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Cyberdoom Tower - Regras

This document provides setup instructions for a board game called Cyberdoom Tower. It includes components, setup steps, gameplay rules for rounds, player turns, actions, and interacting with sentinels. The goal is for players to collect 3 keys by the end of round 12 to defeat the AI and save the world from machines dominating Earth.

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Rodrigo Campos
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© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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100% found this document useful (1 vote)
143 views6 pages

Cyberdoom Tower - Regras

This document provides setup instructions for a board game called Cyberdoom Tower. It includes components, setup steps, gameplay rules for rounds, player turns, actions, and interacting with sentinels. The goal is for players to collect 3 keys by the end of round 12 to defeat the AI and save the world from machines dominating Earth.

Uploaded by

Rodrigo Campos
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/ 6

 

It is the year 2104, the machines dominate the


planet Earth trying to wipe out the human race.
You have been chosen to stop them.

Collect the passcodes to unlock the door at the top


of the Cyberdoom Tower and defeat the AI who
controls the machines to save the world!

COMPONENTS 
4 White Dice (12mm)
2 Red Dice (12mm)
2 Green Cube (8mm)
2 Meeples (different colour)

Optional:
4 Red Cubes (8mm) [Luck markers]
4 Yellow Cubes (8mm) [Energy markers]
7 Blue Cubes (8mm) [Crate markers]
5 White Cubes (8mm) [Keys markers]

SETUP 
Shuffle the Floor Cards and place 4 of them
randomly one on top of each other to build the
Cyberdoom Tower .

Shuffle the Sentinel Cards and place each one of


them on the right side of each Floor matching the
bottom 4 rows of the Floor Cards with the ones of
the sentinels like shown in the image.

Place your meeple in the Elevator of the bottom


Floor. The vertical blue stripe on the left of the
tower is the elevator shaft and the squares  
between the blue arrows are the elevator stops of
each floor.

Place the Round Counter (​green cube​) on the


top-right of the top Floor Card of the tower.

Take randomly one of the AI Cards and place it


face up on top of the tower.

Place the Player Sheet in front of you with the


Action Point (AP) marker (​green cube​) on the third
square of the AP counter. This will help you to keep
track of the AP used during your turn.

Take 4 White dice and 2 Red dice.


GAMEPLAY  You can break your Movement with other actions if
you have enough AP to spend.
Example:​ you can move 1 space (1AP), then ​loot
ROUNDS & COUNTDOWN  (free action) , then move again 1 space (1 AP) and
At the end of each round, move the Round Counter then ​attack ​(1 AP).
1 space to the left (see Floor Card on page 5).
If you don’t collect the 3 keys before the end of the You can spend 1 Energy to move 1 extra sector.
12th round, you lose.
Every time the Round Counter moves to a new At the end of a Movement you have to roll 1 die to
Sector, slide all the Sentinels that are 2 Sectors Hide​, unless you want to ​Loot ​(if you move 2 or
behind by 1 space to the left. more sectors with 1 action it is still considered 1
movement).

If you end your movement on a sector with an


Energy ​(yellow)​ ​or ​Luck ​(red)​ ​symbol, highlight the
correspondent box on your player sheet to indicate
you can use it from now on.

You start the game with 3 Energy and 3 Luck.


PLAYER TURN 
During each round you will always start with the
LOOT 
player(s) turn.
When you end your Movement on a Crate and you
On your turn you can do these 3 actions in any decide to loot it, you have to roll to Hide, but the
order by spending Action Points: Sentinel gains +1 ​Anti-Stealth​.
● Move
● Loot
● Attack
Independently if you succeed or fail your roll, you
loot the crate and gain an item.
ACTION POINTS (AP)  Roll 1 die and mark the item that has the same
In your turn, you must use number you rolled, you can now use this item
the AP on your Player Sheet (details on the equipment at the end of the rules).
to Move or Attack.
Every time you make an action, slide the AP
marker as many squares to the left as AP spent.
At the end of your turn, put the AP marker back to
the initial position (third square on the right).
You cannot spend more than 3 AP during your turn.
If you roll a number of an item you already have,
MOVE  mark the next item with the closest number you
In your turn, you can spend a number of AP equal rolled. If there are two items equally close to it, you
to the number of sectors you want to move your choose which one to gain.
meeple (​Example​: moving your meeple 2 sectors
(​Example​: you rolled 5 and you already have the
cost you 2 AP).
Tecno Suit. You can choose between the Jetpack
and the Grenade).
Moving your meeple up or down with the elevator
You can loot a Crate only once (scoss off the
costs you 1 AP independently of how many floors
symbol on the card or use a marker to keep track).
you move it.
See how you can use your equipment at the end of
the rules.
HIDE  SYMBOLS ON FLOOR CARDS
To hide yourself against the Sentinels you have to These symbols influence the equivalent row of the
roll 1 die and obtain a number equal or higher than Sentinel (Hit Boxes).
the sum of the number on the sector your meeple is CHAIN
in and the Sentinel’s Anti-Stealth. You have to place dice in this row, showing the
same number. You still have to satisfy the rules of
those Hit Boxes, if any.
EXCLAMATION MARK
You have to place dice showing the same number
on the Hit Boxes.
RED BOX
You must place Red dice on the indicated Hit
Boxes.
NUMBER
All empty Hit Boxes now have that number (see the
If you fail the test to Hide, fill 1 box of any 1 of your rule WHITE BOX WITH A NUMBER IN IT).
Abilities (see Abilities) and your turn ends. You
cannot make any other action and it is now the ABILITIES
Sentinel Turn ​(see Sentinel Turn on page 4).

You can spend Luck points (by crossing them on


your players sheet) to modify the result of the roll.

Note: ​The equipment Tecno Suit gives you a When attacking a Sentinel (or AI), you can modify
bonus to hide (-1 Anti-Stealth). the result of your dice by using the unlocked
Abilities on your player sheet.
ATTACK  +/-1
To Attack a Sentinel you must spend 1 AP. You can add or subtract 1 to the result of 1 die.
You can Attack a Sentinel if you are in ​range This ability is unlocked by default.
(weapons have different range values). RE-ROLL
RANGE ​= Distance in sectors. You can re-roll 1 die.
FLIP
You can Attack only once per turn and you can use You can flip 1 die showing the face
only 1 weapon (base weapon, Laser Cannon, opposite of the one rolled.
Plasma Rifle or Grenade). HIT
You must choose the weapon before rolling the Choose the number you need on 1 die.
dice.
To attack a Sentinel roll 4 White dice and 2 Red You can use unlocked Abilities only once per turn,
dice. for free. An Ability is unlocked if all the boxes under
its symbol are filled.
Place the dice on the Sentinel’s Hit Boxes by
following the rules below. You damage the Sentinel You can reuse an unlocked Ability by spending
(or the AI) if you can place all 6 dice on the card. Luck points. Cross 1 Luck box for each reused
unlocked Ability.
SYMBOLS ON SENTINEL AND AI CARDS
WHITE BOX​ ​WITH A NUMBER IN IT
You have to place a die of any color with a number
equal or higher than the one in the box.
RED BOX WITH A NUMBER IN IT If you are not able to place all 6 dice on the
You must place a Red die with a number equal or Sentinel (or AI) Card, fill 1 box of any 1 of your
higher than the one in the box. Abilities.
EMPTY WHITE BOX
You can place a die with any number and color. If you place all 6 dice on the Sentinel’s (or AI) Card,
you deal an amount of damage equal to the one
shown on the used weapon. Cross as many Energy You receive an amount of damage (energy points)
boxes on the Sentinel’s card as the damage done. equal to the number shown on the Sentinel card
(damage). Cross that amount of Energy on your
player sheet.

If your energy reaches 0 you lose the game.

After a Sentinel attacks you, you will automatically


Example: ​You attack the Sentinel with the plasma
fail any other tests to Hide in that Floor.
rifle. After placing the dice, cross 2 Energy boxes
on the Sentinel card.
If the Sentinel Card covers the first Sector, the
Floor can’t be explored any more and if your
After you attack a Sentinel, your turn ends and it is
meeple is in it you lose the game.
the Sentinel’s turn.

DEFEAT A SENTINEL KEY 


If you cross all the Energy boxes of a Sentinel, you If you end your Movement on a sector with a Key
defeat it, and gain 1 Energy by highlighting a new and you don’t fail the roll to Hide, you may take it
Energy box on your player sheet (it now shows you and automatically go back to the Elevator (free
can use it) and you can also fill 1 box of any 1 of action).
your Abilities. Write the number of the floor where you get the key
on one of the 3 Key Boxes on your player sheets to
Flip the Sentinel card face down to show you keep track of where you got the key and how many
defeated it. of them you collected (​Example​: You got the keys
in floors 1 and 3 like shown in the image below).
SENTINEL TURN 
If this is the first time the Sentinel activates, ​cross
the ​activation box​ on the top right of the card.

Slide​ the Sentinel Card 1 sector to the left.

The Sentinel attacks you if you are in its ​Range


(even if your meeple is in the elevator).
When you collect 3 Keys you can go to fight the AI
on the roof of the tower.
Once you reach the top floor, place your meeple
beside the AI Card (free action).
Fighting the AI follows the same rules of fighting a
Sentinel, but the AI won’t move from it’s position
and you are both of you always considered in
Range from each other.

WINNING CONDITION 
To win the game you have to defeat the AI by
dealing an amount of damage equal to its Energy
Sentinels’ Range considers both directions of the points.
Sentinel’s cards (as shown on the image above).
Sectors directly above the sentinels card are PLAYER MODE 
Range 0. 1 Player​ = 4 Floors = 3 Keys to unlock the roof.
2 Player​ = 5 Floors = 4 Keys to unlock the roof. To use your equipment, you have to pay the cost of
With 2 players, simply decide who is going to play activation shown on the top-left of the chosen item.
the round first.
GUNSIGHT (1)
TO USE:​ Cross 1 Luck box.
PLAYER SHEET  EFFECT: ​Obtain 1 Hit on any 1 rolled die.

LASER CANNON (2)


TO USE:​ Cross 1 Energy box.
EFFECT: ​You can use this weapon to attack.
RANGE: ​4
DAMAGE:​ 1

PLASMA RIFLE (3)


TO USE:​ Cross 1 Energy box.
EFFECT: ​You can use this weapon to attack.
RANGE: ​2
DAMAGE:​ 2

JETPACK (4)
TO USE:​ Use 1 Action Point (AP).
EFFECT: ​You can move 2 sectors. You can also
use the Jetpack to increase a movement by 2.
Example: ​You use 2 AP to move with the Jetpack,
so you move 3 sectors.

TECNO SUIT (5)


TO USE:​ Free to use, once per turn.
EFFECT: ​The Sentinel gains -1 Anti-Stealth when
you roll to Hide.

GRENADE (6)
  TO USE:​ You can use it only once during the
MAIN STATISTICS  game. Cross it off after using it.
On the top left there are the main statistics: EFFECT: ​You can use this weapon to attack.
Energy (yellow), Luck (red), Action Points (green) RANGE: ​2
and the Keys tracker. DAMAGE:​ 3

Any time during the game​ you can cross off one
BASE WEAPON 
of your items to gain 1 Energy (as shown on the
Below the main statistics there is the base weapon:
orange bar under each item). You can’t use that
RANGE: ​2
item any more.
DAMAGE:​ 1
Note: ​the Gun Sight gives you 1 “​Hit” ​instead.

ABILITIES 

FLOOR CARD 
EQUIPMENT 
We saw how you obtain your equipment during the
game, here we explain how to use it.
SENTINEL’S MODIFIERS 
Sentinel’s modifiers influence the equivalent Hit
Boxes row (see page 3).

SENTINEL CARD 

DESIGNERS
Zemilio & Marco Salogni

ARTIST
Marco Salogni

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