Matter of Survival Rulebook

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    Introduction

    Mankind has long since abandoned its native home world, expanding outward to uncharted galaxies,

    colonizing several planets along the way. To keep the terra-forming processes going, deep spacemining operations have been set up to collect and refine all the necessary elements for a smoothoperation.

    TheExpansion Corporations deep space refining station Matter Outpost 07 (known as MO7) is

    currently at the forefront of human exploration, a shining example of mans technologicalachievement, equipped with the latest versions of elemental refining equipment and matter-type

    mining suits that the Expansion Corp. has to offer.

    Outside the station is the newest member in the family of known galaxies. Filled with gas giants andnewly born stars, the galaxy is ripe with matter to harvest but unknown to the MO7 staff; something

    unexpected has been awoken by their presence.

    A Matter of Survival

    Its clear that something has gone horribly wrong on board the MO7. While your team was away onan exploratory expedition, a massive creature of unknown origin has attacked and is slowly eating its

    way through the station. As your team finds its way to a command terminal, the matter analyzers inyour mining suits crackle to life with warnings of antimatter creatures that have spread throughout

    the base and are breaking down the station element by element! As warnings flash across theterminal screen you see that containment is failing throughout the station and large sections are

    completely locked down, but that is the least of your problems, the last remaining escape pod canonly facilitate one person. As you reach to bring up the pods location, the room begins to shake and

    floor beneath you starts to crack as something devours its way through the floor.

    You look at your team one last time as they jump to the doors to escape. From this point on, it is

    every miner for themselves.

    Objective

    In this competitive survival board game choose one the four unique matter-type mining suits as you

    try to escape from the cosmic monster devouring everything around you. Utilize a variety of suitenhancements to aid you as you fight your way from one room to the next through deadly antimattermonsters and the dangerous hazards within the collapsing space station. Eliminate the monsters to

    collect the resources you need to keep yourself alive, but be warned, your longtime allies will beworking against you every step of the way with items of their own that can manipulate the very path

    that lies before you. If you are not lucky enough to find the last remaining escape pod first, you betterhope that you are smart enough to be the one that lives to use it. Place your friendships aside; this is a

    matter of survival!

    '

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    Components

    Rule Book: 1 Health Tokens: 20 (10 positive green tokens & 10 negative red tokens) Armor Tokens: 20 (10 positive blue tokens & 10 negative black tokens) Player Tokens: 4 (1 of each color) Antimatter Monster Tokens: 21 (3x the 7 colors) Dice: D4x1, D20x1 Game Tiles: 26 Cosmic Monster Tile: 1 Escape Pod Tile: 1 Start Tiles: 4 Re-spawn Tiles: 4 Antimatter Monster Cards: 21 Player Cards: 4 Event Cards: 15 Resource Cards: 15

    Setup

    1. Locate and place the cosmic monster tile in the playing area and attach the four labeled start

    tiles around the cosmic monster tile

    2. Find the Escape Pod tile and set it aside. Shuffle the game tiles and set aside the bottom 15 tiles.

    Shuffle the Escape Pod tile into the bottom 15 tiles, set the top 15 game tiles back on top and placethe entire tile stack in its designated area

    3. Shuffle the antimatter monster cards and place them in their designated area, repeat this for the

    event cards and resource cards as well

    4. Each player rolls the d20 die to establish a turn rotation; the player with the highest roll goes firstfollowed by the player to their left and so on. The same player rotation will be used by the players to

    select their characters; player one will manage all non-player phases in the game

    5. Players Choose 1 of 4 playable characters (represented by character card and token) and place

    their token anywhere on one of the four starting tiles

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    Phases of Gameplay

    Each round of gameplay is broken down into four phases

    Two player phases

    The Movement Phase The Combat Phase

    And two monster phases

    The Antimatter Monster Phase The Cosmic Monster Phase

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    Player PhasesA. The Movement Phase

    1. Players roll the d4 die and can move up to that number of squares on their current tile, or

    any tile already connected to it. If a player reaches the edge of the tile, they draw a tile fromthe tile stack and attach it to that edge with the arrow facing the direction of the player token.If the player still has movement available from the d4 dieroll, they may use it prior to any

    other action (Example:prior to drawing an event card or combat)

    1.aif the drawn tile has a black arrow, an event card is drawn. The

    event cards supersede all other game rules and must be carried out as statedon the event card

    1.bactive event cards are placed in a player designated area for quick

    reference until it is no longer active (as noted in the event card text)

    1.cinactive event cards are place on the bottom of the event card stack

    1.dplayers can draw only one new tile per turn unless instructed by anevent card or resource card

    2. If no new tile is placed during the players turn, an antimatter monster card is drawn.

    The directions on the antimatter monster card must be followed unless an event card orresource card states otherwise

    2.ain addition to the antimatter monster card, the corresponding token is

    place on the board as instructed by the card, otherwise place the monstertoken on the square furthest from the player on the players active tile.

    2.bthe antimatter monster card is placed in the active monster area (an

    area designated by the players) in the order it came into play until it isneeded for combat (player or antimatter monster combat)

    3. Players may not move through object on the tiles including Antimatter monsters, other

    players, or any obstacles represented on the tiles except doors once unlockedB. Locked Doors

    1. In place of a players movement phase, players can use doors on the tiles provided they are

    on one of the two squares in front of the door at the start of their movement phase

    1.ato unlock a door, you must roll a 10 or greater on the d20 die

    1.bif successful, you may attach a new tile to the other side of the door andmove one space onto the new tile

    1.cif not successful, your movement phase ends.

    1.dunless an event or resource card states otherwise, doors remain unlocked

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    Player Combat

    A. The Combat Phase

    1. Players may attack once per turn unless a resource card or ability states otherwise

    1.a - players can attack any antimatter monster or player in play

    1.b - if attacking an antimatter monster, move that antimatter monster's cardnext to the attacking player for easy reference during the combat phase

    1.c - if attacking another player, simply inform the player of your intent

    2. Select an available attack

    2.athe players attack skills are located on the player character card along with all

    information pertaining to the attacks success/fail conditions, damage, and any otherdetails regarding the attack

    2.bunless otherwise noted, outcomes of attacks are gauged on a players d20 die

    roll for that attack

    3. Resolve combat damage

    3.acombat damage tokens are place on the antimatter monster card and or playercard for any damage taken

    4. End of player combat

    4.a- if a player is killed as a result of combat their token is removed from play and allof their resource cards are returned to the bottom of the resource card stack; all

    antimatter monster cards remain in play

    4.bif an antimatter monster is killed, the monster token is removed from play andthe monster card is placed on the bottom of the antimatter monster stack

    4.cif the antimatter monster survives the attack it is place back in its original orderin the active monster area with its damage tokens on it

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    Resource Cards

    A. Collecting Resource Cards

    1. Any player who successfully kills an antimatter monster during their turn can collectone resource card after all combat has been resolved

    1.a - only one resource card can be collected per turn (even if an ability or eventallows a player to take an additional combat phase)

    2. A player may only have a total of three resource cards at any time

    2.aif a player collects a resource card that would put that player over the three cardlimit, that player may choose to discard or use any of the resource cards in their hand

    beforedrawling the new resource card, otherwise, the player may choose not to draw

    the new resource card (Example:player A kills a monster but has three resourcecards that he/she does not want to use or discard. Player A chooses to not collect the

    new resource card in order tokeep his/her current cards without going over the three card limit)

    3. Resource cards can be used at any time during gameplay unless an event card states

    otherwise

    4. No resource cards are collected for killing another player

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    Antimatter Monster Turns

    A. The Antimatter Monster Phase

    1. After every full player rotation (Example:After player 4s Combat Phase, before player1s Player Movement Phase) the antimatter monsters attack in the order they came into play(unless prevented by an event or resource cards text). The monsters target and movement is

    specified in its card text.

    1.a -If at any point, a player shares an adjacent square with an antimatter monster of

    their type, they are both destroyed and that players game is over. Player one rolls thed20 for the monsters attack roll unless instructed otherwise by the monster card

    1.bthe active antimatter monster card (not token) is moved in front of the player itis attacking

    1.cfollow the combat text on the antimatter monster card regarding how that

    antimatter monsters combat and or movement is carried out and what player will betargeted

    2. Resolve combat damage

    2.a - combat damage tokens are place on the player cards and or monster cards for

    any damage taken

    3. End of Antimatter Monster Combat Phase

    3.aif a player is killed due to combat, their token is removed from the game boardand all resource cards are returned to the bottom of the stack

    3.bif an antimatter monster is killed, the monster token is then removed from playand the card is placed on the bottom of the antimatter monster stack

    3.c - if the antimatter monster survives it is place back in its original order in the

    active monster area with any damage tokens it may have accumulated on it

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    Cosmic Monster Turn

    A. The Cosmic Monsters Phase

    1. The cosmic Monster devours the tiles its shares any of its four face sides with after eachfull game rotation (Example:After antimatter monster combat, before player onesmovement) if its movement roll is successful

    1.a - player one rolls the d20 die, if the result is 13 or greater the cosmic monsterdevours the tiles as described below, if the number is less than 13, the cosmic

    monsters movement phase is unsuccessful and the cosmic monster does nothing thisturn

    1.b - if the roll is successful, remove any game tiles immediately connect to any ofthe four sides of the cosmic monster tile; place them on the bottom of the tile stack

    1.cthe remaining tiles are moved towards the cosmic monster so that the nearest

    tiles connect with the cosmic monsters closest side

    2. Unless an event or resource card states otherwise, anything on a tile destroyed by theCosmic Monster is destroyed as well

    2.a - antimatter monsters are returned to the bottom of the antimatter monster stack

    2.b - player tokens are removed from the game board and resource cards are

    returned to the bottom of the stack

    Re-spawning

    A. Re-spawn conditions

    1. Any player that dies during gameplay may re-spawn if

    1.a - a re-spawn tile is currently in play

    1.b - at least one turn has passed since the re-spawning player died

    2. Any player that re-spawns does so with their original player card with all health andarmor restored to its original starting stats

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    Winning the Game

    A. Win and Loss Conditions

    1. After the Cosmic Monsters movement phase (successful or not), if any players remain

    alive, the next player in the rotation takes their turn

    1.a - this rotation continues so long as at least one player remains alive or a playerwins the game

    2. If a player reaches the Escape Pod tile, that player wins the game if:

    2.athe player shares the tile with the escape pod at the beginning of theirnext turn (before the players movement phase) and

    2.bno antimatter monsters or other players share the tile with the escape

    pod at the end of that turn

    3. Game play ends once a player successfully escapes or all players have died

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    Credits

    Game ConceptDavid Vieux

    Game DesignDavid Vieux

    Game TestingJames Reynolds, Dawn Vieux, David Vieux

    Rule Book EditorDawn Vieux

    Art DesignDavid Vieux

    PrintingThegamecrafter.com

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    Matter of Survival is 2013 Harvest Mouse Studio. All rights reserved.