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A COOPERATIVE GAME

60 MIN, 1 TO 4 PLAYERS, 13+

Credits
Designer: Florian Fay
Illustrations: Lorenzo Mastroianni
Graphic Design: Philippe Guérin, Ben Nelson, Marie-Eve Joly
Development: Zev Shlasinger
Special thanks to Adam Marostica for his help with the rulebook.

Heroes of Apocalypse Chaos: Olivier E.; Eric G.; Pierre L.; Lucile L.
Main playtesters: Edouard S.; Alexis A.; Laurène L.; Jean-David L.;
Cyril & Agnès F.; Damien & Elodie B.; Gaël R.; Nico Fiz & Cora; Nico
Fig & Alex; David B.; Amélie E.; Violaine L.
Special Thanks: Titouan; Romane; Maël; Guillaume Chifoumi; Zev &
Philippe; Manu B.; Fumbles; TeamGrouik; Jesse Schell and his Art of
Game Design; StHerblain 2012; 24h Jeux Sénart 2014; PEL 2014.

RULEBOOK
Table of contents Introduction
Introduction . . . . . . . . . . . . . 2 We are in grave danger. Enemies are swarming around the ship and they +1
Components . . . . . . . . . . . . . 2 will not go down without a fight. We’ll have to work together in order to
End of the game . . . . . . . . . . . 9 get out of this one alive. We’re going to need a plan, and we need it fast.
Difficulty Level . . . . . . . . . . . . 9 Let’s not let these…things…outsmart us, outnumber us, and certainly not

+1
+1
+1
+1
+1
Room Tiles . . . . . . . . . . . . . 10 outshoot us! I need you all to do what you do best. Got it? Let’s do this!
Dimensional Airlock . . . . . . . .11
Objects . . . . . . . . . . . . . . . 13
Barricades . . . . . . . . . . . . . 13
SuperBoss . . . . . . . . . . . . . 13
Introductory Game Goal

1Components
1 2
Missions . . . . . . . . . . . . . . 20
2
In the introductory game, your objective will be to defeat all Bosses found
2 13 13 13 24 24
+1+1 +1
in the deck. Once you are familiar with the game mechanisms, you will be
ready to move on with the campaign that starts on page 20.

+1
+1

C C
ARMOR TELEPORTARIUM SCIENTIST

41 3 1 3 2 3 2 2 2 2 132 1131 113


1 1 214 2 24
SPRINGER SPINDLY STERNPLOEEG
10 7 9
1+1+1+1 I I I I I II II II II II
+
20 Custom dice (5 per color) +2 Shields Move up to 1 space.

The Scientist prevents the loss of life


+2 2 from carrying the Toxic Object for any
+1+1

4 2 2 Hero he shares a room with at the end


5 2 2 DISCARD DISCARD
2 -2 of the round (Phase D).
AFTER USE. AFTER USE.

30 Enemy/Equipment cards 1 Card Super Boss/Scientist


45 3 5 3 6 3 6 2 6 2 572 1571 158
1 1 618 2 69

+1
+1

(left card with stripes - Boss [red];


right Enemy with no stripes - Grunt [gray])

+1
90 Tokens
138111138 37 27 26 26 1 16 15 15 15 15 25 5 26
I III
4 Hero standees

5 1 15 1 162 12 612 236 23 5273 345734 5348 4 648 469 IX IX


52 Life Point tokens: 5 Life markers
...
X X
+1
+1

Apocalypse
Apocalypse
Apocalypse
Chaos
Apocalypse
Chaos
- Apocalypse
front
Chaos
- 1/6
front
Chaos
- front
1/6
Chaos
- front
1/6- front
1/6 1/6
6x (1, 2, 3, 4, 5, 6); 4x (7, 8, 9, 10)

1 1 1 2 2 2 3 3 3 4 4 4
38 81
1 +13
+1 7 2 272 226 3 2631 316 1+154 15415 415 25
13 5 26
105 510 5 10 1 1 10 2102 10
10
1 Scientist standee V
5 plastic bases VI

56 56 5-3 6 6 -3 6 7 -37 8 8 9 9 -
6 7 7 8 8 9 9 ... X X X
IX IX IX
4 dark4side - closed)
4 3
8 71 117-4511 6521 -45226 622-4663-225 63-2 10
5 10
5 10
5 10
5
4 Vortex tokens (bright side - open;
10
5 10
6 10 10
6
1 2 3 2 3 4 1 2 3 1 2 3
1 2 3 1 2 3 2 3 4 2 3 4

3 4 4 4
Apocalypse Chaos - Back 1/6 Apo

5 5 5 6 6 6 7 7 3 8 3 7 8 3 7 9 4 8 9 4 4 9
+1
8 9
+2 +3

4-1 -1 -1 -1 -1 -3 -1 42 Block4-1
Hero boards
4 3 -1
Actions tokens
1 11 1
10 1 3
8 7 7 I-4 I 6 -26 6-2 5 5 -2
2
10 1 2
102 2
102 3-3
2 33 -3 -23 3
...4
-3 3 44 44 4
5-1 5 59-2-15 96 II...-2
Apocalypse Chaos
Apocalypse
- front 5/6
Chaos - front 5/6

8-168
+1 10 +1
10 10 10 +1
-3 -3 3 -3
15 Fire tokens +1+1

II
+1+1 +1 +1

-2 -1
+1+1

+1+1

5 55 -1 5 65-1 66 -1 66 -176 7-1 87 -3 88 39Move 99 9


-1
+1

+1
+1

+1

+1

+1
+1

+1
+1+1

+1+1

tokens
-1 5 7
-2-2 -2 8 Apocalypse Chaos - front 3/6
-1 -1 -1 -1 -3
-1Room tiles -1 -1 -1 -1 -3 -1 9 9-1 8 8 -1
+1+1 +1+1 +1 +1
+1 I +1 I III II III II V IV V IV VII VI VII VI IX VIII IX VIII X X

66 66 10 7610 710 10 1010 910 10


10
-4
5 55 -4
1

55 65 -4
1 2

8-1
2 3
-3 3 4-2 4-2 -2 -2 -2 -2

-4 -2 -2 7 -2 7 88 -2 -18 99 -2-19
Apocalypse Chaos - front 1/6 Apocalypse Chaos - front 1/6 Apocalypse Chaos - front 2/6 Apocalypse Chaos - front 2/6 Apocalypse Chaos - front 3/6 Apocalypse Chaos - front 3/6 Apocalypse Chaos - front 4/6 Apocalypse Chaos - front 4/6
Apocalypse Chaos - front 5/6 Apocalypse Chaos - front 5/6

-1 -1 -1
-1 -1
-1 -1
-1 -13 Grenade-1tokens -3
-3 Apocalypse
Apocalypse
Chaos
Apocalypse
Chaos
- front-Chaos
front
5/6 5/6
- front 5/6

11 10 1010 1010 1010 -3 -3 -3


Apocalypse Chaos - front 6/6

10
Apocalypse Chaos - Back 6/6
-3 -3 -3
Apocalypse Chaos - front 6/6

-4 -2 -2 -2-1 -2-1 -2-1 -1


-1
-1

-1 -1 -1 -1 -1... -3
-1 -1 -1 -1 -1
2 Dimensional-3
Airlocks 4 Object tokens
5 Barricades (1 extra for player 8 plastic pillars tokens (back Apocalypse
- ScienceApocalypse
Chaos - front
Object) Chaos
1/6 - front 1/6

created missions)
2
-1 -4 -1 -2-1 -1-2 -1 -2-1
-3 -2-1 -2-1 -1
Introductory Game Setup
Shuffle Room tiles I through VI and choose 4 randomly.
Place these on the table to form a 2x2 square. The
+1

remaining 2 Room tiles will be placed on pillars above


+1 +1 +1

any two of the rooms on the table (see illustration).


+1

+1

+1

+1
+1

Take as many Vortex tokens as players (starting with


+1

+1

+1
number 1) and place them on the borders of the Room
tiles (called areas) as shown below:
+1 I +1 III +1
+1
+1
+1
III II I II

1 player 2 players 3 players 4 players


III IV

+1

+1
+1

+1
Areas: Each section of the
III VII IV VIII

board that is adjacent to

4
1 1 1 2 -2 2 Room tiles
2 2 3 3 3 3where
3 3 4 Enemies
+1 +1

4
V VI V VI
III IV

44 44 4

9
1 1 1 2 2 2 3 1 3 1 3 1 4 2 4 2 are

9
4 placed.
+1

-1

t 6/6
1 1 1 2 2 2 3 3 3 4 4 4

os - fron
9
4
1 1 1 1 1 1 2 2 2 2 2 2 3 -23 3 3 3 34 44 44 4

pse Cha
+1

4
-2

Apocaly
1 1 1 3 1 3 1 31 1 1 42 24 2 4 3 3 3
2 2 2

8
4 4 4

8
1 1 1 3 3 1 3 1 141 1 4 1 42 2 2 3
2 2 2

3
3 3 4 4 4

+1
+1

3
Life Points tokens, Fire tokens, and Grenade tokens are 5 2 5 1 5 612X61 X 62X 6 26 AREA 7 7 84 8 84 849 9 9 9

8
IX IX IX
4
61 2 7 5 1 7 511 81115 8 9 9 63 73 37

8
5 5 5 4 64 6

3
sorted and placed available to all players.
5 5 5 6 6 3 63 7 1 7215 28 128 1259 12 92 2 2 3 3 3 4 4 4

3
3 2

7
2


2

7
4 4 3 2 2 1 3 3 73 74 8

3
4 3 5 55 55 2555 5 55 56 6 66 6266 7 74 8874 8 898 8989 99 9 99

-3
1 117 1 528 52 1 856 2 59 69 66 76 77

3
5 5 45 3 6 36 33 612 17 AREA

7
+1 I II

-3
5 2

7
2
Each player takes a Hero standee and the
5 5 5 6 6 6 37 7 6 8 2 8 2 19532 9 3 2 3 3

2
9 5

-3
4 3 26-25-2 3
5 15 6156 62 1 6 37 3 47 484
10 -2 4874

2
9 8 94 9
7

102 5110

-3
4 610 5 10 510 -3

6
3
SPINDLY

2 510 5 -3 26 -36 -3 6-3 -3


7 8 8 9 9
corresponding Hero board, as well as the10 5109 dice
4 in10 8 -37 75 -351 110 51-3 10

6
621 62160 172110 2 73 3 33 4

2
10 0 6

-1
7

2
10 104 4109 10 7 -1 61 101 610

-1
-3 -3 6 -310 1
10 3 8 8 9-34 4
their color, and places these in front of themselves. 8 The

6
8 8 6 60 110 6-3 -3
2 -3 9 Apocalypse
Apocalypse
Chaos
Apocalypse
Chaos
- front-Chaos
front
5/6 5/6
- front 5/6 -1

-3
5 5 -1 5610 10 101 10 10-1 -32 -33
-1
8 7
+1

2
57 5
-1 5 61 665-1 6 -1 6 -162 -1 2 -1 3 -3
+1

-1

2
7 6 -16-3-1- 4 50-1 65 75 - 77-17 87-1 88 3 -38 4 9 9

-1
blue player takes the two Block Actions -1tokens-1 and
III
9 -1 -1 17
-1
-

6
AREA
+1 +1+1


+1

-1 -1 5 -1 -62 -1

-1
9 2 -3 3 9 3 9
-1

6
-1 8 -18
-1

10
-1 -1 -1- 5- 4 -3105- 1 65 56- 3-1 1- 2 5 -1 7 -1 7 -1
2 -1 -3 34
places them near his board. Each player also takes a 10
1
-4 1 10 510 -3 56 -3 5 66 -37- 2 7 8 83 84

5
9
9 9 44 4
- 4-4

-1
- 2-

7
5
9 5 6 3

+1+1
10
-1- 1-4 -1 -1
1

-1 -1 7 -1 -3

-1
1
Life marker and places it on the top space (heart) of -1
-
-1 - -1 -1 -16 -1 -3 8 -3 43
3 2

+1
2 -1 10 -1

2
2
+1

+1
1
10-1 - 10

+1
6

5--1
ck 6/
-1 4
- Ba

+1+1
1

SPINDLY
aos

-1 -1 -1 -1 -1 -3 10 0
5
10
e Ch

1 2
+1
alyps

-1 -4 -1-2 - 4
-3 -01-1 10 - 2-1AREA
-1
- 1 10 -1 -1
-36 - -3 -1 8-3 7
-1 -1 -3 44
Apoc

5
-1 -1 -1
their Life Gauge. 10 36-3

10
1

-1

-1
7 9
Apocalypse Chaos - front 6/6

4
Apocalypse Chaos - front 6/6
1

Apocalypse Chaos - front 6/6

-1
-2
III IV

10 6 89 4
5 Apocalypse Chaos - front 6/6 Apocalypse Chaos - front 6/6

- 2 -2
-1 1- 3 -1
+1

5
-1
+1+1

- 4 - 1 -1 - 1 -1 -2 -10-2 7
+1
8
Apocalypse
I Chaos - front 6/6 II V VI

10
79
VII VIII
-4 -1 -1 -3
-1

- 1 -1 AREA 9

-1
+1

-2 -1 - 3-3 2
89
Beginning with the Starting Player (determined 9

-1

+1
+1
-2
+1+1

AREA
+1

--13 1 -3
8
-1 - 1 -1-2 3

-2
Apocalypse Chaos - front 2/6

-1-2 -1 - 1 -1 -3 9
randomly) and proceeding clockwise, each player puts ➐
SPINDLY

-2 -3
Apocalypse Chaos
- front 6/6

-1 9
Apocalypse Chaos - front 1/6 Apocalypse Chaos - front 3/6

-2

+1
-1

+1+1 +1
+1
2
2

-1
their standee in one of the rooms.INo player may place
Apocaly

+1
+1
-1
-3
pse Cha

II
os - Bac
+1+1

k 6/6 +1
7

Apocalypse Chaos

-1 V VI
- front 6/6

their standee in a room already occupied by another -1 III

-3 +1+1
IV +1
-1
+1
I II

player’s standee.
Ap
o V VI
ca
lyp
se
Ch

IX IX X X -2
ao
s-
fro
nt

2 1
6/6

3
AREA
-2
SPRINGER

➊ Grenade tokens ➏ Hero standee


Apocalypse Chaos - front 2/6
10 Apocalypse Chaos - front 1/6

Apocalypse Chaos - front 3/6


Apoc
alyps
e Ch
aos
- fro


nt 6/

➋ Life Point tokens ➐ Vortex token


6

➌ Fire token 1
➒ 5
4
2

➑ Hero board 1 2 3
AREA

➍ Room tile ➒ Life marker -2 -2


2 3 4

➎ Enemy/Equipment card ➓ Block Action


Apocalypse Chaos - front 1/6

(placed in an area)
Apocalypse
Apocalypse
Chaos - front
Chaos
5/6- front 5/6

Setup for the Enemy cards:


Sort the Enemy cards into Grunt and Boss piles and shuffle the individual piles; Boss cards are marked
with one to three stripes (indicating their level) in the upper left corner. All cards should be sorted
faceup, as Equipment is found on the reverse side. Then, create a single Enemy pile to accommodate SPRINGER
the number of players, according to the table below. Shuffle the Grunts and Bosses chosen for the
“Top” portion together before adding them to the top of the deck.

Distribution setup

Deck 1 player 2 players 3 players 4 players


Top 4 Grunts + 2 Bosses 5 Grunts + 2 Bosses 5 Grunts + 3 Bosses 6 Grunts + 3 Bosses
Middle 1 Boss 2 Bosses 2 Bosses 3 Bosses
Bottom 2 Grunts 2 Grunts 2 Grunts 3 Grunts

Any remaining Enemy cards are returned to the box. Players are never allowed to count the number of Enemy5
cards in the pile.

3
Phases of a Round Phase B: Prepare the Heroes
Players roll all their dice and place them on their
The game is played in a series of rounds, and ends
individual boards. During this phase, players may
once the objective is completed (all Bosses defeated
speak to each other to organize their attack.
in the introductory game), or all players are defeated.
Each round consists of the following 4 phases:
The following Dice Actions may be performed in the
order of each player’s choice.
A. Arrival of new Enemies
B. Prepare the Heroes
C. Global Offensive • A player may give up to 2 of their own dice
D. End of round effects (without changing the rolled icons) to other
players and/or may receive up to 2 total dice
Phase A: Arrival of New Enemies from other players. In other words, a player may
not have fewer than 3 of their own color dice
Starting with Vortex 1, and proceeding numerically
and no more than 7 dice in total.
through to the highest numbered Vortex, place an Enemy
Players may not give up other players’ dice.
card next to each Vortex (Enemy cards are oriented so
that the top of the card is adjacent to the Room).
• A player who has 2 dice with the same icon
Cover the Enemy’s Life Point value with an equivalent
(a pair) may combine them to be used as any
Life Point token (during this phase, all Life Point tokens
other icon. The matching dice are stacked on
should show the same color). Continue placing Enemy
top of each other and the die on top may be
cards until all Vortices receive at least one Enemy card
changed to the icon of the player’s choice.
(or see Assault below).

When drawing a new Enemy that has the


SERVOS
Positioning dice on the Hero board
radar symbol, immediately add a new
Enemy on the same Vortex token. If there are 6
Initiative: Each die with the icon may be placed next
no more Enemies in the deck, this triggers to the Initiative space to increase or decrease an Initiative
an Assault. by 1. A die depicting the icon allows the player to
choose their Initiative.
Note: If a Vortex is closed, no Enemy card is placed there.
After placing Enemies, any Vortex tokens that are facedown Room Activation: Players may assign dice their Hero’s
are now flipped faceup in preparation for the next round. Room Activation Reserve. During his turn, a Hero may
activate a room they occupy by moving a die (matching
the icon of the room) from their Room Activation Reserve
Assault to an empty activation space in that room.
When an Enemy card must be placed (even 2
due to an Enemy with a radar symbol), but Each room
2 may only be activated a maximum of 3 times
the Enemy deck is exhausted, an assault -2 each round (see page 10).
occurs. Roll a die: add a “-2” Fire token to the
Room tile that depicts the rolled icon. If there External Support Team (EST): Players may also place
is no Room tile depicting the rolled icon, roll a second dice on their EST space. If the number of dice all players
time. If the second roll yields an icon that is not depicted have collectively placed in these spaces is equal to the
on a Room tile, no Fire token is placed this round. If two number of players, the EST will activate at the beginning
or more Room tiles depict the rolled icon, the token is of Phase C. The icons on the dice do not matter.
placed in the room with the fewest Fire tokens. In case
of a tie, the players decide in which of the tied rooms to
place the Fire token. There can only be one Assault per
round, regardless of how many Enemies were unable to
be placed due to the exhausted Enemy deck. The anatomy of a Hero board

➊ ➋
➊ Initiative ➏ Defense ➑
➋ Life Points ➐ Special Ability ➌
➌ Movement ➑ Room Activation ➍ 1 2 3

➍ Melee ➒ EST ➎ 2 3 4


➎ Ranged ➓ Dice Actions

➓ ➒

4
1 2 3
1 2 3
Player 1 Phase C: Global Offensive
1 2 3
+1 +2 +3
After all players have assigned their dice, phase C
begins. If enough dice were assigned to the EST, it
Player 2 activates. Then, Enemies and Heroes perform actions
in Initiative order.

EST attack: If there are enough dice to activate the


Player 3 EST, all Enemies (including Bosses) in an area take
1 unstoppable damage (armor/shields offer no
protection). If an Enemy is eliminated, no player gets
EST example in a three player game: the number of dice
the Equipment card. The EST attack is possible only
placed on EST spaces is equal to the number of players.
once per round.
The EST will activate in Phase C. The symbols on dice
assigned to the EST are not important. AREA AREA
Players place their remaining dice on their boards,
matching the icons rolled with those on their board.
Dice depicting icons may be assigned to Initiative AREA AREA
or to either of the two action abilities that the Hero
specializes in (abilities marked with a star).

The more dice with the same icon placed on a line,


AREA AREA
the better the resulting action will be. Simply place the
dice on the boxes of each board and the value of the
action taken will be in the next visible box. AREA AREA
1 2 3
As presented on page 3, here are the 8 areas of the
introductory game.
2 3 4 Initiative order
After resolving the EST attack, players and Enemies
For this type of attack, the player must place dice showing perform their actions in Initiative order, starting with 1
the or icon. Because 2 dice are placed here, the and proceeding in numerical order.
resulting action has a power of 3.
Note: Since the Enemies’ Life Point tokens are also used
to track whether or not they have been activated, you
Equipment cards: Some Equipment cards require dice should always ensure that all Life Point tokens show the
to activate them. Equipment cards indicate which icon same color at the beginning of Phase C.
they require (if any) and what effect they have. See
below for further information on the symbols found on In case of a tie in Initiative between an Enemy and a
Equipment cards. player, the player goes first. If there is a tie between
players, players choose their order.
C
POCKET MEDIKIT
In case of a tie between Enemies, the Enemy in the
lower numbered Vortex goes first, proceeding from
Vortex 1 through Vortex 4, area by area. If multiple
Enemies are tied in the same area, the Enemy with the
highest remaining Life Points goes first: if still tied, the
+1 Health
To use this card, a die with the
players choose the order of activation.
+1 icon must be placed on it.

Player turn
After all dice are placed, proceed to Phase C. Note that On each player’s turn, that player will perform all
dice may not be changed once Phase C begins. actions which have dice assigned to them, in the order
of the player’s choice. When the player performs an
action, he moves ALL dice assigned to that action off of
his board. Only those dice assigned to defense remain
until the end of Phase C.

5
Actions in detail
Movement

Move into an adjacent room Move up to 2 rooms Move up to 3 rooms Move to any room
(even to one in
a different ship)

• Diagonal movements are not allowed.


• The facing of the Hero is not important.
• A Hero may not end its movement in a room
already containing 2 Heroes.
• A Hero may not split its movement with another Room as adjacent
action, such as moving into an adjacent
room, then attacking, then moving again. It is
possible, however, to move again with a special
ability (Equipment card or Room tile).

Attacking Defense
Melee Attack: A Hero on the bottom tile
attacks an Enemy next to its Room tile. Shield: This action takes effect in response to

Ranged Attack: The Hero attacks an Enemy


Enemy attacks. 1 2 3
this is at least one Room tile away from him. The Defense action reduces the damage taken from all
Enemies until the end of Phase C by an amount equal
The direction that the Hero is facing does not matter. 2 3
to the amount of icons in the next availabe square.4
A Hero may never attack another Hero.

A Hero chooses one Enemy as its target and deals


damage to that Enemy equal to the strength of the
attack. Change the Life Point token for that Enemy
accordingly.
Example: A 5-point attack on a Hero with 3 Shields reduces
the damage to 2.
A Boss may not be attacked when one or more Grunt
Enemy cards are present in the same area at the time
of the attack. Shields of Heroes in the same room add together to
reduce all attacks by the sum of the players’ Shields.
A Hero may not split a single attack action between Each Hero then suffers the same amount of damage
multiple Enemies. For example: a ranged attack of 4 (if the damage exceeds the Shields).
cannot do 1 damage to one Enemy and 3 to another.
However, multiple attack actions can target different Example: An Enemy attacks for 5 points of damage.
Enemies and you may perform other actions between Two Heroes are in the room, one with 1 Shield and the
separate attack actions. For example, a Hero may other with 2 Shields. They would reduce the attack by 3
perform a melee attack against one Enemy, perform a and thus only take 2 damage each.
movement action, and then perform a ranged attack
against the same Enemy or a different one. Also, some Whenever a Hero takes damage, reduce its Life
effects will allow a Hero to target multiple Enemies in Gauge by a number of spaces equal to the amount of
the same location, in which case all targeted Enemies damage taken.
(including Bosses) suffer the same amount of damage.
Hero Elimination: If a player has no more life points,
Enemy Elimination: When an Enemy’s Life Point total i.e., when the life marker reaches the last circle,
reaches or drops below zero, it is eliminated. The that Hero is removed from the game, as well as any
player who eliminated the Enemy takes the Enemy Equipment cards and all of his dice not currently being
card, flips it over, and places it, Equipment side up, used by other Heroes. Those dice currently being used
in front of them. This Equipment card takes effect by other players are removed from the game as soon
immediately. as they are no longer used.
Then, the other players have 2 more rounds in order
to eliminate all Bosses; if they fail to do so, the players
lose the game.
6
Special Ability

 ach Hero has a special ability that may be activated. The more dice assigned to a special ability, the more
E
powerful it will be. Abilities that target Enemies may only target those Enemies on the same spaceship as
the Hero using the ability.
Note: Adjacency refers to those Enemies that can be targeted by the Hero’s melee or ranged attack.

Blue Hero Green Hero

1 2 3
1 2 3 2 3 4
2 3 4
2 3 4
2 3 4 1 2 3 1 2 3
+1 +2 +3

➊ ➋ ➌ ➊ ➋ ➌
+1 +2 +3

X
➊ Block 1 action (an entire circle) of an Restore ➊, ➋, or ➌ Life Points to a Hero (or split
adjacent Enemy. amongst Heroes) in the same ship as you (including
yourself).
SPRINGER
➋ Block 1 action
IX of any one Enemy. X
10
➌ Block 2 actions of any one Enemy or 1 action each
of any two Enemies.

-2
The player chooses which action and which Enemy
to block. The player puts one (or more) Block Action
token(s) on the Enemy card as a reminder; after all
-2
Enemies have activated, the token(s) are returned to 5
4
2
the player. Apocalypse Chaos - front 5/6
Apocalypse Chaos - front 5/6

Purple Hero Red Hero

1 2 3
1 2 3 1 2 3
1 2 3
2 3 4
2 3 4 1 2 3
1 2 3

➊ ➋ ➌ ➊ ➋ ➌

➊ Move 1 adjacent Enemy 1 space in any direction. Choose an adjacent area. Perform an Unstoppable
melee attack that deals ➊, ➋, or ➌ damage to ALL
➋ Move any one Enemy 1 space in any direction. enemies (including Bosses) in that area.

➌ Move any one Enemy 2 spaces, or any two Enemies


1 space, in any direction.

7
Enemy Actions
➎ ➊ Name

Enemies are activated one at a time, based on their SPRINGER
➋ Radar symbol
Initiative. You must perform all the actions indicated

➊ ➌10
on the bottom of the Enemy card, from left to right. SPRINGER
SPINDLY ➌ Life Points
SPRINGER
69
When there is a tie for Enemy Initiative in different areas,
activate the Enemies in Vortex 1 first, area by area, then
proceed with Vortex 2 through Vortex 4. If there is a tie
10
SPINDLY
9
➍ Actions
for Enemy Initiative within the same area, the Enemy
with the most Life Points is activated first. If the enemies
➎ Initiative
have an equal number of Life Points, the players choose
the order of activation. When an Enemy has performed
➏ Boss Status
all its actions, flip its Life Point token to its other side to ➍
remind players that it has been activated this round. 4
Important: Life Point tokens remain on an Enemy when 5 2
it moves.
SPRINGER SERVOS SPINDLY

2
9 4
6 10
3 2 5 2 2
i. 1 4 ii. 2

Moving: The arrow indicates the Acrobat: The Enemy jumps to the Sniffer: Move clockwise as many spaces
direction to move. The number of furthest area in its line of sight. as needed to face a room (or platform)
arrows indicates how many spaces containing one or more Heroes.
to move.
i. Move 1 space to the right
ii. Move 3 spaces to the left
SERVOS
STINGER
9
1
2 i. 3
SERVOS
9 i.
8
3
4 ii. 2 ii. 3

Armor: All damage done to this Enemy Attack: indicates a melee attack Max Attack: This is an Unstoppable
is reduced by the number next to the and the a ranged attack. The attack (ignores armor).
Shield icon. number indicates the strength of the
corresponding attack. i. Unstoppable melee strength 3
• For this Shield 1 icon, an attack with ii. Unstoppable ranged strength 3
strength of 2 would make him lose i. Melee strength 3
1 Life Point. ii. Ranged strength 2
(both against all Heroes in a room)

3
2 3
3 -2 4
5 3
Flight Ability: Enemies with this ability Grenade: A Grenade token is placed Regeneration: The Enemy regenerates
IX X
attack the Hero (or Heroes) on a tile in a Room tile according to the method 1 Life Point. Change its Life Point token
and all platforms above it, according of attack used (melee or ranged). to reflect its new Life Point total. If the
to the method of attack used (melee During Phase D, any Heroes in a room Enemy is at full health, no regeneration
or ranged). with a Grenade token suffer 2 damage. takes place.
Grenade tokens are removed at the end
of Phase D.

-2
Apocalypse Chaos - front 5/6

8
Phase D: End of Turn Effects

3 Once all Heroes and Enemies have


performed their actions, Phase D begins.
4 3 1. Players lose Life Points for different conditions:
4 Fire
IX

All Heroes in a Room tile with Fire tokens


Enemy Actions example:
Melee attack 4 AND Ranged attack 4;
take Unstoppable damage equal to the
total value of Fire tokens in the room.
-2
then the Enemy moves one space to
the right, to the next area; then Melee Grenade
attack 3 AND Ranged attack 3.
All Heroes in a Room tile with Grenade
tokens take damage equal to the total
value of Grenade tokens in the room. -2
Attack This damage is Unstoppable. Once the
An Enemy always attacks all Heroes in the Room tile damage is applied, all Grenade tokens are
it targets and all Heroes suffer the same amount of removed from the board.
damage (it is not split amongst the Heroes).
Enemies lose Life Points in conditions described under
Melee attacks: The Enemy attacks all Heroes in the Objects on page 13.
Room tile directly in front of it. If there are no Heroes in
target Room tile, the melee attack does not happen. 2. Then, make sure all Enemy Life Point tokens show
the same colored side (red or gray).
Ranged attacks: Enemy ranged attacks may never
target a Room directly in front of it. An Enemy’s ranged 3. Finally, player retrieve their 5 colored dice and
attack targets the first Room tile (beyond the one it is begin the following round.
adjacent to) that contains one or more Heroes, in the
Enemy’s line of sight (the direction the Enemy is facing).

If there are no Heroes in the Enemy’s line of sight, the


End of the game
ranged attack instead targets and destroys the highest
pillar of the closest platform in the Enemy’s line of sight If all the Bosses have been eliminated, you have
and range. If there is no legal ranged attack target in succeeded! The remaining Enemies flee, and the
the Enemy’s line of sight, the attack is skipped. players win.

If a Hero has been eliminated, the remaining Heroes


have 2 more rounds to defeat all the Bosses. If they fail
7

2
2

to do so, the players lose.


SPINDLY

If all Heroes have been eliminated, the players lose.


This Enemy targets the
adjacent room with its
melee attack and the
one farther away with
its ranged attack. Difficulty Level

Boss Levels: you may choose to play using only the


Platforms: An Enemy may not attack a Hero on a Bosses from a particular level: Level 3 Bosses are
platform (exception: Enemies with wings). tougher than level 2 Bosses, which are tougher than
Level 1 Bosses. This ensures a more even difficulty.
Once three of the four pillars supporting a platform
are destroyed, the Room on that platform is destroyed Training Mode: To decrease the difficulty of the game,
and is removed from the game (as are any tokens in you can reduce the Life Points of an Enemy by 1 or
that Room). All Heroes in the room directly below the 2, when it appears. Simply place the appropriate Life
destroyed Room suffer 4 damage and are moved to Point token on it when it appears.
an adjacent Room of their choice. All Heroes in the
destroyed Room suffer 4 damage and are placed in
the Room directly below. If there is no Room
directly below the destroyed Room, the Heroes are
immediately eliminated.

9
+1
Room Tiles
Room tiles may not be occupied by more than 2 Heroes at the same time (a Hero may move through a room with
2 Heroes in it, but may not end its movement there).

A Hero may activate the room he occupies by moving a die (matching the icon of the room)
from his Room Activation Reserve to an empty activation space in that room. Each room may +1
only be activated a maximum of 3 times in each round.

Rooms I-VI. These Room tiles are used in the beginner games.
Rooms VII - X. These represent rooms on an Enemy spaceship and should be used by more experienced players.
The reverse of side these four tiles may be assembled to form the Enemy ship in Mission 6.

You may mix different rooms as you see fit.


1
+1
Air Duct (Room I)
For each die a Hero uses to activate this room, add 1 to that Hero’s shields to defend
against damage taken in this room only. This protection only affects that Hero (it can
+1
+1

be added to other shields that are protecting the Hero).


+1 I
Note: In the introductory game, this room should not be on a platform.
II

+1
1 Promethium Tank (Room II)
The Hero activating this room performs an Unstoppable melee or ranged attack
Apocalypse Chaos - front 1/6

(depending on which side is activated). The attack targets all Enemies within
+1

the specified attack range of this room. The amount of damage is equal to the
+1 I II
number of dice used to activate the room.
1 CryoScan (Room III)
For each die a Hero uses to activate this room, he turns a
:
Apocalypse Chaos - front 1/6

Vortex token of his choice facedown.

III IV

2 Displacement Chamber (Room IV)


The Hero activating this room immediately moves to any room on any spaceship.
Apocalypse Chaos - front 2/6

III IV

2 +1+1
Medical Bay (Room V)
+1

For each die a Hero uses to activate this room, he restores 1 Life Point. +1
Apocalypse Chaos - front 2/6

Note: In the introductory game, this room should not be on a platform.


+1+1

+1
+1
+1+1

+1+1 +1
V VI

+1+1 +1
3 Depressurization Chamber (Room VI)
-2

For each die a Hero uses to activate this room, he increases the power of his attacks
Apocalypse Chaos - front 3/6

(melee or ranged) performed in this room by 1. +1


+1+1

+1
+1

+1+1 +1
V VI

3 -2 Destroyed Rooms
The back of tiles I through VI are used to indicate a destroyed room. A Hero may not
Apocalypse Chaos - front 3/6

enter or cross a destroyed room. Enemies move around these rooms according to
normal movement rules.

1
Apocalypse Chaos - Back 1/6

10
The Dome (Room VII)
For each die the Hero uses to activate this room, the Hero may create one barricade.
The Hero places the barricade(s) wherever he wishes, on the outside edges of a
room (not on platforms) on the same spaceship.
VII
Note: Only 4 built barricades may be in use at any time in the campaign missions.
VIII

4 Displacement Chamber (Room VIII)


-2

The Hero activating this room immediately moves to any room on any spaceship.
Apocalypse Chaos - front 4/6

VII VIII

4 -2 Control Room (Room IX)


For each die a Hero uses to activate this room, he receives one Movement Action
Apocalypse Chaos - front 4/6

token. The Hero places these Movement Action tokens onto an Enemy card (or
cards), each one replacing a movement action depicted on the Enemy card(s).
IX
The Hero chooses which direction the Enemy will move, and which side of the
X

Movement Action token to use (1 or 2 arrows). Each Enemy must be within melee
or ranged attack of the room. The player may split the Movement Action tokens
-2

between Enemies, as they wish, as long as only Movement actions are replaced. The
Apocalypse Chaos - front 5/6

Enemy, when activated, will move according to what is depicted on the token. Once
an Enemy finishes its activation, remove the tokens and return them to the supply.
Note: Only 3 Movement Action tokens may be in use at any time.
Engine Room (Room X)
Any die used to activate this room is placed in the center of the room tile and will
stay there until the end of the game. Once there is a number of dice in this room
equal to the number of players, the mission objective is complete. If this Room
IX X
tile is placed as a platform, and ends up destroyed, it is impossible to complete
the mission.
-2
Apocalypse Chaos - front 5/6
Note: When not used in a mission, this room has no special ability.

Dimensional Airlock II
It is possible to create and play on two spaceships that are connected by Dimensional Airlocks. The Dimensional
Airlocks must be placed along the Enemies’ movable path, as Enemies must be able to move between spaceships
(see example below).

Moving between spaceships: Enemies move in Initiative order as described above. Any Enemy that passes an
+1

airlock token will exit out the other airlock token, continuing in their original movement direction. However, any
airlock leading to a spaceship containing no Heroes or Object tokens is ignored by Enemy movement.
Spaceship 1
+1 +1+1 +1
+1
+1

+1+1
+1
+1

+1
+1
+1+1

+1

+1+1 +1
+1 I II V VI

+1

1 +1 I 3 -2 II
7

Spaceship 2
2
2

Apocalypse Chaos - front 1/6 Apocalypse Chaos - front 3/6


+1
+1

SPINDLY

+1 +1+1 +1
+1
+1

Apocalypse Chaos - front 1/6


III IV +1 I II

1
+1+1
+1
+1

+1
+1
+1+1

SPINDLY
2 1 7
Apocalypse Chaos - front 2/6 Apocalypse Chaos - front 1/6

+1 Apocalypse Chaos - front 1/6 +1+1 +1


I II V VI

+1
2
2

+1
7

1 I 3 -2 II
2
2
SPINDLY

Apocalypse Chaos - front 1/6 Apocalypse Chaos - front 3/6


+1
+1

III IV +1 I II

2
1 1
Apocalypse Chaos - front 2/6 Apocalypse Chaos - front 1/6

Apocalypse Chaos - front 1/6

11
Equipment cards
➊C ➊ Phase use
LASER BLAST
If a die is placed on a card, it is returned to the Hero ➋ ➋ Item Name
during Phase D. Equipment can onlyBbe used once per BC POCKET MEDIKIT
round unless otherwise noted.
ELECTRIC CHARGE LASER
➌ Effect (text)

➍ Effect (icons)
➎ Permanence

➌ +2 to Melee combat

+2 ➍ C
C
TELEPORTARIUM C
TELEPORTARIUM MAGNETIC WAVE
DISCARD
AFTER USE.

Flip one die to its opposite face.


➎ +1face
Health
Choose the of 1 die.

B B
PARTIAL REBOOT
COMPLETE REBOOT
B B
ELECTRIC CHARGE
ELECTRIC CHARGE
B +1
MAXIMUM CHARGE
Permanent Single use

Permanent: You keep this card and You cannot activate this card if standing Place a die matching the icon on the left
may use it once per round. on a platform tile. side of the card to activate its effect (right).
Single use: Once the card is used, Any icon may be placed here.
it is discarded.
Move up to 1 space. Move up to 2 spaces. Move any 1 hero 1 space.

B C C
LASER FLAME THROWER NEW BATTERY
DISCARD DISCARD
AFTER USE. AFTER USE.
The Hero moves into an adjacent room. The Hero moves up to 2 rooms away. The Hero moves another Hero in the same
Re-roll 1 die.Re-roll up to 5 dice. Flip oneFlip
dieuptotoits5opposite spaceship intoTurn
face.opposite faces.
dice to their an adjacent room.
1 die to show its  face.

C C C
GRENADE POCKET MEDIKIT ARMOR
DISCARD DISCARD
AFTER USE. AFTER USE.
You can re-roll one die. You can flip one die to its opposite face. You can change the face of one die to
[2 dice icons]: You can re-roll one or [2 dice icons]: You can flip one or more show the .
more dice.
Choose the face of 1 die. dice to their+1
opposite
to Meleefaces.
combat Maximum firepower! (Ranged)

+1 Max
DISCARD
AFTER USE.
You can select the face of one of You can increase your non-zero (melee You attack (melee or range) at your
your dice. or ranged as indicated) attack by the maximum value, regardless of the number
-2 HP to all enemies in Melee combat value printed.
+1 Health of dice assigned+1
to that attack action.
Shield

-2 +1 +1
DISCARD
AFTER USE.
All Enemies suffer an Unstoppable melee Restore the health of your Hero or any Your Hero receives a personal Shield
or ranged attack. Type and value other Hero on the same spaceship. bonus against all attacks during a round.
of attack are indicated on the card. The number of Life Points restored is This bonus can be added to other Shields
depicted on the card. gained through dice placement and
Room tiles.

12
2 2 39 39 38 48 47 47 6 6 6 5
Objects Barricades
Scientific Objects
2
2 2
2 3
3 3
3
Each Hero can carry only one Scientific 3
3 44 44 -4 44
Construction
-4 -4 10 1
3 3 3 4
object. During Phase B, a Hero may
take an Object token from the room
4 4 Players can build up to
4 barricades for protection
his Hero occupies and place it next to (the included fifth barricade
his Hero board. The Hero must assign is for player-created
6
2 6
2 7
3 7
3 8
3 84
a die to the object for as long as he wishes to carry it. 94 -4 9
scenarios). You can build
4 -2 -2 -2
3 3 3 4 4
A Hero may decide to drop the object at the end of
his turn, in which case the Object token is placed in
4 one barricade on each side
of a room, but you cannot
the room occupied by the Hero. The die assigned to build barricades on platform
tiles. A barricade placed between two Room tiles will
3 66 3 66 377 477 488
the object is then set aside until Phase D when it will
884 99 9
block the movement of Heroes in both directions,
-4 9
be retrieved as normal. If a Hero is eliminated while
7 7 8 8 9
carrying an object, the token is placed in the Room tile
the Hero last occupied. 9 (see diagram).
-2 -2
as well as the ability to climb onto a platform
-2
Sacred Relic
3 6-3 3 6 -337 4
-3
7
This object may not be dropped and 48 894 9 9
7 7 8 8
a die must be assigned to it every
round; it is needed to attack the
9 -1
Enemy “Sternploeeg.”

73 -1-3 Toxic
7-3 -1Object
-38 -3-3
8
This object may not be dropped; the
9 9
Hero keeps it until he is eliminated
or until the game ends. At the end of Destruction
-1
every round, during Phase D, the Hero -1
If a barricade suffers a melee attack of 3 or greater,
7 -1
-1 7 -1
-3 8 -38
loses 1 Life Point (unless he is in the
same room as the Scientist). 9 9 it becomes damaged. Lay the Barricade token down
in the room to indicate that it is damaged (it can be
Repair Kit repaired with the Repair Kit object). However, if a
damaged barricade suffers a melee attack of 3 or
Apocalypse Chaos - front 6/6
This object can reduce Fire damage
greater, it is destroyed. Remove the Barricade token
by 1 point, repair a destroyed pillar, or
from the room. The barricade may be rebuilt later
-1 -3 -1 -3
repair a damaged barricade. The Hero
(using the Dome tile). Heroes may choose to attack
-3 must assign a and a die with any
icon. In order to repair a barricade,
barricades, if they wish. Any melee attack of 2 or less is
stopped by the barricade and has no effect.
the Hero must be in the same room -1 Apocalypse Chaos - front 6/6
as the barricade. In order to repair a pillar Apocalypse
or decreaseChaos - front 6/6 Protection
Fire damage, the Hero must be in the same room or an
-3 adjacent one. Barricades create a layer of protection between Heroes
and the Enemies. As long as there is a barricade
Grenade between a Hero and an Enemy, Enemy melee
attack are performed against the barricade instead
By assigning any die with a
(Hero melee attacks are not blocked by Barricades).
Movement icon, the Hero may place
Other types of attacks (ranged, unstoppable) ignore
a -1 Fire token in an area within melee
barricades and deal damage as normal.
-3 range. At the end of the round, during
Phase D, all Enemies in this area take
SuperBoss
1 Unstoppable damage. The Grenade
This powerful Enemy is the STERNPLOEEG
object is then returned to the supply. Apocalypse Chaos - front 6/6
Grand Chief of the strange 9
lifeforms that have been
attacking your ship.
Only the Hero carrying the
Sacred Relic can damage
him. No other Hero may
damage him, regardless of
the type of attack used. 2
2 -2 2

13

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