Operation Manual

Combat Example
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SHOTGUNNER
© 2013 Plaid Hat Games
and Irrational Games
BOLD MANEUVER
(Combat Effect) Before dice are
rolled, if you have at least 1 common
in the combat, you may add 3 to this
Shotgunner’s combat value during this
combat. If you do so, and fail to win this
combat, instead of destroying 1 unit, you
must destroy all common units that you
controlled in that combat.
MOTORIZED PATRIOT
© 2013 Plaid Hat Games
and Irrational Games
PROPAGANDA
(Combat Effect) Before dice are rolled
you may move 1 common unit you
control from any location on the board
onto this location.
BOYS OF SILENCE
© 2013 Plaid Hat Games
and Irrational Games
SOUND THE ALARM
(Combat Effect) If you are the
defender in this combat add 3 to this
card’s combat value.
Handyman
© 2013 Plaid Hat Games and Irrational Games
RECKLESS STRENGTH
(Combat Effect) If this Handyman is the
only card that you played in this combat,
his combat value is now 6. Upgrades on
this Handyman do not add to his combat
value when using this ability.
bucking bRonco
© 2013 Plaid Hat Games and Irrational Games
VIGOR
(Combat Effect) Before dice are rolled,
you may select 1 random card that your
opponent played into this combat and
discard it. That card has no effect on
this combat.
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Attacker moves 3 units from #11 Hall Of
Heroes to #13 Battleship Bay.
Order of the Raven
Town Center
Garden of New Eden
Hall of Heroes
Comstock Center
Soldier’s Field
Shanty Town
Battleship Bay
Monument Island
Raffle Square
Bank of the Prophet
DARK RED VOX POPULI START SPACE
Laboratory Lutece
Z.H. Comstock Victory Square
Our Lady Cemetery
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3
9
11
10
12
15
13
4
2
5
8
7
6
BLUE FOUNDERS START SPACE
LIGHT BLUE FOUNDERS START SPACE
Fink MFG
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RED VOX POPULI START SPACE
Territory A
1. Order of the Raven
2. Raffle Square
3. Town Center
9. Garden of New Eden
10. Comstock Center
Territory D
Territory E
11. Hall of Heroes
12. Soldier’s Field
13. Battleship Bay
Territory F
14. Fink MFG
15. Shanty Town
Territory B
4. Monument Island
Territory C
5. Bank of the Prophet
6. Our Lady Cemetery
7. Z.H. Comstock
Victory Square
8. Laboratory Lutece
DEFENDER
Defender rolls 4 Dice, 1 for each
unit and structure.
NONE OF THE CARDS PLAYED HAS AN EFFECT THAT RESOLVES AFTER THE ROLL. GO TO STEP 5. DICE TOTALS COMBAT VALUE TOTAL
Attacker plays 3
cards. He has unlocked
( ) the Shotgunner’s
ability Bold Manuver
and activates it for +3
Attack Value.
Defender takes
advantage of the
Bucking Bronco’s
Combat Effect and
randomly discards the
Boys of Silence card
before dice are rolled.
SPECIAL UNIT
TURRET
2 COMMON
UNITS
ATTACKER
Attacker rolls 3 dice, one for
each unit.
LEADER
UNIT
COMMON
UNIT
SPECIAL
UNIT
3
5
12
13
Attacker wins. The defender must destroy his structure and also 1 of his units. He chooses a common. His remaining unit(s)
flee to #12 Soldier’s Field, where he controls a stronghold. If he did not have a stronghold, all of his units would have been
destroyed. The destroyed unit(s) and structures return to the controlling player’s pool of units/structures.
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