Rules final H pdf
Rules final H pdf
Event
4.0 SEQUENCE OF PLAY Text
Color: Red
Federals
(Rebel Card)
Card Symbol
The game is played in rounds, where each player has a hand of Operations
cards to play. The round has two phases, an Action Phase for Points
card play and an Administration Phase for cleaning up. After the (OPS) Card
Administration Phase, the next round begins. An Event Card Momentum Number
Effect
1. Action Phase
First the Rebel plays two cards from his hand. Then the Federal Each card has two possible uses: Operations or Event. When you
plays two cards from his hand. Continue back and forth until all play a card, choose one or the other.
cards are played.
1. Operations. The number in the bottom center gives the
2. Administration Phase number of operations points, also known as “Ops,” that can
be used for various standard operations, such as raising
• Check for game end and victory troops, fundraising, etc. Operations are explained below (10.0
o Domination: One side has 35 or more VPs Operations).
o Endurance: Not enough cards to deal a new hand 2. Events. The card also depicts an event. If you choose the event,
• Give new funding to both sides. you simply implement the effects as described on the card. The
o Federals receive $2 for each base Golden Rule applies: Event effects take precedence over anything
that is written in these rules. If the Event says X and the written
o Rebels receive $1 for each base rules say Y, implement X.
• In each space, remove 1 militia for every 3 (desertion) 5.1. FRIENDLY, ENEMY, AND NEUTRAL EVENTS
• Set all militias to sleeper status (stars down) Each event is either friendly, enemy, or neutral. Friendly events
• Set Reserves to 0 help you; enemy events help your enemy. Neutral events can help
either player.
• Cycle the News (see 9.1)
• Deal new hands. The number of cards received by each player Blue cards, marked with a star in the bottom right corner, are
depends on their current level of resources (see 7.3.2). friendly to the Federals and enemy to the Rebels. Red cards,
marked with crossed assault rifles in the bottom right corner, are
• $21 - $30: 9 cards friendly to the Rebels and enemy to the Federals. Gray cards,
• $11 - $20: 8 cards with no markings in the bottom right corner, are neutral.
• $0 - $10: 7 cards When you play a friendly or neutral card, you may choose to do
the Ops or the Event.
When you play an enemy card, however, you must take the Ops,
and your opponent gets the Event. You may decide whether the
Ops or the Event goes first.
In the internet age, social media campaigns can be used to ‘spin’ bad The News Cycle Display Card
events, blunting their effects.
This card has spaces for cards from the Story deck. The stories in
the top area are called “the pool;” they represent news stories that
are coming up but have not been noticed yet. The “Active Stories”
area contains three stories arranged by age. The newest story is in
6.0 Story Cards Slot 1, the oldest in slot 3.
In these rules, city and suburban spaces are identified by the name D6 Result
of their metropolitan area: “New York city” identifies the city
1-3 Anger (CF 1)
space of New York (in yellow), “New York suburb” identifies the
outlying suburban space (in gray). 4-6 Defiance (CF 2)
In all cases, the suburb space completely surrounds the
corresponding city space. It is not possible to move from a region 7.1.3. Canada and Mexico
to a city or vice versa without passing through the suburb.
7.1.1. Features of spaces These are considered 0-population regions. Movement between
Canada or Mexico and the US is prohibited unless allowed by a
Population. Each space has a Population number in a circle. A card effect. Stacking rules apply to both countries.
space’s population indicates its Victory Point value.
Stacking. A space can hold an unlimited number of military 7.2. INTERSTATES
forces. However, a space can hold no more than two bases. This America is crisscrossed by highways known as interstates
limit does not depend on the ownership of the base. A space may Interstates affect how forces move. Note that interstates always
have two blue bases, two red, or one red and one blue, but no go into the suburbs of a metropolitan area, and both through and
more. around the central city.
Control. If one side has more pieces than the other, including American cities have ring highways that surround the urban core.
bases, that side is said to control the space. It is always possible to travel through an American metropolitan
Terrain. Regions (not cities and suburbs) have a defined terrain area by staying in the suburbs, without entering the city proper. At
type, such as Forest, Mountain, or Desert. Terrain can affect the same time, it is never possible to get through a US metro area
various card and operations mechanics. without encountering the suburbs. Furthermore, any movement to
Adjacent. A space is adjacent to another if they share a common and from the city center must enter the suburbs. These features have
boundary. Cities are adjacent to their corresponding suburbs strategic implications.
but not to any surrounding region. Interstates are not space
boundaries (nor are they spaces). State lines are not space 7.3. TRACKS
boundaries and have no game effect. 7.3.1. Social Media Track; Social Media Edge
Status. Each space has a square for placing a status marker.
Status affects victory conditions as well as the Control Factor (CF). The Social Media track indicates which side currently has the
The CF affects the mechanics of changing the space’s status, with Social Media edge. If the marker is in a red space, the Rebels have
higher numbers being better for the Rebels. the edge. If it is in blue, the Federals have the edge. Social Media
edge is the general tie breaker for all purposes. Social Media edge
A space can be unmarked – with no marker – or it can be in one has a major effect on the Rebel’s internet operations, as explained
of four different conditions: below.
• Order. A space with a light blue marker is in Order. This is In the 21st century, all conflict lives online. Social media strategies
a peaceful space that is obeying the laws of the government. The have outsized influence.
space is blue and also counts for Federal VPs. Its control factor is
0. In general, and as explained in more detail below (10.4.2 Social
Media), movement on the social media track is from one space to
• Anger. A space with a light blue marker is in Anger. People in another. However, there are restrictions on certain moves:
this space are frustrated with the government but are not resisting
its laws. Anger spaces count as blue spaces but do not count for • Movement from space A to F is prohibited
Federal VPs. The control factor is 1.
• Movement from space D to C is prohibited
• Defiance. A space with a light red marker is in Defiance. This
space’s population resists the government in many ways, without
openly rebelling. Defiance spaces are considered red spaces but do
not count toward VPs. The control factor is 2.
7.4.2. HQ Boxes
These mechanics make social media problems “sticky” and hard These represent each side’s information technology capabilities.
to reverse. In the internet age, a media advantage can vanish They can be hacked (receiving a “Hacked” marker), and they can
overnight but take weeks to restore. be protected from hacking (receiving a “Shield” marker). Hacking
affects Rebellion Power (10.4.3 Hack).
7.3.2. Funding and Score Track
7.4.3. Reserves
Use the markers for “Order Pop + Bases” and “Rebel Pop + Bases” Each side can place up to 2 operations points in reserve (“Swiss
to keep track of VPs. Use the “Resources” markers, blue and red, bank accounts”). Keep track of the current reserve amounts using
to keep track of resources. “Reserves” tracks on the map.
This track also indicates how many new cards a player gets at the
end of a round:
8.0 Game Pieces
• Resources 10 or below: 7 cards
• Resources from 11 to 20: 8 cards
8.1. MOBILE UNITS
• Resources 21 and above: 9 cards
Each side has military units. The Federals have blue markers
7.3.3. Rebellion Power Track called “Agents.” The Rebels have red markers called “Militia.”
The Rebellion Power Track has 11 spaces. The marker “Rebellion Rebel markers have a star on one side. When the star is face
Power” indicates the current strength of the rebellion, counting down, the militia is hidden in sleeper mode. When the star is face
from the RIGHT. The position on the track is determined by the up, the militia is revealed in active mode. Active militia are easier
current New Cycle (9.0). for the Federals to eliminate. (see Hunt, 10.3.4).
Illustration: Counting Spaces on the Rebellion Power Track The pieces that come with the game are a hard limit on the
number that can be in play. However, players may remove pieces
Highest possible position for Rebel: Start counting here from the board at any time on their turn. A player who is placing
11 spaces from the right a unit, but has no markers available, can instead use a marker that
is already on the map.
Finally, draw or discard Story cards until the Story Pool contains
Resulting Rebellion
exactly three stories. If cards are removed, the player with Social
Power Factor (RPF): 2
Media Edge decides which pool stories are discarded.
B 10.0 Operations
Interstate movement. Or, move the group from its current space Procedure: Requires 3 Ops. Pay $3.
onto an interstate that crosses or enters that space. Then trace a Then, select an Order space with at least 4 militias, plus 1 for each
path along connected interstates to a destination space and place agent in the space (i.e. militias >= agents + 4). Activate all militias,
the group in that space. The path can be of any length. Note that then shift the space to Anger (CF 1).
interstates go around cities as well as through them. If the final
space is a Mountain space, pay $1.
Interstate movement is subject to additional penalties if the path
goes through spaces with Federal agents. Each time the path
enters a space with 1 or more agents, 1 militia is arrested and is
removed from the group.
In selected spaces, place up to Ops agents. Then (if desired), in The government’s combat ability is superior to the rebels, due to
any selected space, remove two agents to place a base. better training and equipment. The advantage is mitigated in rough
terrain and dense urban environments.
Note that the stock of pieces is a limit on how many pieces may be on
the board at one time. If the stock is empty, the Federal may remove 10.3.5. Pacify
pieces from other spaces on the map.
Purpose: Remove Unrest.
10.3.3. Move Procedure: Choose any number of spaces and pay $1 per space.
Purpose: To move agents from one space to another. The selected spaces must have Federal control (have more Federal
pieces than Rebel pieces). Bases are included in this calculation.
Procedure: Select a number of groups equal to the Ops value of
the card. A group is defined as a set of agents that travels from 1 In each selected space, remove a number of Unrest markers up to
origin space to 1 destination space. Each group chooses one of the Ops value of the card.
two kinds of movement.
10.3.6. Secure
Adjacent movement. Move the group from its current space to
Purpose: Shift status (Revolt Defiance Anger
an adjacent space. Note that the only adjacent space available to
Order)
a city is the corresponding suburb. Suburbs are adjacent to their
corresponding city as well as one or several neighboring regions. Procedure: Select 1 space that meets these 3 criteria:
Adjacent movement is free, unless the destination space is 1. The Control Factor of the space is no higher than the Ops
Mountain. Adjacent movement to Mountain spaces costs $1. being played (ie, it takes 3 Ops to affect a CF 3 space). Reserves
Interstate movement. Or, move the group from its current space may be used to meet this criterion.
onto an interstate that crosses or enters that space. Then trace a 2. The space may not have any Unrest.
path along connected interstates to a destination space and place
the group in that space. The path can be of any length. Note that 3. The space must have at least 3 agents, plus 1 for every militia
interstates go around cities as well as through them. If the final in the space (active or sleeper). That is to say, the space must have
space is a Mountain space, pay $1. agents >= 3 + militia.
Interstate movement is subject to additional penalties if the path If the space meets these criteria, pay the Control Factor plus $2
goes through spaces with Rebel militia. Each time the path enters ($CF + 2) and shift the space 1 level towards Order.
a space with 1 or more militia, 1 the Federal must pay $1 for Strategy hint: The Secure operation is the main way that the
convoy security. Federal player gains VPs. It represents a severe crackdown that is
Movement summary: Select Ops groups. Adjacent: Free. Along naturally more difficult and expensive the more rebellious the space.
interstates: Pay $1 for each space with militia. If the final space is
Mountain, pay an additional $1.
After moving the marker, choose social media attacks from the f ) Invade: Remove one Shield from your opponent’s HQ.
following list. The total Ops cost of attacks cannot exceed the Example: The sum of Rebellion Factors in the current News
Ops value of the card. Cycle is 6 and there is a hack on the Rebel server. The Rebellion
• Feed: Draw a story from the Story Deck. If desired, place it in Power marker goes on space 5. Several turns later, the News Cycle
the story pool; otherwise, discard. Cost: 1 Ops. sums to 3 and there is still a hack on the Rebel HQ, but now
there are two hacks on the Federal HQ. The Rebellion Power
• Censor: Discard a story of your choice from the Story Pool. marker is on space 4. Note that the Rebellion Power track cannot
Do not replace it. Cost: 1 Ops. go below 0 or above 11.
• Persuade: Move the Social Media marker an additional space. d) Restore Service: Remove a Hacked marker from your own
Cost: 2 Ops. HQ. If you are the Rebel, shift the Rebellion Power marker one
• Distract: Cycle the news, then (if desired) discard the story space to the left (if possible). If you are the Federal, shift it one
currently in slot 1 and replace it with any story from the pool, space to the right (if possible).
ignoring the Virality Factor on the cards. Cost: 2 Ops. e) Secure: Place one Shield on your HQ. Effect: If your HQ has
• Enrage: In one space, shift Defiance (CF 2) to Anger (CF 1) a Shield, your opponent may only choose actions (d), (e), or (f )
or vice versa. Cost: 3 Ops. when hacking your server. Your server is protected against hack
actions (a), (b), and (c).
• Convert: Replace 1 enemy unit with a friendly unit. Bases
may not be selected. Cost: 3 Ops. f ) Invade: Remove one Shield from your opponent’s HQ.
Important: The first card each player commits to Social Media in Strategy hint: Hacking is a minigame that can dramatically
a round ignores any enemy event. affect the power of enemy operations, especially for the Rebel. In
intelligence and theft hacks, the presence of enemies on the server
Strategy hint: Each player can ditch an enemy event once per hand
remains hidden. With a Denial of Service attack, the influence of
by playing the card on Social Media. They use the Ops for social
enemies on your network is apparent and everyone knows your
media effects and the event is ignored. Experienced players may see
system has been compromised. This has a persistent negative effect
the similarity between this mechanic and the Space Race mechanic
on the system’s perceived security and therefore its effectiveness.
in the famous card-driven game Twilight Struggle.
10.4.3. Hack
11.0 Credits
Purpose: Inhibit the enemy indirectly.
Procedure: Roll the d6 and add the Ops value of the card. If the
result is 5 or more, the hacking attempt succeeds. Choose one Design: Edward Castronova
effect from the list below. Playtesters: Jeff Lewis, Rick Watson, Matt Colbert, Josh Yeager,
a) Intelligence: Inspect your opponent’s hand Luca Castronova, Malcolm Castronova, Frank Brown Cloud, Jake
Cozza, Matt Koutsopanagos.
b) Theft: Roll the six-sided die twice. Reduce your opponent’s
Resources by that amount. Increase your Resources by the same
amount. Resources may not exceed $30, nor fall below $0.
In this example, we will use the #patriot scenario. Figure 1 shows the initial News Cycle Display. Six Story Cards have been drawn
randomly, three for the Story Pool and three for the Active Stories Display. The rebellion factors of the active stories add up to 5.
Figure 2
In Figure 2 we see the map after setup. Note that the Rebellion Power marker is 5 spaces from the right, indicating a Rebellion Power
Factor (RPF) of 2.
Both sides are dealt 9 event cards. The Rebel goes first. He plays card 36, Amnesty. See Figure 3.
He can play it for the Amnesty event, or for two Operations Points (Ops). The Rebel decides to implement the event. Four militia
units are placed in suburban Washington. Militia are always in their Sleeper state (star side down) when initially placed.
For his second card, the Rebel plays card 11, General George S. Patton VII. This is a Federal card. When the Rebel plays it, he gets to
Figure 4
Figure 5
Now it is the Federal turn. See Figure 5. He plays card 20, Internet of Things, for Ops. The Federal wants to move the Midwest in his favor,
so he chooses the Secure operation. The Midwest space meets the criteria of the operation: This is a 2 Ops card, and the CF of the space is
2. There is no Unrest here. And, the number of agents (7) is equal to the number of militia (4) plus 3. So the Federal pays the CF + 2 dollars
($4 total) and moves his Resources marker from 30 down to 26. He then shifts the Midwest once in the direction of Order: from Defiance
(2) to Anger (1).
In future moves, the Federal could do the Secure operation again and shift the space again, this time from Anger (1) to Order (0). This
would give the Federal the Midwest’s three VPs. The Secure operation is the main way for the Federal to shift spaces into Order and gain
their VPs.
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The Federal’s second card is the rebel card Jolly Roger: If he plays it, he receives the Ops but the Rebel gets the event. The Federal
player does not like this Rebel event, however, so he decides to “burn” it by playing the card as a Social Media operation. The first card
played on social media each turn ignores the enemy event on the card. Each player can do this once per hand of cards.
The Social Media operation, first of all, allows the player to move the Social Media marker. The Federal moves it from space B to space
C. The Social Media Edge (SME) still belongs to the Rebel, but the marker is now closer to blue territory.
Next, the Federal can spend his 2 Ops on social media attacks, as described in the rules at section 10.4.2. He could choose Persuade,
which would allow him to move the Social Media marker a second time. If he moves the marker to space D, it flips, giving the Edge to
the Federal player. This is good for two reasons. First, the SME breaks all ties in the game. Second, the SME is what allows the Rebel
to choose one space when he is doing Internet Ops. If he loses that edge, all of his unrest, recruiting, and fundraising are completely
random. Note also that once the marker is at space D, the Rebel cannot simply move it back to space C to regain the Social Media
Edge; movements from D to C are not allowed. The only way for the Rebel to regain the SME would be to move the marker along the
track to space F and then to space A. The SME is “sticky” in that once it flips to one side, it is hard for the other side to get it back.
favor,
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ance
ain
Figure 8
Let’s suppose, however, that the Federal chooses to damage the Rebel in a different way, through the Rebellion Power Track. He selects
the Distract action, which can be used to change the News Cycle which, in turn, affects the Rebellion Power Track. The Federal’s
strategy here is to try to reduce the Rebellion Power Factor, because this number is added to all of the Rebel’s internet operations. By
reducing the RPF, the Federal can cripple the Rebel’s net ops effectiveness.
With the Distract action, the Federal first cycles the news (as explained in the rules in section 9.1), then he gets to replace the top
story. See Figure 7. To cycle the news, the Federal removes the story in slot 3 and shifts the stories in slots 1 and 2 down one slot,
leaving slot 1 open. He then reviews the current story pool and selects the story with highest Virality. That is story 14, “Government
Base Overrun.” He puts that story in slot 1 and draws a new story to place in the pool.
At this point, the sum of rebellion factors of active stories has not changed; it is still 5 because a 3-valued story was removed from slot
3, but a new 3-value story was placed into slot 1. However, now the Federal gets to directly “mess” with the news. See Figure 8. Under
the Distract action, he can toss the story in Slot 1 and replace it with any story in the pool. He therefore discards “Government Base
Overrun” and replaces it with “Consumer Confidence Rises.” In effect, he has used social media to memory-hole the story about a base
being attacked, by getting everyone talking about a positive economic statistic.
Note that the text on Story cards has no effect on the game. The text “Government Base Overrun” does not mean that an actual base
on the map is removed. Bases on the map represent a widespread infrastructure for military operations, which would not be eliminated
by a single base being attacked. Therefore, keep in mind that the text on story cards is just for flavor. The only effect of story cards on
the game is through the Rebellion Power Factor.
Indeed, in this case the RPF has been dramatically affected. See Figure 9. After the Federal makes the exchange of story cards, the
sum of rebellion factors is only two (0 + 0 + 2). The Federal moves the Rebel Power marker to the second space from the right on the
Rebellion Power Track (Figure 6). This space implies an RPF of 0. As long as this remains the case, whenever the Rebel conducts Net
Ops, he will only use the operations value of the card – he will not get any “extra” operations from the Rebellion Power Track. In the
example of the Unrest operation described earlier, the Rebel would have affected only two spaces, not four.
The Federal has played two cards, so we return to the Rebel. He plays card 66, Super Bug. See Figure 10. This is a neutral card, so he
can play for the event or for Ops. The Rebel decides it would be fun to unleash a plague on the situation, so he plays card 66 for the
event. All units (of both sides) in suburban Washington are eliminated and the Plague marker is placed there. Then the space is tested
as if it was unmarked. The Rebel rolls a 5, so the space is changed from Order (0) to Defiance (2). When the space shifts out of Order,
the Federal loses the VP value of the space, which is 1. Federal VPs fall from 21 to 20.
For his second card of the round, the Rebel plays card 60, Don’t Mess with Texas. See Figure 11. Note that this card has been marked
#patriot, indicating that it is used only in the #patriot scenario. If you are playing the #resistance scenario, do not use the cards labeled
#patriot. Similarly, if you are playing the #patriot scenario, do not use the #resistance cards.
The Rebel decides to use the ops value of the card to engage in combat. He chooses the Attack operation. He may select as many
spaces as he wants, paying $1 per space. For the sake of this example, let’s say he chooses only one space, the Midwest. After paying the
$1 cost, Rebel resources are now $25.
To conduct the attack, the Rebel flips all militia to active (star side up). He then rolls the six-sided die four times, once for each militia
in the space. Each roll that is equal to or less than the Control Factor of the space (in this case, 1) eliminates one Federal agent. The
rolls are modified by subtracting the Ops value of the card (in this case, 3). In addition, because the Midwest is a Forest, the roll is
reduced by a further 1, for a total of -4. The rolls are 1, 3, 5, and 6; modified, they are -3, -1, 1, and 2. Three agents take “hits” and are
eliminated, leaving four.
Now we go back to the Federal, see Figure 12. He wants to counterattack the rebels, so he plays card 15, UAVs, for Ops and chooses
the Hunt operation. With the two Ops, he can attack in two spaces. The Federal picks Midwest as one space and Chicago suburbs
as the other. In each space, he pays $1 plus the CF of the space. His total expenditure for the operation is $5. The effect of the Hunt
operation is that each agent affects exactly one militia. If the militia is in sleeper mode (star side down) it is activated – flipped star side
up. If it is already star side up, it is eliminated. Thus, active rebel militia are easier to eliminate. Applying these rules, the four militia in
the Midwest are eliminated, and three militia in Chicago suburbs go active and are flipped over.
$1
$1
$1
$1
Our last card will illustrate movement. See Figure 13. The Federal player plays card 76, Open Borders, and uses its 3 Ops for a Move
operation. He can select 3 groups for movement; a group is a set of agents that starts in the same place and ends in the same place. The
Federal decides to make group 1 out of two agents currently in the Midwest; group 2 is the agent in San Francisco city; and group 3 is
the agent in Los Angeles city.
An agent can move for free to any adjacent space. Two of the groups are in central cities, and the only space that is adjacent to a city is
the corresponding suburb. To go farther than the suburb, these groups must use the interstate. Let’s say the Federal wants to send the
San Francisco agent to Dallas city, and the Los Angeles agent to Miami city.
Group 1, in the Midwest, could move for free to any of the following spaces: Plains, Chicago suburbs, or Appalachia. (If Canada were
in play due to a card effect, they could move there as well. Normally, Canada is off limits.) If the Federal wants to send these troops
anywhere else, they too will have to use the interstate. He decides to send these agents to Chicago city.
When using interstate movement, the Federal must pay $1 for convoy security each time a group enters a space that has militia. This
must be paid regardless of whether the militia is active or sleeper, or how many there are. It also is not affected by the presence of any
federal agents in the space.
Group 1 has several routes into Chicago city. They could take I-90 through the northwest suburbs, or they could take I-80 and enter
from the east, or they could take I-55 and come up through central Illinois. The agents are located somewhere in the Midwest space
and can hop on any interstate that goes through that space. Note however that this choice has no effect on game mechanics. No matter
what route the agents take, they must cross through Chicago suburbs in order to enter the city. There are militia units in those suburbs,
so the Federal must pay $1 when the agents enter them. There aren’t any militias in Chicago city, though, so the total move cost is only
$1.
Group 2 is the agent in central San Francisco. It moves along I-80, crossing through suburban SF, Mesa, Big Sky, and suburban
Denver. At this point, the agent can move through Denver City, or it can go around it. There are no militia in Denver, so the decision
makes no difference in any case. Note, however, that if Denver city had a militia, the agent could avoid paying the $1 convoy fee by
going on the interstate around the city. If, however, Denver’s suburbs had a militia, the agent could not avoid it. All interstates enter the
suburbs; but there are always two routes through the area as a whole: One that goes through the city, and one that stays entirely in the
suburbs.
Sheet 2 of 2 (Back)
San Francisco Suburb and again from Big Sky. sleepers.
(Interstate 10 does not actually go through Dallas; the interstate Rebel Bases: Place 1 base in Texas, South, and Appalachia.
on the board represents the net of east-west freeways that cross 13.2. #RESISTANCE SCENARIO
the southern US, including I-10, I-20, I-30, and I-40).
This scenario depicts an uprising by urban areas
Finally, group 3 is the agent in Los Angeles city. He also takes
Event deck: Remove cards labeled “#patriot.” Shuffle the
I-10 east and pays $1 when entering Texas. He proceeds through
remainder. Deal 9 cards to each player.
the Dallas suburbs and continues on into the South region. The
South also has militias, so the Federal pays another $1. The agent Story deck: Shuffle the Story Deck and draw six Story cards at
continues on to its final destination, Miami city. random. Place three in the Story Pool and one in each Active
News slot; all cards are face up. Add the Rebellion Factors of the
Miami city is unmarked and, since the Move operation targeted
active stories and place the Rebellion Power marker that number
the space, it must be tested. The Federal rolls a 6, so the space
of spaces along on the Rebellion Power Track, counting from
becomes Defiance (2). Note that moves that pass through
right to left.
unmarked spaces do not trigger a test. Only the final destination
of the moving group is considered “targeted” by the move Map: Lay out the map and place the initial pieces as follows.
operation, so it is the only space that, if unmarked, would be Markers: Revolt Pop + Bases: 19. Order Pop + Bases: 19. Federal
tested. Resources: 30. Rebel Resources: 30. Social Media Space: E (blue
The total bill for the Federal move is $4. Federal resources go side up).
down to $17. Play now passes back to the Rebel for his next two
cards, and the game continues from there. Order (0): Suburbs: Dallas, Atlanta, Washington, Denver;
Regions: Texas, South, Appalachia, Midwest, Plains, Big Sky.
Anger (1): Cities: Atlanta, Dallas; Suburb: Phoenix; Regions:
13.0 Scenarios Mesa, Big Sky
Defiance (2): Cities: Washington, Chicago, Denver, and Phoenix;
Regions: East Coast and Cascadia
13.1. #PATRIOT SCENARIO Revolt (3): Cities: New York, Miami, Los Angeles, San Francisco,
This scenario depicts an uprising based in rural areas. Seattle; Suburbs: New York, Los Angeles, San Francisco, Seattle.
Event deck: Remove cards labeled “#resistance.” Shuffle the Agents: Place 1 agent in Dallas, Washington, and Chicago
remainder. Deal 9 cards to each player. Cities; Place 2 agents in Washington Surburb; Place 3 agents in
Phoenix Suburb and in Mesa.
Sheet 2 of 2 (Front)
Story deck: Shuffle the Story Deck and draw six Story cards at
random. Place three in the Story Pool and one in each Active Federal bases: Place 1 base in Mesa.
News slot; all cards are face up. Add the Rebellion Factors of the 13.3 BUILD YOUR OWN SCENARIO
active stories and place the Rebellion Power marker thatnumber Players may create their own scenarios under the following
of spaces along on the Rebellion Power Track, counting from limitations.
right to left.
Federal: Select Order spaces totaling 17-20 population. Then add
Map: Lay out the map and place the initial pieces as follows. Bases until Federal VPs equal 20. Place 12 Agents in Order or
Markers: Revolt + Bases: 21. Order + Bases: 21. Federal Base spaces.
Resources: 30. Rebel Resources: 30. Social Media Space B (red Rebel: Select Revolt spaces totaling 15-20 population. Then add
side up). Bases until Rebel VPs equal 20. Place 12 Militia in Revolt or
Order (0): Cities: New York, Washington, San Francisco, Seattle, Base spaces.
Los Angeles; Suburbs: New York, Washington, Miami; Regions: Scenarios can be designed beforehand, or players may create
East Coast, Cascadia. a new scenario on the fly by alternating selection of Order/
Anger (1): Chicago City Revolt spaces (starting with the Federal player), then alternating
placement of bases and then troops (again, starting with the
Federal player). As above, each side can have no more than 20
VPs and 12 troops.
ANGER ANGER ANGER DEFIANCE DEFIANCE DEFIANCE SHIELD CAPITAL CAPITAL HACKED REVOLT REVOLT REVOLT ORDER ORDER ORDER
ANGER ANGER ANGER DEFIANCE DEFIANCE DEFIANCE SHIELD ACTIVE SLEEPER HACKED REVOLT REVOLT REVOLT ORDER ORDER ORDER
-1 +1
LEADER LEADER
ANGER ANGER ANGER DEFIANCE DEFIANCE DEFIANCE SHIELD EFFECT EFFECT HACKED REVOLT REVOLT REVOLT ORDER ORDER ORDER
ANGER ANGER ANGER DEFIANCE DEFIANCE DEFIANCE SHIELD PLAGUE PLAGUE HACKED REVOLT REVOLT REVOLT ORDER ORDER ORDER
BASE BASE BASE BASE BASE BASE BASE BASE BASE BASE BASE BASE BASE BASE BASE BASE
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