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.
A CARD GAME FOR TWO PLAYERS AGE 12 AND UP GAME IDEA 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 invasion force, the Invaders, and the other controls Mankind.
SETUP OBJECTIVE Invaders is a two-player, asymmetric (attack-defence) card game, where one player (Mankind) tries to defend against the other player’s (Invader) attacks. If at any time one of the following victory conditions is met the game immediately ends. 1. P lace the battle board in the middle of the playing area, between both players, but with the Earth edge closest to the Mankind player. 2. P lace the invasion plot marker on space “10” of the Invasion Plan track on the battle board.
A. Draw phase Invasion Zones The active player draws two cards. If the draw deck is empty when a player is required to draw a card, he loses. The play area consists of the three invasion zones (Pacific rim, Eurasia, and Africa) with an imaginary column on each zone, on each player’s side. Each column has four slots for cards to be played into at each side of an invasion zone. There is no hand size limit (each player may hold as many cards as he likes). B.
Example: The Invader wishes to play Nanobot Kill-Swarm to remove the ‘Mako’ Combat Walker from the Eurasia invasion zone. The cost for Nanobot KillSwarm is zero, so he does not have to discard another card. The ‘Mako’ Combat Walker is destroyed! The Invader puts Nanobot Kill-Swarm in his discard pile, and the Mankind player places ‘Mako’ Combat Walker in his discard pile.
B) Use cards already in play The active player can use the ability of any cards he has in play. The card remains in play unless stated otherwise in the card’s text. Example: The Invader player has both ‘Anthraxus’ Mega-Slug and Deathworm Infestation in play in the Pacific rim zone. In his turn he decides to use ‘Anthraxus’ Mega-Slug’s ability. Mankind has to drain 1 card. Both ‘Anthraxus’ Mega-Slug and Deathworm Infestation remain in play and its ability can be used in the Invader player’s next turn.
Overview strategies INVADERS MANKIND OPS CENTRE DRAIN THE INDIAN OCEAN This area starts the game with one token upon it. In Mankind’s turn, he can discard a token from this area to move a card from one Earth invasion zone to another. Use this strategy to draw three cards. Then move the marker on the Invasion plot track down two spaces. From now there is an ongoing increased cost playing a card: discard an extra card from your hand when playing such a card.
The Invasion Plot Track This track represents the general plan of the Invader, and how much time he has to achieve his diabolical goals (each space represents one month in game-time). The game starts with a marker placed on space #10. When the marker is required to move down the track, it must advance toward zero - the game-ending skull symbol. Likewise, when the marker is required to move up the track, it must move toward space #12, but cannot exceed it. C.
B) Check inflicted drain damage Invasion Zone Power If the Invaders failed to drain Mankind in some way during his turn (not necessarily in the Attack Phase), move the marker down one space on the invasion plot track. Draining can have been triggered by cards placed during the Main phase or by winning a zone in the Attack Phase. The number printed above each invasion zone is a power value – added to the power total of the Mankind’s other cards in that zone, during the Invader’s Attack Phase.
COMMONLY OVERLOOKED RULES CREDITS •• Drain is not the same as drawing a card. •• The Invader is the only player who attacks, and he only does so on his turn – unless the ‘Black Narcissus’ Weapons Array card is in play. •• When a card says, “every turn”, it means every turn of the card’s controller – not each player’s turn. If the Mankind player prevents all forms of drain inflicted by the Invader, the Invader moves the marker one space down the invasion plot track.
GAME TERMS ICONS DESTROY: COMMON When a card is destroyed, it is placed face-up on top of its owner’s discard pile. Important: Destroyed Heroes of the Resistance are removed from the game. SACRIFICE: DISCARD COSTS: Cost for playing a card; discard other cards your hand, equal to the stated cost, face up upon your discard pile. A sacrifice is a game event that cannot be prevented. When a card is sacrificed, it is placed face up on top of its owner’s discard pile.