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9
The Invasion Plot Track
This track represents the general plan of the Invader, and how
much time he has to achieve his diabolical goals (each space
represents one month in game-time). The game starts with
a marker placed on space #10. When the marker is required
to move down the track, it must advance toward zero - the
game-ending skull symbol. Likewise, when the marker is
required to move up the track, it must move toward space
#12, but cannot exceed it.
If the marker on the invasion plot track is ever moved onto
the skull symbol space, the game is over with Mankind as
the winner.
C. Attack phase
This phase is only executed during the Invader’s turn. It consists
of two steps:
A) The Invader attacks each invasion zone
B) Check inicted drain damage
A) The Invader attacks each invasion zone
For each zone, determine the power value of both the Invader
player and the Mankind player.
To determine the Invader’s attack power in an invasion zone, add
up the total power (mainly contributed by Invaders and Desolators)
at his side of the zone.
To determine Mankinds defence power in an invasion zone, add up
the total power (mainly contributed by Defenders and Locations)
at his side of the zone plus the power value of the zone.
Cards you have placed at an invasion zone all have a power value –
even if that value is zero or a minus.
Important: While still turned to 90˚, a Heroes of the Resistance
card power is not added to the defensive power value of the
invasion zone it occupies.
If the Invader’s total power in a zone is greater than Mankinds in
the same zone, then the Mankind player must drain (ip cards from
the top of his deck into his discard pile) the dierence between the
Invader’s total power and Mankinds total power.
If Mankind’s total power in a zone is greater than or equal to the
Invader’s in the same zone nothing happens.
All three invasion zones are checked separately in this fashion
during this phase.
If his draw deck is empty when Mankind is forced to drain a card,
he loses.
Example: The Invader has a ‘Kraken’ Warmachine (power of
three), and theSquid’ Lander Vehicle (power of two), in the
Pacic rim invasion zone. His attack power is 3+2=5. Opposite
these cards, Mankind has only RefugeesShanty Town (power of
one), so his defence power is 1+3=4 (RefugeesShanty Town, plus
the Pacic rim zone has an intrinsic power value of three). This
means that Mankind must drain one card into his discard pile.
Example: The Invader has a ‘Kraken’ Warmachine, and Medusa’
Assault Vehicles (power of ve), in the Eurasia invasion zone.
His attack power is 3+5=8. Opposite these cards, Mankind has
‘Ramsesclass Submarine (power of one), and three ‘Saladin’
– class VTOL Aircraft cards (power of one each), so his power is
1+1+1+1+5=9 (Eurasia invasion zones value of ‘5’ plus the four
cards each with a power of one). This means that the Invader
has been thwarted this turn.
9


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