Operation Manual
2. boosting any 1 of its 3 values by +1 (add a +1
marker onto the allotted location on the player
reference sheet), or
3. boosting a value from +1 to +2 (flip over a +1
marker that has already been placed on the
player reference sheet to its +2 side).
Once a player upgrades an action card, each time
he plays an action card of that type he benefits
from the upgrades he made to it, as marked on
his player reference sheet.
If a player meets one of the upgrade conditions and
his faction already has 3 or more upgrades than the
opposing faction does, he cannot make an upgrade.
EXAMPLE: Joe plays a Handyman action card
into a combat. The Handyman normally adds
3 to combat, but since Joe has unlocked the
Handyman’s ability, a Combat Effect which
states that if the Handyman is the only card
played this combat, his attack value becomes a
6. That means if Joe only plays the Handyman,
it has a combat value of 6.
Adjacency
Some action cards refer to adjacent locations. Two
locations are considered adjacent to each other if
they share a blue border.
Claiming Victory Points
There are 2 ways to gain victory points. The first
is by controlling a territory. There are 6 territories
on the game board. If a player
controls all of the undestroyed
locations in a territory, he places
one of his victory tokens on
that territory and gains its
victory points. If control of
that territory is ever lost, he
must immediately remove
his victory token from that
territory; he no longer has
those victory points.
The other way to gain victory
points is by meeting the
condition of a victory point card
that is in play. Any time during
his turn a player may claim
one or more victory point cards if he meets the
conditions on those cards. To claim a victory point
card, a player places one of his victory tokens on
that card. Once a player claims a victory point
card, no other player can claim that same card. A
player cannot lose the points gained by claiming a
victory point card.
Special Abilities
Some special abilities on action cards start the game
locked
( )
. These special abilities are unlocked
by making upgrades to those cards. Any time the
effect on any card ‘breaks’ the rules in this rulebook,
the card effect takes precedence over the rulebook.
If 2 game effects would ever seem to take place
at the same time, the first player chooses in which
order they will resolve.
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.
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