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Components Object of the Game In BioShock Infinite – The Siege of ColumbiaTM, each player will take on the role of a faction fighting for control of the floating city of Columbia. Players will battle each other, the troublesome Booker Dewitt, and other hostile forces as they try to earn victory points by controlling territory and completing objectives.
Action Cards 1 Player Reference Sheets HANDYMAN Hand ym 2 an 3 4 RECKLESS STRENGTH (Combat Effect) If this Handyman is the only card that you played R Einto C Kthis L E Scombat, S STR (Coismnow bat E6.ffUpgrades his combat value ect) If thison E N G T H on Hand ly this Handyman doca not combat rd add thatto yohis u played in yman is the his cothis this comb m5 value when using ability. bat value is now this Hand 6. Upgrad at, yman do n ot add to h es on value when is combat using this ability.
World Event Cards 1 P OW E R Victory Point Cards 1 O U TA G E 2 3 ESTABLISHED 4 2 Action card upgrades have no effect during this round. 5 The tale of woe continues with yet another day plagued by the intermittent loss of power. Surely the chaos in our streets has seeped into the very veins of Columbia herself ? 6 7 You control 3 locations with strongholds on them. The power of the rabble is naught compared to the diligent, hard work of civilized men.
Game Board 3. SKY-LINE SPACES : This is another type of location on the game board. Sky-Lines are used to move quickly but come at a risk. 1. TERRITORY VICTORY POINTS: This shows how many points a player earns if he controls all of the locations that make up a territory. 2. TERRITORY LOCATION: This is a location on the game board. Game Board Diagram Territory A 1. Order of the Raven 2. Raffle Square 3.
Other Components Elizabeth Timeline Card and Elizabeth Marker Elizabeth Timeline no.1 The Elizabeth marker starts the game here. Booker has found Elizabeth and frees her from her imprisonment. Add Elizabeth to the game and move her with Booker. For the remainder of the game Booker rolls 1 additional white die when he attacks as long as he is in the same space as Elizabeth and Elizabeth is not under the control of another player. Booker convinces Elizabeth to escape with him on an Airship.
Structures Booker and Elizabeth STRONGHOLD These plastic figures represent Elizabeth and Booker as they move around Columbia. Contol Elizabeth and try your best to stay out of Booker’s way. BOOKER ELIZABETH Leader Cards TURRET These tokens represent structures built on the game board. Each structure has a special game effect. 1 JEREMIAH FINK 2 EFFICIENCY EXPERT All structures cost 2 less 3 Silver Eagles to build.
Game Setup To set up a 2-player game follow these steps (For information on setting up a 4-player game, see the 4-player rules section on page 20): 1. Place the game board in the center of the play area. 2. Randomly choose an Elizabeth timeline card and place it next to the board. Place the Elizabeth marker on the first location of the track on that timeline card. 3. Shuffle the world event cards to form a world event deck. 4. Shuffle the victory point cards to create a victory point deck. 5.
Tw o P l a y e r G a m e S e t u p 10 2 5B ACTIVE WORLD EVENT CARD 3 5A 13 1 11 6 ACTION CARD DISCARD PILE 12 5A 8 11 5B 11 15 11 11 11 5D 11 11 11 8 7 ACTION CARD DISCARD PILE 7 11 11 12 6 5C 14 4 9 5C VICTORY POINT CARDS REVALED DURING REFRESH PHASE 9 5D 9
Round Order BioShock Infinite – The Siege of Columbia is played over a series of rounds. Each round is divided into 3 phases which must be played in order. • • • WORLD EVENT PHASE PLAYER TURNS PHASE REFRESH PHASE World Event Phase During the ‘world event phase’, complete the following tasks in order. 1. Vote: The first player draws the top card of the world event deck and reveals it. Players will vote on whether or not that event passes.
. Booker Attacks: If the aggressive symbol ( ) appears next to Booker on the world event card, or if Booker is attempting to rescue Elizabeth, a battle immediately takes place between Booker and any Founder or Vox Populi units that share a location with him. Booker rolls 3 red combat dice. For more info on resolving combat, see the Combat section on page 14. Example of a Vote 1 S O U ND T H E A L A R M 2 Reveal the top card of World Event Deck.
one or more of his units or structures on it. To build a structure, a player follows the same rules for recruiting a unit, except a player can never build a structure on a location that already contains a structure. Purchasing upgrades for 3 Silver Eagles each can only be done during this part of the round. Player Turns Phase During the ‘player turns phase’, in turn order, each player takes a turn. On a player’s turn he must complete the following tasks in order. 1.
1. Order of the Raven 2. Raffle Square 3. Town Center 5 Bank of the Prophet DARK RED VOX POPULI START SPACE 6 Our Lady Cemetery 2 Example of Sky-Line Movement Territory C Raffle Square 1 5. Bank of the Prophet 6. Our Lady Cemetery 7. Z.H. Comstock Victory Square 8. Laboratory Lutece Order of the Raven 8 Territory B Laboratory Lutece 4. Monument Island 3 7 Town Center Z.H.
Resolving Combat When a player initiates combat by moving into a location with enemy units, he is the attacker and the other player involved in that combat is the defender. To resolve a combat, complete the following tasks in order. printed on it. Follow the rest of the combat rules as usual. If the territory token is defeated in that combat, remove it from the board. The player that defeated it recieves a number of Silver Eagles equal to that token’s Silver Eagles value. 1.
3 7 Town Center Z.H. Comstock Victory Square 9 Garden of New Eden 4 BLUE FOUNDERS START SPACE Monument Island Combat Example Attacker moves 3 units from #11 Hall Of Heroes to #13 Battleship Bay. 11 Hall of Heroes LIGHT BLUE FOUNDERS START SPACE Territory F ATTACKER 14. Fink MFG 15. Shanty Town LEADER UNIT 12 SPECIAL UNIT COMMON UNIT DEFENDER Soldier’s Field 10 Comstock Center 13 Territory E Battleship Bay 11. Hall of Heroes 12. Soldier’s Field 13.
Refresh Phase Upgrading Action Cards During the ‘refresh phase’ each player may discard any number of cards from his hand, then draw enough cards so that he has 5 cards in his hand. If a player’s deck runs out, he forms a new deck by shuffling his discarded cards. Then 1 victory point card is revealed and put into play. During the game, each time a player meets one of the following conditions, he may make an upgrade to 1 of his action cards.
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.
Four Player Game 4-player Turn Order Track 4-PLAYER TURN ORDER 1 2 3 4 Follow this turn order when playing with 4 players. LIGHT BLUE FOUNDER PLAYER RED VOX POPULI PLAYER BLUE FOUNDER PLAYER DARK RED VOX POPULI PLAYER At the beginning of a 4-player game, place the 4-player turn order track where all of the players can see it. The 4-player turn order track shows players whose turn it is next. For example, if the blue Founder player has the first player token, he will take the first turn.
Other victory point cards begin with the words ‘Your faction…’ That means a team of players can collectively meet that condition. EXAMPLE: The condition for the victory point card named ‘Dominion’ says “Your faction controls 4 territories.” The Vox Populi players have their victory tokens on the Territory A, B, D, and E. Therefore, they meet the condition of this victory point card and 1 of the Vox Populi players can claim it on his turn.
Four Player Setup During setup for a 4-player game each player collects one color of unit. Therefore 1 of the Founder players will collect all of the blue units and the other all of the light blue units. The Vox Populi players will do the same with the red and dark red units. All players place their units on the board as indicated in the 4-player setup diagram below.
Fo u r P l aye r G a m e S e t u p 10 2 5B ACTIVE WORLD EVENT CARD 3 1 11 ACTION CARD DISCARD PILE 5A 7 11 11 11 5B 11 7 ACTION CARD DISCARD PILE 6 12 5A 13 6 11 5D 11 11 11 7 11 11 6 5C ACTION CARD DISCARD PILE 12 8 ACTION CARD DISCARD PILE 8 16 14 7 6 4 9 5C 12 15 12 VICTORY POINT CARDS REVALED DURING REFRESH PHASE 9 5D 21
FROM THE MAKERS OF THE HIGHEST RATED FIRST PERSON SHOOTER OF ALL TIME* WINNER OF OVER 80 AWARDS OUT NOW Blood and Gore Intense Violence Language Mild Sexual Themes Use of Alcohol and Tobacco *Based on Metacritic Average Ranking Across Available Platforms © 2002-2013 Take-Two Interactive Software, Inc. Developed by Irrational Games.
Index • Action Cards Layout - 3 • Adjacency - 17 • Booker & Elizabeth Figures - 7 • Booker’s Attack - 4, 10, 11, 14 • Booker’s Influence - 4, 10, 11 • Booker’s Movement - 4, 10 • Claiming Victory Points - 17, 18 • Combat Dice - 6 • Combat - 12, 14 • Combat Value - 3 • Combating Booker - 14 • Components List - 2 • Destroying Units - 14 • Destruction Markers - 6 • Elizabeth Symbol - 4, 10 • Elizabeth Timeline - 6 • Game Board Diagram - 5 • Game Setup (2-player) - 8, 9 • Game Setup (4-Player) - 20, 21 • Influ
Structures and Unit Abilities LEADER UNITS AND STRONGHOLDS $6 SONGBIRD SALTONSTALL COMSTOCK AIRSHIP HERZOG DAISY STRONGHOLD – A stronghold adds 1 red die to a player’s combat total in the location it is on. When a player loses a combat he must choose and destroy a unit he controlled that was in that combat, the rest of the units he controlled in that combat can be placed in a location that contains a stronghold he controls.