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Invaders - Rules (2013)

The document describes a card game called Invaders that simulates a war between mankind and invading aliens one year after the invasion began. Players control either mankind or the invading aliens, battling for control of three invasion zones on Earth by playing cards representing forces, locations, and technologies. The objective is for each side to fulfill their unique victory conditions through strategic card play over multiple turns.

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Mr Xi
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0% found this document useful (0 votes)
148 views12 pages

Invaders - Rules (2013)

The document describes a card game called Invaders that simulates a war between mankind and invading aliens one year after the invasion began. Players control either mankind or the invading aliens, battling for control of three invasion zones on Earth by playing cards representing forces, locations, and technologies. The objective is for each side to fulfill their unique victory conditions through strategic card play over multiple turns.

Uploaded by

Mr Xi
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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A shattering invasion by hostile aliens has begun

Rulebook
The I.S.V. HANS FALLADA flew through the void blasting out the fire of the gods like
a cosmic blowtorch. Its fusion engines hurled out incandescent plasma a million times
brighter than a welding arc, with an exhaust plume twenty miles long.

Their sensors picked up the massive outline long before they saw it. That was to be
expected. What baffled Major Alexus Bennings was that, even though they were ten
thousand miles away, and the braking motors were cutting their speed, it was still visible.

Then Shantana, peering through a blister dome, saw it outlined against the stars. Some
of the others left their places to stare at it.

“Another asteroid. What’ll we name this calf?”

Major Bennings looked out through the dome, her eyes narrowed against the blinding
glare of the stars. When she touched analyser control, symmetrical green lines flowed
across a screen. She said:

“It’s not an asteroid. It’s metal. Alien.”

They moved back to their places, and watched as the expanding shape blocked the stars.

At three hundred miles, the outline was clear enough to leave no doubt. Shantana
breathed, “It’s a bloody starship.”

“Christ, it’s a big bastard.”

Alexus touched a control. Outside, the arc-light ceased abruptly. The entire drive
module glowed cherry red with radiant heat, and the exhaust nozzles were almost
white. The ship creaked and groaned as it began to cool.

“I’m going to request permission to investigate.” Alexus shifted in her gyroscopic


harness, working her heads-up holo display. “Waypoint One, this is I.S.V HANS FALLADA.
Requesting approach and search protocol - we’ve found the most amazing----”

Waypoint One didn’t hear the rest of the message. Death fell out of the stars and
exploded the HANS FALLADA’s flight deck, swallowing the ship in a ball of fire.

First Contact: October 25, 2126.


Destruction of I.S.V HANS FALLADA – crew: 9.

Second Contact: November 4, 2126. Destruction


of Waypoint One – crew: 63.

Third Contact: December 6, 2126.


Arrival in Sol System. All comms ignored.

December 7, 2126.
War with unyielding alien foe begins.

March 15, 2127.


First seeding cruisers start to pollinate
Earth. Immigrant lifeforms proliferate.

December 8, 2127. TODAY.

2
A CARD GAME FOR TWO PLAYERS AGE 12 AND UP

INTRODUCTION
The game is set on Earth in the year 2127 – the future.
A shattering invasion by a terrible enemy has begun.
The players control two totally different powers one year after the start of the invasion:
one controls an unyielding alien invasion force, The Invaders, and the other controls Mankind.
Can Mankind stop the deadly invasion plan?

OVERVIEW OBJECTIVE
Both players battle for control of three invasion zones Invaders is a two-player, asymmetric (attack-defense)
(Pacific Rim, Eurasia, and Africa) by playing cards to card game, where one player (Mankind) tries to defend
support their plans. against the other player’s (Invader) attacks.
The Invader plays attacking Desolators, Invaders and
Alien Tech to his side of the table, while Mankind relies Mankind wins if:
on Defenders, Locations and Tech to defend the zones
•• T
 he Invader has an empty draw deck when
from The Invader’s machinations. Both players also
have one-shot cards to aid them – Scourge and Support, required to draw / drain cards.
respectively - and special strategies that are always •• T
 he marker on the invasion plan track
available to play at the most opportune moment (such as reaches zero.
The Invader’s Drain the Indian Ocean or the Mankind •• F
 ive tokens are placed upon the Biological
player’s Ops Centre). Weapon Package – Codenamed ‘Alluring
Succubus’ card.

The Invader wins if:


•• M
 ankind has an empty draw deck when
required to draw / drain cards.
•• T
 he power of invasion zone Eurasia is
reduced to zero.
•• T
 he power of both invasion zones,
Pacific Rim and Africa, are reduced to zero.
•• A
 ll 11 Heroes of the Resistance cards are
destroyed or sacrificed.
•• F
 ive tokens are placed upon the
Black-goo-sprayer Support
Warmachine card.

3
COMPONENTS
•• 2x Seventy card decks.
•• 20x Power tokens (double sided: -1/+1).
•• 30x Faction tokens (double sided: Invader/Mankind).
•• 10x Wooden disks.
•• 1x Battleboard.
•• 11x Heroes of the Resistance cards

SETUP
1. Place the battleboard in the middle of the playing Both players have a discard pile beside the draw pile. At
area, between both players, but with the Earth the start of the game, the discard piles are empty. Cards
edge closest to the Mankind player.
which are discarded, destroyed, or drained are placed
2. The Mankind player should make sure that his deck face-up in the discard pile. The order of the cards in the
of eleven Heroes of the Resistance cards has been
shuffled, and placed off to one side, facedown. discard pile must never be modified. At any time, both
players are allowed to look through either player’s discard
3. The Mankind player then places the topmost
random Heroes of the Resistance card in any one piles.
of the three columns below the battleboard. Now both players should draw five cards each for their opening
4. Next, The Mankind player then places one faction hands.
token on his Ops Centre, and one wooden disk on
each of his four strategies – on the dormant spaces. Note: Each player will also draw two cards in their first
Card Phase, per the normal turn structure.
5. The Invader player should place a wooden disk on
space #10 of the invasion plan track, in the centre
of the battleboard.
Setup is now complete.
6. The Invader player should then take the last five
wooden disks, placing one on each dormant space The Invader ALWAYS takes the first turn.
of each of his five strategies.
7. Both players must take their appropriate shuffled
play deck, placing them face down in their playing
area. The Invader’s cards have a black fascia – The
Mankind’s cards have a blue fascia.

4
PLAYING THE GAME
The play area consists of the three invasion zones (Pacific 1. Draw Phase (Mandatory): Draw two cards from
Rim, Eurasia, and Africa) with an imaginary column on the draw deck.
each zone, on each player’s side. Each column can hold 2. Main Phase (Optional): Play any number of cards
no more than four cards on each side of an invasion zone, from the player’s hand, or make use of cards already
in play, or ‘enable’ a dormant strategy.
four slots for cards to be played into, if you will. Play
alternates back and forth with each player completing all NOTE: on the Mankind player’s turn, also turn upright
phases of their turn before passing to the other player. Mankind’s current Heroes of the Resistance card – if it requires
it.
If at any time one of the victory conditions is met (see
Objectives above) the game immediately ends. 3. Attack Phase (Mandatory – Invader only):
Determine The Invader’s attack and Mankind’s
The Invader always takes the first turn. subsequent drain.
The turn is divided into three phases taken in the
following order (the Mankind player only plays the first
1. -DRAW PHASE:
two phases each turn – he does not attack): Draw two cards. If the draw deck is empty when a player is
required to draw a card, he loses.

Example 1: The Invader wishes 2. MAIN PHASE:


to play Nanobot Kill-Swarm
To play any card, the player must pay the cost of that
to remove the ‘Mako’ Combat
Walker from the Eurasia invasion card. This cost is met by discarding other cards from the
zone. The cost for Nanobot Kill- player’s hand, equal to the stated cost, to the discard pile.
Swarm is zero, so he does not Some cards have an additional cost - this is the card’s drain
have to discard another card. cost. When a card with a drain cost is played, that player
The ‘Mako’ Combat Walker is must pay the normal cost by discarding cards, and then
destroyed! The Invader puts additional cards must be flipped (equal to the drain cost)
Nanobot Kill-Swarm in his discard
pile, and the Mankind player
from the draw pile directly into the discard pile, face-up.
places ‘Mako’ Combat Walker in When either player plays a Location, Defender, Invader,
his discard pile. Alien Tech, Desolator or Tech card that player must have
an available space in an invasion zone column in which
Example 2: The Mankind wants to play the card (unless that card has a one-shot effect).
to play the NORAD - Cheyenne Remember that each column on each side of the invasion
Mountain Bunker card into the zone only has four slots. To be clear, that’s four slots for
Pacific Rim invasion zone (it only each player at each invasion zone. As a general rule of
has two cards in it at present). thumb, the cards you can place at an invasion zone all
The cost of NORAD - Cheyenne
have a power value – even if that value is zero or a minus.
Mountain Bunker is five, so if the
Mankind player has five other •• T
 he Mankind player may sacrifice a card already
cards available in his hand, he in one of the slots and place it in his discard pile
must discard them. If he has more to make a space if necessary. He may only do this
than five, he makes a choice over if all four slots on his chosen invasion zone are
what to keep and what to discard. already full.
NOTE: the current Mankind Heroes of the Resistance card
always fills one of the available slots in the invasion zone it is
Example 3: The Invader wishes currently occupying.
to play a ‘Kraken’ Warmachine
card. The cost is one, and the •• T
 he Invader player, unfortunately, cannot discard
drain cost is two. So The Invader a card voluntarily from one of his slots (Invaders
discards one card from his hand, are not so easily persuaded to give up the fight!).
and then flips two cards from the
top of his deck into the discard
pile. The ‘Kraken’ Warmachine
may now enter play. 5
Notes: 3. ATTACK PHASE:
• The cost for each card is only paid once when the card During each turn that The Invader takes, he must
comes into play. If you cannot pay the full cost, you determine his attack value in each of the three invasion
cannot play the card. Some cards have zero cost: if they zone columns. To determine The Invader’s attack in each
have a power value you just play them for free into an
invasion zone, add up the total power (mainly contributed
invasion zone column of your choice (if you have a free
slot). If the card has a one-shot effect: follow the card’s by Invaders and Desolators) on his side of the zone.
text, and then discard the card. Compare this to Mankind’s total power (contributed
•There is no hand size limit (each player may hold as mainly by Defenders and Locations) on his side of that
many cards as they wish). same column.
•Many cards have special rules listed in their text. All Note:The Mankind player also adds the power value of the
text takes effect immediately when the card is played. zone to his total power.
For one-shot card effects, the card is implemented and
then the card is placed in the appropriate discard pile.
• Battleboard strategies, like Melt the Ice Caps, or Ops If The Invader’s total power in a zone column is greater
Centre, can only be used on the respective player’s turn than Mankind’s in the same zone, then the Mankind
(except Activate Project ‘Chainmail’). Example: The player must drain (flip from the top of his deck into his
Invader player cannot use the Drain the Indian Ocean discard pile) the difference between The Invader’s total
strategy during the Mankind player’s turn.
power and Mankind’s total power. All three invasion
• Some Invaders, Desolators, and Defenders have effects zones are checked in this fashion before the turn ends
that only last while the card remains in play; others and play passes to the Mankind player (after checking for
have effects that only happen when the card enters
movement on the invasion plan track, see below).
play. Follow the rules on the cards as they read.
• A number of cards also require you to place tokens on
them - such as Engorged Deathworm Brood Mother.
Place (or remove) the first token on them during the
turn that they came into play.
• With regard to the actual targets of any card played,
in all cases (except when the card specifically says
different) the active player always chooses their target.

Example 4: The Invader has a ‘Kraken’ Warmachine (power Example 5: The Invader has a ‘Kraken’ Warmachine, and
of three), and the ‘Squid’ Lander Vehicle (power of two), in the ‘Medusa’ Assault Vehicles (power of five), in the Eurasia invasion
Pacific Rim invasion zone. His attack power is 3+2=5. Opposite zone. His attack power is 3+5=8. Opposite these cards, Mankind
these cards, Mankind has only Refugees’ Shanty Town (power has ‘Ramses’ – class Submarine (power of one), and three
of one), so his power is 1+3=4 (Refugees’ Shanty Town, plus the ‘Saladin’ – class VTOL Aircraft cards (power of one each), so his
Pacific Rim zone an intrinsic power value of three). This means power is 1+1+1+1+5=9 (Eurasia invasion zone’s value of ‘5’ plus
that Mankind must drain one card into his discard pile. the four [Defender-icon] cards each with a power of one). This
means that The Invader has been thwarted this turn.

6
THE INVASION MANKIND’S HEROES OF
PLOT TRACK THE RESISTANCE CARDS
This track represents the general plan of The Invader, These cards represent the last hopes of Mankind.
and how much time he has to achieve his diabolical goals. •• M
 ankind must always have a Heroes of the Re-
The game starts with a wooden disk marker placed on sistance card in play, in one of the zone columns.
space #10. When the marker is required to move down
•• S
 ome of Mankind’s Heroes of the Resistance
the track, it must advance toward zero - the game-ending
cards can move between Earth invasion zones
skull symbol. Likewise, when the marker is required to
during the Mankind player’s turn (always observ-
move up the track, it must move toward space #12, but ing the four-card limit), unless otherwise stated.
cannot exceed it.
•• M
 ankind’s Heroes of the Resistance cards always
Each turn that The Invader fails to drain Mankind in some count as [Defender-icon] cards, in respect to their
way, move the marker down one space on the invasion interactions with other cards. So, ‘Deathmonger’
plot track (drain can either be triggered by cards played Bio-mechaniod Attack and Nanobot Kill-Swarm
or during the Attack Phase). To be clear, The Invader will destroy the current Heroes of the Resistance
player must have forced Mankind to have flipped at card (and many others).
least one of his cards into his discard pile, by any means, If Mankind’s current Heroes of the Resistance card is
during his turn (not necessarily the Attack phase) for The destroyed, or voluntarily sacrificed:
Invader to claim that he has drained Mankind.
1. Remove the current Heroes of the Resistance
If The Invader’s drain is prevented by some means, card from the game.
such as the playing of a Guerilla Fighters card when The 2. Replace the old Heroes of the Resistance card with
Invader was just about to inflict nine points of drain, then the next one from the top of Mankind’s Heroes of
this is not classed as drain. Mankind must have been the Resistance stack.
forced to flip a card into his discard pile, by The Invader, 3. Make sure this card is put into play, as a reminder,
for drain to have occurred. turned to 90˚.

Additionally, The Invader player may, once per turn, do While still turned to 90˚, a hero’s power is not added to
one of the following actions: the defensive power value of the invasion zone column
•• Draw a card. it occupies. Also, whilst in this state, the Heroes of the
•• or, reduce the cost of one card in his hand by one. Resistance card is still a valid target for further destruction
If he chooses one of these options, The Invader player cards or affects played by either player.
must move the marker down one space on the invasion If Mankind is on his final Heroes of the Resistance card
plot track. and that card is destroyed, the game is over with The
Note: Each turn, no matter how badlyThe Invader failed to Invader player as the winner.
drain Mankind, he only moves the marker down one space Mankind’s Heroes of the Resistance card is restored right-
on the invasion plot track (this is in addition toThe Invader
side up at the beginning of Mankind’s next Card phase.
voluntarily moving the marker).
Note: if +1 tokens are placed upon the current Heroes of the
If the marker on the invasion plot track is ever moved onto the skull Resistance card, they only ever add to that card’s power value
symbol space, the game is over with Mankind as the winner. –The Invader only has to destroy it once.

Example 6: The Invader plays Shapeshifting Alien ‘Thing’, which


allows him to destroy two [Defender-icon] cards. The Invader
player chooses to destroy a Refugees’ Shanty Town card, as
well as Mankind’s current Heroes of the Resistance card. The
opposing player discards the Refugees’ Shanty Town card, as
well as removing the current Heroes of the Resistance card
from play. He then places the next Heroes of the Resistance
card in the removed card’s position, but turned 90˚ (he could
have placed the card anywhere he had a free slot).

7
STRATEGY OPTIONS
Each player has at their disposal a number of fixed strategies – The Invader player has five, the Mankind player has
four (and Ops Centre). These are abilities that are activated by moving each wooden disk from the dormant space to
the strategy’s enabled space. The activating player should then follow the instructions on the battleboard covering the
relevant strategy, and be mindful of any continuing punitive effects.

PERFORM ALIEN AUTOPSIES DRAIN THE INDIAN OCEAN


AT HANGER 18: & ATOMISE THE MOON:
The Mankind player can use this strategy on his turn to take There is an ongoing increased cost for the icon-related cards
the top five cards from his discard pile and shuffle them back once these strategies have been enabled. If you have enabled
into his draw pile. The cost of this is to move the marker on such a strategy, look out for the cards in your deck with
the invasion plot track up one space. the matching icons – these are the cards that now have an
OPS CENTRE: additional cost levy.

This area starts the game with one token upon it. On the SEED EUROPE WITH
BODYSNATCHER PODS:
Mankind player’s turn, he can discard a token to move a
[Defender-icon] card from one Earth invasion zone column During the Attack Phase this strategy can be activated to
to another - other cards exist in the Mankind player’s deck add the power value of one Defender to The Invader’s
that can replenish these tokens. total in that column (rather than its own) for this turn only
– Mankind’s current Heroes of the Resistance card is also
ACTIVATE PROJECT ’CHAINMAIL’: a valid target.
Use this strategy to prevent one of The Invader’s cards
PROVOKE SUICIDE MISSION
from destroying a Heroes of the Resistance card. This card RETRIBUTION-ALPHA’:
can be used during The Invader’s turn.
After sacrificing a [Defender-icon] card in play, the
NOTE: IfThe Invader played a card that targeted two cards Mankind player flips the topmost card of The Invader deck
belonging to Mankind (one of which was the current Heroes
of the Resistance card), and the Mankind player used the
into The Invader player’s discard pile. If the card matches
Activate Project ‘Chainmail’ strategy, the Mankind player’s the icons on the battleboard, then The Invader must skip
Heroes of the Resistance card would be saved, but the other his next Attack phase – otherwise nothing happens.
card would still be destroyed.

INVADER DECK CARDS OF NOTE


“DADDY LONG LEGS”: THE BLACK GOO:
Daddy Long Legs lists part of its ongoing cost as +2 card The Black Goo card stays in play until destroyed or
drain per turn. This cost is not optional - it is mandatory. removed by other means.
You cannot choose not to pay the drain cost. Choose your Note: if the The Black Goo card is upon Pacific Rim,
allies wisely! and The Invader has already placed three -1 power
tokens upon the Africa invasion zone (or vice versa),
then The Invader has won!
‘LUCIFER’ ASSAULT TRIPODS:
These passionless beings get to activate one of their
special effects on every Invader turn. If you are lucky
enough to have multiples of these machines in play, each
can activate a different power.

8
MANKIND DECK CARDS OF NOTE
‘BLACK NARCISSUS’ MAJESTIC-12 TREATY:
WEAPONS ARRAY:
With this card, you can circumvent some built-in rules
While this is in play, this effectively gives the Mankind that protect certain cards. For instance, a cool trick with
player an Attack phase, at the end of his turn, which is Majestic-12 Treaty is to put the ‘Revenant’ Conqueror
focused on only one invasion zone column. Beast back on top of The Invader’s deck.
‘ARCHANGEL’ COMBAT ROBOT: ‘SHADOW’ TEAM OPERATION:
This card, and others like it, is discarded from play when the Is this played during The Invader’s turn? Yes. Likewise
invasion zone column (of 4 slots) on the controlling player’s with cards like, Commander Straker and Nanobot Storm
side of the battleboard is unpopulated by other cards. Cloud - these are also played on your opponent’s turn.

INVASION ZONE COLUMNS


Invasion zones represent very rough geographical When moving cards from one invasion zone column to an
territories - cards played into them are mainly linked adjacent zone, remember that there is no wrap-around
by conflict and satellite networks, but also by convoys, movement. Thus, Pacific Rim is NOT adjacent to Africa,
shipping, hoverjet routes, and Maglev-propelled railways. for game purposes.
For instance: if Mankind plays the New York location card Ops Centre, and many other cards, allows you to move a
into the Africa invasion zone, it does not signify that New [Defender-icon] card into any other Earth column – just
York has jumped continents, merely that it is abstractly pay attention to the card’s instructions.
linked by war to Africa at this time. Note: When -1 power tokens are placed upon a zone, they
The number printed above each invasion zone is a power remain there until removed by the Mankind player. Each
token reduces the power value of the zone by one.An invasion
value – added to the power total of the Mankind player’s
zone cannot have a power value of less than zero.
other cards in that zone column, during The Invader’s
Attack phase. Reducing an invasion zone’s power is not the same as
draining Mankind.

9
LOCATION CARDS GAME TERMS
Some Locations come into play with a number of tokens DESTROY:
upon them. Unless otherwise stated, you may use all of the When a card is destroyed, it is placed face-up on top of its
tokens upon the card in one turn, if you wish. owner’s discard pile.
SACRIFICE
A sacrifice is a game event that cannot be prevented.
CANCEL CARDS Sacrificed Heroes of the Resistance cards are removed
from the game – all other sacrificed cards are placed face-
Some cards have the ability to ‘cancel a card as it is played’ up on top of the card owner’s discard pile.
– if this is the case, you pay the cost for your ‘cancel’card
on your opponent’s turn, reveal it, and then both cards are OPPOSING:
simply discarded. If your opponent in turn plays a further This indicates that an effect can only be used in the same
‘cancel’ card to cancel your ‘cancel’ card, then the original invasion zone, i.e. the column directly opposite from
card is put into play, and both ‘cancel’ cards are discarded. the invasion zone column where the card that mentions
NOTE: make sure your opponent still pays the cost for playing “opposing” is played.
any cancelled cards. Hard cheese! IMPERVIOUS:
A card featuring this term cannot be affected or destroyed
by the specific conditions, keywords, or cards mentioned
SIMULTANEOUS in its text.
DESTRUCTION KEYWORDS
When The Invader plays a card (or engineers a situation) Many of the cards in the game display a keyword, such as
that forces both players to run out of cards from their Tank, Robot, or Infestation.
draw decks simultaneously, the Mankind player wins
A keyword has no intrinsic game effect, but may be
the game.
referenced by other cards.

Example 7: The Invader plays the


Alien Legionnaires card into the
Africa invasion zone. The card says
that he can ‘Destroy an opposing
[Defender icon] card.’ This denotes
that only a Mankind card in the Africa
invasion zone could be targeted – as
long as it has a defender-icon.

10
GENERAL RULES MULTIPLE PLAYERS
When two card’s text conflict with each other, follow these Invaders only accommodates play for two players. You
rules: may have noticed that many cards have phrases like
1. ‘Can’t’ trumps ‘can’. If one card says something ‘target player’ and the like – this future-proofs the cards
can happen and another says it can’t, the ‘can’t’ ready for the upcoming four-player expansion, which will
text wins. include the rules and components necessary for larger
2. Do as much as you can. If a card has instructions conflicts. Watch the skies!
for you to do something that you can only partly
complete, you MUST do as much as you can, and
then ignore the rest of the card text without effect.

COMMONLY OVERLOOKED RULES


•• Drain is not the same as drawing a card. •• W
 hen a card says, “every turn”, it means every

•• T
 he Invader is the only player who attacks, and he
turn of the card’s controller – not each player’s
only does so on his turn – unless the ‘Black Narcis- turn. This applies to the Black-goo-sprayer Sup-
sus’ Weapons Array card is in play. port Warmachine and other cards.
•• If the Mankind player prevents all forms of drain,
The Invader moves the marker one space down
the invasion plot track.

ADVANCED RULES
Invaders is designed as a complete game with After the first and second games, the loser of the last
considerable replayability. game decides on a mutual card limit: 3 to 10 cards are
recommended. Then, both of you should simultaneously
However, as you increase in experience with the game,
remove that number of cards from your decks, replacing
you may want to build a deck that better suits your
them with the stated number of secretly chosen new cards
personal play style – using expansion cards and/or
(from your available pool of cards) – the quantity of cards
promo cards.
must be the same for both decks. This can make for an
In the event that you are going to modify your decks, interesting meta-game situation; with both players trying
you and your opponent should agree (before the game to out-think their opponent before the next game begins.
starts) to play in this manner. You must now win two out
of three games, and are allowed to modify your decks
after each game.

11
EXTENDED CREDITS
DECK BUILDING RULES Game design:
While 70 cards is the minimum deck size that a player may Mark Chaplin.
use, there is no maximum number – so if both players
Illustrations:
agree, they can just add a set number of cards to both Chechu Nieto.
decks (players should be mindful that their decks will be
less efficient). Graphic design:
Chechu Nieto and Xavier Carrascosa.
•• 70 card decks = Play the game as per normal.
•• 71-80 card decks = During setup, place the wood- Rulebook development:
en disk on space #11 of the invasion Jeroen Hollander.
plan track.
Project manager:
•• 81-90 card decks = During setup, place the wood- Jonny deVries.
en disk on space #12 of the invasion plan track.
Extra special thanks:
Mark Harkins, Joe Walerko,
MANKIND/INVADER Andrew Davis, and Leigh Caple.
HANDICAP Special thanks:
If you discover that your opponent is very good at winning Gerry & Sylvia Anderson,
Derek Meddings, James Cameron,
with either Mankind or The Invaders, you may both Michael Trim, Sydney Newman,
decide to counteract this (and make for a more intense C E Webber, Donald Wilson,
game) by placing the wooden disk on space #11 or #9 of Terry Nation, David Gerrold, and Terrance Dicks.
the invasion plan track, during setup using 70-card decks -
depending on which player is always the underdog. Playtesting and help:
Corvayn Esdren, Michael Gale,
Kathryn Caple, Diane Beechcroft,
Kate Hooley, Toby Farrands,
Merlign van Horssen, Paul Clarke,
David Cooke, Andy Lambert,
Lee Wardle, Eric Engstrom, Sean Chick,
and to Jeroen Hollander and all the other
wonderful playtesting staff at White Goblin Games.

I’d also like to heartily thank the insightful,


courteous, and encouraging BGG community.

www.whitegoblingames.com
© 2013 White Goblin Games

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