Operation Manual
11
Game design:
Mark Chaplin
Illustrations:
Chechu Nieto
Graphic design:
Chechu Nieto and Xavier Carrascosa
Rulebook development:
Jeroen Hollander
Project manager:
Jonny deVries
Extra special thanks:
Mark Harkins, Joe Walerko
Andrew Davis, and Leigh Caple
Special thanks:
Gerry & Sylvia Anderson
Derek Meddings, James Cameron
Michael Trim, Sydney Newman
C E Webber, Donald Wilson
Terry Nation, David Gerrold, and Terrance Dicks
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 sta at White Goblin Games
I’d also like to heartily thank the insightful
courteous, and encouraging BGG community
CREDITS
www.whitegoblingames.com
© 2013 White Goblin Games
COMMONLY
OVERLOOKED RULES
• 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 inicted by the Invader,
the Invader moves the marker one space down the invasion
plot track.
ADVANCED RULES
BUILD YOUR OWN DECK
Invaders is designed as a complete game with considerable
replayability.
However, as you increase in experience with the game, you may
want to build a deck that better suits your personal play style –
using expansion cards and/or promo cards.
In the event that you are going to modify your decks, you and
your opponent should agree (before the game 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.
After the rst and second games, the loser of the last game decides
on a mutual card limit: 3 to 10 cards are recommended. Then, both
of you should simultaneously remove that number of cards from
your decks, replacing them with the stated number of secretly
chosen new cards (from your available pool of cards) – the quantity
of cards must be the same for both decks. This can make for an
interesting meta-game situation; with both players trying to out-
think their opponent before the next game begins.
EXTENDED DECK BUILDING RULES
While 70 cards is the minimum deck size that a player may use,
there is no maximum number – so if both players agree, they can
just add a set number of cards to both decks (players should be
mindful that their decks will be less ecient).
• 70 card decks = Play the game as per normal.
• 71-80 card decks = During setup, place the marker on space
#11 of the invasion plan track.
• 81-90 card decks = During setup, place the marker on space
#12 of the invasion plan track.
MANKIND/INVADER HANDICAP
If you discover that your opponent is very good at winning
with either Mankind or The Invaders, you may both decide to
counteract this (and make for a more intense game) by placing the
wooden disk on space #11 or #9 of the Invasion Plan track, during
setup using 70-card decks - depending on which player is always
the underdog.










