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GAMEPLAY

UNDER FALLING SKIES


by Tomáš „uhlik” Uhlír Your goal is to develop a weapon able to destroy the approaching alien mother ship before it gets too
close or before your base takes too much damage. You do it by ge ng to the last spot on the research
track. The game plays in rounds, un l you either win or lose.
COMPONENTS:
SOLO 20-40 min. 9 cards Each round consists of three phases:
If the space where the arrow
7 six-sided dice (ideally 12 mm) 1 Place dice and move ships points is empty, move the ship
ACTION DICE ROBOTS 2 Resolve rooms
there.
Hos le alien mother ship is quickly approaching The order of placing dice ma ers
Earth. Mankind has been forced to seek shelter in 3 Move the mother ship because in some cases the ship
underground bases to hide from a constant REROLL can move more mes during one
bombardment of the surface. As a leader of one round, when you first move it to a
of those bases, you are trying to develop a 11 tokens (ideally 8 mm cubes) 1) PLACE DICE d i ffe re nt co l u m n a n d l ate r
weapon able to destroy the alien for good while ENEMY SHIPS TRACKERS AND MOVE SHIPS ac vate it again by placing a die in
also expanding your base and dealing with that column.
enemy fighters. At the start of the round roll 5 ac on dice (3 black
REINFORCEMENTS Move the mother ship card one
and 2 white) and place them one at a me on the line lower along the track.
available spots in your base.
Moving the mother ship usually
SETUP White dice have a special func on, when you triggers a nasty effect depending
1 place one of them, you have to reroll all the on the le most glowing symbol it
1 Set up 7 cards above each other to form a MOTHER SHIP remaining dice that have not yet been placed. covers, but when you move the
con nuous image (See the picure on the right.) mother ship because of this
Immediately a er placing a die, move all enemy symbol, ignore the effect.
2 Put the card with an energy and a research 4
ships in the same column downward the number
track next to the constructed column. of spaces corresponding to the die value and The explosion doesn't have any
3 The 9th card serves only as a round overview. then resolve the final spot they land on. (See the immediate effect when the ship
TRACKS FOR
ENEMY SHIPS symbols explana on on the right.) lands on it, but it allows you to
The cards are double sided, being easy on 3 When a ship reaches the last space of a track, shoot down the ship later by
one side and difficult (with in the top 7 your base takes 1 damage. Move the damage ac va ng an orange room with a
right corner) on the other. marker accordingly and put the enemy ship on die of a sufficient value.
For your first game, use the easy side. In the mother ship card (to be respawned later). Your base takes 1 damage.
subsequent games, you can increase the The dice placement has a few restric ons: (Move the tracker acordingly.)
difficulty by flipping any number of cards
to their difficult side. RESEARCH TRACK
Each spot can contain only one die.
2 You can place only one die in each column.
Each adds +1 LEVEL (up to LEVEL 8). 5 Example of already excavated rooms:
Dice can be placed only on the already
4 Place 5 green enemy ships on the star ng excavated rooms.
spots on the mother ship card. 5
(Excavated rooms are the ones from the start of
ENERGY TRACK
5 Place 4 white tracker cubes on their star ng the track down to the excavator token.)
spots (marked with a small white square) on DAMAGE TRACK
the Research track, Energy track, Damage Once each round, you can place a die to an
5
track and one on your base as an Excavator. 6
unexcavated space (room or tunnel), to be able
5
to move the excavator and thus gain access to
6 Five dice (3 black and 2 white) should be kept new rooms. The die however s ll blocks the
somewhere near. EXCAVATOR
column and moves enemy ships.
7 Leave 2 blue robot dice and 2 red enemy UNDERGROUND Con nue placing dice un l you place all five, then
ships aside for now. BASE proceed to resolving rooms. excavator
2) RESOLVE ROOMS It’s the only room that is resolved
immediately a er placing a die and
it allows you to move all enemy 3 2 1
Once you've placed all five dice, resolve them ships in the column one less space
one at a me in any order you prefer. A er than usual.
resolving a die, move it aside.
Restore your energy up to a
USING ROOMS: number of the die value. Although 4
To be able to use the room effect, you have to you are able to reach higher values, (1)
(2)
spend the indicated amount of energy. (Move the maximum amount of energy is 7. You can spend 1 energy to move the exca-
the tracker accordingly.) If you don’t have enough vator 4 spaces to a spot with the white die.
energy or you don’t want to spend it, remove the Shoot down all enemy ships on a
space with an explosion symbol of Note that you can place the die even on a
die with no effect. tunnel spot. From the next round you can use
the same or lower number than Due to resolving the glowing symbol (1), put
The strength of the effect depends on the value the die value. Put the shot down the newly excavated blue and double room. one red ship on the card. Moving the mother
of the die (the higher, the be er). ships on the mother ship card (to be ship moves the green obstruc ng ship (2) on
Some rooms have a modificator above them, so respawned later). the card as well. While respawning, first you
when you ac vate such a room, resolve its effect 3) MOVE THE MOTHER SHIP have to place two of the three ships on the 1st
Advance on the research track. The and 5th spot with no ships below. The last ship
with a modified value. (Enemy ships s ll move by
die value has to be at least the same can be placed either on the 2nd or 3rd spot.
the original value.) Resolve the glowing symbol just under the
as the number on the next space
In case of larger rooms, all its slots have to be where you are going to move. It’s arrow on the mother ship card.
occupied to be able to use its effect, but you add possible to move more spaces at (See the symbols explana on on the right.)
Your base takes 1 damage.
up the value of all dice placed there. once if the value is at least as high as Then move the mother ship card one line
(See the room effects on the right.) the sum of the spaces. (To move lower along the track. If there were any Move the excavator the in-
through space 3 and 1 at once, you obstruc ng ships on the top line, put them on dicated number of spaces back
would need a value of 4 or higher.) the mother ship card. along the track. (Remove any
modificator poten al robot dice in the way.)
Construct a robot to temporarily As the last thing, respawn all enemy ships
increase your workforce. Take one placed on the mother ship card. Move the tracker on the re-
of the blue dice (set aside or an search track back the indicated
energy RESPAWNING ENEMY SHIPS: number of spaces.
already placed) and set it to the
consump on value of the assigned die. A er Place the ships one by one on the unoccupied
star ng spots of your choice above a column Put one red enemy ship (if avai-
You need to spend 3 energy and place two resolving all dice, place the newly lable) on the mother ship card.
constructed robot to an already which doesn’t contain a ship.
dice on this room to be able to use its effect. (to be respawned later)
excavated room of your choice. In case all columns contain a ship, you can choose
In the example above, the total value is four The red ship works the same way
(1+6-3=4) so you would resolve both green Star ng with the following round, any unoccupied star ng spot. as a normal ship, except that if it’s
and orange effect with this value. the robot works in that room as a In case all star ng spots are occupied, leave the shot down, it will be put aside
normal die with a few changes: remaining ships on the card, to be spawned on instead of being respawned.
MOVING THE EXCAVATOR: Even though the robot occupies the the next round.
spot, he doesn't move enemy ships
A die can be placed on a not yet accessible space and doesn't count towards the "one
to move the excavator. die per column" limit. GAME END
The die value has to be the same or higher than You s ll have to use energy to
the length of the route from the excavator to the ac vate a room with a robot, but You can lose the game by two ways, either when
die and moving the Excavator always costs one instead of removing the robot die, the mother ship descends to the glowing skull
energy, regardless the number of spaces it lower its value by one (even if you symbol, or if your base gets enough damage to
moves. heven’t used the room effect) and move the marker down to the skull symbol next
So if you spend one energy and the die value is leave it on the room. Remove it only to your base.
high enough, replace the die with the excavator when it already has a value of one You win when you get the research marker to the
token, otherwise only remove the die. and can’t be lowered any further. last spot of the research track.

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