
•Make sure you skipped all Setup
steps below:
2 c) ( if you didn’t, discard the
from the Trace track).
3 c) (if you didn’t, put away chosen
Class Augment decks).
3 d) (if you didn’t, put away
Learning Protocol cards).
5 (if you didn’t put away
all Body cards).
Scenario cards:
Use cards coded with ‘A’.
Draw card A01.
Map setup:
•Damaged District (2), 7
8
9
11
12
7.Place the Districts number 1 and 2 face up in the positions as shown on the illustration. Then,
gather Districts: 3, 11, 12, 13, 14, and 16. Shuffle them and place them face down as indicated
on the illustration.
7a. Take all the Exploration tokens and put all
and back in the box. Then, shuffle
the rest and randomly place 1 on each face down District tile as shown in the illustration.
8. Shuffle all Unlocked Enemy cards of LVL 2 and form a deck out of them. Then, shuffle all
Unlocked Enemy cards of LVL 1 and place them on top of the LVL 2 cards to make 1 deck out
of these.
9.Take all 16 Corrupted Data tokens and place them in the Corrupted Data pool slot on the Time
track.
10.There are no setup instructions for the Faction Augments.
11 .
Place all players’ standees (or miniatures) on the Damaged District tile (tile number 2). Also
make sure that you skipped Setup steps 2c), 3c), 3d), and 5.
12 .Take all Scenario cards coded with ‘A’ from the game box, and place them in the play area.
Draw card A01 and place it in the ‘Scenario card’ slot of the Time track.
13 .After you finish the Setup section of the Scenario sheet, close it and place it on the table in a way
you can see the ‘Special rules’ section. Read the applicable rules and place the Scenario sheet
near the Time track and the Scenario cards for quick reference. Keep in mind that some of the rules
may not be active yet.
14 .The player who most recently had a conversation with any kind of AI becomes the first player. This
player gets the First Player token.
15.Start the game by resolving the first Scenario card mentioned on the Scenario sheet. Take the Scenario
card from the Time track. Read its story and resolve the ‘Immediate effect’ section of the card. Then, flip
this card, read all of its rules and place it back in the ‘Scenario card’ slot of the Time track. Then, proceed
with your first turn of the game, according to the Turn Order.
Exploration tokens (
Exclude all
random Exploration token on each
face down District tile.
7a
that some of the rules may not be active yet 14 The player who most recently had a conversation with any kind of AI becomes the first player This player gets the First Player token 15 Start the game by resolving the first Scenario card mentioned on the Scenario sheet Take the Scenario card from the Time track Read its story and resolve the Immediate effect section of the card Then flip this card read all of its rules and place it back in the Scenario card slot of the Time track Then proceed with your first turn of the game according to the Turn Order Exploration tokens Exclude all random Exploration token on each face down District tile 7a
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Game Mechanics
Game Overview
In Tamashii: Chronicle of Ascend, players take on the roles of human survivors with the extraordinary skill
of uploading their minds to the digital space and to wear various body shells in the real world. These
humans are called Tamashii and their goal is to help the survivors of an AI onslaught wherever they can,
and resist the Ascend’s neverending oppression. In order to fulfill this goal, players use various bodies and
their computing power to take down hostile AI bots and program powerful Patterns of data. Each turn,
players resolve 4 phases. During the Planning phase, players check if any AI bots have found their Trace,
refill their Launchers, program their available data Patterns, and Upgrade themselves. Then, during the
Action phase, they move around the map, use the effects of District tiles, and, – most importantly – launch
their prepared Patterns to gain Assets, hack Enemy bots, use powerful body augments, and more. After
this is the Combat phase, where they fight the AI. This is quite dangerous, as the Tamashii may suffer at the
hands of the bots. However, if an inhabited body is too damaged, the mind of the Tamashii can escape
back to the net and inhabit another body, thus continuing to cause problems for the powerful AI, Ascend.
Finally, after the first 3 phases are resolved, it is time for the Quest phase, which keeps track of players’
progression toward their current goals. During this phase, the game progresses and rewards players for
fulfilled objectives, punishes them for running out of time, resolves special Enemy actions and much more
(for more details regarding turn order, see page 14).
Player Board, Launcher & Data tokens
The Player Board is the command center for all the activities you do in the game. It shows the current Body in which your mind resides, available Data on your Launcher that can be used for launching Patterns,
Asset levels, and other important information.
5a 5b
1
2
3
4
5
7
8
9
10 4
6
5b
5b
5b
5a
5a
5a
5a
1.Body slot: imprinted with a basic Walker Body, this space also serves as a slot for Advanced
Body cards.
2.Integrity track: indicates the current Integrity (indicated by a Universal marker) and maximum
Integrity (indicated by an ITG Limiter). Integrity represents your health. Each time you lose or re-
cover any amount of Integrity, move the Universal marker accordingly.
3.Trace track: represents how visible you are to the hostile AI, Ascend. The Universal marker Indi-
cates how many Player dice () you roll during the Trace Roll step.
4.Asset tracks: indicate the number of available Assets of each type you have.
5.Launcher: a place for Data tokens, and arranged Patterns that may be launched during the
Launch step.
5a.Highlighted Data slots: these slots are refilled with Data tokens during the Refill Launcher step.
5b.Locked/Unlocked Data slots: the 4 rightmost slots on the Launcher are Locked (with )
by default. You must spend EXP () in order to unlock them. A cannot otherwise be
moved. Keep in mind that Unlocked Data slots are also Highlighted, which means they refill
with new Data tokens during the Refill step!
6.Core Data slot: when you see a symbol in a Pattern, you must use a Data token of the same
type as the token in your Core Data slot.
7.Data Dump: all dumped and gained Data tokens are placed here. When you are out of Data tokens
in your Data Bag, and you need to draw one, refill the Bag instantly with all the tokens from the Dump.
8.Augment cards slot: a place for equipped Augment cards.
9.Learning Protocol card slot: a place for a Learning Protocol card.
10.Enemy cards slot: a place for attached Enemy cards.
Data tokens
There are 6 types of Data tokens in Tamashii: 4 Basic Data tokens, and 2 special tokens. Data tokens don’t have
any effects on their own, but if correctly arranged on the Launcher you can turn them into powerful Patterns.
Basic Data tokens
Data slot 7 Data Dump all dumped and gained Data tokens are placed here When you are out of Data tokens in your Data Bag and you need to draw one refill the Bag instantly with all the tokens from the Dump 8 Augment cards slot a place for equipped Augment cards 9 Learning Protocol card slot a place for a Learning Protocol card 10 Enemy cards slot a place for attached Enemy cards Data tokens There are 6 types of Data tokens in Tamashii 4 Basic Data tokens and 2 special tokens Data tokens don t have any effects on their own but if correctly arranged on the Launcher you can turn them into powerful Patterns Basic Data tokens
Blue Green Yellow Red
Basic Data tokens are the most common Data and used in many various parts throughout the game.
Special Data tokens
Corrupted Data tokens: these are the unwanted Data that are mostly gained
by players when they reset or use Repel effects from Enemies. Some failed objectives
on Scenario cards may also result in gaining Corrupted Data.
These Data tokens block Data slots on players’ Launchers. Patterns in general don’t
use Corrupted Data tokens. Additionally, each Scenario has a specified Corrupted
Data pool (stored on the Time track); when players run out of available tokens and
are instructed to gain more, check the Special rules on the Scenario sheet for instructions (the Scenario
is usually lost in such cases). Corrupted Data tokens are associated with three VERY important rules that
should be remembered by players at all times:
1.When you gain a Corrupted Data token, you always take it from the Corrupted Data pool on the
Time track.
2. When you discard (not dump) a Corrupted Data token, do NOT return it to the pool on the Time track,
but instead place it back into the game box.
3.During the Launch step, you must dump all Corrupted Data tokens from your Launcher.
Open Data tokens: a rare and potent Data type. You may gain this token by spending
EXP () during an Upgrade. You may use this token in 2 ways:
1.They may be used in place of any Basic Data in all situations (any kind of Pattern,
tests, or dumping tokens). This is any kind of Pattern, Tests, or dumping tokens.
2. Some really powerful Patterns require Open Data tokens. These Patterns are
usually one-time use Augments, Hacks, or Scenario related Patterns with effects described on Scenario sheet or cards.
5a
5a
5a
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NOTE: any negative in-game effects forcing players to dump or discard Basic Data tokens of a giv-
en type, do not affect Open Data tokens.
An Example of using an Open Data token in the Basic Asset Pattern.
Core Data symbol: in Tamashii, there are four Basic Data types, and your main type
is defined by your Core Data token. This symbol can be found in many available Pat- terns. To determine which Data token type to use in its place, simply refer to your Core Data token and use the corresponding type.
Core Data may be changed through specific component effects. To change your
Core Data, either flip your current Core Data token or replace it with the other one.
Any Data symbol: this symbol is mostly found in Patterns and simply means that you
may use any Basic Data token in its place (but you cannot use Corrupted Data tokens).
You may use an Open Data token in place of Core or Any Data.
Keywords related to Data tokens:
•“Gain token” – take the token from the neutral pool and place it in your Dump.
•“Dump token” – take the token from your Launcher and place it in your Dump.
•“Discard token” – take the token (from your Launcher, unless the game states otherwise) and
place it in the neutral pool.
•“Prepare x” – take x Data tokens from your Data Bag and place them on chosen empty slots
of the Launcher. Take all of them from your Bag first, and then decide where on the Launcher
you want to place them.
•“Program x” – move Data tokens on your Launcher x times. See more below.
Programming, Patterns & Launching
In order to put your Data tokens to work, they must first be arranged in specific ways on your Launcher. These arrangements are called Patterns. Specific Patterns made of Data tokens are the basis for doing most actions in Tamashii. Once established, Patterns must be launched (this is explained later in this section).
In order to create Patterns, the Data must first be set properly. Programming in Tamashii is simply moving
the Data tokens around the grid of your Launcher. This is resolved by players each Turn, during the Program step. There are two ways of moving tokens: sliding and switching. Sliding is moving 1 token by 1 slot.
Switching is exchanging the places of 2 neighboring Data tokens – neither of these moves may be resolved diagonally. The number of moves (switches/slides) in the Program step is determined by the Programming (PRO) value on your Body.
For a programming example see page 14.
Aside from the Program step, there are also other actions allowing you to program your Data – these are
called “program x,” where x is equal to the number of moves you may do when resolving this action.
These may be found on various components and may allow players to program their Data outside of the
Program step.
Patterns – details
All Patterns in the game share a common frame, indicated by
All Patterns in the game share a common frame, indicated by , and are accompanied by the ‘Launch’
keyword and/or a Launch icon (). To create a Pattern, you must arrange Data tokens exactly as shown
within the Pattern. Rotation is allowed, however, as shown in the example on the next page. Notably, an empty frame within a Pattern does not necessarily correspond to an empty Data Slot next to the created Pattern, as shown in the example on the next page.
Basic Patterns
There are 9 Basic Patterns that can be launched by all players in all circumstances. They are divided into
Asset Patterns and an EXP Pattern.
Asset Patterns Longer Asset Patterns = Gain 1 Shield ( ). = Gain 2 Shield ( ).
= Gain 1 Memory ( ). = Gain 2 Memory ( ).
= Gain 1 Power ( ). = Gain 2 Power ( ).
= Gain 1 Reroll ( ). = Gain 2 Reroll ( ).
EXP Pattern
= Gain 1 EXP ( ).
When exploring the world of Tamashii, you will find many more Patterns on various components, such as
Enemy cards, Faction Augments, Scenario cards, Learning Protocol cards, etc.
Launching Patterns
Patterns may be launched in the Action phase, during the Launch step. This is the only time during a Turn
that a Pattern may be launched within the basic rules; however, it is possible that the effects of some
components may override this rule.
When a Pattern is launched, perform the following steps:
1.Dump all tokens used in the Pattern (place them in your Dump tile).
2. Resolve the effects of the launched Pattern.
During this step, each available Pattern may only be launched once, but a Player may launch multiple
different Patterns. These Patterns are:
• Augment Patterns (you may launch multiple Augment Patterns if they come from different Augment
cards).
• Hacks (
) or Repels () from the Top Enemy (you may launch two or even three different ones
from the same card though).
•Basic Patterns (you may launch multiple different Basic Patterns. Keep in mind if you launch
a Longer Asset Pattern, you do not get benefits from the regular one).
• Each Pattern in any other place (e.g. from a Scenario card or Scenario sheet).
Some Patterns (i.e. with or ) may end up looking the same as other available Patterns. You may
launch 2 different Patterns consisting of the same Data tokens if they come from 2 different sources.
.
multiple different Patterns These Patterns are Augment Patterns you may launch multiple Augment Patterns if they come from different Augment cards Hacks or Repels from the Top Enemy you may launch two or even three different ones from the same card though Basic Patterns you may launch multiple different Basic Patterns Keep in mind if you launch a Longer Asset Pattern you do not get benefits from the regular one Each Pattern in any other place e g from a Scenario card or Scenario sheet Some Patterns i e with or may end up looking the same as other available Patterns You may launch 2 different Patterns consisting of the same Data tokens if they come from 2 different sources
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8
Important! Patterns may be launched in any orientation as long as the tokens remain in the same
arrangement (in other words, they can be rotated by 90/180/270 degrees). Patterns that consist
of tokens in more than one line should not be mirrored. Please refer to the example above. Further-
more, it is important to note that an empty Data Slot on the Body’s Pattern grid does not mean that
the corresponding Slot on the Launcher must also be empty.
Bag building & Data tokens mechanics
Each player has an individual Data token pool, which can be altered as the game progresses. Players gain new tokens and discard unwanted ones, building and curating their token pool. When the neutral pool of a particular Data token is depleted, it is impossible to gain that token. Managing your Data token
pool is one of the crucial aspects in Tamashii. The Data token pool is spread among 3 different places and each Data token cycles through them:
1.Data Bag: a place for tokens that are about to be drawn onto your Launcher. It can be compared
to a “draw pile.”
2.Launcher: a place for tokens that are currently active and available to use. All tokens launched
or dumped from a Launcher are placed in the Dump. The Launcher can be compared to an
“active hand.”
3.Dump: a place for recently used Data tokens. Tokens from the Dump are placed back into the
Data Bag once it’s empty.
Data Bag Golden Rule
Whenever you are about to draw a Data token from your Data Bag and it is empty, place all Data tokens from your Dump into your Data Bag and continue drawing.
Assets – Shield, Memory, Power
and Reroll
Using Asset tracks
Asset tracks are used to record how many of a given Asset you have at a given time. Whenever the game tells you to:
•Gain an Asset: advance your Universal marker on the appropriate Asset track.
•Lose an Asset: decrease your Universal marker on the appropriate Asset track.
You can also spend Assets in various ways. Spending Assets also means decreasing the Universal
marker on appropriate Asset track. Contrary to losing Assets, spending them is always a player’s
decision. You cannot spend an Asset which you don’t have.
All Assets are accessible to players via launching Basic Patterns. Whenever you launch a Basic Pattern
associated with one of these Assets, advance the
on the corresponding track 1 space up (or 2 spaces
if launching a Longer Asset Pattern). You cannot have less than 0 or more than 5 of any Asset. Certain
Augments, District tiles, and other game effects may also provide players with Assets.
Shield: Shields protect you from losing Integrity () when suffering Wounds ( ). Each
time you would suffer any amount of Wounds, you may turn on your Shield. If you do, you
spend 1 Shield instead of suffering 1 for as many Shield as you have. When you
spend your last Shield, your Integrity begins to go down as you suffer any remaining
unblocked . You may choose to not spend Shield and simply lose Integrity instead.
You cannot partially use your Shields. If you choose to use your Shield, you must use as much as possible
to stop .
Spending Shield examples:
Example 1: a player has 1 Shield and suffers 2 . The player may spend 1 Shield and reduce their
by 1 or they may choose not to spend any Shield and just reduce by 2.
Example 2: a player has 3 Shield and suffers 2. The player may spend 2 Shield to not reduce their
or choose not to spend any Shield and reduce their by 2. The player cannot however spend
1 Shield and reduce by 1.
Memory: Memory allows you to equip new Augments and helps you control your
Data tokens pool. When resolving an Upgrade (see Upgrade, page 13), you may
spend Memory equal to the value in the bottom right corner of the Augment card to
equip that Augment. You may also spend 1 Memory to gain 1 Basic Data token of
your choice (take it from the neutral pool and place it in your Dump) or to discard
1 Data token of your choice from your Launcher (place this token back in the neutral pool). These effects
may be used multiple times during a single Upgrade, as long as you have the Memory to spend.may be used multiple times during a single Upgrade, as long as you have the Memory to
Power: Power may be used to give you an edge in close Combat. Before you roll the
dice during the Combat phase’s Attack Roll step, you may spend Power to add more
Player dice () to the pool. Add 1 Player die per 1 Power spent.
Reroll: Reroll is used to alter the results of various player actions during the game. After
a dice roll, you may spend your Reroll to reroll 1 per 1 Reroll spent(i.e. if you
spend 3 Reroll Assets, you may reroll 3 dice from the same roll). You may use it during
the following:
• Your Trace Roll step.
• Your Attack Roll step.
• All other effects using
, like Augments, Tests, or Scenario related dice rolls.
Each roll may be influenced by Reroll Assets only once, but spending Reroll does not interfere with other
sources of rerolling dice (e.g. you may use an Augment allowing you to reroll a die during the Trace Roll
step and then spend 1 Reroll Asset to reroll it again).
All Assets are personal, which means that you cannot use Reroll to reroll another player’s roll,
or Shield to block their incoming Wounds. Some Class Augments may have exceptions to this rule.
Assets you may reroll 3 dice from the same roll You may use it during the following Your Trace Roll step Your Attack Roll step All other effects using like Augments Tests or Scenario related dice rolls Each roll may be influenced by Reroll Assets only once but spending Reroll does not interfere with other sources of rerolling dice e g you may use an Augment allowing you to reroll a die during the Trace Roll step and then spend 1 Reroll Asset to reroll it again All Assets are personal which means that you cannot use Reroll to reroll another player s roll or Shield to block their incoming Wounds Some Class Augments may have exceptions to this rule
---
9
BODY CARDS
Bodies are shells that your mind can occupy – therefore anchoring yourself to the physical world and
gaining additional abilities to help you in your adventures. All players start the game with a basic Walker
body, which is printed on their Player Board. However, it is also possible to inhabit an Advanced Body
by placing an Advanced Body card in the Body slot.
COST
MOV
3
ATT
2
PRO
5
1.
Gain 2.
2.
AFTER MOVE
& TRACE STEP:
You may reduce
by 1.
SCOUT1
2
3
4
5
6
7
Body card.
1.Name
2.Body’s special ability
3.Combat Frames:andeffects used during the Combat phase.
4.Movement: How many District tiles you can move through during the Move & Trace step.
5.Attack: How many you roll during the Attack Roll step.
6.Programming: How many moves (slides or switches) you can make on your Launcher during
the Program step.
7.Cost: The Pattern you must launch in order to inhabit this Body from the Body Market.
Inhabiting a Body
Access to the Body Market is always possible, regardless of the District you are in.
Each Advanced Body card has a Pattern that represents the cost in order to inhabit it. If you launch the
Pattern during your Launch step, you inhabit this Body by placing this Body card in the Body slot on your
Player Board and changing your Character on the map to matching standee/miniature of the new Body.
When you inhabit a new Body from the Body Market, draw a new card from the Body deck to refill the
Body Market.
You can have up to 2 Advanced Body cards at a time, but only one is active(the one on top). You may
change your active Body by using the ‘inhabit’ effect (the most accessible one may be found on the
Shelter tile, which is available in all Scenarios). When you do so, simply swap your 2 Advanced Body
cards and immediately begin to use the statistics and abilities of your new active Body card. If you have
an Advanced Body card, you cannot inhabit a Walker Body again (unless you reset and lose your
Advanced Body).
Learning Protocol cards
In the world of Tamashii, advanced machine learning programs and instruction manuals for expanding
your knowledge are common. On the other hand, Learning Protocols may be viewed as side quests. In every Scenario, each Player has access to one (and only one!) of these cards. Learning Protocols allow
players to gain Assets, EXP, or unlock additional special abilities.
REWARD
STEP 1
REWARD
REWARD
STEP 2
STEP 3
Before the Trace Roll step,
you can inhabit your other Body.
Use a Shelter District tile effect.
Gain 2
.
Inhabit an Advanced Body.
Gain 1
and 1 Basic Data token.
Resolve a effect.
1
3
Before the Trace Roll step,
4
5
2
Learning Protocol card.
1.Step count: Learning Protocols are divided into 3 steps, you need to complete them one by one
to gain rewards.
2.Objective: This condition must be met to claim the reward and proceed to the next step.
3.Reward: You gain it immediately after fulfilling the objective, regardless of the phase of the game.
4.Permanent reward: After completing all the Learning Protocol steps, you gain access to a powerful
new ability, which can be used by you for the rest of the game.
5.A slot for a Universal marker (
) to mark your progression.
Completing Learning Protocol steps
Each Learning Protocol card has 3 steps that may be fulfilled. The first two contain a one-time bonus, whereas completing the third step unlocks an ability specific to this particular Learning Protocol card. This ability may be used from now on. Keep in mind that Learning Protocol steps must be resolved in order from 1 to 3 (you must complete step 1 to be able to complete step 2, etc. However, if you meet the require-
ments of 2 consecutive steps at the same time, you may complete both of them at the same time). The steps may be completed at any given moment and completing them does not cost anything – the only necessity is fulfilling the condition of a given step.
After completing a step, mark the obtained reward with a
if it was step 1. For a subsequent step,
simply move the down to the next step. After you have completed step 3 of your Learning Protocol,
no further steps or other Learning Protocols may be completed by you.
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10
CLASSES, FACTIONS, AND AUGMENT CARDS
Classes and Factions
During a game of Tamashii, each player is defined by a Class. The Class lets you build your Character
in a unique way, granting you access to a unique deck of Class Augment cards, which is only accessible
by you. Each Class also has 1 starting, co-op related Augment which allows you to aid other players.
There are four Classes in the Core game: Reaper, Brawler, Whisperer, and Trickster.
On the other hand, in the world of Tamashii, there are various Factions. Factions represent various survivor
groups, with different characteristics and goals. Players may sometimes interact with Factions by doing
specific things in Scenarios; however, the most basic feature are the Faction Augment cards – each Fac-
tion has access to different kinds of equipment that may be obtained by players during the game. These
cards may be obtained by all players and traded between them. There are four Factions in the Core game:
the Spartans, Ninkyo, Seekers, and Commoners.
Augment cards
Augment cards represent cyberware, weapons, and advanced technology that can be found in the world
of Tamashii. You can think of them as your equipment or special abilities. Each has special effects that
sometimes overwrite or modify basic rules.
Remember: the rules on the Augment cards supersede the basic rules written in this rulebook.
Combat Phase
3
Kinetic
battery
REAPER
Gain 2
.
Launch
SPARTANS
A chosen player
gains 1 .
2
Atomic power
cable
5
6
7
11
2
3
2
4
Class Augment card Faction Augment card
1.Name
2.Timing
3.Augment effect: may also contain a clarification to the timing. Keep in mind that using an Augment
is always a player’s decision.
4.Memory cost: if you want to equip this Augment you must spend this much . Only equipped
Augments may be used (see Upgrade, page 13).
5.Class/Faction: each Augment is assigned to a certain Class or may be acquired from a certain Faction.
6.Pattern: the Pattern you must launch in order to apply this Augment effect. Only Faction Augments have Patterns on them.
7.Combat Frame: some Augments may be activated by Symbols from
during the Combat
phase. Only Class Augments may have Combat Frames on them.
There are 2 types of Augments in Tamashii: Class Augments, which belong to certain players, and Faction
Augments, which may be owned by anyone and passed between players. Class Augments cannot be traded between players! For trade details see Upgrade, page 13.
Acquiring Augments
There is a substantial difference in obtaining Augment types in Tamashii;
•Class Augments may be obtained by players most likely due Upgrade and spending EXP. When
you spend 2 EXP, you may draw 2 Augments of your Class and keep one of them. Place the other on the bottom of its deck.
•Faction Augments may be obtained from District tile effects. When you resolve a tile effect from a Faction Hideout tile, draw 1 Augment from the respective Faction’s Augment deck.
Equipping Augments
Augments have 2 states: equipped(ready to use) and unequipped. In order to use an unequipped
Augment, a player must equip it by spending
(during Upgrade in the Planning phase) of the value
indicated on the Augment’s Memory cost. Once equipped, an Augment remains equipped and may be
used multiple times.
All traded and newly acquired Augments arrive to their new owner unequipped.
There is no limit for how many equipped or unequipped Augments you may have. However, the space for
Augments indicated on a Player Board is dedicated to equipped Augments only. Unequipped ones should
be stored near the Player Board, but in such a way that they are not mixed with your equipped Augments.
Breaking Augments
Some Augments may only be used once during a single game. If an Augment has a “break” keyword
in their effect, it means that its card should be removed from the game after resolving it (just place it back
to the box, but this component is still Unlocked and may be used in other games). This Augment will not
appear again during the same game.
Timing
Planning phase: this means that the effect of this Augment may
only be used during the Planning phase.
Combat phase: this means that the effect of this Augment may only
be used during the Combat phase.
Launch: this means that the effect of this Augment may only be used
during the Launch step.
Anytime: this means that the effect of this Augment may be used
whenever its conditions are met, regardless of the current game phase.
Passive: this means that the effect of this Augment works at any time.
Some Augments have specific timing in their effect section. ALL Faction Augments are used during the Launch step, since all of them require a Pattern to activate.
3
5
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11
MAP
District tiles
The Tamashii map is made up of District tiles, which represent the fragments of futuristic cities and suburbs
where the Scenarios take place. Each player Character (represented by a standee or miniature) must
occupy one of the District tiles at all times.
1
21
You may change
and/or inhabit one
of your Advanced Bodies.
You may change
Shelter
1
2
3
4
5
District tile
1.Name
2.Unique tile number
3.Entry Trace value: increase your Trace ( ) by this amount when you move to this District tile
during the Move & Trace step.
4.Stationary Trace value: increase your Trace by this amount when you decide not to move
during the Move & Trace step.
5.District Tile effect: if you are on this tile, you may resolve this effect during the District Effect step.
NOTE: many District tiles have various keywords in their Effects. The easiest way to become familiar with them is to check the last page of this book.
Movement & Revealing District tiles
Each turn, during the Move & Trace step, you have 1 opportunity to move your Character. If you decide
to move, first check the Movement (MOV) value on your active Body. This is the maximum range you
may move, beginning with the tile you are currently on. To move, select a District tile in range of your
movement and place your Character on it.
Remember: face down District tiles restrict your movement range. You cannot move through a face down
tile – even if you have a MOV of 3, and all adjacent tiles are face down – you may only move onto one
of the adjacent tiles then stop. When you enter a face down District tile, you must immediately stop and re-
veal it. When revealing a District tile, first, reveal(flip to the other side) an Exploration token (
) if there is
one and resolve its effect. Then, reveal the District tile itself. Sometimes it is possible that other components
are on District tiles – they should not be discarded from a revealed tile, unless stated in the special rules.
Important! If you reveal a Faction Hideout, take its corresponding Faction Augment deck from the
box, shuffle it, and place it in the play area!
You may also choose not to move during the Move & Trace step. In this case, leave your Character on
your current District tile (remember that each time the game mentions your current District tile’ it refers
to the tile your Character is currently on). Regardless of your choice, you are obliged to increase your Trace (
). If you move your Character,
increase your Trace by the Entry Trace value of the newly entered District tile (the purple one). If you
remain on the same District tile, increase your Trace by its Stationary Trace value (the red one).
The world – infested with dozens of AI bots constantly trying to track you down – is an extremely
dangerous place. This is why you must explore new Districts with caution and never move through
unknown places in haste.
However, if you stay too long in one place, you are much more vulnerable to being tracked down;
therefore, being in constant motion should make your life a bit easier.
Exploration tokens
Exploration tokens are one-time-use bonuses to the player who reveals a face down Dis-
trict tile. During the setup of each scenario, the Exploration tokens are distributed, face down, among specified District tiles. When you move to a tile with an Exploration token,
reveal and resolve the Exploration token effect:
– gain 1 EXP ( ).
– gain 1 chosen Basic Data token (1 of the 4 basic colors).
– gain 1 Power ( ).
– gain 1 Shield ( ).
– gain 1 Reroll ( ).
– gain 1 Memory ( ).
After you resolve the Exploration token effect, discard the token.
Trace
Trace in Tamashii defines how likely a player is to encounter an Enemy. It is defined by the Trace track
on the left side of a Player Board.
Trace increases each turn during the Move & Trace step. When you move to another District, increase
the Trace by the Entry Trace value (the number in the purple frame) to the left to the tile Effect. When you
decide not to move, increase the Trace by the Stationary Trace value (the number in the red frame) to the
right to the tile Effect.
During the Trace Roll step, roll a number of
shown in the threshold indicated by the position of a Uni-
versal marker () on the Trace track. For each result, draw an Enemy from the Enemies deck and
attach it (place it in the ‘Enemy card’ slot on your Player Board or on the left side of your attached
Enemies pile). Then, if you drew at least 1 Enemy, set the Trace to 0 (move the Universal marker to the slot
‘0’ of the Trace track). When the Universal marker on your Trace track reaches the top space, IMMEDIATELY draw and attach
2 Enemies (regardless of the Turn phase!) and then set your Trace to 0.
---
12
Enemies
Z.O.E.
2.
Deal equal to twice
the amount of your .
Gain 1 .
Discard this card.
Gain 1 .
8
2
1
2
3
4
5
6
Enemy card
1.Name
2.Enemy Integrity ( ) – when it drops to 0, this Enemy is defeated.
3.Basic Frame – apply this effect when you roll on the Enemy Symbol die.
4.Special Frame – apply this effect when you roll on the Enemy Symbol die.
5.Hack Patterns ( ) – Enemy weak spots which may be exploited by players. Usually you can
harm an Enemy this way, or gain resources.
5a. Hack effects – apply this effect when you launch the Pattern on its left.
6.Repel Pattern ( ) – you can use Repel to instantly discard an Enemy, however usually you get
some penalty for that. Repelled Enemies do not grant EXP! 6a. Repel effects – apply this effect when you launch the Pattern on its left.
NOTE: Patterns are launched only during the Launch step, never during Combat phase!
Enemy deck setup
Each Scenario sheet has Enemy deck setup instructions. The following is an example of how an Enemy
deck is made:
• 3 x
of LVL 1 Enemy cards.
• 2 x of LVL 2 Enemy cards.
• All LVL 3 Enemy cards.
The composition of the deck is shown from top to the bottom, which means that the first Enemies drawn will be Enemies of LVL 1. Only when the LVL 1 Enemies run out, can you draw Enemies of LVL 2, and so on.
In this example of a 3-player game, to properly set the shown Enemy deck, shuffle all Unlocked Enemy cards of LVL 3. Then, take and shuffle 6 (2 x 3) random Enemy cards of LVL 2 and place them on the top
of all LVL 3 Enemy cards. Then, take and shuffle 9 (3 x 3) random Enemy cards of LVL 1 and place them
on the top of the rest of the cards. This way, you end up with a deck that has 9 cards of LVL 1 on the top, 6 cards of LVL 2 in the middle, and all of the Unlocked LVL 3 cards on the bottom.
Please note that most Scenarios are designed to form the Enemy deck in a way that increases their diffi-
culty as the game progresses.
Attaching Enemies
Enemies in Tamashii don’t have any Map representation – they directly pursue the players – when you
draw an Enemy card, that Enemy is attached to you. All attached Enemies form a stack on the left side
of your Player Board next to the Trace track. Place all newly drawn Enemies on the bottom of the stack so
that you can see the crucial information, as depicted in the image below:
An example of 3 attached Enemies – the Z.O.E. being drawn most recently.
The rightmost, fully visible card is called the Top Enemy. Each Enemy has its own weakness and therefore different Hack and Repel Patterns with various effects. However, players are only able to influence and harm their Top Enemy.
Hacks are mostly oriented around damaging the Enemy or stealing their resources, whereas Repel is used
to instantly get rid of the Enemy – generally with the drawback of gaining Corrupted Data (
Hacks are mostly oriented around damaging the Enemy or stealing their resources, whereas Repel is used
). During
the Launch step you may only launch Patterns from your Top Enemy. However, if you manage to discard
or defeat your Top Enemy, the Enemy directly below it becomes your new Top Enemy and you may
launch all of its Patterns, if you are able.
Attached Enemies represent bots that are constantly tracking you down, following you through districts and skirmishing with you (during the Combat phase) when they manage to meet you while in the same district. At the end of skirmish you do your best to escape. This is why having attached
Enemies does not restrict players from moving around the map and performing other activities in the game.
Damaging and defeating Enemies
Whenever you deal Damage (
) to your Top Enemy, use Damage markers to mark it. All Damage
dealt to the Enemies stays on them, which means that you can harm an Enemy during the Combat phase, then in the next turn deal more
during the Launch step with your Faction Augment and, finally, defeat
it in the next Combat phase.
An Enemy whose Integrity drops to 0 is defeated – discard its card and gain 1 EXP ( ) marker. Ene-
mies that are discarded in any other way are NOT Defeated and therefore grant no to the Character.
Discarded Enemy cards form a discard pile next to the Enemy deck.
equal to twice
.
5a
6a
---
13
RESET
When your Integrity is reduced to 0, you must resolve a reset. Resetting, as bad as it may seem, is a part
of the game and a common thing to happen in all Scenarios. When you reset, resolve steps below:
• Roll 1 Enemy Symbol die.
‒If you rolled, discard your active Body (if you have a Body card) and place it on the bottom
of the Bodies deck. If you have another Body card, it becomes your new active Body. Switch
your Character on the map to the one matching the new Body. If you don’t have another Body
card, you return to the Body printed on your Player Board.
‒ If you rolled , do not discard your active Body card.
•Gain 2 Corrupted Data tokens () from the Corrupted Data pool on the Time track (place them
in your Dump).
•Dump all Data tokens from your Launcher.
• Discard all attached Enemies.
• Set your Trace to 0.
• Set your Integrity (
) to its maximum value (place the Universal marker in the ITG Limiter).
• Place your Character on the Shelter District tile.
The player who resolved reset skips all other activities for the current Turn phase.
UPGRADE
You may Upgrade your Character at any time during the Planning phase and it can be done in various ways:
•Spend Memory ( ):
‒Spend 1 Memory to discard 1 Data token from your Launcher and place it in the neutral pool
(exception: discarded Corrupted Data tokens (
1 Memory to discard 1 Data token from your Launcher and place it in the neutral pool
) do not go back to the Corrupted Data pool.
See Corrupted Data, page 6).
‒Spend 1 Memory to gain 1 chosen Basic Data token (place it in your Dump).
‒Spend Memory to equip an Augment (the Memory cost is shown on each Augment card).
• Trade Faction Augments: exchange Faction Augments with other players (regardless of your po-
sition on the map!). Equipped Augments become unequipped when traded. Class Augments
cannot be traded.
• Spend EXP () on Upgrades. In order to spend EXP, discard 2 EXP markers and choose one
of the options below:
‒Increase your maximum by 1 (advance the ITG Limiter by 1 space). This also increases your
current by 1.
‒Unlock 1: discard a Lock token () from your Launcher.
‒Gain 1 Open Data token () and place it in your Dump.
‒Draw 2 Class Augment cards from your Class Augments deck. Keep 1 and place the other on the bottom of the deck.
You have the option to spend all of your Memory and EXP in a single planning phase if you choose to do so. There are no limitations to the number of times you can use each of the options presented above.
---
14
Turn order
Planning phase
(resolved simultaneously)
The Planning phase is the initial preparation part of the turn. It is resolved simultaneously by all players
(during this phase you plan your turn in advance and establish the plan with your teammates).
1.Trace Roll step:[skip this step during your first turn of the game, all players will have their Trace on 0!]
During this step, all players roll Player dice according to the number of dice shown on their Trace
track threshold. For each rolled
, draw and attach 1 Enemy (please note that the effect does
not trigger drawing any Enemies). If you have drawn at least 1 Enemy card as a result of this roll, set your Trace to 0 (place the Universal marker on the lowest slot). When attaching Enemies, place
them in the appropriate space to the left of your Player Board (see attaching Enemies, page 12).
Keep in mind that even though this step is simultaneous, you should draw Enemies starting with the First Player.
2.Refill Launcher step: All players simultaneously refill their Launchers. Players draw Data tokens, one-by-one, from their Data Bags and place them on empty Highlighted Data slots, filling the Launcher from top to bottom and left to right. Only the empty Highlighted Data slots are refilled! When you run out of tokens in your Data Bag during this step, just place all Data tokens from your Dump in the Data Bag, and continue the refill.
3.Program step: All players simultaneously may move tokens on their Launchers. The Programming
value, printed on the player’s Body (PRO), indicates the number of moves a player may resolve on their Launcher (however, this value may be altered by other game effects, i.e. Augments). Each
move is either moving 1 Data token by 1 slot (slide) or switching 2 adjacent Data tokens. Data
tokens may not be slid nor switched diagonally! When you use all the available moves or decide
not to use them all, you can proceed to the next phase. The main purpose of programming is
to arrange Data tokens into Patterns, which then may be launched in the Launch step for various
benefits, completing objectives, etc. (see Programming, Patterns & Launching, page 7).
UPGRADE
During the Planning phase (at any moment), players may spend their EXP ( ) and Memory ()
to develop their Characters and alter the contents of their Data token pool. For detailed information about Upgrade, see page 13.
A Refill step example. Data tokens were taken out of the bag in an order from top to bottom.
A Program step example. The player with PRO 4 resolved 4 moves – 3 slides and 1 switch.
Action phase (resolved in order)
During the Action phase, starting with the First Player, a player needs to perform all three steps listed below. Then, the next player resolves their Action phase. Players move around the map and launch all
previously set Patterns to deal with Enemies, gain Assets, and do a variety of other things.
1.Move & Trace step: Choose a District tile within the Movement range value of your current Body
(MOV) and move your Character to that District. If you enter an unrevealed(face down) tile,
you must end your movement and reveal the tile(see Movement & Revealing District tiles, page
11 ). You cannot move through unrevealed tiles, or move through empty spaces. When you finish
your move, you must increase your Trace by the number of spaces indicated on the Entry Trace
value (purple) of your current District tile.
You may choose not to move. If you do, increase your Trace by the number of spaces indicated
by the Stationary Trace value (red).
You cannot move more than once in a single Move & Trace step.
If you increase the Trace to its final space, immediately draw and attach 2 Enemies (see attaching
Enemies, page 12) and set the Trace to 0!
2.District Effect step: You may resolve the effect of your current District tile (the tile with your Character).
This is always optional.
3.Launch step: During this step, players may launch any number of Patterns and use all other
effects with ‘Launch’ timing. Patterns are launched one by one, in the order chosen by the player.
When launching a Pattern, dump all Data tokens used in it (place used Data tokens on your
Dump tile) and then resolve the effects.
Each token that was not launched during this step remains on the Launcher so you can create more
complex Patterns in the future. The only exception to this is Corrupted Data (
during this step remains on the Launcher so you can create more
) – at the end of this
step dump all Corrupted Data tokens.
---
15
Combat phase (resolved in order)
During the Combat phase, players resolve close-quarters combat with AI bots. This happens in a fashion
of exchanging hits until both sides run out of actions. The player resolving their Combat phase rolls Play-
er dice () that provide them with the resources needed to activate their Combat Frames and Enemy
dice () that indicate how many bots attack and which type of attack type it is. The Player dice are not
meant to be used all at once; instead, the player activates one of the Combat Frames using the proper number and symbol types of the dice results. After this, one of the Enemies takes its turn and the player has a chance to activate another Combat Frame, and so on. Like the Action phase, a player performs all 3 steps listed below and then the next player resolves their Combat phase (always starting with the First
Player). If a player doesn’t have any attached Enemies, they must skip the Combat phase (be aware
of any potential special rules introduced by specific Scenarios though!). During Combat, Enemies attempt to bring your Integrity (
) to 0 and cause you to reset. On the other hand, you also attempt to bring the
Enemy’s Integrity () to 0, and thus, defeat them. Defeating Enemies grants valuable EXP ( ), which
is used to develop your Character.
1.Attack Roll step:
a. Take a number of equal to your Body’s ATT value. Then take 2(1 Enemy Number die
and 1 Enemy Symbol die).
b. You may spend your Power ( ) to add 1 for every 1 you spend.
c.Roll all the dice (you may spend to alter the roll), then resolve their effects according to the
steps below.
2.Set Active Enemy Count step: place the Enemy Number die on the Enemy that matches the
rolled number, counting from the Top Enemy down (i.e. if you rolled a 1, then place the die on the
Top Enemy, if you rolled a 2, place the die on the 2nd one, and so on). If you rolled a number
higher than the amount of attached Enemies you have, place this die on the leftmost Enemy card.
If you rolled the (blank side) result on the Enemy Number die, skip this step.
3.Resolve Dice Results step: a. Starting with the player, resolve the Combat Frames and Enemy Frames alternating between
them one-by-one (1 Frame from the player, then 1 Frame from the active Enemy, then once
again 1 Frame from the player, and 1 Frame from the Enemy, etc.).
I.Activating a Combat Frame
1.Select a Frame with an effect you want to activate, place a die or multiple dice
matching the Frame’s requirements and resolve its effect.
II.Activating an Enemy Frame
1.Check which Enemy has the Enemy Number die on its card. This is the Active Enemy.
2. Resolve the effect from one of the two Frames on the Active Enemy card – the one
that matches the symbol rolled on the Enemy Symbol die (
/). Keep in mind
that the effects from always deal some amount of to the player, whereas
effects may have other abilities.
3.After you resolve the effect of the activated Frame, move the Enemy Number die one card to the right, toward the Top Enemy. If you have just activated the Frame of the Top Enemy, discard the Enemy Number die from it.
b. The Combat phase for a particular player ends when:
I. The player is no longer able (or does not want) to activate any Combat Frames and
Enemy Number die is not on any Enemy card.
II. The player’s
drops to 0. When this happens, resolve reset immediately (see Reset,
page 13).
Important notes:
• If an Enemy is defeated or discarded before it manages to activate its Frame, it does not acti-
vate its Frame at all. If the Enemy had the Enemy Number die on it, move it 1 card to the right and place it on the next Enemy card. If it was the Top Enemy, discard the Enemy Number die.
• It is impossible to harm an Enemy attached to another player during your Combat phase,
even if this player is on the same District tile as you, unless a game component or a special rule allows you.
• Remember, you may spend
to reduce suffered !
Understanding dice, symbols, and Combat Frames.
Combat symbols
: basic player symbol, used mostly in simple and straightforward Combat Frames.
: less common player symbol, used mostly in more sophisticated Combat Frames.
and : symbols rolled on the Enemy Symbol die, indicating which Enemy Frame is activated
by all attacking Enemies during the Combat phase.
Combat Frames
Combat Frames are tools used by players to harm hostile AI bots or activate various other effects.
Each Combat Frame consists of 2 parts:
1) The exact number and type of symbols needed to activate such a Frame.
2) The effect of its activation.
In order to activate a Combat Frame, a player must assign the appropriate number of rolled dice,
containing the appropriate symbols. Each Combat Frame may only be activated once per Combat
phase. The only exceptions are Frames with
or symbols. These Frames may be activat-
ed multiple times during a single Combat phase and each activation may consist of any number of dice with the appropriate symbol.
All
from a Combat Frame is always dealt to the Top Enemy. If the Top Enemy is defeated,
any excess is lost, even if there is another Enemy below the Top Enemy (see Damaging and
defeating Enemies, page 12).
– this Combat Frame requires a player to assign 2 withsymbol rolled
on them in order to deal 5 to their Top Enemy.
– this Combat Frame allows a player to assign any number of with
symbol rolled on them, to deal 1 to their Top Enemy for each as-
signed. It can be activated multiple times during a single Combat phase.
Enemy dice
There are 2 different Enemy dice:
• Enemy Number die: indicates how many attached Enemies attack you (if you roll the ,
no Enemies attack).
• Enemy Symbol die: indicates what kind of effect ( or ) is resolved by Enemies during this
Combat phase.
1
2
if there is another Enemy below the Top Enemy see Damaging and defeating Enemies page 12 this Combat Frame requires a player to assign 2 withsymbol rolled on them in order to deal 5 to their Top Enemy this Combat Frame allows a player to assign any number of with symbol rolled on them to deal 1 to their Top Enemy for each as signed It can be activated multiple times during a single Combat phase Enemy dice There are 2 different Enemy dice Enemy Number die indicates how many attached Enemies attack you if you roll the no Enemies attack Enemy Symbol die indicates what kind of effect or is resolved by Enemies during this Combat phase 1 2
---
16
Quest phase
– resolved simultaneously
PLAYER ACTIVITY
Refer to card P12.
WORLD ACTIVITY
Reduceby 1. Discard 1 from each District
tile with no player Characters.
Ifis 0 and there are at least 2 on the map:
The jammers are rised! Each player gainseGXMLLa Le
and 1 for each on the map. Discard all
Engineers from the map. Discard card P12. Draw card P04.
If
is 0, or there are no and less than 2
on the map: Scenario lost. Draw card P11. OTHERWISE
If
is 0: each player gains 1 . Setto 1.
GOAL
Aid the Engineers in erecting the transmission
towers.
SPECIAL RULES
Refer to card P12.
in erecting the transmission
P03
Scenario card
1.Player Activity step: during this step, all players may contribute toward completing the goal
described on the active Scenario card by completing the activity described in the ‘Player Activity’
section. It can be anything from gathering in a certain Location to performing a Test, dumping
Data tokens, discarding Ascend tokens from the map, or defeating a Boss. If there is no ‘Player
activity’ section on the active Scenario card, this step is skipped (however, it is possible that a Sce-
nario sheet may contain rules for the Player activity step, so check it before skipping this step!).
2.World Activity step: during this step, players resolve a ‘World activity’ section on the active Sce-
nario card. The World activity describes the flow of time or how the game reacts to player actions.
This step may be tricky, because the full contents of this section may not all be resolved, therefore
players need to read its contents with caution!
During the World activity,
is usually reduced(the Universal marker on the Time track is placed
on a lower space), since most of the missions in Tamashii have a time limit. The game usually
checks if requirements for fulfilling the current objective are met. If they are not, the game checks if
the conditions for failing the current objective are met. However, this may not always be the case,
since each World activity section on each of many Scenario cards in Tamashii is different and
should be approached with focus.
Some general rules to resolving the World activity are as follows:
I. It should be read and resolved from top to bottom.
II. The World activity section usually starts with an ‘If’ preceded with a ‘|’ sign. Check if the
statement after ‘If’ is true.
1.If true, then resolve all of the effects below, from top to bottom.
2. If not, then skip to the next ‘|’ sign and check another ‘If’ or resolve the ‘OTHER-
WISE’ section of the card. If you proceed to ‘OTHERWISE’, be careful, because
there may also be ‘If’s that must be checked.
III. When one of the resolved effects instructs you to draw a new Scenario card, you stop the
current World activity step, discard the current active Scenario card and all tokens from
it, and draw the new card (some cards are not discarded after completing the objective,
so read them carefully). Read its text, resolve its ‘Immediate effect’ section, and then place
it in the ‘Scenario card’ section of the Time track. This is your new active Scenario card.
3.First Player Token step: during this step, the current First Player passes the First Player token to
the next clockwise player. Then, you proceed with the next Turn and start another Planning phase.
Combat example
1.Starting conditions and Attack Roll step:
1a.A player has the Soldier Body, the Termination Code Augment, 5, 2, 2, and 2.
1b. The player has 3 attached Enemies – the Top Enemy has 4 Damage markers on them, mean-
ing that it has 6 remaining.
2.Attack Roll:
2a.The player has used 2 Power to add 2
to their roll, resulting in 5 dice total (3 ATT from the
Soldier body and 2 Power).
2b.The roll results are as follows:
I. The player rolled 1
, 2, and 2. The player would love to reroll their , but
they have no to spend.
II. Enemy dice roll results mean that all 3 Enemies are going to attack the player, using the
effects.
3.Set Active Enemy Count step: The Enemy Number die is placed on the third Enemy card, counting
from the Top Enemy.
4.Resolve Dice Results step: The player uses their first Combat Frame – the Frame with a single
on the Soldier Body. This effect deals 3 (Damage) to the Top Enemy.
---
17
5.Now it’s time to resolve the Enemy effect:
5a. The Scanning bot deals 3 to the player.
5b. The player spends 2 Shield and loses 1 .
5c. Then, the Enemy Number die is moved to the next Enemy card – the Catcher.
6.The second effect of the player: 6a.The player uses their second Combat Frame from the Termination Code Augment, which re-
quires a single
symbol.
6b. Because the Firecleaner only has 3 left, it is defeated (this is because of the Termination
Code unique effect). This means that the Firecleaner is no longer able to harm the player during
this Combat phase.
6c. The player gains 1 and 1 Asset from the Soldier Body’s ability. The player chose to gain
1. Note that this Reroll cannot be used during this Combat phase anymore because the
Attack Roll step is over.
7.The second effect of the Enemy:
7a. Now, the player suffers 2 due to the effect of the Catcher. The other part of this effect, ‘Top
Enemy Recovers 1’ is irrelevant because the Top Enemy has full .
7b. The Enemy Number die is removed from the Top Enemy, which means no more Enemies are
going to activate their Frames during the current Combat phase.
8. The player now may use all of their remaining dice. They decide to use a second Frame from their
Body – a Frame with a single, which deals 2 to the Top Enemy.
9.Now, for their final effect, the player uses their Frame, which allows them to spend as many
dice as they can. They use 1 die to deal 1 to the Top Enemy.
10.The Combat phase is over, since there are no more effects to resolve. The next player may resolve
their Combat phase.
---
18
Scenarios
Scenario sheets
Each game of Tamashii is represented by a Scenario. Scenario sheets give players the scope and brief
introduction to the story. Also it shows how to set up the Scenario and contains any Special rules that may
be relevant for each individual Scenario.
SPECIAL RULES
Time: MediumDifficulty: Medium
Corrupted Data
• If there are no tokens
in the Corrupted Data pool
and players must gain one:
– Scenario lost. Draw card E11.
Ascend Tokens
represents Ascend’s influence
in a District – GPRs are set in districts
with . There may only be 1
on a single District tile. These tokens may be discarded according to the rules on this sheet.
Spread
When Spread X is resolved, resolve the following:
• The First Player rolls the indicated
number of
(e.g. for ‘Spread ’,
roll 2 dice in a 2-player game).
• For each rolled die, place 1
on a Spawn tile with a matching
the rolled result.
• If there is a on a Spawn tile
and you need to place another one, place it on the nearest possible District tile without a
within
the same sector. If the only possible tile is the Shelter, place the
on the Scenario sheet.
•Some District tiles are within 2 Sectors and the Shelter tile belongs to all 3 Sectors.
•If there are 3 or more
on this sheet:
Scenario lost, Draw card E11.
Disappearing human servers, rumors about scanning devices popping up
in nearby districts, and Ascend’s increased activity... You decide to grill the Seekers
for answers. Ame, your Seeker contact, isn’t pleased when you call,
but she understands the situation and gives you an overview.
Ascend has recently been focused on locating underground human shelters:
advanced ground penetrating radars (GPRs) have been sighted in numerous
places around the city. Fear has forced many people to leave their homes;
others didn’t make it.
Ame says that the Seekers are safe since they can counter the radars on the fly.
Commoners, on the other hand... They seek help, sending couriers and pleas
through unprotected networks, risking detection by Ascend. You must intervene
– to save people, earn microchips, and make contacts.
GEOHUNT
District tiles marked in red are considered Spawn tiles.
PLAYER ACTIVITY
Removing GPRs: you may dump 1 Data token from your Launcher to discard 1
from your current District tile.
Then, gain 1 and increase by 1.
If there are multiple players on the same District tile, resolve it starting with the First Player.
1
in nearby districts, and Ascend’s increased activity... You decide to grill the Seekers
for answers. Ame, your Seeker contact, isn’t pleased when you call,
but she understands the situation and gives you an overview.
Ascend has recently been focused on locating underground human shelters: 2
Ame says that the Seekers are safe since they can counter the radars on the fly.
Commoners, on the other hand... They seek help, sending couriers and pleas
through unprotected networks, risking detection by Ascend. You must intervene
3
Ame says that the Seekers are safe since they can counter the radars on the fly.
Commoners, on the other hand... They seek help, sending couriers and pleas
through unprotected networks, risking detection by Ascend. You must intervene
4
7
SETUP
Enemy deck:
• 2x of LVL 1 Enemy cards.
• 3x of LVL 2 Enemy cards.
• All LVL 3 Enemy cards.
Corrupted Data pool:
4x
.
Faction Augment decks:
• Seekers Faction Augment deck.
• Commoners Faction Augment deck
(if card EF1 is Unlocked, exclude it
from the deck).
Players:
Place all player Characters
on the Shelter (1) tile.
Scenario cards:
Use cards coded with ‘E’.
Draw card E01.
Map setup:
•Shelter (1), Seekers’ Hideout (5),
Commoners’ Hidout (6)
– revealed.
• 10 random District tiles,
face down.
• Red District tiles are
considered ‘Spawn tiles’.
This is important later
in the Scenario.
• Place one random
Exploration token
on each face down
District tile.
6
Scenario sheet
1.Scenario Name
2.Introduction: the introduction plot of the Scenario.
3.Difficulty: each Scenario has a different difficulty level that varies between Easy, Medium, and Hard.
4.Scenario length: some Scenarios are more complex or the story more extensive, therefore those
take more time to complete. The length varies between short, medium, and long.
5.Challenging mark: Scenarios marked with an exclamation mark are mechanically more complex
and are not recommended for beginners.
6.Setup instructions: for detailed information see Scenario setup, page 5.
7.Special rules: a place for all the unique rules that are present during the playthrough of a Scenario.
Scenario cards, types,
and Scenario progression
The stories in Scenarios are driven by Scenario decks, consisting of multiple different Scenario cards. The chosen Scenario sheet always instructs you which deck is used in a given Scenario.
Scenario cards
Scenario cards are divided into 2 types: Plot Scenario cards and Special Scenario cards.
Plot Scenario cards are the backbone of each Scenario and are used to drive the story, unravel the main
mechanics, react to player choices, host objectives, and so on. They are used as active Scenario cards
and are placed in the ‘Scenario card’ slot on the Time track. There may only be one active Plot Scenario
card at a given time.
The Plot Scenario cards always look the same – they have a Story side with narrative and the ‘Immediate
effect’ section and a Gameplay side that guides players through the Scenario.
FLIP THIS CARD
Your tenacity boosts the Commoners’ morale,
and some of them – to your surprise – leave their
hideout to prepare an ambush. The scouts report
cOUocPemNa etfeXmnofpumecmmodGLseLtfomeEe iose cPoe
orders from several transmitters, and there are no
backup stations! If you take them out, the machines
will shut down without any supervision.
Of course, the transmitters are heavily protected,
but... You can spare your current bodies if it would
help you win the battle.
IMMEDIATE EFFECT
Each player sets Trace to 0, then draws and
attaches 2 Enemies.
Discard 2 from the map.
HOPE
E07
PLAYER ACTIVITY
On a District tile with : Spend 3 to discard
1 from your current District tile. Then, suffer
of and gain 3 .
WORLD ACTIVITY
If there are no on the map: Draw card E10.
OTHERWISE
Resolve Spread .
If there are at least 3 on the Scenario sheet:
Scenario lost. Draw card E11.
GOAL
Destroy the supply lines.
SPECIAL RULES
When a player launches a
Pattern,
they increase by 1.
On the Commoners’ Hideout tile:
Instead of drawing a Commoners Augment
card, players may gain 2 .
E071
9
E07
2
hideout to prepare an ambush. The scouts report
cOUocPemNa etfeXmnofpumecmmodGLseLtfomeEe iose cPoe
orders from several transmitters, and there are no 3
4
to discard
suffer8
5
6
7
E07E07E07
2
Plot Scenario card example (left: story side, right: gameplay side).
Story side (left):
1.Name
2.Card code: each Scenario card has a unique code that other Scenario cards refer to in order
to progress the Scenario.
3.Plot: each Scenario card reveals how the plot develops. It may vary depending on player decisions.
4.Immediate Effect: Scenario cards trigger some effects immediately when you draw them.
5.Flip this card instruction: after reading and resolving the Story side, flip the Scenario card, and
place it in the ‘Scenario card’ slot on the Time track.
Gameplay side (right):
6.Goal: explanation of current objective.
7.Special rules: during events described on this card, you must obey extra rules. It’s also a place
where you can find unique Patterns or effects available only while this card is in game.
8.Player activity: possible player actions during the Player Activity step.
9.World activity: game maintenance step.
Please note, not every Scenario card has all of the listed above sections!
Ame says that the Seekers are safe since they can counter the radars on the fly.
Commoners, on the other hand... They seek help, sending couriers and pleas
through unprotected networks, risking detection by Ascend. You must intervene
– to save people, earn microchips, and make contacts.5
side right 6 Goal explanation of current objective 7 Special rules during events described on this card you must obey extra rules It s also a place where you can find unique Patterns or effects available only while this card is in game 8 Player activity possible player actions during the Player Activity step 9 World activity game maintenance step Please note not every Scenario card has all of the listed above sections Ame says that the Seekers are safe since they can counter the radars on the fly Commoners on the other hand They seek help sending couriers and pleas through unprotected networks risking detection by Ascend You must intervene to save people earn microchips and make contacts 5
---
19
Special Scenario cards are a little different. First of all, they do not have any established form. They may
be a variety of things, from tables with special moves of Bosses, to special Enemy cards encountered only
during a specific Scenario. However, they are commonly quite similar to the Plot Scenario cards, with
a few exceptions as follows:
1.They have a light background.
2. They may have similar sections you find on Plot Scenario cards, but they generally don’t look like
them.
3.There may be more than 1 active Special Scenario card in play at the same time.
GLITCH
This part of the simulation seems different. Physics
KntB1anta1LncBK1aBKiiB21 ncBUa1aspBuiLOOLncB
meshes, grainy textures, elongated scenery...
“Don’t you even think about approaching
.UasciL.uULncBK1aKg7BI EeBEu1aKmEBLn. Bd e1B5L1.eKiB
aK1ErBhRUasK1aKTEB GGBiLmL.ErBx.BmKd3B GBu e1Ea3B
i csd eB e.BEKGaBKntBE entrBIe.BL.BmKdB.KnciaBd e1B
code and result in some messed-up entities that
won’t be you anymore.”
DO NOT FLIP THIS CARD
SPECIAL RULES
When a player moves to this District tile,
flip and resolve this card.
C08
a light background 2 They may have similar sections you find on Plot Scenario cards but they generally don t look like them 3 There may be more than 1 active Special Scenario card in play at the same time GLITCH This part of the simulation seems different Physics KntB1anta1LncBK1aBKiiB21 ncBUa1aspBuiLOOLncB meshes grainy textures elongated scenery Don t you even think about approaching UasciL uULncBK1aKg7BI EeBEu1aKmEBLn Bd e1B5L1 eKiB aK1ErBhRUasK1aKTEB GGBiLmL ErBx BmKd3B GBu e1Ea3B i csd eB e BEKGaBKntBE entrBIe BL BmKdB KnciaBd e1B code and result in some messed up entities that won t be you anymore DO NOT FLIP THIS CARD SPECIAL RULES When a player moves to this District tile flip and resolve this card C08
Simulation Error:
Each player rolls an Enemy Number die
and applies the effect according to the result:
1:
If you have a Body card, discard your Body card
and inhabit a Body card from the top
of the Body deck. Lose 1
.
2: Discard 1 Data token from your Launcher.
3: If you have an Enemy attached, draw an
Enemy card from the bottom of the Enemy deck,
discard your Top Enemy and place the drawn
Enemy card in its place. Move all
markers
from the discarded card to the new one.
Blank side: Place 1 of your Lock tokens on any other Highlighted Data slot that is not in the rightmost column of the Launcher, if able.
ERROR #23654
C 12
Here, we have two examples of Special Scenario cards. The card C08 is placed on a District tile
and resolved when a player enters the corresponding District. In contrast, the card C12 is placed next
to the Time track and serves as a reference regarding the ‘Simulation Error’ special rule.
Drawing a Scenario card: When you draw a new Scenario card, you locate it via its unique code. In the
case of a Plot Scenario card, the first side you read is always the Story side. There may be Immediate
effects to resolve. Once any Immediate effects are resolved, you’ll be instructed to turn the card to the
gameplay side. Then, discard the previous Scenario card along with all the markers and tokens on it from
the Time track slot (there may be some exceptions to this rule in certain Scenarios).
In the case of a Special Scenario card, you should always familiarize yourself with it and then set it aside
for the rules reference. Since there are a lot of different Scenarios and stories, some Special Scenario
cards are quite unique and the things that you find on them might be different from those described here,
but there is always an instruction on how to deal with them.
Goal: This is your objective.
Special Rules: this section describes all effects altering the rules of the game. These rules are always
active when the current Scenario card with them is active and these rules always take precedence over
rules in this manual! Some Special rules may enable certain actions required to progress the Scenario.
Please note, Scenario sheets sometimes also have Special rules, which are active during the entire game.
Player Activity: Most of the mechanics that you must fulfill to complete the Scenario card’s Goal are
included either in this step or in the Special rules section. Sometimes Player activity is a special action,
available during recent events, sometimes it is a Test, sometimes you must gather in a certain Location, etc.
World Activity: During this step, the game checks if players managed to complete the objective and
manage the flow of time. Many Scenarios are time restricted so don’t take too long – usually, each turn the
turn count on the Time track goes down. After the objective is fulfilled, there might also be tough decisions
about how the story progresses. (i.e. it’s up to you if you want to hide or get into a fight). Keep in mind that
you don’t always lose the game if you fail the objective, sometimes you just don’t gain the reward, or the
story might get a bit harder.
Important icons which frequently appear on Scenario cards.
Player Number – This icon is used most commonly as a multiplier and its main purpose is to
scale difficulty according to the number of players taking part in the game. Whenever you see this icon, just replace it with a number equal to the number of players in your game (for example,
if a game tells you to take 2 x
of , and you have 3 players in your game, that means you
should take 6).
Ascend tokens: Some Scenario cards instruct you to use Ascend tokens (they
mainly represent growing pressure upon players). They may be used to mark special points on the map where Ascend is gathering their forces or some points of interest where you can complete an objective. Every time you use these to- kens, its purpose is explained on a Scenario sheet, or Scenario card.
Success tokens: When you fulfill all conditions (or certain parts of them) need-
ed to progress your active Scenario card, you may need to mark it with a Suc- cess token. Very often, at the beginning of the World activity step, if you have a required number of Success tokens, you progress the game according to the given Scenario card, which usually gives you bonuses and leads you to the next part of your journey (and next Scenario card). Keep in mind that these
tokens may be used for other various purposes throughout the game.
Universal markers: These are used to mark a variety of things in Tamashii. Sometimes they
must be placed on cards, sometimes they are needed on the map. Place them whenever the game asks you to.
(face down)(face down) (face up)Dice tokens: These tokens are frequently used in Sce-
narios to randomize things. Their purpose is always described on a Scenario sheet or Scenario card, so are all the rules applying to them. Some Scenarios instruct you to use a “set” of Dice tokens. In that case, use 3 different ones. Otherwise, take them randomly. Sometimes they are placed face down, so their contents must be uncovered. Dice tokens placed face up are referred to as revealed.
Time track: This icon represents the current position of on the Time track. Many objectives
in Tamashii have a time limit and this icon is used either to set a time limit for a current objective, lower the number of available turns at the end of a turn, or check if the
on the Time track has
reached a space where something important is about to happen (e.g., if moves to space 0
on the Time track, you may fail to fulfill the objective and lose the game!). Sometimes a Scenario card in the ‘Immediate Effect’ asks players to set the
to 0. This means
that during this particular mission there are some other conditions governing the success or failure, other than time.
represents the current position of on the Time track Many objectives in Tamashii have a time limit and this icon is used either to set a time limit for a current objective lower the number of available turns at the end of a turn or check if the on the Time track has reached a space where something important is about to happen e g if moves to space 0 on the Time track you may fail to fulfill the objective and lose the game Sometimes a Scenario card in the Immediate Effect asks players to set the to 0 This means that during this particular mission there are some other conditions governing the success or failure other than time
---
20
TESTS
Tests are mostly used as a Scenario progression mechanism. Some objectives require players or a player
to perform a Test. There are 2 types of Tests: Individual Tests (simply called Test) and Group Tests.
The Test command has 2 important pieces of information: the type of Data tokens that must be used and
the number of successes that must be achieved to pass this Test.
When you contribute to a Test, dump(move from your Launcher to your Dump) any number of Data to-
kens of the type required to complete the Test, then roll that many . Each rolled grants 1 success,
and each rolled grants 2 successes. To pass a Test, you need as many successes as specified by the
number (e.g. Test 3 means that you must dump Red Data tokens and for each dumped token, you
roll 1 . If you have at least 3 successes, the Test is passed).
When it is a Group Test, all players may dump Data from their Launchers to contribute toward passing the
Test (in order, starting from the player who initiates the Test), but only one player needs to initiate the Test
(and be in a particular District tile, if this is a requirement). In such a case, each player rolls their ‘part’
of the Test contribution. Example: in a 2-player game, the game states: “Perform a Group Test:
3 x.” This means that all
players together must achieve 6 successes to pass this Test. Player 1 dumps 3 (because their is )
and player 2 dumps 2
players together must achieve 6 successes to pass this Test. Player 1
(because their
players together must achieve 6 successes to pass this Test. Player 1
is
players together must achieve 6 successes to pass this Test. Player 1
). Player 1 rolls 3 and player 2 rolls 2 . Each
of the players may spend but only to reroll their own rolled dice.
Performing a Test (and taking part in a Group Test) is always optional. Group Tests in a solo mode are treated like Individual Tests.
Ending the game
& using the PROGRESS sheet
Each Scenario ends when either a ‘Victory!’ or a ‘Scenario Lost’ card is drawn. After you’ve drawn such
a card, resolve its effects. You will usually unlock some components this way. In such a case, take the listed
components from the Locked Pool in your box and place them in the Unlocked Pool. From now on, the
additional unlocked components may appear in future games.
Sometimes it may be the opposite – and such a card tells you to move components from the Unlocked
Pool to the Locked Pool.
If you won the game, you must also mark the appropriate code on your Progress sheet. This sheet serves
as a reference and helps you track what Scenarios were already won by you. Keep in mind that most of
the Scenarios have more than 1 ending, and unlocked components often differ, depending on the story
branch you finish. This is why there is more than 1 checkbox next to each Scenario on the Progress sheet.
If you used your Progress sheet, but would like to start from scratch, don’t worry – you can download the
PnP Progress sheet file from our website: http://awakenrealms.com/ .
Boss sheet
There is a possibility that players encounter powerful entities known as Bosses in some Scenarios. These special Enemies have their own set of rules (represented by a Boss sheet) and special standees or miniatures
that represent them in the game world.
SHINIGAMI
SETUP:
Take cards Sx17 and Sx18, and shuffle them.
This is the Boss Attack deck. Place it next to
the Boss sheet.
Flip this sheet and place 1 on the track
in the slot corresponding to your player count, and 1
in slot ‘6’ of the the Armor track.
1
2
0123456
1223344
Discard 1 from a chosen District tile
(except Shinigami’s District tile).
Deal 2 to Shinigami, you may dump
Pattern to deal 2 additional .
START ARMOR
SHINIGAMI
BOSS SPECIAL RULES:
If a player is on the same District tile as Shinigami,
that player may deal in the Combat phase
and launch Hack and Augment Patterns in the Launch step as if Shinigami was their Top Enemy.
When a player deals any amount of
(from any source) to Shinigami, check the Armor track:
− If the dealt is equal to or higher than the current
Armor level, reduce by 1 and set the Armor track
back to 6.
−If it’s less than the current Armor level, reduce Armor by 1.
If Shinigami’s reaches 0, Shinigami is defeated.
BOSS ACTIVITY:
Roll both and resolve the effects from the top card
of Boss Attack deck. If you rolled , ignore the table.
Flip the resolved card and place it on the bottom of the Boss Attack deck.
012345678910111213
MOV
1
1
3
and resolve the effects from the top card
of Boss Attack deck. If you rolled
4 5
6
Boss sheet
1.Boss Name
2.Setup instructions: resolve these when the game tells you to take the Boss sheet.
3.Boss rules: each Boss is unique and works differently. The Boss rules describe how the Boss works
and how to defeat it.
4.Boss Activity: Boss actions with a specific turn phase or step.
5.Hack () Patterns: the Boss sheet always explains how to use any type of Pattern appearing on it.
6.Integrity: each Boss has a different condition for defeating it.
Keep in mind that each Boss is unique and its Boss sheet is too, so the types of information presented on them will be different.
card of Boss Attack deck If you rolled 4 5 6 Boss sheet 1 Boss Name 2 Setup instructions resolve these when the game tells you to take the Boss sheet 3 Boss rules each Boss is unique and works differently The Boss rules describe how the Boss works and how to defeat it 4 Boss Activity Boss actions with a specific turn phase or step 5 Hack Patterns the Boss sheet always explains how to use any type of Pattern appearing on it 6 Integrity each Boss has a different condition for defeating it Keep in mind that each Boss is unique and its Boss sheet is too so the types of information presented on them will be different
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21
Other game modes
Solo Mode
Setup
Setup the game according to the normal Setup, with the following modifications:
•In the Setup, step 3 c): when selecting the starting Augments, remove the Augment with the ‘Co-op’
on its back from the game and take the ‘Solo/Pvp’ one instead.
•In the Setup, step 11: when placing your Character on the starting District tile, take one additional
Walker Character and place it on the same District tile as your Character. Do not place a rubber
ring on the additional Walker. This is considered J.O.R.D.A.N. BOT’s Character.
•Additional step: take the J.O.R.D.A.N. BOT card, place it near your Player Board, and place 1
in each Battery slot.
Solo mode rules
• : there is no difference in the interpretation of this icon. In solo mode, you should read it as ‘1’.
• Group tests: any Group Tests should be treated like Individual Tests in solo mode.
• You are always the First Player.
J.O.R.D.A.N. BOT rules:
• J.O.R.D.A.N. BOT is treated as a player for the requirements of being on the District tile, but is not
considered a player in a wider game sense. It does not have its own Player Board, cannot suffer
in any way, does not program, cannot have any attached Enemies, etc.
• You may move the J.O.R.D.A.N. BOT 2 tiles during the Move & Trace step (indicated by the MOV
value on its card). It reveals District tiles and collects Exploration tokens. Each Asset, EXP, or other
reward that would be gained by J.O.R.D.A.N. BOT is gained by you instead. The BOT move-
ment is free and does not affect players’ Trace in any way.
• You may discard 1 battery from J.O.R.D.A.N. BOT to use its miniature/standee as yours during
1 step. If you do, you don’t use your basic miniature/standee during this step. You may use the
above rule in any step (i.e: Player Activity or District Effect step). You must discard 1 battery for
each step in which you decide to use J.O.R.D.A.N. BOT this way.
This effect may be used for example to activate special actions, like launching a Pattern needed
for Scenario progression on a specific tile. In this case, you may use the BOT that is standing on
this tile instead of your own Character.
‒There is one exception: If you decide to use J.O.R.D.A.N. BOT during the District Effect step to
activate the District Effect where the BOT is located, apply the District tiles’ Trace value instead
of the Trace value of the District tile where your main Character is located.
Keep in mind that this also applies to resolving the Entry/Stationary Trace value of Districts. For
example, if the BOT did not move during the Move & Trace step and you decide to use its District’s
Effect, increase your
by the Stationary value.
• You may charge J.O.R.D.A.N. BOT’s battery by launching the effect shown on its card. You
have access to this Pattern at all times as long as J.O.R.D.A.N. BOT is still in play. When you launch this Pattern, place 1
on an empty Battery slot. If all 5 Battery slots are occupied, you
cannot launch the battery anymore. This Pattern is considered a Hack for all in-game effects
and interactions.
• If there are no Charges on J.O.R.D.A.N. BOT’s card, discard its card and J.O.R.D.A.N. Bot’s Char-
acter from the map. It can no longer be used during this Scenario.
•Some Scenarios have special rules regarding solo mode. Make sure you read them before playing.
Scenario generator
(competitive mode):
In this game mode, players compete against each other to earn as much Victory Points (VP) as possible.
The player who has the most VP at the end of the game is the winner.
Game Setup
Perform a standard game Setup with the following modifications:
•In the Setup, step 3 c): when selecting the starting Augments, remove the Augment with the ‘Co-op’ on its back from the game and take the ‘Solo/Pvp’ instead.
•Setup step 3 d): we recommend skipping this step, as Learning Protocols may interfere with the final scoring and make the game unbalanced.
Then, instead of the Scenario Setup, proceed to the Scenario Generator Setup:
1.Choose the game length:
I. Short: set
to 5.
II. Medium: set to 7.
III. Long: set to 9.
2. Choose the First Player.
3.Take 1 random Map setup card and prepare the Map accordingly. Starting with the First Player,
place your Characters on the chosen starting District tiles (Shelter or Damaged District). Each
player must start on a different District tile. Then, place all the Map setup cards back into the box.
4. Take 1 random Conditions card, prepare the Enemy deck, and grant starting bonuses to all play-
ers. Place any Data tokens directly in your Data bags. Then, place all the Condition cards back
into the box.
5.Place 1 random Enhancement card face up in the play area so everyone can see it. This card is
active throughout the entire game. Then, place all the other Enhancement cards back into the box.
6. Take 1 random PvP card and place it face up in the play area so everyone can see it. This card is
active throughout the entire game. Then, place all the other PvP cards back into the box.
7.Shuffle the Goal deck. Then, draw:
‒2 cards in a 2 – player game.
‒3 cards in a 3 or 4 – player game.
Place them face up next to the Goal deck – these are the starting Goals. Flip the top Goal card so
it’s face up on the top of the deck. You can see it but it is not available to be completed yet.
Scenario Generator rules
The competitive mode is played exactly like a standard game, with a few exceptions as follows:
1.There is no Corrupted Data (
) pool on the Time track and the game cannot end due to deple-
tion of said pool. Treat Corrupted Data tokens like every other token, with a neutral pool. When a player must gain a Corrupted Data token, and the neutral pool is empty, nothing happens.
2. There are no Scenario cards at all. In each Quest phase, starting with the First Player, players in
order may decide to perform Tests (if they happen to be on the Goal cards). Then, pass the First
Player token clockwise and reduce
by 1.
3.If any player meets the conditions of the Goal card, they take it, and place it face down next to their Player Board. The VP from this card is hidden and will be counted at the end of the game.
4. After the Goal card is taken by a player, immediately place the face up Goal card from the top
of the deck in its place. Then, flip the next top Goal card face up.
5.The game ends instantly when the
reaches 0. When this happens, all players should count their
final Victory Points, according to the table.
The flow of the game does not differ from the cooperative Scenario gameplay, so you use the same ‘Turn order’ help cards. The only important thing to remember is that you must reduce
by 1 after resolving
each Quest phase.
to their Player Board The VP from this card is hidden and will be counted at the end of the game 4 After the Goal card is taken by a player immediately place the face up Goal card from the top of the deck in its place Then flip the next top Goal card face up 5 The game ends instantly when the reaches 0 When this happens all players should count their final Victory Points according to the table The flow of the game does not differ from the cooperative Scenario gameplay so you use the same Turn order help cards The only important thing to remember is that you must reduce by 1 after resolving each Quest phase
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22
Golden Rule of the Scenario Generator
It is very important to perform your actions in order starting with the First Player in this mode.
If, at any time, there is confusion about who should resolve an effect first, simply start from the First
Player and continue clockwise.
Important! If you reveal the last District tile and you end up with no Faction Hideouts on the Map, replace
the revealed tile with a random Faction Hideout tile.
Counting Victory Points
When the game ends, all players reveal their collected Goal cards and count up their Victory Points.
Use the scoring card for scoring reference. Or use rules below:
• Each 3 Assets = 1 VP.
• Each Unlocked Data slot = 1 VP.
• Each in your pool = 1 VP.
• Each point of max above 5 = 1 VP.
• Each equipped non-break Faction Augment = 1 VP. • Each equipped non-starting Class Augment = 2 VP. • Add VP from acquired Goal cards.
However, acquiring
grant negative VP, according to their number in your pool:
• 1 = -1 VP.
• 2-3 = -2 VP.
• 4-5 = -3 VP.
• 6+ = -4 VP.
In case of a draw, the winner is the player with fewer Corrupted Data tokens in their pool.
Index
Action Phase 14
Active:
• Body 9, 11, 13
• Enemy 15
• Scenario card 16, 18
Ascend token 3, 19
Asset:
• Longer 7, 8
• Memory 7, 8, 10, 11, 13
• Power 7, 8, 11, 15
• Reroll 7, 8, 11
• Pattern 7, 8
• Shield 7, 8, 11, 15
• Track 4, 6, 8, 24
ATT 9, 15, 16
Augment:
• Class 10 , 13
• Faction 5, 10 , 11, 24
Basic data 3, 6, 8, 11, 12
Body:
• Advanced 6, 9, 24
• Walker 4, 6, 9, 21
Boss 16, 20
Break 10 , 24, 24
Character 9, 11, 13, 14, 21
Combat phase 9, 10, 12, 15 , 16, 17
Core data 4, 6, 7
Corrupted data 5, 6, 13, 14, 24, 24
Damage (DMG
) 3, 12, 15, 24
Data Bag 4, 7, 8 Data Dump 6 Defeat 12 , 20, 24
Dice:
• Enemy 3, 15 , 24
• Player 3, 8, 14, 15, 20, 24 • Dice Tokens 3, 19
Discard:
• Body 13 • Enemy 12 , 15
• scenario card 16 , 19
• token 6, 7, 8, 24
District tile 5, 11 , 12, 13, 14, 19, 21
Dump 6, 7, 8, 13, 14, 20, 24
Enemy:
• Attached 6, 12 , 13, 15
• Deck 5, 12 , 21
• Top 7, 12 , 15, 16
Equip 8, 10 , 13
EXP: 3, 4, 6, 9, 10, 11, 12 , 13, 21
• pattern 7
Exploration token 3, 5, 11 , 21
Frame: 15
• basic 12
• combat 9, 10, 15, 16, 24
• special 12
Goal 2, 16, 18 , 19
Hack 7, 12 , 20, 24
Highlighted 6, 14, 24
Immediate effect 18 , 19
Increase:
• Integrity 13
• Trace 11 , 14, 21, 24
Inhabit 9, 24
Integrity (ITG
):
• Boss 20
• Enemy 12 , 16, 24
• Player 4, 6, 8, 13, 24
J.O.R.D.A.N bot 21
Map 5, 9, 11 , 14, 21
MOV 9, 11, 21
Move 11, 13, 21, 24
Launch 6, 7, 8, 9, 10, 12, 14 , 24
Launch step 6, 7, 10, 14
Launcher 4, 6, 8
Learning protocol 2, 4, 6, 9, 21
Locked components 5
Lock token 3, 4, 6, 24
Lose:
• Asset 8, 24
• integrity 24
• game 20
Open data 3, 6, 7, 13
Pattern: 6, 7, 24
• basic 7
• body 9
• faction 10
• hack 12 , 20
• longer 7
Planning phase 10, 14
Player: 24
• first 3, 5
• number 5, 24
Player activity 16 , 18, 19, 21
Prepare 7, 24
PRO 7, 9, 14
Program 7, 24
Programming 7, 9, 14
Progress sheet 3, 20
Quest phase 16 , 21
Recover 24
Reduce:
• ITG 13 , 24
• Shield 8
• Time 16
• Wound 8, 15
Refill 6, 14
Repel 6, 12 , 24
Reset 6, 9, 13 , 15, 24
Scenario card 5, 16 , 18, 19
Scenario generator 2, 21 , 22
Scenario lost 2, 20
Scenario sheet 5, 18
Special rules 5, 18, 19 , 20
Spend 8, 10, 13, 14, 24 ,
Success token 3, 19
Suffer 8, 15, 21
Test 16, 19
Time track 3, 4, 5, 16, 19
Timing 10 , 14
Trace: 11
• roll 8, 14
• step 11, 14
• set 11, 13, 14
• track 4, 6, 11, 13
• value 11 , 14
Universal marker 3, 4, 6, 8, 9, 11, 14, 19 , 24
Unlock 6, 13 , 22, 24
Unlocked components 5, 20
Upgrade 6, 8, 10, 13 , 14
World activity 16 , 19, 20
Wound (
) 8, 24
Victory: 2, 20
• points 21
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23
CREDITS
Game by: Robert Plesowicz, Łukasz Włodarczyk, Kamil ‘Sanex’ Cieśla
Creative Director: Kamil ‘Sanex’ Cieśla
Lead Developer: Łukasz Krawiec
Tests and Development: Łukasz Krawiec, Filip Tomaszewski, Tomasz Zawadzki,
Wojciech Zieliński, Kamil Marchwiany, Piotr Krejner, Wiktoria Ślusarczyk
Additional Testing: Ariel Kowalski, Łukasz Stadnik, Staszek Stryjewski,
Mateusz ‘majzownik’ Wojnicki, Arié Zarka, Davina, Rebecca Uecker, Noemi Ernst, Moritz Starke,
Sebastian Jaster, Yvette Müller, Simon Fleißner, Marvin Manzer, Jan Warnke, Martin Wilhelm,
Lars Zeitz, Paul Kim, Peter Zhao, Jason Riddell, Raymond Warholik, Hans Raven, Marie Raven,
Hans Raven jr., Katarina Raven, Konstanty Weber, Zuzanna Banasiak, Marcin Podsiadło,
Franciszek Stępniewski-Janowski, Tymoteusz Hatala, Jakub Błachut, Szymon Kulka
Rulebook: Łukasz Krawiec
Writing: Andrzej Betkiewicz
Proofreading & Editing: Tyler Brown
Art Direction: Patryk Jędraszek, Kamil ‘Sanex’ Cieśla
Graphic Design: Michał Lechowski, Adrian Radziun
Illustrations: Krzysztof Piasek, Patryk Jędraszek, Piotr Orleański, Jakub Dzikowski, Ewa Labak,
Pamela Łuniewska
3D Modelling: Michał Lisek, Mateusz Modzelewski, Marek Kondratowicz, Piotr Gacek,
Jędrzej Chomicki
DTP: Angelika Kajmowicz, Patrycja Marzec, Jędrzej Cieślak, Rafał Janiszewski,
Maria Pinkowska-Porzycka
Production: Jacek Szczypiński, Anna Czajka, Olga Baraniak, Witold Chudy, Zofia Jerzyńska,
Adrianna Kocięcka, Mateusz Wolski, Michał Matłosz
Game Consultant: Michał Oracz, Marcin Świerkot, Paweł Samborski, Michał Matłosz
Spiritual Support: Anna Lis-Wilkosz
Special Thanks: Paweł Samborski, Tomasz Zawadzki, Daria Kaczor
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IMPORTANT KEYWORDS, KEY PHRASES, AND ICONS
Most important keywords and phrases
Attach: Place an Enemy card next to your Player Board in the slot reserved for the Enemies. If you have
any Enemies already attached to your Player Board, place the Enemy under the already attached ones,
so that the leftmost side of the card is visible.
Break: only on Faction Augments. After use, remove this Augment from the game – it may not be gained
or used again in this scenario (see page 10).
Defeat: When an Enemy’s integrity is reduced to 0. Discard that Enemy card and gain1
(see page 12).
Discard token(s): Place this token in the neutral pool. Unless specified otherwise, you may only do this
with tokens from your Launcher.
Dump token(s): Place this token in your Dump. Unless specified otherwise, you may only do this with
tokens from your Launcher.
Equip: Usually during Upgrade,spend to activate one of your unequipped Augment cards. From
now on it may be used for its effect (see page 10). Gain x Asset(s): Advance your Universal marker on the appropriate Asset track x spaces. Gain token(s): Take this token from the neutral pool and place it in your Dump. Inhabit: Take an Advanced Body card and place it in your Body slot (see page 9). Integrity: Represents your connection with your Body. When it drops to 0, you must reset(see Reset,
page 13). This can be associated with life/health/hit points but losing them all doesn’t make you lose
the game. Each Scenario has a pool of Corrupted Data tokens which players will draw when resetting
– if you run out of these tokens, then the Scenario is lost. Enemies also have their Integrity, however it is
marked by a different icon than the players’.
(Player Integrity –
. Enemy Integrity – ).
Launch: Dump a Pattern from your Launcher to resolve its effect (see page 7).
Lose x Asset(s): Decrease your Universal marker on the appropriate Asset track x spaces. If you have
fewer Assets than you are losing, place the marker on space 0. If you already have no Assets of this type,
nothing happens.
Move: Place your Character up to x tiles away (where x is your MOV value) from your current District tile.
Prepare x: Draw x Data tokens from your Data Bag and place them on any chosen empty slots of the
Launcher. Take all of the tokens and place them all at once instead of drawing them one-by-one.
Program x: You may move (switch/slide) Data tokens on your Launcher x times.
Recover x: Advance your Universal marker(NOT Limiter!) on your Integrity track by x spaces. The Uni-
versal marker cannot go higher than the ITG Limiter.
Reveal: Flip from face down to face up. This keyword refers to tokens and District tiles. If a token or District
tile is unrevealed, it means that it is face down and its contents are hidden from the players.
Set Trace to 0: Place the Universal marker in the downmost slot ‘0’ of the Trace track.
Spend x Asset(s): Decrease your Universal marker on the appropriate Asset track x spaces. If you do not
have enough of a given Asset, you cannot do it.
Unlock x: Discard x chosen Lock tokens (
) from your Launcher in order to free some Data slots (these
Data slots are called Unlocked Data slots and are Highlighted).
Most important icons
Assets: (see page 8)
: Power. Spend before an attack roll to add 1 to the roll.
: Reroll. Spend after dice roll to reroll 1 for each spent.
: Shield. Spend x to prevent x .
: Memory. Spend during Upgrade to gain or discard Data tokens or equip Augments.
Data related(see page 6 & 7)
, , , , , : Data tokens. Used in Patterns (see page 7).
: Symbol appearing mostly in Patterns. Any Basic Data token should be in its place in order for a Pattern
to work.
: Symbol appearing mostly in Patterns. A Basic Data token corresponding to the Core Data token
should be in its place in order for a Pattern to work. Dice
: Eight-sided enemy dice. Comes in two types: Symbol and Number. Usually used during combat
to resolve Enemy attacks.
: Six-sided dice used by players mostly during Trace Rolls, Attack Rolls, and Tests.
Enemies(see page 12)
: An Enemy card.
: Enemy Integrity (Enemy health). When it is reduced to 0, that Enemy is defeated and the player
gains 1 .
: Hacks; Enemy weak spots. Usually launched to harm Enemies or gain resources.
: Repel, an effect that instantly discards an Enemy. Usually comes with some form of penalty.
: Damage dealt to Enemies.
: Damage dealt to players.
Combat (see page 15)
, , , : Symbols inside Combat Frames. Players may spend and results to activate
appropriate Frames during the Combat phase. and may be used multiple times and activated by
multiple dice results at once.
, : Enemy attack effects. Correspond with Frames on Enemy cards.
Scenario related(see page 19)
: Time. Represented by the Universal marker on the Time track.
: Player number. Should be read as a number (e.g. 3 in a 3-player game).
, , : Tokens used to mark different things during the game. Each Scenario explains what these
tokens represent.
: Exploration tokens. One-use bonuses granted to players who reveal District tiles.
Other icons
: EXP. Used to Upgrade player Characters.
: Trace. Indicates how likely you are to encounter Enemies. Measured on the left side of the player
board (see page 11).
results to activate appropriate Frames during the Combat phase and may be used multiple times and activated by multiple dice results at once Enemy attack effects Correspond with Frames on Enemy cards Scenario related see page 19 Time Represented by the Universal marker on the Time track Player number Should be read as a number e g 3 in a 3 player game Tokens used to mark different things during the game Each Scenario explains what these tokens represent Exploration tokens One use bonuses granted to players who reveal District tiles Other icons EXP Used to Upgrade player Characters Trace Indicates how likely you are to encounter Enemies Measured on the left side of the player board see page 11
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