Death Dome Rules

Death Dome 3,000

Battle on the Waspworth Plateau

In the future there is no death.

There is only Death Dome.

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.

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.

There are four unit types:

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.

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. Players earn credits at the end of the match for each control point in their color and each enemy unit they put in jail. The team with the largest credit payout at the end of 6 rounds is the winner.

BOx ContENTS

  • 1 rulebook
  • 1 12-sided round counter die
  • 9 board tiles
  • 80 store cards: 10x warrior, 10x gunner, 10x scout, 10x medic,
    15x armor, 5x vehicle, 20x equipment
  • 70 power cards
  • 27 character cards: 16x rank 0, 4x rank 1, 6x rank 2, 1x rank 3
  • 27 unit tokens
  • 16 unit bases: 4x of each team color
  • 60 one point supply markers markers: 15x of each team color
  • 8 five point tower supply markers: 2x of each team color
  • 1 toughness token
  • 1 beetle mound token
  • 1 beehive token
  • 40 credit bills: 24x 100,000cr , 12x 500,000cr , 6x 1,000,000cr
  • 20 beetle shells
  • 20 red 1x wound chips & 10 purple 3x wound chip

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 their color. Shuffle the power deck and place it next to the board.

Each players rolls the round counter, the player with the highest roll is the first player and play order proceeds clockwise.

The first player takes the round counter and sets it to 1.

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.

Get Starting Teams

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.

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.

Character 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.

Game Phases

The game consists of 3 phases:

  1. Make purchases and equip team
  2. Play match
  3. Pay out winnings

Make Purchases

Before a match starts, each team may purchase items from the store. The store includes the warrior, gunner, scout, medic, armor, 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.

A player cannot end a purchase phase with more or less than 4 units. If a player wishes to get a new unit from the character deck that player must sell one unit back in the same phase.

Equipping Units

Each unit may equip up to 3 items. Any unit may equip armor, 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. See the special abilities section 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.

Set up your units on your team color bases and place them in any space in your base. Units may exit the base onto any floor tile adjacent to your base. (see the board section and movement phase section for details)

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. At the end of the 6th round the match is over!

The Turn

If the active player is the first player they move the round counter up by 1 (or set to 1 for the first round).

Each turn a player will:

  1. Draw cards according to their supply points
  2. Take 2 unit phases: 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.

    • 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

supply point example

If a player has only 2 supply points and has 1 card in hand at the start of their 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 they have 5 cards in hand.

At the start of each turn the player draws up to their maximum supply. If a player already has their 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 they have 7 cards in their hand then that player does not draw a card.

On the first turn no player will start with supply points so they will draw no additional cards and just keep the 3 they started with.

Players only draw at the beginning of their turn and only for supply points in their color, no other points count toward supply.

Power Cards

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.

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 on 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.

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.

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

Capturing Control Points

Any unit may use an action to capture a control point that it is standing on. When a team captures a control point return any supply marker already there to its owner. The capturing team takes one of their supply markers and places it on the control point.

Regular control points are worth 1 supply point and pay 100,000 credits at the end of the game. A center tower control point is worth 5 supply points and pays 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.

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). 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 their hand. Add those power card values together plus 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 chips added to the defending unit. All power cards used in the attack and defense are discarded. If at least one vitae is removed, the unit is considered to be wounded. Some items have additional effects if a unit is wounded, such as Push Back and Incapacitation, (see special abilities). The purple wound chips represent 3 wounds.

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)

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.

Weapons that allow additional attacks or additional attacks made with extra actions do not gain value from power cards played in previous attacks. New power cards may be played for each attack

Range

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 if they are also in line of sign they can be attacked or targeted.

(see special abilities for more on ranged, targeting teammates)

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.

Line of Sight

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 also 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.

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 medic items can be used on teammates to boost ratings 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.

Close Combat vs Ranged

Close combat weapons can only target adjacent enemies. All weapon targets must be in line of sight to attack. Some armor adds additional protection against close combat or ranged weapons. These items look for weapon types and not range so even a ranged weapon attacking an adjacent enemy is still a ranged attack.

The Board

Bases

No units can be harmed inside their own base or attack from inside their base. Units cannot move or be pushed 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.

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 point 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.

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.

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.

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.

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.

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 their 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 wound chips 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 their units in jail, they may not take unit phases, but that player is still in the game. He or she can draw cards according to their current supply. That player will still get a payout at the end of the match based on control points of their 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).

Winning

The game is over at the end of the 6th round. The game is also over if all units except for one team are in jail. At the end of the game each player takes their payout from the bank:

  • 100,000 credits for each control point
  • 500,000 credits for 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, the winner is the player with the least number of units in jail.

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.

The series rules adds an auction phase to the game phases:

  1. Make purchases and equip team
  2. Play match
  3. Pay out winnings
  4. Auction Phase
    (then repeat to step 1 for the next match)

After a match each player collects their payout and determine the winner as normal. Then do the additional new Auction Phase (see below). Then clear all supply markers and wound chips and start the purchasing phase again for another match! The recommended series of play and simplest campaign play is a series of 5 matches, but you could continue on with a longer series. See optional scenarios below.

Each player starts the series with 2 million credits.

Then play 5 matches:

  1. 6 round match
  2. 8 round match
  3. 10 round match
  4. 12 round match
  5. 12 round match

The player with the most valuable team at the end of the 5th match is the winner of the series!

Auction Phase

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 ended the game in jail and place them on their character 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 carrying. 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 items or character that was just sold back.

When a team is forced to sell a character due to an auction that player immediately get a new random starting character to replace it. If there are no remaining starting characters that player gets the starting character back.

Team Value & Player Order

The winner of the last match gets to buy first in the purchase phase. After the purchase phase figure out each team’s total value including all credits characters and item costs. The highest valued team will get be the first player for the match. 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 must be equipped before ending the purchase phase as normal.

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 even if they 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. Units wounded from lava cannot be healed but the unit with this ability can still move toward them.

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. If an additional attack is made with the new action then new power cards could be added to the attack.

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 counter back one round, so if it is the 4th round and you play hyper cube it becomes the 3rd round. The round counter continues to move up as normal at the start of the first players turn.

Pressured

Pressured may be used to boost a rating 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.

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 credits or more in total value, add 1 beetle shell to the weaker team for each 500,000 credits in difference.

Handicap Cards

If starting a match with teams that differ by 500,000 credits 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 credits in difference.

Bonus Matches

Play the normal match series but add 1,000,000 credits to each team’s winnings after each match.

Conglamagragon’s Return

Play the normal series but continue to play 12 round 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.

Credits

Death Dome 3,000: Battle on the Waspworth Plateau v1.0 © 2019

Created by Ben B. and Kevan K.

© 2019 Opal Games

Death Dome 3,000 Rules Reference

Get starting team

Each player picks a color, takes their supply markers and unit bases. Deal each player 4 starting characters (the 0 credit characters) and 2,000,000 credits.

Make Purchases

Each player may sell one item and buy one item per purchase turn. Each unit may equip up to 3 items. Each unit can only use up to 1 vehicle and 1 armor at a time.

Pre-Match

Before the first turn set the round counter to 1 and each player draws 3 power cards.

Your Turn

At the start of your turn draw up to 3 cards +1 card for every 5 supply points you have.

Supply Points

A center tower control point is worth 5 supply points. All other control points are worth 1 supply point.

Power Cards

The value of the card and can be used to add to an attack value or a defense value. You must choose to use the ability or the value in combat.

Unit Phases

On your turn you get 2 unit phases. A unit phase consists of 1 movement phase and 1 action phase for a unit.

Movement Phases

Move a number of spaces equal to or less than a unit’s movement rating.

Action Phases

A unit may use an action phase to:

  • capture a control point
  • activate a jail release point
  • attack an enemy unit
  • use an item or card that requires an action phase
Capturing Control Points

Any unit may use an action to place a supply marker on a control point that it is standing on.

Attacking

Use an action to declare one weapon and a target within range line of sight. Play power cards, then the defender plays power cards. The attack value is the total of any power cards played plus the strength of the weapon plus the unit’s strength. The defense value is the total of any power cards played plus the toughness of all items equipped plus the unit’s toughness.

Wounds

Subtract the total defense value from the total attack value to get the number of wounds subtracted from the defending unit’s vitae.

Death, Jails and Beetle Shells

When a unit has 0 or less vitae that unit dies. When a unit dies the attacking player places that unit in a jail and takes 1 beetle shell.

Releasing Jails

A unit standing on a jail release point may use an action phase to release all units from the jail returning them to their 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!

Leave a comment

Your email address will not be published. Required fields are marked *