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Dei-Core Rulebook Eng v1.4

The document describes a board game set in a post-apocalyptic frozen London. Players take on the role of factions of survivors called Scrappers searching the city ruins for valuable resources. The game is played over 4 turns with phases for actions, feats, and completing missions for the ruling Purebred faction. The goal is to collect the most supplies that can be traded for food and medicine to win.

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rodrigo
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0% found this document useful (0 votes)
797 views

Dei-Core Rulebook Eng v1.4

The document describes a board game set in a post-apocalyptic frozen London. Players take on the role of factions of survivors called Scrappers searching the city ruins for valuable resources. The game is played over 4 turns with phases for actions, feats, and completing missions for the ruling Purebred faction. The goal is to collect the most supplies that can be traded for food and medicine to win.

Uploaded by

rodrigo
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
You are on page 1/ 28

DIVIDE ET IMPERA

v1.4
White Death Day

London, year 49 after the White Death Day. Humankind is


standing on its last legs. The Purebred—with their superior
technology—present themselves as benevolent overlords
willing to help the people. They have taken control of the
remains of a world ravaged by everlasting frost. They give us a
ray of light… or at least that’s what we once hoped for.
This new ruling caste, fearing to lose control over the few weak
survivors who remain, try to turn this hope into terror, speaking
of impostors—or aliens—who came to conquer Earth.
They blame these faceless beings for the great catastrophe
that struck us almost fifty years ago, turning our attention away
from what they—our new Purebred Masters—are doing to us.
But we resist, hoping now that someone else will rise from the
ice and snow to truly help us rather than restrain us in frozen
shackles.

I have almost reached the end of my life cycle, but I have


instructed Abraham the best I could. He will guide you through
the curtain of lies the Purebred raise to further their selfish
interests.
Follow him.
Infiltrate the scrappers who are seeking resources in Old
London.
There, you will come into contact with the Purebred and
with other scattered factions of survivors. Seek for as much
information as possible, and be prepared: the Day of
Awakening is near.

For the Awakening!

Jean

2
.
ar citizens
to O ld London, de
e
 Welcom
ical
m a n y technolog
nd as
a s ked to fi n by
You a r e
c e ll s  as you ca
nergy
and old e and
mate r ia ls 
, o n th e rooftops,
e sno w
g through th food
rum m a g in
n , w e w il l give you
retur
th e a p a rtments. In
in
.
o n s a n d medicines
ra ti

p r o v id e d to support
will be
D rones  ill
Some o f o u r
le r a te d , and we w
be to
P r o b le m s will not
you. ork.
to s u p e r vise your w
there
always be

The Game
The game is set on a modular board of Districts subdivided into areas called Ground and Roof Regions.
The Scrappers, your Faction's workers who search the city far and wide for pieces of valuable scrap, will try to
move on the board using their Feats to collect as many materials as possible.
You are going to find two types of Resources: Technology items and Energy Cells, represented in the game
by tokens.
These materials can be used to buy items in various Markets, in order to improve your skills, or they can be
kept until the end of the game to convert them into food and medicine Supplies (Victory Points).
At the end of each Turn, you will be asked to satisfy the Purebred's requests through public Missions that
everyone can undertake if the prerequisites are met.
Powerful Purebred Drones will be assigned to help you. But beware of your opponents, they might steal them
and use them against you.

A D.E.I.: Divide et Impera game lasts 4 Turns, each of them structured into 3 Phases.
At the end of the 4 Turns, the player with the most Supplies will survive and win the game.

3
TABLE OF CONTENTS AND GAME COMPONENTS

1. Game Board 4. The Factions 18 Optional Rule 5: Rebel


5 Districts (16 tiles) 12 Faction Cards (32) 19 Clean-up Phase
6 Neutral Bridge Tokens (2) 12 Supply Tokens (4) 19 Priority
6 Drone Tokens (4) 12 Faction Tokens (24) 19 End Game
6 Drone Models (4) 12 Construction Tokens (36) 19 Supply Count
6 Resources (60 Technology tokens 14 Leader Cardboards (4) 19 Victory
and 40 Energy Cell tokens) 14 Leader Model (4) 20 Actions
7 Candy Boost Tokens (16) 14 Scrapper Models (60) 20 Basic Actions
14 Feats Selection 21 Advanced Actions
14 Optional Rule 2: Feats Draft 21 Drones
2. Outposts and Markets 14 Reference Sheets (4) 21 Candy Boost
8 Outposts (15 tokens and 15 plastic cubes) 22 Leader Skills
8 Market Boards (4) 23 Codex
9 Market Cards (48) 5. Game Rules 23 Lexicon and Icons
9 Feats Tokens (18) 16 Region Anatomy 23 Mission Cards
16 Market Requirements
24 Tactic Feat Tokens
16 Majority Rule
3. Purebred Missions 16 Tie
24 Logistic Feat Tokens
10 Mission Board (1) 16 Supremacy 25 Machinery Feat Tokens
10 Mission Cards (12) 16 Control an Outpost 25 Glossary
10 Optional Rule 1: No Choices 17 Player Turn
10 Turn Marker (1) 17 First Action Phase
10 Supply Board (1) 17 Second Action Phase - Feats
6. Appendix
11 Faction Pads (4) 17 Optional Rule 3: Planning 27 Game Board Layouts
18 Third Action Phase - Missions 27 2-Player game
18 Optional Rule 4: Confrontation 27 3-Player game

4
Components Column Game Setup Column
From page 5 to page 15, everything presented in this From page 5 to page 15, everything presented in this
column concerns game components. Consulting this column concerns the game setup for a 4-player game. For
column is useful to familiarize yourself with the game's the 2/3-player setup modifiers, see page 27.
various materials.

1. Game Board
 District - 16 tiles 1
Each District has two distinct areas, the Ground (A) and Roof This is a quick setup of the 16 District Tiles for a 4-player
(B) Regions. Each tile has three layers for a 3D effect. game. (Feel free to rotate the Districts as you prefer during the
On the back of each tile you will find the number of players Game Board setup.) The numbers shown are the tile IDs:
for which this tile is used (C), and the unique code ID of that
tile (D). Regions are divided by a Border or by a Level (E).
Therefore, each District contains several Regions of varying
levels, and each tile is its own District.

A E
B
C

D
After the first few games, feel free to create your
own District configurations, placing the tiles randomly
in position and orientation, remembering that the two
starting tiles with the Neutral Refuge symbol () cannot
be orthogonally adjacent.

This is a sample of a random configuration:

5
2
 Neutral Bridges - 2 tokens

  Place the Neutral


 Bridges in Districts
 2.3 and 4.3 connecting
the two Roof Regions 
The 2 Neutral Bridges connecting the Roof Regions bearing
the symbol ( ) must be placed at the beginning of the game bearing the 
symbol.
in Districts 2.3 and 4.3.

3
4 Drone Tokens
front back Shuffle the Drone Tokens of the starting Drones connected
to the Factions in play (with the front side face down) and place

    them randomly in the Districts showing the Drone symbol


(). Then turn them over and place the Drones in the Region
containing the Drone token with the corresponding symbol.

 Drones - 4 models All 4 Factions of the core game have a connected Starter
The Purebred are the institution that rules over the whole Drone:
known area. They require Resources (which players collect for Refuge 42  Simon
them) in exchange for Supplies (). The Purebred also make Farm-Z  Draco
4 Drones available for use during the game. These Drones are
connected to a specific Faction at the start of the game, but
Ravagers  Masamune
throughout the game, other Factions can share their control by Auxilia  Fly
using specific Market cards.


Draco Drone Simon Drone

Masamune Drone Fly Drone

4
 Resources - 100 tokens
These represent the materials required by the Purebred that Place a Technology
guarantee food and medicine Supplies at the end of the Token in the Ground
game. Regions for each 
Resources can also be used to buy cards from the Markets. symbol. Place an
Energy Cell Token
in the Roof Regions
for each  symbol.
Create a Common
Reserve with the
60 Technology tokens 40 Energy Cell tokens remaining tokens.

6
5
 Candy Boost - 16 tokens
These tokens provide Actions, buying Requirements, and Create a Candy Boost Reserve of face down and shuffled
Resources. Candy Boost Tokens, so that they are easily accessible to
all players.
“Candy Boost sweets are now a rare commodity, the sugar they contain is
energizing and helps you face the freezing cold. With that wonderful minty
breath they leave, every Scrapper in Old London will fall for you. For this

  
very reason they are way more precious as a bargaining chip...”

Apu - Merchant of Portobello

7
2. Outposts and Markets
Groups of survivors have dedicated themselves to the collection and
reconstruction of objects from the old era.
These groups of collectors and craftsmen have specialized in the
production of many types of objects: Tactic, Logistic, and Machinery.
They produce their goods in their Outposts and then sell them in various
places where the market trade takes place.
Checking these Outposts gives you more influence when buying in the
various Markets.
6
 Outposts - 15 okens and 15 Cubes
Outposts are places where survivors specialized in finding and Quick setup for the first game:
creating equipment, useful to Scrappers in their hard work. Place the red Outposts on the
letters “A”, the blue ones on the “B”
and the green ones on the “C”.

Advanced setup for subsequent games:


Take one Outpost Token of each color, shuffle them face
down, and randomly place one on each letter, anywhere on
the Game Board. Reveal the 3 Outposts on the map and place
all others normally by matching the color to the letter as those
originally placed.

Finally, place a Cube of the same color in each Outpost Token


Tactic Logistic Machinery slot.

7
 Markets - 4 Boards
These 4 boards represent the 3 Outpost Markets and the Black Place the 4 Market Boards so that each player can easily
Market. Each Market Board has its own color to identify the reach them.
Market cards that will be placed on it.
In the upper area of the Market Board you will find the 



 




 
requirement and modifiers to make purchases in each Market
(symbols: , see page 16).

 




 


 




  

 

  

8
8
 Market Cards - 48
Market Cards are Action Cards that can be Shuffle all the Drone Cards of the Drones in play and
purchased in the Markets: randomly divide them into 3 decks of 4 cards each. Add
     each of these 3 decks to each in-game Market deck to get
  
 3 Outpost Market decks of 12 cards each. Finally, shuffle
each Market deck. Drone Cards are never shuffled into the
Black Market deck.
4 random  4 random  4 random 
   
052 -DEI 036 -DEI 045 -DEI 060 -DEI

8 Tactic 8 Logistic 8 Machinery 12 Black


Market

The 12 Drone Cards () do not belong to any specific Market,


they are randomly distributed in the Markets:
       

070 -DEI
 1
073 -DEI
 1
079 -DEI
 1
076 -DEI
 1

3  3  3  3 
The Market Cards, placed on 8 Tactic 8 Logistic 8 Machinery
the Market Board, include the
following information:
A    
A. Market Requirement
B. Cost in Technology and
 B
 
 C

Place the Market deck and draw the first cards by placing them
Energy Cells face up in the next 3 slots on each Outpost Market Board, as
C. Quantity of Supplies shown in the figure below.
collected at the end of
D
the game
D. Picture  
E. Actions 
F. Card Code
  


E 

   



038 -DEI
F 
  047 -DEI

 042 -DEI

041 -DEI

Place the Black Market deck on the Black Market Board,


then draw 3 cards, as you did for the other Markets. There
must be 12 face up Market Cards available at the start of the
game.

9
 Feats - 18 tokens
Controlling an Outpost (see page 16) will unlock Feats, which Create a Common Reserve with the Feats Tokens sorted by
give players a permanent Skill. color. You will use them in step 22 of the setup (see page 14).

 
+2
   


9
3. Purebred Missions
The control that the Purebred exercise over the Factions of survivors is
also expressed through the Missions entrusted to them. To constantly keep
them in competition, and prevent them from joining together under a
single flag, the Purebred give all factions the same missions, promising
everyone the same reward to whoever completes it.

10
Mission Board - 1
Here you will find the Purebred’s Missions, the most important Place the Mission Board on the table in an area that is easily
way to get Supplies and win the game. visible to all players.
On the Mission Board, you will find different sections:
 

    1 2 3 4 5 6

A 1 2 3 4 5 6
E A. Priority Track
B. Mission Cards slots,
 
 

row 1
 
  

B  
 

C. Mission Cards slots,


 
  
   

 
 


row 2  

 
 
 D. Turns    

C 
  E. End Game Supplies
 

 

D    

11
 Missions Cards - 12
These cards represent the missions assigned by Randomly draw 8 Optional Rule #1
the Purebred to trade in for food and medicine Missions from the
Supplies (see page 18). Mission Cards No Choices
(see Optional
Rule #1) and To increase the level of player
  put them faceup interaction, select only 4 Mission
A
 B  A. Duty to fulfill
on the board,
providing players
cards, providing only one Mission
choice per Turn, using only row 1 of
B. Supplies for Missions on with two Mission the Mission Board.
    time choices per Turn.
 C 
A  C. Supplies for Missions on
a later Turn

12
Turn Marker - 1
It is used to keep track of the current Turn on the Mission Board Place the Turn Marker under the
(see picture to the right). slot for Turn 1.   

13
Supply Board - 1
Game Effects that earn Supplies immediately advance the Place the Supply Board on the table in an area that is easily
Supply token on the numbered slots of this Board. visible to all players.
At the end of the game, additional Supplies will be awarded
determining the final ranking. 0 1 2 3 4 5 6 7 8 9
/ 40

10 11 12 13 14 15 16 17 18 19

20 21 22 23 24 25 26 27 28 29

30 31 32 33 34 35 36 37 38 39

10
14
Faction Pads - 4
These pads are used to hold all the material a player needs Each player takes a Faction Pad (from now on: Pad) and two
during the game. Resources from the Reserve to place on the Pad on the space
On the Faction Pad, you will find different sections: provided (D):
1 Technology Token and 1 Energy Cell Token.
A. Leader Cardboard E. Recycle Bin
B. Feats Tokens F. Phase 1 Action Card slot
C. Outpost Cubes Spaces G. Phase 2 Action Card slot
D. Player Resources H. Phase 3 Action Card slot
Reserve I. Faction Tokens

B C
D

 MAX 10

A 
E



 
F G H
I
  

 Purebred
Even before catastrophe hit, this megacorporation had
become an economic power, thanks to the high-tech
products launched on the market. These were products
In the days following the White Death and in later years, only that changed everyone's lifestyle in a few years and
one faction seemed to be prepared for what was happening. forced the technology to jump forward by centuries.
The Purebred arose from cold ashes of civilization and Whatever the truth, they now govern what remains of
quickly imposed their undisputed will, thanks to their the world from their fortified citadels and their capital,
superior technology and determination. exploiting their superior technology and military training.
Little is known about the birth of this powerful caste. It is If you are one of them, you're lucky. If you are not one
rumored that they were soldiers who took advantage of the of them, you are one of the many survivors of the frozen
chaos to take power. Or, that they were born from one of the lands. You will be destined to bend to their will in the hope
largest corporations of the old world, Achab Corporation. of obtaining citizenship and becoming one of them.

11
4. The Factions
Several Factions of survivors have sprung up in the icy moor, working to stay alive and obtain the
citizenship of the Purebred. Some of these groups arose spontaneously to take advantage of group
work. Others are communities that survived to the New Ice Age, remaining hidden for years in safe
places.

Neena
15
Factions Auxilia
Each player chooses their Faction,
starting with the oldest player.  The group in closer contact
with the Purebred can count
on their support in exchange
for information and tasks to be
Each player takes all the performed. Their leaders are
components belonging to the cunning and ruthless, ready to do anything to
chosen Faction: keep the ruling caste's favor.

16 
Faction Cards - 32 
Each Faction has a starting set of 8 Keep your Action Cards face up in front
Faction Cards, among these one Drone of you so that all players can see them.
Faction Card corresponding to the Drone
introduced by this Faction.
032 -DEI

029 -DEI029 -DEI029
-DEI029 -DEI029 -DEI029 -DEI
029 -DEI

17
Supply Tokens - 4 
On the opposite side you will find +40 Put all Faction tokens on space 0 of the
in the event that a player exceeds 39 Supply Board. +40
Supplies; in this case flip the Token and
start counting again from 40.

18 
Faction Tokens - 28 

Each player has 7 Faction tokens to Each player puts 4 Faction Tokens 
indicate the Missions completed and the on their Pad, then Randomly establish 
Priority (the Turn order). Priority. Once the order has been
Note: The sixth and the seventh Faction established, each player places
Token for each Faction are not used another Faction Token on the Priority
during a standard core box game. Track (Mission Board), in the space
corresponding to their Turn order (first
player in space "1", second player in
space "2" and so on).
19

 Constructions - 36 tokens

Place the Constructions tokens near your


Each player has 9 Construction tokens to
Faction Pad.
be used during the game:


3 Refuges (), 3 Bridges () and
3 Elevators ().
Each set has the color of the Faction it
is paired with, and only the owner can
place and use them during the game.

Refuges allow you to deploy new

Scrappers, while Bridges allow the


Units to move between two non-adjacent
Roof Regions. Elevators link Ground
Regions to Roof Regions and vice versa.


12
Abraham Aria Z-13
Ravagers Refuge 42 Farm-Z

 This group, which welcomes any


desperado in need, is in touch
with the Rebels, although no
 Heirs of all the citizens of London
who escaped the White Death
hiding inside underground
 The genetic experimentation
laboratory-bunkers called
“Farms” host scientists, support
one can confirm it for fear of shelters, these survivors can staff, and other people who
infuriating the Purebred. Many count on technological devices have found refuge here. To lead
of their leaders are actually Rebel agents with a from the past and the knowledge they inherited. the expeditions outside, the scientists always
secret mission to complete. pick one of their test subjects…

  
  

  


016 -DEI 008 -DEI 024 -DEI
012 -DEI012 -DEI012 001 -DEI001 -DEI001 022 -DEI022 -DEI022
-DEI012 -DEI012 -DEI012 -DEI
012 -DEI -DEI001 -DEI001 -DEI001 -DEI
001 -DEI -DEI022 -DEI022 -DEI022 -DEI
022 -DEI

 

+40 0
+4

+4
0





 

 
  

  
 

 
 




 


  
  
 







13
20 NEENA
Leaders - 4 cardboards
Each Faction has a Leader at its disposal. Put the Leader Cardboard on its slot on
They cannot be removed from the Game the Faction Pad.
Board by any effect, and always count as
one Unit to establish Faction Majorities.

21 
Leaders - 4 models
Place the Leader's model near your
Faction Pad.

Scrapper - 60 models
Each player has 15 Scrapper models Place the Scrapper models near your
of their own color, representing the Faction Pad.
Scrappers who gather under a Faction
and try to clean up Old London’s Districts.

Optional Rule #2
Feats Draft
22
Feats Selection
Each player randomly draws and places
Players may draft Feats tokens to
face-down 1 Feats Token for each
 color on the corresponding space on
their Faction Pad (see Optional Rule #2).
better control their game strategy.
Divide the Feats tokens by color
near the Game Board. The first
player chooses one color, reads all
Players can check their tokens to verify
Feats of that color, and picks one.
which Feats can be unlocked during
Then, proceeding in Priority order,
the game, taking care to keep them

the other players pick 1 Feat from
secret from other players until they are
any color group of their choice in
unlocked.
 the same way. Once all players
have picked 1 Feat, repeat the
process starting from the last player
proceeding in reverse Priority order,
selecting a different color Feat than
+2
 they have. Once all players have 2
Feats of different colors, repeat the
process a final time starting from
the first player in Priority order. Each
23 player chooses only 1 Feat from
Reference Sheets - 4 each color group, ending with 3
Advanced Actions Feats of different colors.
Each player gets 1 Reference Sheet.
Basic Actions
R E F E R E N C E CA R D 
on one of your Action
Copy - Copy all the Actions
Enlist - You can deploy a
your Reserve to a Region
Scrapper, moving it from
with a Refuge of your  Cards already played in
to copy the  Action.
this Turn. It is not allowed

Turn Order - 4 turns Faction or a Neutral Refuge.


Gain Supplies - You
immediately gain the

 First Action Phase for all players in


Card 1, perform Actions
• Play Action
Priority Order
in any order or
 Move (Need Majority)
number of Units from one
- You can move any
Region to another Linked
 indicated Supply value.
this effect must remove
for Card 2. Kill - The player who suffers
perform a Buy Action. Repeat in the Region where it
is
• Check for End Phase Abilities.
• Other Player’s Phase 1.
Region.

Collect (Need Majority)


- You can collect one
 one of their Scrappers
applied. After removing
the Scrapper, the affected
You cannot Kill your
the selected Region by
 Second Action Phase for
all players in Priority Order
Actions in any order or
• Play Action Card 1, perform for Card 2.
 Resource, if available, from
placing it in your Reserve.
player gains a Candy Boost.
own Faction’s Scrappers
in this way.
/ Energy Cell - You
perform a Buy Action. Repeat Buy - This Action allows you
to purchase a revealed  Gain Technology Resources, taking Bombing
• Check for End
• Unlock Feats.
Phase Abilities.
 card from one of the Markets.
immediately gain the indicated
them from the Common
Reserve. Each of your
to your Majori
Bridges adds
ty
+2 Field Engin
• Other Player’s Phase 2. Elevator or a Bridge on - Perform the indicated Ground Region value in the  eer Exploitation
Build - Place a Refuge, an Actions per Outpost After you build
 Third Action Phase for
all players in Priority Order
Actions in any order or
• Play Action Card 1, perform for Card 2.
 the Game Board using a
your Reserve.
Construction Token from
 Action a number of times
corresponding controlled
equal to the number of Bridge.
Outposts.
below that
an Elevator,
you
a Bridge or
two extra Move may perform 
When you
Action in a
Camp
use a Collect
Ground Region
perform a Buy Action. Repeat
Actions during with a Neutra
this . l Elevator or
• Check for End Phase Abilities.
• Resolve a Mission (mandatory).  Build a Refuge - Place
one of your Refuge tokens
least one of your Units.
Advanced “Tactic” Actions
(red)
as a Move Action, but
 one of your
can exchan
Elevators, you
in a Region containing at Tactic Move - Same effect Fortress ge the collecte
• Other Player’s Phase 3.
Clean-Up Phase Build a Bridge - You can
Link two Roof Regions   you
can move ignoring the Majority
Rule.
Each of your
Refuge adds Sky Boots
Technology
with Energy
taken from the
d
Cell
• Move played face-down
• Return played face-up
Cards to Recycle Bin.
Cards to player’s hand.
 of the same District by placing
a Bridge Token that

Tactic Enlist - Same effect
you can perform it in any
as an Enlist Action, butto your Majority value
Region where you have atRegion it is located
.
+2
in the
 After you played
a card with Alternative
Reserve.

• Move the Turn marker


forward. touches both.  least one Unit.
at least one
may perform
Move Action,
you 1   Once for
Energy
Action Phase,
one extra Move you can pay
• Establish Priority. You can Link a Ground (blue) Action during
Build an Elevator - Advanced “Logistic” Actions
1
Resource instead Technology
Drones  Region with an adjacent
Roof Region placing
Ground Region, and in Logistic Move - Same
effect as a Move Action,
this .
 Cell and vice of 1 Energy

Masamune - Harvester:
Move the Masamune an Elevator Token in the
contact with the Roof Region
that you want to Link.  but you can move from a
Ground Region to a RoofField Know
ledge
perform a Buy
versa when you
Action.
 and then Collect up to 2
where the Drone is located.
Resources from the Region  Region, or vice versa, as if they were Linked. In each Region
Logistic Collect - Same
Tie
, in case of
effect as a Collect Action,you have Majority.
a Drop Pod
You can build
Simon - Transporter:
Move the Simon and then
 if you have collected a Technology, you can a
in Regions that Refuge also 1/ Delivery Bot
in the Region where the  then,
 deploy up to 2 Scrappers
Drone is located. Lexicon exchange it with an Energy
Cell from the Reserve.

” Actions (green)
your Units.
do not contain


Once for Action
can discard Phase, you
1 Energy Cell
the Fly Drone and then, Feats and Mission Cards. Advanced “Machinery perform a Buy to
Fly - Teleporter: Move 1 Quick guide to better understand Trojan
effect as anEach Enlist Horses play any card
Action (withou
t
you can choose to apply
 from the Region it is in,
of the following effects: from that Region A B FOR EACH A YOU GET B

Machinery Enlist - Same the same Region
Action, then you can also
place in
Drone
a
Majority value
(Technology on Grounds
adds +1 to
in the Region
your Undergroun
All Regions
d Shortcut
on your Pad).

• Remove 1 or 2 of your Scrappers Resource from the Reserve is located if it Deep Excava
and place them in a Ground
Region or 2 Ground
A B or Energy Cell on Roofs). of your Units
there is at least
1  Elevator and
with Neutra
your Faction
l You can
tion
Regions of your choice; A B OR
Effect as a Collect
in that Region
. Elevator are ’s use
Action to place a Collect
1 of your Scrappers from that Region and Machinery Collect - Same Linked for considered
 1 Resource
• Remove
place them in a Roof Region
of your choice.

the Draco and then use


AB IF A THEN B   Action,
then you immediately gain
Resource from the Common
Reserve.
1 Technology

Extreme Reme
your Units.
Move Actions
of
taken from

(Technology
the
Region contain Reserve in a
ing your Units
Draco - Reaper: Move If you don’t have dies
in
Regions or Energythe Ground
opposing Faction in the
 the  Action on each
Region where the Drone
is located. You gain 1 A B YOU CAN USE A AS B

Region, you
can
Majori
Action in that use a Collect
ty in a
x 15
Outnumber
If all your 15
deployed, your
Scrappers are
Roof Regions). Cell in the

Supply and 1 Candy Boost. Action.


Region as Kill Enlist Action
  can also be
used
Action or Collect as a Move Low Energy
Remote Contro
Leader does Action. The When you buy l
not affect this a Drone Card,
Feat. the cost is
Caravan reduced by
Resource of 1
 +1 Each of your
Refuge adds
to your Majorit +1
your choice.

y value in the
Region it is
located. You
also move your
of your Scrapp
can
Refuge as one +1 Remote Drive
When you activat

Front
ers. add +1 to their e a Drone
movement.
 Trading Post
Gain 1 Supply
perform a Buy
every time you
Action.

14
Back
ABRAHAM ARIA Z-13

  

Now you are ready to play!

15
5. GAME RULES
Majority Rule
In D.E.I., many Actions can be performed only if a
 player has Majority in the Region in which they are
to perform the action itself.
Majority is a numerical value determined by the number of
the Faction's Units present in a given Region (each Unit counts
1), plus any modifiers deriving from Feats or Leader Skills.
The Faction with the highest value in a given Region has
Majority in that Region.

Actions which need Majority:


 Move: To move your Units in a Region you need to
establish Majority in that Regions by the end of that
movement.
Region Anatomy  Collect: To collect Resources in a Region, you need
Majority in that Region.
Regions divided by a Border or by a
 

B 2.1 A

Level (respectively black lines and red 2.5 A

Tie
2.5 B

C

lines in the image) are considered
2.1 D 2.1 B

Adjacent.
If two or more players in a Region have the same
2.5 C
2.1 C


  

 

C 2.7 A

Majority value, it will be a Tie. No player has the


Spaces on the same level, belonging .3


Majority in that Region.


 2.7 B

to two or more adjacent Districts,


are considered the same Region


Supremacy
2.7 C

 
 

(dashed).

Adjacent Regions that are on the same level (Ground or 


Roof), and that are divided by a Border, are considered Linked
(black line in the image). The Adjacent Regions but on
 You gain Supremacy when you have the Majority in a
Region where at least one opposing Unit is present.

different levels (red line in the image), are considered Not Control an Outpost
Linked (Note: All adjacent Roof Regions are considered Linked,
although there is a difference in height in the cardboard). Units A Player controls all Outposts in a Region where they have
only may move between Linked Regions, while Drones can Majority; indicate this by placing the Outpost's colored cubes
move between Adjacent Regions without restrictions. on their Pad, next to the Feat Token of the same color.
A player can have a maximum of 4 Cubes of the same color
on their Pad. If a player loses control of a Region with one or
more Outposts in favor of another player, they lose control of
Market Requirements these Outposts, and so they must give the cubes of each lost
Outpost to the opponent.
When a Player performs a Buy  action (see page 20), they The control Cube must be placed back on top of the Outpost
can buy one of the cards available from any Market, paying its if no Faction has a Majority in the Region where that Outpost
Resource cost, indicated in the upper left corner of the card and is located.
taking into account the Outpost Requirements: This can happen in two cases:
Outpost Markets: Indicates the number of Outposts of the • In the case of a Majority tie between 2 or more Factions.
same Market's color (A) you must control to buy the Action • If all the Units of the controlling Faction leave that Region
Card from the corresponding Market space. and there are no Units of other Factions.
Black Markets: Indicates if you must pay an additional
Technology to buy the Action Card (B), or if you receive a
Technology (taken from the Common Reserve) after purchasing
the card from the corresponding Market Space (C). (C) 
A B C 
   MAX 10




  

 
16
Player Turn
Each game is divided into 4 Turns, each composed of 3 the action icons on the card to complete an Action (see pages
Action Phases and a Clean-up Phase: 20-21). However, if you will use the Buy Action to purchase
a card from a Market in this phase, the card must be placed
 First Action Phase face down on your Pad (exception: see page 20 for expansion
 Second Action Phase - Unlock Feats Action cards having a special symbol). Therefore, face-down
 Third Action Phase - Missions cards are for the Buy Action; face-up cards are for all other
Clean-up Phase Actions. During the Clean-up Phase, any face-down cards on
your Pad will go to your Recycle Bin and any face-up cards go
Starting with the First Player, all players perform their First
back to your hand.
Action Phase in Priority order. Then proceed playing the
Second Action Phase, unlocking Feats at the Phase's end. Resolve the Actions listed on the first Action Card first (1).
Continue playing the Third Action Phase completing Missions Then resolve the Actions of the second Action Card, but place
at the Phase's end (see below). Finally, each player resolves the it in the top space of the current Action Phase (2).
Clean-up Phase always in Priority order.
At the end of the last player's Clean-up Phase, the Turn ends, Actions:
and a new Priority order will be determined for the next Turn • The Actions on a card can be performed in any order, not
(see page 19). necessarily in the order shown.
• The player may decide not to execute some or all of the
Actions indicated on the card played.
 First Action Phase • Each Action must be resolved separately, one at a time.
During this Action Phase, each player, one at a time starting
with the First Player, must play 2 Action Cards.
 Second Action Phase – Feats
Only for the first Turn of the game, in the First Action This Phase is identical to the First Action Phase, but
Phase of each player, before playing their first Action Card, each player, at the end of their Second Action Phase,
follow these rules to deploy your starting Units on the Game can unlock one or more Feats.
Board:
• First player: Deploy the Leader and two Scrappers on Unlocking Feats
any Neutral Refuge; deploy the Units dividing them as If there are at least 2 Outpost cubes of the same color on the
evenly as possible in the Regions with Neutral Refuge. Pad, the Feat of the corresponding color is unlocked, flipping
• Second player: Deploy the Leader and three Scrappers its Token.
on any Neutral Refuge; deploy the Units dividing them From now on this player will be able to use the effect shown by
as evenly as possible in the Regions with Neutral Refuge. the Feat Token (see page 24 and 25).
• Third player: Deploy the Leader and four Scrappers on
any Neutral Refuge; deploy the Units dividing them as
evenly as possible in the Regions with Neutral Refuge.
• Fourth player: Deploy the Leader and five Scrappers  +1 
on any Neutral Refuge; deploy the Units dividing them 
as evenly as possible in the Regions with Neutral Refuge.  MAX 10
Action Cards
The Action Cards are the cards that allow you to perform 
Actions during the Action Phases (, , and ) of the game
Turns. There are two types of Action Cards:
Faction Cards - The cards that form each player's starting
hand (see page 12). 

Market Cards - Cards for 
sale in Markets, which can be Optional Rule #3
purchased by players during
the game, these are generally
 Planning
more powerful than Faction
Cards (see page 9).  To increase interaction, players
When a rule refers to Action 2 keep their Action Cards in their
Cards, it refers to both types  hands without revealing them. At the
just described.
012 -DEI
beginning of each Action Phase, all
1 players place two face down cards on
Placing and playing cards:
 their Pad, after which they are revealed
Players must place 2 cards on and resolved following Priority order.
their Pad per Action Phase which define exactly what can be One of the two cards can be kept face
done in that phase. If a card is placed faceup, you will use down to buy from the Markets.

17
 Third Action Phase – Missions
This Phase is identical to the First Action Phase, but
each player, at the end of their Third Action Phase, 

must complete a single Mission. Missions are the MAX 10
main way to gain Supplies in the game. 
 1 2 3 4 5

Completing Missions
   
The player must assign one of their 4 Faction tokens (A) to
one of the Purebred Missions. 

  B
To do this, choose the Mission to be carried out, and move    
one of the Faction tokens from your Faction Pad to the chosen   
Mission Card (B).. The player cannot assign more than one
Faction token per column.  A   
C    
  

Mission on time  
 D  
If the chosen Mission is placed on the current Turn column or 012 -DEI

 
one of the next (future) Turn's of the Mission Board, you must 
accept the top part of the Mission Card (C) in order to gain 016 -DEI
   
Supplies from it.

Mission on a later Turn


If the chosen Mission is in the column of a previous Turn of the
Mission Board, you must accept the lower part of the Mission
Card (D) in order to gain Supplies from it.

Supplies Optional Rule #4


Supplies earned by the Missions are counted immediately on
the Supply Board.
Confrontation

Missions are completed by players


at the end of the 3rd Action Phase of
ALL players following the Turn order.
This includes also the End game
Supply Count. This rule increases the
players’ level of interaction and their
way of planning moves.

Optional Rule #5
Rebel

Players are not forced to select a


Mission at the end of the Turn, so
that at the end of the game they will
complete less than 4 Missions, but
during the game they will have more
choices between the remaining
actions.

18
Clean-up Phase End Game
During this Phase, all players must:
1. Move all the face-down Action Cards on the Pad to the Final Supply Count
Recycle Bin (these cards will no longer be available for the
6 rest of the game, except for Missions resolution and for At the end of each player’s 4th Turn (or at
the End Game Supply Count). the end of all players' Turns with Optional
2. All the face-up Action Cards go back to the player’s hand. rule "Confrontation"), they will count their
3. Move the Turn Marker to the next number along the line own Supply to determine the winner of
 on the Mission Board. the game.
Ifyou Each player will gain:
  are playing the last Turn, you can skip the Clean-up

Phase and Priority and proceed to the End Game.
Outposts


    1 Supply for each controlled Outpost.

 
Feats
    1, 3, or 6 Supplies, based on the number
Priority
  of Feats unlocked.

At the end of each game Turn (except the last one), the order  
of play is determined by the ranking of the Factions on the
Supply Board.

The player currently in last position on the Supply Board will

be the first player, the second-last player will be the second  
player and so on until you get to the first in the standings who
will be the last player.

 Technology tokens
 
To break any ties in the ranking, the player who had the 1 Supply for each 2 tokens owned.
highest Priority (i.e. played before the other tied player) in the
Turn just played will be lower (i.e. will play after the other tied
Energy Cell tokens
player).   1 Supply for each token owned.
After this step, a new game Turn begins.
Victory
After the Final Supply Count, all players,
Priority Example - At the end of the first Turn the ranking following the Priority order, count the
is composed as follows: 9 Supply for the Ravagers, 7 for Supply shown on the Market Cards
the Farm-Z, and 5 Supply for both Auxilia and Refuge 42.
Following the rules of priority, the order of play for the next   purchased, including those in the Recycle
Bin ().
Turn will be determined as follows: 1st - Auxilia (since they tied All Supply points are totaled and
for least points with Refuge 42 and were in a lower priority this will determine the final score
than Refuge 42 in the previous Turn), 2nd - Refuge 42, 3rd - and the winner, the player who has
Farm-Z, 4th - Ravagers. the highest Supply value.
NOTE: In case of Tie the highest Priority
Faction wins.

Ranking on the
Supply Board after 1st 2nd 3rd 4th
the first Turn. First Turn 
  
5 6

Priority
 7
 5  
Second Turn   
 5 6


5 Priority
1st 2nd 3rd 4th
 9  

19
Actions  Build - This action allows you to place Refuges,
Elevators and Bridges on the Game Board using a
Construction Token from your Reserve.
Basic Actions You can Build:
• In a Region without Majority, you just need the
Action Cards will activate a series of Actions, i.e. Basic Actions, presence of at least one of your Units.
such as Move, Collect, or Build. • In the same Regions with any number of Constructions
Below you can find the complete list of basic actions: already present.
• If you have no more Construction tokens in your
Enlist - You can deploy a Scrapper, moving it from
 your Reserve to a Region with a Refuge of your Faction
or a Neutral Refuge.
Reserve, you can recover one of your already deployed
Constructions, and place it again.
It is never possible to use your opponents’ Refuges.
If you have no Scrappers in your Reserve, you can You cannot use opponents' Constructions, just yours
take one of your already deployed Scrappers, and and the Neutral ones.
place it on that Region (this Scrapper is not considered
removed from the game table).
 Build a Refuge - You can place one of your Refuge
tokens in a Region containing at least one of your

 Move - You can move any number of your Units from


one Region to another Linked Region.
Units.

You are not required to move all your Units placed


in that Region.
Unless otherwise indicated, you may move to a
 Build a Bridge - You can link two Roof Regions of the
same District by placing a Bridge Token that touches
both. The Bridge must run over a single Ground
Region only if you have Majority in the destination Region. One of the two Roofs you want to link must
Region by the end the Movement. contain at least one of your Units. The Bridges link
the two Regions only for the Units of their Faction. A
Collect - You can collect one Resource, if available,
 from the selected Region by placing it in your Reserve.
Unless otherwise indicated by a special rule, you
Bridge is considered to be placed inside both Regions
it links.
can collect only if you have Majority. You can keep a Build an Elevator - You can link a Ground Region
maximum of 10 Resources on your Faction Pad; if you
Collect an eleventh Resource, you have to discard a
Resource already present on your Faction Pad.
 with an adjacent Roof Region. An Elevator can only be
placed in the Ground Region and must be placed in
contact with the Roof Region that you want to link. To
build an Elevator, you must have at least one of your
Buy - This action allows you to purchase a revealed
 card from one of the Markets (see page 9). To perform
this Action, play one of your cards face down on your
own Units in the Ground Region or Roof Region you
want to link. Elevators link the 2 Regions only for the
Units of their Faction.
Pad and then purchase the desired Market Card.
Once the card is bought, the cards on the Market
Board slide to the right to fill any vacant Market slot,
then a new Action Card is revealed from the Market
deck and placed in its leftmost space. A Bridge C

A newly purchased Market card is immediately Building this Bridge is
available and can also be played in the same Phase  allowed. 
in which it was purchased, if it is still possible to play


an Action Card. B Bridge B 
Building this Bridge is not
This Action can be performed only once per . allowed because the Bridge
In the Clean-up Phase, cards played this way will be runs over two different
A
placed in the Recycle Bin () and will no longer be Ground Regions.
used for the rest of the game.
The Action cards played face down to use this action C Bridge

Building this Bridge is


or in the Recycle Bin, even if they can no longer be allowed.
used for the rest of the game, are still owned by the
player, so they must be considered for any effects or D Bridge D
to complete Missions. Building this Bridge is not
allowed because the Bridge
Attention: In the game expansions this symbol  runs over two different

also appears on the front of the Action Cards, along Districts.


with the icons of any other actions. When a Buy Action
is performed using a symbol placed on the front of E Elevator
an Action Card, this card must not be placed in the Links the two orange
Recycle Bin () during the Clean-Up phase.
highlighted Regions.
E

F Elevator F
Links the two purple
highlighted Regions.

20
Advanced Actions Drones
Normally, Market Cards you buy indicate a larger number or Some Action cards allow you to Activate the Purebred’s Drones.
a different combination of Actions. All those cards are considered "Drone Cards", represented by
Advanced Actions include: this symbol .

Drones' Activations
Copy - Copy all the Actions on one of your Action
 Cards already played in this Turn. It is not allowed to
copy the  Action.
 Any Drone: You can Activate any Drone on the
Game Board.

 Gain Supplies - You immediately gain the indicated


Supply value.  Masamune - Harvester: Move the Masamune
and then Collect up to 2 Resources from the Region
where the Drone is located.
Kill - The player who suffers this effect must remove
 one Simon - Transporter: Move the Simon and then
of their Scrappers in the Region where it is applied.
After removing the Scrapper, the affected player gains
a Candy Boost. You cannot Kill your own Faction’s
 place up to 2 Scrappers in the Region where the
Drone is located.
Scrappers in this way. Fly - Teleporter: Move the Fly and then from the

Gain Technology / Energy Cell - You immediately


 gain
 Region where it is located you can choose to 1 of
following effects:
Move the Fly Drone and then, from the Region it is
the indicated Resources, taking them from the
Common Reserve. in, you can choose to apply 1 of the following effects:
• Remove 1 or 2 of your Scrappers from that
Region and place them in a Ground Region or 2
 Actions per Outpost - Perform the indicated Action a
number of times equal to the number of corresponding
Ground Regions of your choice;
• Remove 1 of your Scrappers from that Region
controlled Outposts. This value must be calculated and place them in a Roof Region of your choice.
when the player declares to resolve the Advanced
Action.
Draco - Reaper: Move the Draco and then use the
Any Outpost
Tactic Outpost
Logistic Outpost
Machinery Outpost
  Action on each opposing Faction in the Region
where the Drone is located. You gain 1 Supply and 1
Candy Boost.

Advanced “Tactic” Actions (red) Drones' Movement Rules


• Drones can move from an Adjacent Region to another
ignoring Level differences and the Majority Rule.
 Tactic Move - Same effect as a Move Action, but you
can move ignoring the Majority Rule.
• A Drone always performs its movement before its Drone
Action. It can also choose not to move at all.
• Each Drone can move up to 2 Regions each time it is
activated; some Drone Cards offer bonuses to their
 Tactic Enlist - Same effect as an Enlist Action, but
you can perform it in any Region where you have at movement, like +1 or +2.
• Multiple Drones may occupy the same Region.
least one Unit.

Advanced “Logistic” Actions (blue) Candy Boost


Players get these tokens face down as an outcome
 Logistic Move - Same effect as a Move Action,
 but you can move from a Ground Region to a Roof
of certain game effects. A Candy Boost can add an
Action or a bonus to a card played on the Pad. To
Region, or vice versa, as if they were Linked. do this, they must be placed on the card just played
(maximum one per card). During the Clean-up Phase, discard
 Logistic Collect - Same effect as a Collect Action,
then, if you have collected a Technology, you can
all the Candy Boost on Action Cards to the Candy Reserve,
then create a new Candy Reserve shuffling all the Candy Boost
immediately exchange it with an Energy Cell. tokens face down.

Advanced “Machinery” Actions (green)


 Enlist   
 Machinery Enlist - Same effect as an Enlist Action,
then you can also place in the same Region a  Move
Build a Refuge / Elevator / Bridge

Resource from the Reserve (Technology on Grounds


or Energy Cell on Roofs).  Take 1 Technology
 Collect

 Machinery Collect - Same Effect as a Collect Action,


 then you immediately gain 1 Technology Resource Counts as one controlled Outpost of any color during
from the Common Reserve.  a Market purchase or for the Advanced Actions that
provides "Actions per Outpost".
21
Leader Skills
Each Faction’s Leader has a special skill.

Neena
NEENA Auxilia

 Stealth: Every
time you perform
a Move Action involving Neena
(alone or with any number of
Scrappers), you can perform it
ignoring the Majority Rule.

Abraham
ABRAHAM Ravagers

 Seeker: Once per


Action Phase, when
you perform a Collect Action in
the Region where Abraham is
located, perform an additional
Collect Action.

Aria
ARIA Refuge 42

 Grapples: When
Aria performs a
Move Action, she considers
Adjacent Ground and Roof
Regions as Linked (but only for
herself).

Z-13
Z-13 Farm-Z

 Bully: In order to
establish Majority
in a Region, Z-13 adds 3 instead
of 1 to the Farm-Z Faction.


22
Codex Mission Cards
Lexicon and Icons Collected Technologies 
Quick guide to better understand Feats and Mission Cards. You gain 1 Supply for each Technology Token
in your Reserve, or 2 Supplies for every 3
A B FOR EACH A YOU GET B Technology tokens if the Mission is completed  
on a later Turn. 

A B A OR B
AB IF A THEN B Collected Energy Cells 
You gain 2 Supplies for each Energy Cell
A B YOU CAN USE A AS B Token in your Reserve, or 3 Supplies for every
2 Energy Cells if the Mission is completed on 
These icons are used on many game elements and can refer a later Turn.

 
to concepts (eg. Majority) or physical objects in play (e.g.
Units, Buildings etc.). This list describes all of these icons for
quick and easy reference. Drone Cards
You gain 2 Supplies for each Drone Card 

a Scrapper

an Action Card

a Construction
owned (including the starting Drone Card of
your Faction), or you gain 1 Supply for each
Drone Card owned (including the starting
Drone Card of your Faction) if the Mission is 
completed on a later Turn.


a Bridge

a Refuge

an Elevator
Constructions in play
You gain 2 Supplies for each Construction you
 
have in play, or you gain 1 Supply for each
Construction you have in play if the Mission is
completed on a later Turn.  
1/
Once per

a Roof Region

a Ground Region
Action Phase Scrappers in play  
You gain 3 Supplies for every 3 Scrappers you  
have in play, or you gain 2 Supplies for every

a Resource

a Technology

an Energy Cell
3 Scrappers you have in play if the Mission is
completed on a later Turn.

 

Controlled Generic Outposts 


  
a Generic a Specific a Drone
You gain 2 Supplies for each Outpost cube on
your Pad, or you gain 1 Supply for each
 

Outpost cube on your Pad if the Mission is 


Outpost Outpost completed on a later Turn.  

   Controlled Specific Outposts


You gain 3 Supplies for each
Outpost cube on your Pad of the
  
  
Tie Supremacy Majority   
indicated color, or you gain 2
(see page 16) (see page 16) (see page 16) Supplies for each Outpost cube
on your Pad of the indicated color
  
   

a Drone

Action Phase
Turn
if the Mission is completed on a
later Turn.
Garrisoned Outposts   
Action Card   
You gain 2 Supplies for each   
Outpost you Garrison (see page
26: Garrison Outpost), or you
gain 1 Supply for each Outpost
  
you Garrison if the Mission is
   
completed on a later Turn.
23
Tactic Feat Tokens

Bombing Trojan Horses


Each of your Bridges adds +2 to your Each Drone adds +1 to your Majority
 +2
 Majority value in the Ground Region  +1
 value in the Region it is located if there
below that Bridge. is at least 1 of your Units in that Region.

Fortress Extreme Remedies


+2
 Each of your Refuge adds +2 to your  If you don’t have Majority in a Region,
you can use a Collect Action in that
Majority value in the Region it is located.  Region as Kill Action.

Caravan
Field Knowledge +1
 Each of your Refuge adds +1 to your
 
 In each Region, in case of a Tie you have
Majority.  Majority value in the Region it is located.
You can also move your Refuge as one of
your Scrappers.

Logistic Feat Tokens

Field Engineer Underground Shortcut



 After you build a Bridge or an Elevator, All Regions with Neutral Elevator and
you may perform two extra Move Actions 
 your Faction’s Elevator are considered
 during this . Linked for Move Actions of your Units.

Outnumber
Sky Boots
After you played a card with at least one  x 15 If all your 15 Scrappers are deployed,


 Move Action, you may perform one extra 
your Enlist Action can also be used as a
Move Action or Collect Action. The Leader
Move Action during this .
does not affect this Feat.

Drop Pod Remote Drive


 You can build a Refuge also in Regions
that do not contain your Units.
 +1 When you activate a Drone add +1 to
their movement.

Machinery Feat Tokens


Exploitation Camp Deep Excavation
When you use a Collect Action in a You can use a Collect Action to place

 Ground Region with a Neutral Elevator or

 1 Resource taken from the Reserve in a
one of your Elevators, you can exchange Region containing your Units (Technology

 the collected Technology with Energy Cell in the Ground Regions or Energy Cell in
taken from the Reserve. the Roof Regions).
Alternative Energy
1/ Once for Action Phase, you can pay 1 Low Energy Remote Control
 Technology Resource instead of 1 Energy 
 When you buy a Drone Card, the cost is

 Cell and vice versa when you perform a reduced by 1 Resource of your choice.
Buy Action.

Delivery Bot
1/ Once for Action Phase, you can discard Trading Post


 1 Energy Cell to perform a Buy Action 
 Gain 1 Supply every time you perform a
Buy Action.
(without play any card on your Pad).

24
21).
Glossary
Action Cards - Are played onto your Faction Pad to perform Drone Cards - Action cards that allow you to activate a
Actions (see page 17). specific Drone. Can be Faction Cards or Market Cards (see
Some effects in D.E.I. expansions may refer to the Action Card page 21).
type. Below is a detailed list of the different types of Action
Cards. Faction - Each player controls their own Faction, with their
• Action Cards: all cards a player can play on their own Units, Action Cards, and tokens (see page 12).
Faction Pad.
• Faction Cards: the Action Cards that the player receives Faction Construction - Construction that can only be used
at the start of the game and feature the logo of their by the Faction it belongs to (see page 12).
Faction.
• Market Cards: Action Cards found in the Markets and Feat - Skill unlockable at the end of  of each Turn by
purchased by a player at a Market. Market Cards with the controlling at least 2 Outposts of the same color (see page 17).
colored flag at the top left are considered Action Cards
belonging to a specific Market, based on the color of the Gain - Earn Supply or a specific game component.
flag. • Gain Candy Boost: Take a Candy Boost Token from the
• Drone Cards: Action Cards that allow you to activate Common Reserve and place it face down in front of you
any Drone or copy the Action of a Drone Card. A Drone (see page 21).
Card purchased from a Market is considered both a • Gain Resources: Take a Resource Token from the
Market Card and a Drone Card, but is not considered to Common Reserve and place it in your Personal Reserve.
belong to any Market, but only purchased from a Market. Cannot be gained if you already have 10 Resources (see
Faction Cards that allow you to activate a Drone are page 21).
considered both Faction Cards and Drone Cards. • Gain Supplies: Advance your Faction Token on the
Supply Board (see page 21).
Adjacent - Two Regions separated by a Border or a different • Gain Market Cards: Add cards to your hand of Action
Level are called Adjacent (see page 16). Cards (see page 20).

Action Phase - The portion of a Turn in which a player plays Game Board - The set of Districts that make up the Game
two Action cards (see Phase and page 17). Board in which a game is played. It is of different sizes
depending on the number of players (see page 5 and 27).
Activate a Drone - Allows you to use a Drone under your
control (see page 21). Leader - Each Faction has its own specific Leader. A Leader
is considered a Unit.
Border - Graphic element or different Level that divides the • Leader Cardboard: Must be placed on the Faction Pad,
Game Board into Regions (see page 16). it shows the Leader and their skill (see page 14).
• Leader Skill: Unique skill of a specific Leader (see page
Bridge - A specific Construction that links two Roof Regions 22).
of the same District (see page 21).
Level - Regions can be of two different levels: Ground (the
Drone Token - During setup it is placed on a Roof and lowest level) or Roof (the highest level, see page 16).
represents the starting position of the Drone indicated (see
page 6). Linked - Two Regions are linked if they are on the same
level and are Adjacent. Units can only move between Linked
Candy Boost - Can be played with an Action card, limit one Regions. Constructions and other special rules can link two
for each Action card (see page 21). Regions even in conditions different from the standard one
(see page 16).
Cards - There are three types of cards:
• Action Cards: see Action Cards. Majority - The Player with the highest Majority value has
• Mission Cards: see Mission, page 18. the Majority in a Region. The Majority is a numerical value
• Leader Cardboards: see Leader. calculated by adding together the Units of a Faction in a
Region plus any bonuses due to Feats and Skills (see page 16).
Construction - There are three different Constructions (see
page 21): Market - Display Market Action Cards, they have different
• Bridge: Makes two Roofs linked. colors (see pages 8 and 9).
• Elevator: Makes a Ground and a Roof linked. • Black Market: The Market not linked with any type of
• Refuge: Allows you to deploy Scrappers. Outpost.
• Outpost Markets: Linked to a specific Outpost type by
Deploy - Place a Unit on the Game Board from your Reserve. the color.

Discard - Return a game item to the Common Reserve. Model - Any 3D model (meeple or miniature) representing a
Unit or Drone.
District - One of the tiles that form the Game Board (see
page 5). Move - The action that allows you to move one or more
models from one Region to another (see page 21).
Drone - A non-Faction model. See Drone Cards (see page
Neutral - A game element that can be used by all Factions.
25
Opponent - All Models and Constructions that do not belong Resource - Tokens collected from the Game Boards:
to the Faction you are playing are considered Opponents. • Technology: Resources in the Ground Regions.
• Energy Cell: Resources in the Roof Regions.
Outpost - Are points of interest in the game: The number of Resource Tokens is to be considered unlimited.
• Outpost Token: Represents an Outpost on the Game If a player needs to gain a Resource from the Common Reserve
Board (see page 8). but there are no tokens available, a replacement component
• Outpost Cube: Represents the control of an Outpost can be used to represent that Resource
(see page 8).
• Control Outpost: If you have the Majority in a Region Requirement - Indicates Outposts that must be controlled
where an Outpost is located, you can take its cube (see in order to buy an Action Card from the Outpost Markets (see
page 16). page 16).
• Garrison Outpost: You have at least one Unit in a
Region where an Outpost is located. Reserve - The set of game elements not yet used during a
game. Some Actions allow you to take some of these items
Pad (Faction) - The player Faction board (see page 11). directly from Reserve.
• Common Reserve: All players can take/discard game
Pay - When you Buy a Market Card and pay its cost in elements from/in this Reserve.
Resources, you must discard the required Resources and • Candy Reserve: Pool formed by all the unused Candy
return them to the Common Reserve (see page 20). Boost tokens.
• Player Reserve: The set of game elements available to
Phase - A part of a game Turn, in each phase you must play a single player.
two Action Cards (see page 20).
Token - Game elements used to indicate:
• First Action Phase: Perform Actions.
• Feat: see Feat (see page 9).
• Second Action Phase: Perform Actions and check
• Resources: see Resource.
unlocking Feats. • Candy Boost Token: Bonus tokens to add Actions to
• Third Action Phase: Perform Actions and complete a your Action Cards (see page 12).
Mission. • Drone Tokens: Used to deploy Drones at the start of
• Clean-up Phase: Players return the used Action Cards the game.
to their hand and move the Action Cards played face • Faction Tokens: Used for completing Missions and
down in the Recycle Bin. Priority (see page 12).
• Construction: Represent Constructions (see page 12).
Place - Put a game element on the Game Board from the
Common Reserve or from a different Region of the Game • Turn Marker: Shows the current Turn (see page 16).
Board.
Turn - A Turn is a set of 3 Action Phases and a Clean-up
Priority - The order in which players perform their Phases Phase in which the players take Turns playing. A game lasts 4
during a Turn (see page 19). Turns (see page 17).

Recycle Bin - Area on Faction Pad where a player puts all the Scrapper - A Unit type of the Faction (see page 14).
cards played face down (see page 11).
Skills - Special rules that take precedence over standard
Region - A portion of the Game Board bounded by Borders rules. Skills are usually associated with Leaders, Drones, or
and/or by different levels (see page 16). Feats (see page 22).
• Ground Regions: Represent lower level Regions.
• Roof Regions: Represent high level Regions. Supplies - Indicates the player's score on the Supply Board.
• Linked Regions: Units can move between the two Determines the winner at the end of the game (see page 10).
Regions.
• Adjacent Regions: Regions that share a border. Supremacy - When you have the Majority in a Region where
there are also opposing Units, you have a Supremacy (see
Remove - Remove the game element (models, tokens, etc.) page 16).
from the Game Board and place it in the appropriate reserve,
unless otherwise indicated. Tie - When two or more Factions have the same Majority
value in a Region, a Tie occurs and therefore no one has the
Removing Scrappers - Several game effects in D.E.I. Majority in that Region (see page 16).
expansions may force a player to remove Scrappers from the
Game Board. In the event that a player suffers more than one Units - Each Faction has two types of Units: Scrappers (15)
effect of this type, the following points must be respected: and Leaders (1).
• If a Remove effect needs to be resolved at the end of
Action Phase-3 it must be resolved before completing a
Mission, unless otherwise specified.
• Effects that occur in a specific Region, such as effects
caused by a model, are resolved first.
• Effects that apply in a Region of the player's choice are
resolved next.
• If the player has to choose which Scrappers to remove they
must choose (if possible) any Scrappers that would not be
removed anyway in the same Phase due to another effect.
26
Game Board Layouts 2-Player Game
You can experiment with different layouts of Game Boards, This is a quick setup of 9 District Tiles for a 2-player game
as shown in the images. You are free to try to create original (feel free to rotate the Districts as you prefer during the Game
maps, but, to create a balanced game experience, we invite Board setup):
you to follow these rules:
• The number of Districts with the Drone symbol must
always be equal to the number of players.
• Districts with a Neutral Refuge cannot be orthogonally
adjacent.
Apart from these two limitations, you can give vent to your
imagination and share your best layouts with the community!

In a 2-player game apply the modified following rule:

Drones - The Drones in play will only be those of the


respective Factions. Furthermore, the Drone Cards related to
unused Drones must be removed before mixing them with the
other Market Cards.

3-Player Game
This is a quick setup of 12 District Tiles for a 3-player
game (feel free to rotate the Districts as you prefer during the
Game Board setup):

In a 3-player game apply the following modified rules:


Drones - The Drones in play will only be those of the
respective Factions. Furthermore, the Drone Cards related to
unused Drones must be removed before mixing them with the
other Market Cards.

27
Credits
Game Design: Tommaso Battista Web Editors: Luca Bernardini
Development: Luca Bernardini, Michele Morosini, Andrea Advertising: Emiliano Caretti
Colletti Kickstarter Manager: Andrea Colletti
English Translation: Frank Calcagno Fullfillment: Michele Mirizio, Marco Presentino
Editing: Frank Calcagno, Louis Angelli, Christopher Nelson, Production: Fabio Braghettoni
Daniel Liswood Playtesters: Dario Aggioli, Maurizio Picanza, Valerio Salvi,
Art Director: Andrea Colletti Saverio de Ceglia, Giovanni Benfatto, Daniele Vendittozzi, Chiara
Concept Artist: Giovanni Pirrotta, Simone De Paolis Spagnoletto, Luca Benedetti, Gianni Punzo, Francesco Pica,
Graphic Design: Paolo Scippo, Diego Fonseca Lorenzo Meucci, Luca Francescangeli.
Lead 3D Sculptor: Fernando Armentano Ludus Magnus Store: shop.ludusmagnusstudio.com
3D Sculptor: Tommaso Incecchi

D.E.I. - Rulebook v.1.4


Ludus Magnus s.r.l. - 2023 ©
All rights reserved
www.ludusmagnusstudio.com

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