Death Dome 3,000
Battle on the Waspworth Plateau
In the future there is no death.
There is only Death Dome.
Death Dome 3,000 v1.3 © 2018
Created by Ben B. and Kevan K.
Battle and Upgrade!
You are the vile manager of a team of convicts forced to battle in the Death Dome. Manage your team, earn credits and upgrade your arsenal.
Death Dome is an action strategy game where you control a team of four units inside the Death Dome battleground. The objective of each match is to use your team to capture as many control points and gather as many credits as possible. To achieve this, you’ll have to fight tooth and nail against enemy teams who are prepared to do anything to win.
Your team consists of four units: a warrior, a gunner, a scout, and a medic. Between matches, you must equip your team with the best equipment that you can afford. The Death Dome arsenal consists of many savage weapons and rare pieces of armor and equipment.
Box Contains:
- 1 rulebook
- 1 12-sided round counter die
- 9 board tiles
- 80 store cards
- 70 power cards
- 27 character cards
- 27 unit tokens
- 16 unit bases (4 of each team color)
- 60 supply tokens (15 of each team color)
- 4 tower supply tokens (1 of each team color)
- 1 toughness token
- 1 beetle mound token
- 1 beehive token
- 40 credit bills (24 x 100,000 , 12 x 500,000 , 6 x 1,000,000)
- 20 red 1x wound chips
- 10 purple 3x wound chips
- 20 beetle shells
Death Dome 3,000 Battle on the Waspworth Plateau Quick Play Rules
Start with these first 2 pages of quick play rules to get the basics of the game, then continue on to the full rule book.
Get starting team
Shuffle the 16 starting characters, these are the characters that cost 0 credits. Deal each player 4 random starting characters and 2,000,000 credits.
Make Purchases
Before a match starts, each team may purchase items from the store. During each purchasing turn each player may sell one item and buy one item. Each unit may equip up to 3 items. Each unit can only use up to 1 vehicle and 1 suit at a time. Items from unit type decks may only be used by that unit type.
The Match
Before the first turn set the round marker to 1 and each player draws 3 power cards. Players take turns in a clockwise order.
Draw Cards
At the start of your turn draw according to your supply points. A center tower control point in your color is worth 5 supply points. All other control points in your color are worth 1 supply point. Always draw up to 3 cards +1 card for every 5 supply points you have at the start of your turn.
Power Cards
This number is the value of the card and can always be used to add to an attack value or a defense value. Some cards also have other abilities you must choose to use the ability or the value in combat.
Unit Phases
On your turn you get two unit phases. A unit phase consists of a movement phase and an action phase for one unit. The movement phase and action phase can be made in any order.
Action Phases
A unit may use an action phase to:
- capture a control point it is standing on
- activate a jail release point it is standing on
- attack an enemy unit within range and line of sight
- use an item or card that requires an action phase
Movement Phases
During a movement phase, the unit may move a number of spaces equal to or less than its movement rating.
Capturing Control Points
Any unit may use an action to capture a control point that it is standing on. Place your team color supply marker on that space.
Attacking
A unit may use an action phase to attack. To attack, declare one weapon that a unit is attacking with and declare the target. The target must be within range and in line of sight. The attacker may play any number of power cards from their hand and add the values together plus the strength of the weapon plus the unit’s strength. This number is the total attack value.
Defending
The defending player may play any number of power cards from his or her hand. Add those power card values to the defending unit’s toughness, plus toughness of all that unit’s equipped items. This is the total defense value.
Wounds
Subtract the total defense value from the total attack value to get the number of wounds subtracted from that defending unit’s vitae. After combat discard your played cards, you won’t redraw cards until the start of your next turn.
Death, Jails and Beetle Shells
When a unit has 0 or less vitae or touches lava (due to a push back), that unit dies. When a unit dies the attacking player places that unit in a jail and takes 1 beetle shell.
Releasing Jails
When a unit is standing on a jail release point, that unit may use an action phase to release the jail. When a jail is released all units in the jail are returned to their respective bases.
Winning the Game & Payouts
A match lasts for 6 rounds. When all players have finished the final round the match is over. At the end of each match each team gets a credit payout:
- 500,000 credits for each center tower control point
- 100,000 credits for each other control point
- 100,000 credits per beetle shell
The player with the largest credit payout is the winner of the match.
Full Rulebook
Winning the Game
A Death Dome match lasts for 6 rounds. When all players have finished the 6th and final round the match is over. The team with the largest credit payout at the end of 6 rounds is the winner.
At the end of each match each team and get a credit payout:
- 500,000 credits for each center tower control point
- 100,000 credits for each other control point
- 100,000 credits per beetle shell
The player with the largest credit payout is the winner of the match.
Setup
Setup the store
Set up each store deck to the side of the board, the warrior, gunner, scout, medic, armor, vehicle, equipment, and character decks. Set up the credits in a bank next to the board. Set up the beetle shell, red and purple wound chips, and bug tokens next to the board. Each player takes supply markers of his or her color. Shuffle the power deck and place it next to the board.
Each players rolls the turn marker, the player with the highest roll is the first player and play order proceed clockwise.
The first player takes the turn counter and sets it to 6.
Each team receives 2 million credits before the start of the first match. Each player can take five 100,000 credit bills and three 500,000 credit bills from the bank.
[board diagram]
Get starting team
Shuffle the 16 starting characters, these are the characters that cost 0 credits. Deal each player 4 random starting characters. Set the other characters aside with the rest of the character deck.
Team
Your team consist of four units. There are four types of units and each unit type has a speciality item deck to buy from. Your team can consist of any arrangement of the 4 different unit types. For instance, your team might have two medics and two gunners, or it might have one scout, one medic, one gunner, and one warrior. Items from the specialty item decks can only be equipped by that type of unit.
Warrior
Warriors are savage brutes who have been trained in the art of hand to hand combat. Warriors utilize large, vicious weaponry to cut, maim, and bludgeon their victims from close range.
Gunner
Gunners are sturdy combat soldiers who have been trained to carry and use heavy pieces of ranged weaponry. Gunners utilize guns, cannons, and energy weapons to blast enemies from afar.
Scout
Scouts are quick, versatile soldiers who move swiftly and have been trained to use a mix of close range and long range weapons. Scouts utilize grenades, guns, and lasers to dispatch foes with cold precision.
Medic
Medics are trained physicians who can heal and enhance the performance of their fellow teammates. Medics also employ medical tools to maim their foes with utter disregard for medical propriety.
Ratings
Each character has 4 ratings at the top of the card:
Strength
The value added to each attack.
Movement
The maximum number of spaces a unit can move each movement phase.
Toughness
The value subtracted from an attack value before losing vitae.
Vitae
The starting and maximum lifeforce of each unit. If a unit is reduced to zero vitae that unit dies and is placed in jail.
Playing the Game
The game consists of 3 sections:
- Make purchases and equip team
- Play match
- Pay out winnings
Make Purchases
[store decks]
Before a match starts, each team may purchase items from the store. The store includes the warrior, gunner, scout, medic, suit, vehicle, equipment, and character decks. The first player takes the first purchasing turn. During each purchasing turn, a player may choose an item or character from a deck and pay the corresponding cost to the bank. That player may also sell one item or character back to the store and receive the corresponding credits. Purchasing continues in a clockwise direction.
Equipping Units
Each unit may equip up to 3 items. Any unit may equip suits, vehicles, or equipment. Items from the unit decks (warrior, gunner, scout, medic) may only be used by those units. E.g. only medics can hold items from the medic deck.
Units with 2 or more unit types can use items from any unit type deck it shares a type with. For example the Man Shaped Swarm could carry the Chainsaw or the Missile Launcher.
Units without any items can still move and take control points or release jails. A unit can always make a punch attack even with no weapon equipped. (see combat)
Item Types and Abilities
If items have a [+] rating at the top that rating is boosted on that unit. Weapons add strength to attacks, but only one weapon may be used for each attack.
[card example +s, +t, +m , +v]
(see special abilities below for details on all ability effects)
Ending the purchase phase
When a player is out of credits or is done purchasing, that player may pass to the next player. A player may not pass if they have less than 4 units or have items that can’t be equipped. Once all players pass, the purchasing is done and the store is closed. Stack up the store decks and set them aside.
[team with equipped items]
The Match
Before the first turn, each player starts by drawing 3 power cards. Starting with the first player, each player takes a turn with play continuing in clockwise direction. See The Turn below. Each round, the first player sets the round counter up by one. At the end of the 6th round, the match is over!
Payouts and the End of the Game
The match ends when the 6th and last round of the game has been completed by each player. The match also ends if only one team has units that are not in jail. Count up each team’s total supply points and beetle shells, each team gets a credit payout:
- 500,000 credits for each center tower control point
- 100,000 credits for each other control point
- 100,000 credits per beetle shell
The player with the largest credit payout is the winner of the match!
The Turn
If the active player is the first player he or she moves the round counter up by 1 or set to 1 for the first round. Each turn a player will:
- Draw cards according to supply points
- Take 2 unit phases
each unit phase is 1 action and 1 movement for 1 unit
Draw Cards
Each player starts the game with 3 power cards. A player starts every turn by drawing power cards according to their supply points. The player draws until their total cards in hand are equal to 3 cards plus 1 for every 5 supply points at the start of their turn.
Players only draw at the beginning of their turn and only for supply points in their color, no other points count toward supply.
-
- A center tower control point is worth 5 supply points.
- All other control points are worth 1 supply point.
At the start of each turn the player draws cards until they have this many cards in hand:
0-4 supply : 3 cards
5-9 supply : 4 cards
10-14 supply : 5 cards
15-19 supply : 6 cards
20+ supply : 7 cards
for example
If a player has only 2 supply points and has 1 card in hand at the start of his or her turn that player draws 2 more cards to make a total of the default 3 card hand size. If a player has 7 control points and a center tower point, that player has 12 supply points so must draw until he or she has 5 cards in hand.
At the start of each turn the player draws up to their maximum supply. If a player already has his or her maximum supply or more they do not draw any cards. A player may never discard cards without playing them. The maximum hand size is 7 if a player were to draw when he or she has 7 cards in his or her hand then that player does not draw a card.
Unit Phases
Each player gets two unit phases on their turn. A unit phase consists of a movement phase and an action phase for one unit. The movement phase and action phase can be made in any order.
Players may use their two unit phases on two separate units, or both unit phases to one unit. Each unit phase must be completed before moving on to the next unit phase. You may choose to have a unit skip its movement or action phase.
Cards that reference the active unit can only be used during that unit’s unit phase. Units that are incapacitated or in jail cannot use unit phases.
Action Phases
A unit may use an action phase to:
- capture a control point it is standing on
- activate a jail release point it is standing on
- attack an enemy unit within range and line of sight
- use an item or card that requires an action phase
Movement Phases
During a movement phase, the unit may move a number of spaces equal to or less than its movement rating. Units may always move diagonally into valid spaces including next to walls and to and from bridges. A unit must end its movement phase to perform an action and movement points may not be split up before and after the action.
Units may not move through walls or onto lava. Units may not move through enemies. Units may move through their teammates. The tower can only be moved onto from an adjacent bridge space. Some items allow units see through or walk over walls.
Capturing Control Points
Any unit may use an action to capture a control point that it is standing on. When a team captured a control point return any supply counter already there to its owner. The capturing team takes one of their supply counters and places it on the control point.
Regular control points are worth 1 supply point and payout 100,000 credits at the end of the game. A center tower control point is worth 5 supply points and payout 500,000 credits at the end of the game.
Releasing Jails
When a unit is standing on a jail release point, that unit may use an action phase to release the jail. When a jail is released all units in the jail are returned to their respective bases.
Power Cards
Each player starts the match with 3 power cards, and draws up to his or her max hand size according to his or her supply. The power card deck consists of cards each with a number from 1 to 5. This number is the value of the card and can always be used to add to an attack value or a defense value. Some cards also have other abilities.
To use a power card, the player may either add the value to an attack or defense, or use the card’s other ability. A player must choose only one when using each card.
Some abilities can only be played on an active unit during its unit phase. If a power card does not require a unit phase or action phase, it must be played before or after a unit phase on that players turn. After playing a power card, discard it faceup next to the power card deck. If the power card deck runs out of cards, shuffle the discard pile into a new deck to draw from.
Power cards that require an active unit must be played on that unit’s phase. Power cards can never be traded or discarded without being used. Power cards cannot be used to help other teams attack or defend.
Combat
Attacking
A unit may use an action phase to attack. To attack, declare one weapon that a unit is attacking with and declare the target. The target must be within range and in line of sight (see line of sight below). The attacker may play any number of power cards from their hand and add the values together plus the strength of the weapon plus the unit’s strength. This number is the total attack value. A unit with no weapon can still attack with a strength 0, range 1, close combat punch attack.
Defending
The defending player may play any number of power cards from his or her hand. Add those power card values to the defending unit’s toughness, plus toughness of all that unit’s equipped items. This is the total defense value.
Wounds
Subtract the total defense value from the total attack value to get the number of wounds subtracted from that defending unit’s vitae.
If at least one vitae is removed, the unit is considered to be wounded. Add one red wound chip to the wounded unit for each vitae lost. The purple wound chips represent 3 wounds.
Some items have additional effects a unit is wounded, such as Push Back and Incapacitation, (see special abilities below).
All power cards used in the attack and defense are discarded.
Wound chips are subtracted from the units starting vitae to show the current vitae of that unit. If a unit is reduced to 0 vitae that unit dies (see Jails and Beetle Shells below)
Combat Example
The red warrior is attacking the blue gunner with a rusty chainsaw. The red warrior adds the warrior’s strength of 2 plus the chainsaw’s strength of 1 for a sum of 3. The red team plays a 4 and a 3 power card adding 7 for the attack, for a total attack value of 10. The blue gunner is equipped with the cyber suit and the displacer helm, adding 4 toughness to his toughness of 1 for a total natural defense sum of 5. The blue team plays one 2 power card to add 2 making the total defense value 7. 10 attack value minus 7 defense value equals 3. So the blue warrior loses 3 vitae and takes 3 red wound chips.
Combat Notes
Multiple Defenders
Some weapons or abilities (e.g. splash damage or hits all adjacent) affect multiple units in one attack. Power cards are only played once and the total attack value is applied to each defending unit. Likewise, cards played in defense against such an attack are applied to all defending units on that team. The defender always chooses the order of hits for his units. Players defend in the same order of play.
Close Combat vs Ranged
Close combat weapons can only target adjacent enemies. All weapon targets must be in line of sight to attack.
Weapon Card Example
[weapon card example]
Death, Jails, and Beetle Shells
When a unit has 0 or less vitae or touches lava (due to a push back), that unit dies. When a unit dies, the attacking player places that unit in a jail of his or her choice and then takes 1 beetle shell. Each beetle shell is worth 100,000 credits at the end of the game.
Units are healed to maximum vitae when they go to jail. When a unit is placed in jail, remove all vitae counters from it. Units in jail cannot take unit phases, action phases or movement phases, and may not be targeted by items or cards (unless otherwise noted on the card). The unit will remain imprisoned until it is released, see the releasing jails action above.
If a team is the only team left standing in the Death Dome, and all other team units are in jail, the match ends immediately and that team is automatically the match winner. Control point payout is still made based on the colors shown, so in this case it may be possible for the winner to not have the largest credit payout.
In a 3 or 4 player game, if one player has all of his or her units in jail, he or she may not take unit phases, but that player is still in the game. He or she can draw cards according to his or her current supply. That player will still get a payout at the end of the match based on control points of his or her color and beetle shells. There are some cards and items that can be used without unit phases (e.g. Jail Riot, or Vacuum Tube Escape).
Line of Sight & Range
Line of sight determines what a unit can and cannot attack or target with a weapon or item. To target an enemy unit with an attack, that unit must be within range and in line of site. If an item requires a unit to be adjacent to another unit to use its ability, that unit must be within line of sight.
To establish line of sight, draw a straight line from any part of the attackers square to any part of the target square. If the line does not pass through a wall or the tower, that unit is in line of sight and may be targeted. If the line passes through a wall or the tower, that unit does not have line of sight and may not attack.
All weapons and some items have a specific range of effect. To establish range, count the number of spaces from the unit to the target. If the target is within the specified range of the weapon or item, they are within range and can be attacked or targeted.
[example of drug and weapon]
[los diagram]
Units themselves do not block line of sight. However, the walls and the tower do block line of sight. Even when on the tower a unit cannot see over the walls on the ground. From the floor a unit can only see units on the tower’s edge that is facing it. An exact diagonal can see two sides of the tower only. A unit cannot see a center tower square from the floor, though it may target it with an item that ignores line of sight (see special abilities below).
Special Abilities
Incapacitate
A unit wounded by a weapon with the Incapacitate ability is placed on its side. It is unable to move or perform an action on its teams next turn. At the end of its team’s next turn, it may be placed upright indicating that it is no longer incapacitated. An incapacitated unit may be the target of abilities but it may not become the active unit or be used in a unit phase.
Ignore Line of Sight
If a weapon indicates that it ignores line of sight attacks with this weapon are not stopped by walls or the tower. Targets still must be within the range for that weapon.
Push Back
To cause a Push Back effect, a unit must be wounded by an attack from a weapon with the Push Back ability. The wounded unit is pushed back 1 square. It is pushed back in a direct line from its attacker. If the wounded unit is up against a wall, or if there is another unit behind it, the push back effect is negated entirely. If the angle is not straight on the defending unit may choose which space to enter as long as it is moving away from the attacker. Units that are pushed into a lava space immediately lose all vitae.
Splash Damage
If a weapon indicates that it causes a Splash Damage effect, the targeted unit and all enemy units adjacent to the targeted unit are affected by the attack. Attacks must target a unit, splash effects cannot target empty spaces. Any Power cards used to enhance the attack also affect the adjacent units. Splash damage does not affect teammates. When a splash damage attack hits 2 or more of units all the cards played for defense are added to each unit’s toughness.
Hits all adjacent
If a weapon indicates that it hits all adjacent enemy units, then all enemy units adjacent to the attacking unit are affected by the attack. Any Power cards used to enhance the attack affect all adjacent enemy units. When this attack hits 2 or more units all the cards played for defense are added to each unit’s toughness.
Payback
An item with payback will attack back when attacked. The pay back attack happens after the initial attack is complete. The pay back attack happens even if the unit with pay back dies from the attack or is not in line of sight. Pay back attacks are a set strength and do not get any weapon or character strength added, power cards may be added to this attack.
Items that target teammates
Some items can be used on teammates to boost stats or heal lost vitae. These items must target the unit carrying it or a teammate within range and line of sight of that unit. The [a] means this requires an action to use the effect.
The Board
Bases
No units can be harmed inside their own base or attack from inside their base. Units cannot move into an enemy base. No other actions may used in the base only movement phases may be used in the base. Units may exit the base from any adjacent space to the base, i.e. units can be rearranged in the base without using movement.
The Tower
A center control point on any tower is worth 500,000 credits and worth 5 supply points. The tower can only be accessed by the bridges and diagonals are allowed from the bridge to the tower. No unit on the ground can see onto a center square of the tower and vice versa. Units can attack spaces that are on the edge of the tower using normal line of sight rules. A straight diagonal from the corner of a tower can see both full sides of the tower but never the middle of the tower or the other edges. The two towers are equal height and units on either tower can see all units on the other tower.
Higher and Lower Ground
Some cards add bonuses to a unit who is on higher ground. Higher ground indicates an attack from a unit on the tower to a unit not on the tower. The bridges and lava count as ground level for line of site and higher ground rules.
Lava
Units may not move onto lava spaces. Lava is at ground level and can be seen as normal from the ground. If a unit is pushed back onto a lava space they lose all vitae instantly and sent to jail as normal.
Moving on lava
If a card allows a unit to enter the lava they can enter and exit the lava from the floor or bridge as normal. They can also move off of the tower into the lava however they still must move onto the tower via a bridge space unless otherwise stated on a card.
Bridges
Units can walk on the bridges as normal. The bridges are at ground level and can be seen as normal from the ground. Diagonals are allowed onto and from the bridges. Bridges are the only way to access the tower unless otherwise stated on a card.
Control Points
Units standing on a control point may use an action to capture that control point and flip it to their team color. Each control in a team’s color is worth 1 supply point during the game and worth 100,000 credits at the end of the game. A center tower control point is worth 500,000 credits and 5 supply points.
Jail Release Points
Units standing on a jail release point may use an action to release all units in that jail returning them to their respective bases.
Jails
Jails cannot be moved into. Units in jails cannot perform unit phases, actions or movement, and may not be targeted by items or abilities unless stated on the card.
Winning
The game is over at the end of the 6th round. At the end of the game each player takes their payout from the bank:
- 100,000 credits for each control point
- 500,000 credits if a center tower point
- 100,000 credits for each beetle shell
The winner is the team with the largest credit payout!
Tie-Breakers
- If the top payout is tied, the winner is the team that controls the most center control points.
- If center points are tied winner is the player with the most beetle shells earned in the match, if it’s still tied, it’s tied.
Enjoy the game!
Death Dome 3,000 Series
The following rules can be used to play a series of games for a league or extended play. This is the best way to experience the full magnitude of the Death Dome.
After each match each player collects their payout, clear all supply markers and start the purchasing phase again for another match! The recommended series of play and simplest campaign play is a series of 5 matches.
Each player starts with 2 million credits.
Then play 5 matches:
- 6 round match
- 8 round match
- 10 round match
- 12 round match
- 12 round match
The player with the most valuable team at the end of the 5th match is the winner!
When starting a new match figure out each team’s total value including all credits and item costs. The higher valued team will get to buy first and must take the first turn. The player with the least value should go last as this is an advantage in the final rounds.
If playing a 3 player game the higher valued team should also be the center base (sandwiched between the others as a further disadvantage). On the first match when all teams are even the player who is sandwiched should go last as an advantage to make up for having less open ground.
A team may keep credits on the side if they want or can’t hold any more items. Those credits can be used later and count towards the overall team value.
A team may not keep equipped items out of the game. All items but be equipped before ending the purchase phase as normal.
Auctions
After each match take all units on the board that are not in jail and place them back in their bases. Take all units that are in jail and place them on their card. The winning player may choose one unit who was in jail and force that player to sell back the unit and all items it was cariery. The selling player returns the unit and all items to the store and takes the total value in money from the bank. Then reshuffle the power deck, reset all control points and units. And begin the store phase for the next game. In the next match the winner will get to buy first and may purchase one of the sold items back. This allows players a chance to break up a power combo or get the items they need to complete a set.
If a team is forced to sell a character due to an auction that player immediately get a free random starting character to replace it. If there are no remaining starting characters that player gets the starting character back.
Optional Scenarios
Holographic Johnny Cash Bonanza
Each time a player receives a beetle shell, that player draws 1 power card.
Bird Heardsworth’s Birthday
Each time a control point is captured that team draws 1 power card.
The Dual
Ignore the jail rules, each time a unit dies it immediately returns to the base.
Handicap Points
If starting a match with teams that differ by 500,000 or more in total value, add 1 beetle shell to the weaker team for each 500,000 in difference.
Handicap Cards
If starting a match with teams that different by 500,000 or more. At the start of the match after each team draws 3 cards, the weaker team draws 1 extra card for each 500,000 in difference.
Bonus Matches
Play the normal match series but add 1,000,000 to each team’s winnings after each match.
Conglamagragon’s Return
Play the normal series but continue to play matches until a team is able to win a match with Conglamogragon on their team and not in jail at the end of the match.
Draft
Shuffle all the store items together, reveal 10 items, this is the store, only replace items after they are bought.
Card Notes
Items
Van Damme
If you have the Van Damme you can follow any unit, friendly or enemy that is adjacent to you. You may follow units that are pushed back or move because of another item. You may NOT follow units that move past you of even stop during movement with a step-n-go, they must START adjacent to you. Unless otherwise noted adjacent always needs to be in line of sight.
Medical Pager and Old Man Hobblerone
You may move right when wounds are added, if you make it to the wounded unit and they would be dead, you may still heal them! If the +2v brings them back to 1 or 2 vitae left you have saved them! The medical pager does not prevent the wound and will move after any Push Back or other wound effects occur.
Power Cards
Action Movie Craze
Action Movie Craze may be played after all your actions are used to get one more action but it must still be played on the active unit only. This gives you an additional action phase only, not a movement phase or a new unit phase.
Step-n-go
Step-n-go lets you attack or capture a control point mid-way through your movement, so you may continue using the rest of your movement after the action. You may decide how to use any remaining movement points after the results of any combat. This still counts as only one movement phase and does not count as starting a movement.
Killer Bee Hive and Mound of 1,000 Beetles
Killer Bee Hive and Mound of 1,000 beetles may be placed when you capture a point. You must capture a point to use it and you may not use it on the point you already control. Once the bug token is placed on the point it remains for the rest of the match. You are not hurt by the token when you place. Any unit stepping ONTO that space will take the strength 10 attack. So if you move off and then back onto it you must defend against a strength 10 attack. No beetle shells are awarded for deaths from the bug tokens. Units pushed onto a token must defend against the attack. Units pushed back by a bug token are pushed back into the space they came from.
Hyper Cube
Hyper cube may be played any time on your turn. It sets the round marker back one round, so if it is the 4th round and you play hyper cube it becomes the 3rd round. The round marker continues to move up as normal at the start of the first players turn.
Pressured
Pressured may be used to boost a stat for your whole turn! This means movement boosts may be used by a unit for all movement phases in that turn. Or for strength for all attacks in that turn. Leave the pressured card out until the boost is gone to remind you that unit is pressured.