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2. 2
Table of contents
Cover……………………………………………………………………………………………….. 1
Story So Far……………………………………………………………………………………….... 3
Exordium…………………………………………………………………………………………... 3
Components……………………………………………………………………………………….. 4
Taking a Look at the key components……………………………………. ………………………5
Cards………………………………………………………………………………………. 5
Disaster Cards……………………………………………………………………. 5
Mission Cards……………………………………………………………………. 5
Resource Cards…………………………………………………………………... 5
Defense Cards………………………………………………………………….... 6
Faction Cards…………………………………………………………………….. 6
Special Card Instructions………………………………………………………................. 6
Defense Cards………………………………………………………………….... 6
Alien mission Card………………………………………………………………. 6
Tokens……………………………………………………………………………………... 7
Population Token……………………………………………………………….. 7
Alien Token…………………………………………………………………….. 7
Player Token…………………………………………………………………….. 7
Object of the game………………………………………………………………………………… 8
Game Setup…………………………………………………………………………………………. 9
Game Turn…………………………………………………………………………………………. 11
Order of play…………………………………………………………………………….... 11
Beginning the Game………………………………………………………………………. ……… 11
Rounds………………………………………………………………………………...….. 11
Game turn detail……………………………………………………………………………. …….. 12
Disaster step………………………………………………………………………………. 12
The Invasion Process……………………………………………………………………… 12
Collection step…………………………………………………………………………. … 12
Resource check step……………………………………………………………….. …….. 13
Activating a defense card step…………………………………………………………… 13
Movement step………………………………………………………………………….. . 13
Core Rules…………………………………………………………………………………………. .13
Factions……………………………………………………………………………….….. 13
Occupying a Faction…………………………………………………………………….. 14
Resource Cards………………………………………………………………………….. . 14
Missions……………………………………………………………………………………………. 15
Standard Mission Objectives………………………………………………….. ………… 15
Alien Mission objective……………………………………………………………. …… 15
Component Limitations……………………………………………………………….. ………… 16
Secrecy……………………………………………………………………………………………... 16
Blind Accusations……………………………………………………………………... … 16
Resource Check……………………………………………………………………….... . . 16
Player Strategy……………………………………………………………………………… …….. 17
On the players turn…………………………………………………………………. …… 17
On the Alien Player turn………………………………………………………………... 17
Detailed list of cards…………………………………………………………………....................... 18
Credits……………………………………………………………………………………………… 30
3. 3
Story so far...
Centuries ago (an alien race) placed an alien agent on the edge of the universe in a Solar
System known as Aether. There were 6 factions known as Terra, Ignis, Anima, Adaquo,
Vitreus and Metallum. The alien agent is under orders to disrupt the peace for each of the
factions and convert the population to its own species. The alien agent has been waiting
patiently for a temporal rift to begin his mission. A temporal rift occurs once every
thousand years, distorting the fabric of all things and acting as the catalyst the alien agent was
waiting for to start the conversion.
Exordium
Quite a few games have the same concept of working against other players to win the game.
Temporal Rift is not that type of game. Instead, players are encouraged to work together in
order to stop the alien invasion that is occurring.
Sounds easy enough right? I mean a handful of players working together to beat the game
should be a piece of cake. Well, it’s not as easy as it might sound, as there is a possibility that
one of the players will be working against you in order to make sure the alien invasion
succeeds. This player will work in secret to try and thwart your every attempt at victory.
4. 4
Components
1 Temporal Rift Game Board with designated Card
Spaces and Designated Travel Lanes
6 Faction Cards
6 Defense Cards
10 Mission Cards
18 Disaster Cards
60 Resource Cards
120 Civilian Tokens
120 Alien Tokens
6 Player Tokens
5. 5
Taking a look at
The key components
The game contains many different elements and components. We suggest you give the
following brief explanations to your group as you set up the game, or review them for new
players before starting:
Cards
There are five major category of cards in Temporal Rift:
The Disaster cards, are drawn once per turn and represent a natural
disaster that threatens all players. Players have a choice at this point.
They can work together to avert the disaster or allow it to happen.
Note: Not all disaster cards have the same repercussions or rewards,
read the disaster description carefully.
The Mission cards, will be handed out at the beginning of the
Game, these will determine how you intend on closing the rift.
The Resource cards, are broken up by which faction they are
connected to. Each faction has 10 of their designated resource.
6. 6
The Defense Cards, Each player is given one Defense Card at the
beginning of the game and may choose to use it during their turn if
an alien conversion occurs on their planet.
The Faction Cards, represents what faction you belong to and where
your starting position will be.
Special card instructions
Defense Cards-
A player is attacked by aliens when the team fails to avert the current round’s disaster. The
planet with the disaster will be attacked by the aliens. When a player is attacked by aliens,
there is an opportunity to use a Defense Card. The player must have the required number of
resources and population to use the Defense Card.
Alien mission card- This card is different from other mission cards. If
a player draws this card, their mission will be to try and convert the
majority of the other planets’ population to aliens.
Tokens
7. 7
There are three types of tokens in Temporal Rift
Population Tokens are represented by the color white and are divided up equally
between your factions, with each faction receiving 20. These are essentially your life
points for the game and should be treated as such. These can replenish by successfully
averting certain disasters.
Alien Tokens are represented by the color blue and are located inside the rift and
represent the alien invasions force. There are 120 tokens total and unlike the
population tokens these do not replenish.
Player Tokens are represented by different colored pawns for each of the six factions. Players
will use these to move around the board.
8. 8
Object of the Game
In Temporal Rift, you and your friends are the leaders of their own factions who must stop an
Alien Invasion from happening by closing the rift that occurred in space. Your Victory hinges
on the successful completion of averting the Disasters and completing your missions.
Each Disaster offers its own challenge, with rewards for the victorious and consequences for
the defeated. An averted disaster usually grants the victorious with a replenishment of
population. In Defeat the population will be converted.
The game ends prematurely if the faction leaders cannot prevent the aliens from doing the
following.
a. Total Population reaches zero
Otherwise the game ends after one of the players successfully completes their mission to
close the rift.
NOTE:
If there is an Alien Agent, they win if they complete their mission before the other
players.
9. 9
Game Setup
To start, place the game board ¹ for Temporal Rift in the center of the table. Place 20 Civilian
Tokens ² on each of the designated faction spaces. There should be a total of 120 population.
Next, place the Disaster Cards ³ on the space provided. These should be shuffled and placed
face down. Shuffle each of the resource card decks and place them in their designated spaces ⁴.
Place the 120 Alien Tokens ⁵ inside the Rift, located at the center of the board.
Shuffle and deal one Faction Card ⁶ to each player. Place your Faction card face up in front of
you. This card will tell you where you will place your starting piece. Next you will place your
player piece on the designated faction ⁷ according to your faction card.
Shuffle and deal one Mission Card ⁸ to each player. Look at your mission card but do not
show it to anyone else. This card tells you what you must do to beat the game and should be
kept secret from all other players until the end. Place this card face down next to your faction
card. Every player should also be given a defense card ⁹ before the game starts. This card can
be placed face up or face down.
Note: Any unused mission cards are to be placed back in the box face down without
being looked at. Deal out one Defense Card to each player. Place this card face up
below your faction card. This card can be used only at specific times in the game.
Important Note: All resource cards played during the course of the game must be placed in
the Resource Check Space face down and should not be looked at until the end of the round.
The cards are then recycled back into the resource decks and shuffled once more.
11. 11
Game Turn
Order of Play
In most board games the order of play is clockwise. Temporal Rift has the order of play
moving counterclockwise in successive turns until:
The game is lost prematurely
Or…
A player completes the mission they have been tasked with.
In Temporal Rift the youngest player will go first. Followed by the player next to him/her
counterclockwise.
Beginning the Game
Before the new leaders of the systems alliance venture forth, they should discuss how disaster
rewards will be distributed amongst themselves.
Rounds
Temporal Rift is played over a number of turns each round. Starting with the first player and
proceeding counterclockwise, players take complete turns in order until either the human or
alien players have won the game. Each turn consists of the following steps, carried out in
order:
1. Disaster Step - First player will draw a disaster card at the beginning of each round and
read it out loud for all players to hear. (See “completing a disaster” page 5)
2. Collection step - Players will collect one card from the resource of the faction they
currently occupy. (See “Collection Step” page 14)
12. 12
3. Resource check step - Players may then add a resource to the resource check pile if
they wish. (See “Checking your resources on page 6)
4. Activating Defense Card (If Necessary) - If the player is able to, they may activate
their defense card. (see “Defense Cards” on page 6)
5. Movement Step - Players will then choose whether they wish to travel to another
faction or stay at the one they currently occupy. (see “Traveling” on page 15)
After the movement step, the current player’s turn is over. They then hand the current
player token counterclockwise to the player on their right. This player then begins their turn
starting with the collection step.
Game Turn Detail
Disaster Step
At the beginning of each turn the first player will draw a disaster card. This disaster will be
read to all the players. At the end of the round the players will check whether they have
successfully averted the disaster or not.
Note: this step only occurs after the first initial round is completed.
The invasion process
Failing to avert the disaster can sometimes lead to your population being converted over to
the aliens. If this occurs too often it could lead to complete annihilation.
However…
If the players are able to successfully avert the disaster Most of the Disaster Cards will replenish
a portion of your total population when you avert them. This only works if the players
13. 13
successfully avert the disaster. The players are then granted a number of population which
can be given to a single player or split up between multiple players. The players must decide
among each other who is in need of the population.
Note: This effect does not stack. If no player has need for a replenishment of
population, the population bonus disappears.
Collection Step
During this step the current player will draw a resource card according to the faction they are
currently occupying at that time. The player always draws a resource card from the current
faction regardless of the number of cards already in their hand.
Example: Player 3 is currently occupying the faction Terra. Player 3 draws a resource
card from the terra resource pile.
Resource Check Step
When a disaster card is played the players are given objectives that they can try to complete in
order to aver the disaster. If a player chooses to help out with averting the disaster they will
place their selected resource card face down in the resource check space. (See Resource Checks
on page 16 for further information.)
Activating a Defense card Step
When the players’ population has been converted over to aliens, players have the option of
using the defense card. To activate a defense card the player must have and discard:
5 FOOD
8 FUEL
7 METAL
Activating the defense card will convert 5 population back to normal.
Movement Step
14. 14
During this step Players are able to move freely between factions so long as they follow the
designated travel paths. However you may only move to one faction per turn.
Core Rules
Factions
Each player will draw a faction card at the beginning of the game to determine which faction
and resource they start with.
The factions of the systems alliance are:
The Terra are a faction that worship earth as the mother of all creation. Their home planet is
covered with forests and lush vegetation. They pull their main resource of Wood from the
dense forests.
The Ignis are a faction who worship fire as the purging fire. Their home planet is mostly
covered in fire and lava. The main resource is food and comes from the volcanic ash and the
creatures that dwell there.
The Anima are a faction who worship wind as the bringer of change. Their planet is a dusty
ball of gas. They use the wind to funnel the gases into fuel.
The Adaquo are a faction who worship water as the bringer of life. Since the planet is mostly
covered by water, the main resource is purified water.
The Virteus are a faction who worship crystal as the Healer of life. Their planet is covered in
crystals of different shapes and hue. Many crystals form this planet, but their primary
resource is diamonds.
The Metallum are a faction who worship metal as the protector of all. Their home planet is
covered in mountains rich with ore. Their main resource is adamantium and it comes from
mines deep within the mountains.
15. 15
Occupying a faction
Only 1 player can occupy a faction at a time. In addition, players can only stay at that faction
for a maximum of 2 turns. This is regulated by the players in the game.
Note: If all the factions are currently occupied, a player may stop in between planets
for one turn. The player will not receive any resources when doing this.
Resource cards
When a player uses a resource card they must use the total amount of resource represented by
that card.
Example: A player has a card representing 5 metal. They cannot use 3 of that metal
towards something, they must use all 5.
Missions
When a player receives their mission card at the beginning of the game they are prohibited
from revealing any information on that card. They must place the card face down in front of
them so other players cannot see what is on it. There are two reasons for this restriction.
1. One of the missions is that of the alien agent. If everyone knew who was working
against them; it would be a short lived conspiracy.
2. One of the possibilities when drawing mission cards face down is not having the agent
in play at all. This allows a bit of tension to brew between the alliance leaders. This
creates a sense of purpose when deciding which direction you will go.
Note: If this is the first time playing temporal rift you may want to play the
game once with the mission cards face up and with no agent to help familiarize
yourself with the mechanics.
16. 16
Standard Mission Objectives
For the Human players to win the game they must successfully complete their objective
located on the mission card in order to close the rift.
Alien Mission Objective
For the Alien player to win the game they must successfully complete their objective located
on the mission card in order to make sure the invasion succeeds.
Component Limitations
Temporal Rift has a limited number of Resource cards that may run out over time. To limit
this after each resource card is used they get recycled back into the decks which are than
shuffled.
Note: if the disaster cards are to run out before the end of the game the current player
shuffles the discard pile to form a new deck.
Secrecy
A key element of Temporal Rift is the paranoia and tension surrounding the hidden alien
agent. Because of this, secrecy is very important, and the following rules must be observed at
all times:
Blind Accusations
Players may accuse each other of being the alien agent at any time. Although these
accusations have no game rule effects, they can help or confuse other players into not
trusting one another.
Resource Checks
17. 17
Players are prohibited from revealing the exact number of resources they have. They may use
vague terms such as “I may be able to help a little with this disaster” but they may not use
more specific statements such as “I have 3 Wood resources I can use” In addition after the
resource check is completed players may not identify which cards they used.
Player strategy
The ultimate goal for players is to conserve enough resources to complete their missions.
The side goal for players is to use those resources to avert the disaster that come into play.
On the players Turn
Three things need to be taken into account during the players turn.
1. The player’s resources and the possible resources of other players are paramount!
2. Players would do well to keep their civilian population, their allies’ population, and
the alien population in mind.
3. Players should try to discern who the agent is, if there is one at all.
On the alien players turn
If you are playing as the Alien Agent than there are two things you should keep in mind
during your turn.
1. What resources the other players could be holding and how to sabotage their
attempts at averting the current rounds disaster.
2. Try to throw suspicion off of yourself if you are suspected of being the alien agent.
18. 18
Detailed list of cards
18 Disaster Cards- Each disaster card can affect an individual faction or all players at the same
time.
Disaster
Cards:
Description of the card Resources
needed to
avert
disaster
Failure to Avert Successfully Averted
Raiding
Party
Disaster
Card
An Alien Raiding Party has
slipped through the Temporal
Rift, it is focused on raiding
your population.
12 Water
8 Metal
Failure to avert this
disaster will result in
all factions
succumbing to a
conversion of 3
Population.
If you successfully avert
this disaster you gain 2
total population.
Raiding
Party
Disaster
Card
An Alien Raiding Party has
slipped through the Temporal
Rift, it is focused on raiding
your population.
12
Diamond
8 Fuel
Failure to avert this
disaster will result in
all factions
succumbing to a
conversion of 3
Population.
If you successfully avert
this disaster you gain 2
total population.
Raiding
Party
Disaster
Card
An Alien Raiding Party has
slipped through the Temporal
Rift, it is focused on raiding
your population.
12 Wood
8 Food
Failure to avert this
disaster will result in
all factions
succumbing to a
conversion of 3
Population.
If you successfully avert
this disaster you gain 2
total population.
Raiding
Party
Disaster
Card
An Alien Raiding Party has
slipped through the Temporal
Rift, it is focused on raiding
your population.
12 Food
8
Diamond
Failure to avert this
disaster will result in
all factions
succumbing to a
conversion of 3
Population.
If you successfully avert
this disaster you gain 2
total population.
19. 19
Raiding
Party
Disaster
Card
An Alien Raiding Party has
slipped through the Temporal
Rift, it is focused on raiding
your population.
12 Metal
8 Wood
Failure to avert this
disaster will result in
all factions
succumbing to a
conversion of 3
Population.
If you successfully avert
this disaster you gain 2
total population.
Raiding
Party
Disaster
Card
An Alien Raiding Party has
slipped through the Temporal
Rift, it is focused on raiding
your population.
12 Fuel
8 Water
Failure to avert this
disaster will result in
all factions
succumbing to a
conversion of 3
Population.
If you successfully avert
this disaster you gain 2
total population.
Small
Alien
Invasion
Disaster
Card
A small Alien Invasion party
has been spotted coming
through the Temporal Rift
and will do major damage if
it’s not stopped.
17 Water,
Fuel or
Metal
Failure to avert this
disaster will result in
all factions
succumbing to a
conversion of 8
Population.
If you successfully avert
this disaster you gain 5
total population.
Small
Alien
Invasion
Disaster
Card
A small Alien Invasion party
has been spotted coming
through the Temporal Rift
and will do major damage if
it’s not stopped.
17 Wood,
Water or
Fuel
Failure to avert this
disaster will result in
all factions
succumbing to a
conversion of 8
Population.
If you successfully avert
this disaster you gain 5
total population.
Small
Alien
Invasion
Disaster
Card
A small Alien Invasion party
has been spotted coming
through the Temporal Rift
and will do major damage if
it’s not stopped.
17 Water,
Food or
Diamond
Failure to avert this
disaster will result in
all factions
succumbing to a
conversion of 8
Population.
If you successfully avert
this disaster you gain 5
total population.
20. 20
Small
Alien
Invasion
Disaster
Card
A small Alien Invasion party
has been spotted coming
through the Temporal Rift
and will do major damage if
it’s not stopped.
17 Fuel,
Food or
Diamond
Failure to avert this
disaster will result in
all factions
succumbing to a
conversion of 8
Population.
If you successfully avert
this disaster you gain 5
total population.
Small
Alien
Invasion
Disaster
Card
A small Alien Invasion party
has been spotted coming
through the Temporal Rift
and will do major damage if
it’s not stopped.
17 Metal,
Water or
Fuel
Failure to avert this
disaster will result in
all factions
succumbing to a
conversion of 8
Population.
If you successfully avert
this disaster you gain 5
total population.
Small
Alien
Invasion
Disaster
Card
A small Alien Invasion party
has been spotted coming
through the Temporal Rift
and will do major damage if
it’s not stopped.
17 Wood,
Fuel or
Diamond
Failure to avert this
disaster will result in
all factions
succumbing to a
conversion of 8
Population.
If you successfully avert
this disaster you gain 5
total population.
Natural
Disaster
Card
The planet Terra has been
experiencing unusual seismic
activity. Scientists have
confirmed a Planet Cracking
event is about to occur.
10 Metal
7 Fuel
Failure to avert this
disaster will result in
0 resource recovery
from this faction the
next two turns.
If you successfully avert
this disaster you gain 2
total population.
Natural
Disaster
Card
The planet Ignis has been
experiencing unusual volcanic
activity. Scientists have
confirmed a Super Volcano is
about to become active and
wreak havoc for all.
10 Water
7 Metal
Failure to avert this
disaster will result in
0 resource recovery
from this faction the
next two turns.
If you successfully avert
this disaster you gain 2
total population.
Natural
Disaster
Card
The planet Anima has been
experiencing unusually strong
gale force winds. Scientists
10
Diamond
7 Food
Failure to avert this
disaster will result in
0 resource recovery
If you successfully avert
this disaster you gain 2
total population.
21. 21
have confirmed a massive
storm surge is about to occur.
from this faction the
next two turns.
Natural
Disaster
Card
The planet Adaquo has been
experiencing increasing wave
activity. Scientists have
confirmed a massive tsunami
is eminent.
10 Wood
7 Food
Failure to avert this
disaster will result in
0 resource recovery
from this faction the
next two turns.
If you successfully avert
this disaster you gain 2
total population.
Major
Disaster
Card
An alien plot to invade has
been intercepted. We must
get this information to all
faction leaders.
15 Fuel
9
Diamond
Failure to avert this
disaster results in all
players being frozen
for one turn. Players
may not move or
collect resources on
next turn.
Successfully averting this
disaster grants immunity
to the next disaster.
Major
Disaster
Card
An infectious disease has
spread to every faction in the
Aether solar system. To
eliminate the disease it will
take scientists from every
faction to find a cure.
20 Food
7 Water
Failure to avert this
disaster results in loss
of 10 total
population from
every faction
Successfully averting this
disaster grants 5 total
population
10 Mission Cards: Secret Missions that the player must complete in order to win the game.
Mission
Cards:
Description of each mission Objectives to
complete
The Hero: You have always dreamed of becoming a hero for your faction.
With the threat of an alien invasion you can finally prove
yourself and make your dreams come true.
9 Metal
6 Fuel
At least 16
available faction
population
22. 22
The Loner: You have always lived a life of solitude and would like to keep it
that way. Since the threat of the alien invasion you have been
forced out of your comfort zone. It’s time to take revenge.
10 Food
8 Diamond
At least 9
available faction
population
The
Genius:
Quantum Physics and String Theory have never been a problem
for your level of intelligence, but the opening of the rift just
boggles your mind. It’s time to come up with a way to shut it
down.
14 Fuel
9 Water
At least 11
available faction
population
The
Scoundrel:
You have stirred up trouble to reach your goals since you were
young, so when that giant rift appeared you knew it meant
more than just trouble; it meant opportunity.
10 fuel
12 diamond
At least 8
available faction
population
The
General:
You have trained all your life for this moment, when the rift
would appear. Of all the factions in the solar system, you are the
most respected for your strategic mind. Many in the systems
alliance look to you for a decisive victory.
7 fuel
7 food
At least 18
available faction
population
The
Prisoner:
Accused of treason by the General, you were sent to the prison
planet Nox which was in close orbit around the sun. When the
rift appeared, it ripped the prison apart; freeing you. Now you
gather your former allies to combat the incoming invasion.
You can redeem yourself yet.
15 Water
4 fuel
At least 10
available faction
population
The
Wayfarer:
Your whole life you have been roaming from one world to the
next trying to find a place to call home. When the rift appeared,
you knew what could come next. Now the home that you are
searching for is in danger, you must protect it at all costs.
8 Water
10 Food
At least 12
available faction
population
The Jester: Growing up you were always a fool and nobody ever took
anything you did seriously. Now you are facing the threat of
4 Fuel
10 Metal
23. 23
alien invasion and the end of everything you know. Time to
show the world who the joke is on.
At least 15
available faction
population
The
Shadow:
In this world you have been an operative hiding in darkness
serving your own needs. A rift appearing suddenly out of
nowhere is definitely not something in your best interest. Let’s
show these Alien intruders how a real master works in the
shadow.
7 Wood
7 Diamond
At least 13
available faction
population
The Alien: An alien race by the name of Leiaonians are a hyper race that
drain the energy out of all things. Their planet has become a
desolate wasteland due to their over consumption and can no
longer sustain life.
Less than 60 total
population remaining
9 Fuel
10 Diamond
6 Defense Cards: These cards help replenish lost population whenever certain conditions are
met. (See defense cards in General Rules for more details)
Defense Cards: Resources
Needed to
Activate
Reward for
successfully
activating
We have come up against a species the likes of which we have
never seen before. We should initiate Gen X to strengthen
our defenses and replenish lost population.
5 Food
8 Fuel
7 Metal
Replenish 5
Population
We have come up against a species the likes of which we have
never seen before. We should initiate Gen X to strengthen
our defenses and replenish lost population.
5 Food
8 Fuel
7 Metal
Replenish 5
Population
We have come up against a species the likes of which we have
never seen before. We should initiate Gen X to strengthen
our defenses and replenish lost population.
5 Food
8 Fuel
7 Metal
Replenish 5
Population
We have come up against a species the likes of which we have
never seen before. We should initiate Gen X to strengthen
our defenses and replenish lost population.
5 Food
8 Fuel
7 Metal
Replenish 5
Population
24. 24
We have come up against a species the likes of which we have
never seen before. We should initiate Gen X to strengthen
our defenses and replenish lost population.
5 Food
8 Fuel
7 Metal
Replenish 5
Population
We have come up against a species the likes of which we have
never seen before. We should initiate Gen X to strengthen
our defenses and replenish lost population.
5 Food
8 Fuel
7 Metal
Replenish 5
Population
60 Resource Cards: These are cards that the player can collect while occupying a faction. They
can be used when averting a disaster, completing the mission or activating the defenses.
Resource
Cards
Description Resources
Received
Wood: While exploring the faction Terra you happened upon a lush
forest area. This provided you with
6 Wood
Wood: Thanks to the advice of your personal botanist you were able to
procure
9 Wood
Wood: The lumberjack android still needs some fine tuning after
procuring a mere
2 Wood
Wood: Apparently you need a better navigation system. This trip has
only led you to retrieving
1 Wood
Wood: Although it’s not the vast amount of wood you were hoping
for, it could still come in handy
4 Wood
Wood: That will be the last time you trust your personal advisor on
where to look for resources. You came away with
3 Wood
Wood: A sea of green can be seen while landing your ship. Upon further
investigation you happen to acquire
10 Wood
Wood: You stumbled upon a massive tree in the center of a clearing.
After tearing it down you came away with
7 Wood
25. 25
Wood: You received intel from an anonymous source claiming to know
where a stockpile of wood is. After following the instructions
you were pleased to discover
8 Wood
Wood: You stumbled upon a vast amount of trees that have fallen over.
After some hard work you were able to retrieve
11 Wood
Food: A farmland on Ignis that caught fire two cycles ago has been
cultivated for crops again.
5 Food
Food: Your farmers have found a way to enhance their flametatos
production by 100%
4 Food
Food: Your scouting party found a large native flower on ignis that has
been identified as a good source of fiber
2 Food
Food: You discover a herd of wild flame bovine grazing in a remote
area on Ignis
6 Food
Food: National “help close the rift” day has come and farmers from all
over donate to the cause
7 Food
Food: While scanning a region for tectonic activity you find a crevasse
with jungle like properties. Researching this area yields new
plant alternatives
9 Food
Food: Scientists have found a way to use the volcanic ash as a protein
substitute deliverable via gel form
11 Food
Food: When times are tough; the tough eat firnis bugs 8 Food
Food: A multi-faction farmers emergency meeting yields greater
production across the food industry
10 Food
Food: You find that agni snails are decent when starving 1 Food
Fuel: While exploring Anima you fall into a vast cavern full of gasses and
vapors, once the vapors clear you see containers. This provides you with
5 Fuel
26. 26
Fuel: After much rumbling in the ground you were disappointed to extract
only a small amount of fuel from the geyser.
1 Fuel
Fuel: Upon searching the land you stumble across a hot springs. The gases
spewing from them turn out to be what you're looking for. You gain
9 Fuel
Fuel: Although it’s not the vast amount of fuel you were hoping for, it could
still come in handy
4 Fuel
Fuel: You stumbled upon a massive vent in the center of a clearing. After
braving the lethal gases you came away with
7 Fuel
Fuel: You stumbled upon a vast amount of gas pockets that have started to
erupt. After some hard work you were able to retrieve
11 Fuel
Fuel: That will be the last time you trust your personal advisor on where to
look for resources. You came away with
3 Fuel
Fuel: A sea of vapors can be seen while landing your ship. Upon further
investigation you happen to acquire
10 Fuel
Fuel: The android still needs some fine tuning after procuring a mere 2 Fuel
Fuel: At first you thought someone had cut the cheese, but when the smell
wouldn’t go away you knew you had found
6 Fuel
Water: Your scientists have researched new water containment methods resulting
in extra volume for your faction.
5 Water
Water: You stumbled upon a vast amount of geysers that have started to erupt.
After some hard work you were able to retrieve
11 Water
Water: You received intel from your oceanologist claiming to know where a
stockpile of water is. After following the instructions you were pleased to
discover
8 Water
Water: While spelunking you gather some water for your journey back 6 Water
Water: The new fish android still needs some fine tuning after procuring a mere 2 Water
27. 27
Water: Apparently you need a better navigation system. This trip has only led
you to retrieving
1 Water
Water: Rumor tells of a cavern that holds the richest water you could hope for.
After some intense searching you found it and acquire
9 Water
Water: A crystal clear lake can be seen while landing your ship. Upon further
investigation you happen to acquire
10 Water
Water: You stumbled upon a massive geyser in the center of a clearing. After
braving the lethal gases you came away with
7 Water
Water: That will be the last time you trust your personal advisor on
where to look for resources. You came away with
3 Water
Diamond: While exploring Virteus you stumble upon a dense ridge of
glowing crystals. This provides you with
5
Diamond
Diamond: A recent divorce epidemic in the solar system has opened up an
opportunity with all the diamonds being traded in.
4
Diamond
Diamond: Apprehending a fleeing smuggler rewards you with his entire
cargo.
8
Diamond
Diamond: An avalanche has opened up a new cave system in northern
Virteus mountains and you got there first
10
Diamond
Diamond: Advances in technology have led to less waste while making logic
processors for use in ships
6
Diamond
Diamond: Thanks to the advice of your personal geologist you were able to
procure
9
Diamond
Diamond: While taking a personal vacation you break your ankle stepping
in a ditch. While pulling you out your team finds a singular,
ugly, diamond.
1 Diamond
Diamond: Geological surveys found a small cache of diamonds in cave.
Supposedly left by scoundrels.
7
Diamond
28. 28
Diamond: New diamond processing techniques have increased productivity;
maybe.
2
Diamond
Diamond: Rescuing a wealthy business tycoon from his own mine rewards
you with half of his current stock
11
Diamond
Metal: While climbing the mountains in the faction of Metallum you
fell into a crevasse, upon exploring the crevasse you found a vein
of ore. This provided you with
5 Metal
Metal: You stumbled upon a vast amount of ore deep within a
mountain. After some hard work you were able to retrieve
11 Metal
Metal: You received intel from the miners claiming to know where a
stockpile of ore is. After following the instructions you were
pleased to discover
9 Metal
Metal: You stumbled upon a massive pillar of iron in the center of a
clearing. After many hours of using your pick you came away
with
7 Metal
Metal: Geologist have pinpointed a cave that is home to precious metal.
You gather
5 Metal
Metal: Looks like you could do a better job at digging for minerals. 2 Metal
Metal: A massive cave can be seen while landing your ship. Upon further
investigation you happen to acquire
10 Metal
Metal: That will be the last time you trust your personal advisor on
where to look for resources. You came away with
3 Metal
Metal: The upgraded excavating android has done some good work. You
have gained
4 Metal
Metal: Rumor tells of a cave deep within a mountain that holds many
precious metals. After some excavating you acquire
8 Metal
6 Faction Cards: These cards represent what faction you belong to and what your starting
position
29. 29
Will be.
Faction Story
Terra The Terra are a faction that worship earth as the mother of all creation. Their
home planet is covered with forests and lush vegetation (Terrestrial Planet).
They pull their main resource (Wood) from the dense forests.
Ignis The Ignis are a faction who worship fire as the purging fire. Their home planet
is mostly covered in fire and lava (Volcanic Planet). The main resource is food
and comes from the volcanic ash and the creatures that dwell there.
Anima The Anima are a faction who worship wind as the bringer of change. Their
planet is a dusty ball of gas (Gaseous/Vaporous Planet). They use the wind to
funnel the gases into fuel.
Virteus The Virteus are a faction who worship crystal as the Healer of life. Their planet
is covered in crystals of different shapes and hue (Crystalline Planet). Many
crystals form this planet, but their primary resource is diamonds.
Metallum The Metallum are a faction who worship metal as the protector of all. Their
home planet is covered in mountains rich with ore (Mountainous Planet).
Their main resource is adamantium and it comes from mines deep within the
mountains.
Adaquo The Adaquo are a faction who worship water as the bringer of life. Since the
planet is mostly covered by water (Oceanic Planet), the main resource is
purified water.
30. 30
Credits
Producer - Alexander Murchison
Mechanics Lead - Michael Miller
Mechanics Designer - Alexander Murchison
Timothy McIntosh
Kevin Oropeza
Story Writer - Timothy McIntosh
Aesthetics Lead - Kevin Oropeza
Aesthetics Editor - Alexander Murchison
Editor - Michael Miller
Game Testers
Alexander Murchison
Michael Miller
Timothy McIntosh
Kevin Oropeza
Coming soon to the Steam Tabletop Simulator