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Daytime Phase I (During Your Turn) :: Android Game Reference By: Ben Bays

This document summarizes the key mechanics and phases of play in the Android board game: 1. During a player's turn they can move locations, follow up on leads to place evidence or uncover the conspiracy puzzle, use abilities, and play light cards if able. 2. On other players' turns, a player can only play dark cards if the conditions are met to trigger their effect. 3. At the end of each day (excluding the first of week 1), a general event is resolved and tokens are moved to new locations. The last two days removes leads from the board instead of moving them.

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0% found this document useful (0 votes)
91 views5 pages

Daytime Phase I (During Your Turn) :: Android Game Reference By: Ben Bays

This document summarizes the key mechanics and phases of play in the Android board game: 1. During a player's turn they can move locations, follow up on leads to place evidence or uncover the conspiracy puzzle, use abilities, and play light cards if able. 2. On other players' turns, a player can only play dark cards if the conditions are met to trigger their effect. 3. At the end of each day (excluding the first of week 1), a general event is resolved and tokens are moved to new locations. The last two days removes leads from the board instead of moving them.

Uploaded by

Aurelian76
Copyright
© Attribution Non-Commercial (BY-NC)
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as DOC, PDF, TXT or read online on Scribd
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Android Game Reference By: Ben Bays Daytime Phase I (During Your Turn):

ACTION Begin Phase Move to a new location (1 or 3 time) DESCRIPTION


Announce to other players that you are starting your turn and give them a chance to pull up your dark twilight cards to the front of their hands. Detectives start with 6 time (unless ability gives additional time). Your turn ends when you are out of time. General: Use your vehicle ruler to move one from location symbol to another. Most locations entered costs 1 time. Restricted locations cost 3 time. See Restricted Locations below. Be fair. Give your opponents a chance to play Dark Twilight cards. Dropship Pass: A dropship pass (acquired at NAPD (I3) location) allows the detective to move to any space on the board, including locations on the beanstalk. To use discard it and pay 1 time to move (restricted areas still cost 3 time). Location Type: Indicated by the color of the location. Religious (Yellow) Civic (Green) Residential (Red) Business (Blue) Nightlife (Purple) Location Quality: Indicated by the shape of the location symbol.

Normal locations are indicated by a circle symbol ( ). Detective gains no twilight cards. Restricted Locations: Restricted locations are identified with a warrant symbol. Restricted locations cost 3 time to enter unless the detective has previously placed a warrant marker. Detectives with placed warrant markers spend only 1 time to enter those restricted locations. Beanstalk: Each location of the beanstalk must be moved to sequentially. A detective may not skip a location by using your ruler. However, a dropship pass allows movement to and from any space on the beanstalk freely. Lilly Lockwell : If the detective is at the location with the Lilly Lockwell marker, the player MUST spend 1 time (if able) to permanently turn 1 piece of evidence over for all to see on any suspect sheet. After use, pass the Lilly Lockwell marker to the player to the right who moves the marker per the moving leads rules under Follow up a lead. Jimmy the Snitch may spend 1 time to: : If the detective is at the location with the Jimmy the Snitch marker, the player

Ritzy locations are indicated by a diamond symbol ( ). Gain 1 free light twilight card. Seedy locations are indicated by a triangle symbol ( ). Gain 1 free dark twilight card.

Peek at all evidence on a single suspect sheet (you may not share info). After use, pass the Jimmy the Snitch marker to the player to the right who moves the marker per the moving leads rules under Follow up a Lead below.

Peek at an opponents entire hand of cards or

Daytime Phase I (During Your Turn):


ACTION Follow up lead (1 time) DESCRIPTION
The detective picks up a lead marker for 1 time. The detective may follow up the lead by either placing evidence or uncovering the conspiracy.

Place Evidence: Choose a random evidence token and place on respective spot of any suspect either face down or face up. Uncover Conspiracy: The detective may either reveal information or dig deeper. o Reveal Information:

Take a puzzle piece from the top of the stack next to your hero marker. Move your hero marker down to the least valuable pile. Gain benefit of type of puzzle piece Light/Dark shift allows you to take a single light or dark shift. Favor piece allows you to take a single favor of any color. Baggage piece allows you to take a good / bad baggage token and place on any plot including your own. Gain any bonus the puzzle piece specifies. Place piece if there are any legal moves (pieces must extend at least one line). Otherwise discard the piece.

Draw/ Discard a card (1 time) Play light card (1 time) Get a jump on Case (1 time) Use a location ability (time varies) Special Action (time varies)

If any row, column or diagonal was completed when placing the puzzle piece, gain a conspiracy token worth +4 VP. o Dig Deeper: Advance your hero marker to the next most valuable pile of conspiracy puzzle pieces. Moving Leads: Afterward following up a lead, the detective passes the lead marker to the player to the right. That player must move the lead marker. The movement rules are: The lead marker must move to a new location of the same type (color) as the its previous location. The player may not place the marker on any location that already has a lead marker on it. The lead marker may not be placed in the same district as the player placing the token unless there is no other legal placement. Climax: In the last two days of the case (indicated by the red spaces on the Calendar track), leads that players follow up are removed from the board instead of moved to new locations. Draw or discard a twilight card (either a light card from your pile or a dark card from an opponents deck). The maximum hand size is 6 cards (7 for Raymond Flint).

Spend 1 time and pay the dark shift cost to play a light card from your hand. You may reduce the cost of playing the card by discarding additional twilight cards (1 decrease per card discarded). You may also add to or subtract 1 from the shift cost if the color of the light card matches the color of your current plot card. If the detective is at the location with the scene of the crime marker , the player may spend 1 time to place one of their hero markers there. At the end of the turn, the detective whos hero marker is at the scene of the crime becomes the 1st player. You may choose to use a location ability. You must pay the cost listed. You may not use a location twice in the same turn. Some plots allow you to spend time or favors to place bad baggage on another players plot or gain good baggage for you. See the conditions on the card for details and costs.

Daytime Phase II (During Other Players Turn):


The only action you may take on an opponents turn is to play one of their Dark Twilight cards. If the conditions on the dark twilight card is met, you may play it. You must pay the light shift cost listed on the card.

You may reduce the cost of the card by discarding another twilight card (1 decrease per card discarded). If the dark card color matches your opponents plot card color, you may increase or decrease the light shift amount by 1. A maximum of 1 dark card may be played per triggering event. First player takes priority in a disagreement. It is legal for an event to be triggered by a dark card that allows a second dark card to be played. If a dark and light card are played at the same time, the dark card happens first.

If opponent is Raymond and conditions are met, you may play a memory card against him.

Twilight Card Traits:


Fight Cards: If a light or dark card specifies that it is a fight card, then the player affected by the card may view the card and then select light or dark tactics before resolving the card. A player that selects light tactics light shifts 1. A player that chooses dark tactics dark shifts 1. A player completely light or dark shifted may still choose light or dark tactics, respectively. Conditional Baggage: If a twilight card specifies that the affected player gains anything such as duty, guilt, fear, etc than the affected player must consult his/her plot card. If the twilight card keyword matches good or bad baggage criteria, then the respective baggage is collected.

End of Day Phase:


Android is played over 2 game weeks. When each day ends (excluding day 1 of week 1), the following happens: Resolve a general event card. Terminate if specified NPC is dead w/o drawing new card. Days: 2, 4, & 5

Days: 3 & 6 Day: Day 1 of Week 2 Always: Climax: Last 2 days of game

When the card specifies a reward at a location, the reward is only given to the 1st player to arrive. Only 2 cards may be active. When pulling a third card, the oldest card and its effects are removed from the game regardless if satisfied. All players resolve their plots according to total baggage. A tie counts as a loss. Special event: Pull scenario specific card and resolve. This will move several leads. Move Jimmy the Snitch and Lily Lockwell to location specified by murder sheet. Change first player marker according to hero marker at the scene of the crime. For the last two days of the game, leads are no longer moved when followed. They are removed from board.

Glossary of Tokens & Terms:


Favor Tokens: Typically expend to use location ability or pay twilight card cost. *NPC Favor Tokens are gained through twilight cards. These may be used in place of any one color favor shown on the token. Evidence Tokens: Evidence tokens include either evidence, surprise witnesses or perjury tokens. They are placed on suspects either face down. Evidence tokes are worth face value (-4 to +5). Surprise Witness tokens are worth -5 evidence points. Perjury tokens in and of themselves are worth 0. However, when paired with a surprise witness or alibi token, it changes the value of those tokens from -5 to +5 evidence points. Lead Markers: Followed up during a players turn. May be used to place and evidence token, or work the conspiracy puzzle (either revealing information or digging deeper). Alibi: Worth -5 evidence unless matched with a perjury token. Purchased at Order of Sol (F8). Warrant Markers Move to restricted location without paying 2 additional times. Buy at Monroe & Assoc (H3). Hit Tokens: 3 hits will kill a suspect immediately. Buy at Humanity Labor (H2).

Corp

Politica l

Society

Stree t

NPC Favor

Evidence Tokens

Surprise Witness Token

Perjury Token

Document Lead

Physical Lead

Testimony Leads

Alibi Token

Hit Token

Trauma Counters: Worth -1 or -3 VP. Typically result of dark card.

Trauma Counter

Warrant Marker

Dropship Pass Tokens These tokens allow a player to move from any location to any other location (including the beanstalk) for 1 time (restricted locations still cost 3 time unless the detective has a warrant there). Buy at NAPD (I3)

Dropship Pass Token

Jinteki, Haas, and Conspiracy Tokens These tokens are used to keep track of extra victory points that a player earns through use of a location ability or by uncovering pieces of the conspiracy. Jinteki and Haas tokens are worth +3 VP and Conspiracy tokens are worth +4 VP. The conspiracy puzzle may adjust the bonus. Buy Jinteki and Haas tokens at Jinteki (D3); Haas-Bioroid (D7), respectively. Acquire conspiracy tokens by completing a row, column, or diagonal of the conspiracy puzzle.

Jinteki Token

Haas Token Conspirac y Token

Major Location Ability Explanation:


LOCATION
Broadcast Square (E3)

COST
1 Time + 1 normal favor of any type

BENEFIT
Place a puzzle piece of any type. Do NOT move hero marker.

Major Location Ability Explanation:


LOCATION
Castle Club (F4) City Hall (A2) Eastside Tenements (L3) Elizas Toybox (D7) Hass-Bioroid (D7) [RESTRICTED] Humanity Labor (H1) [RESTRICTED] Jinteki (D3) [RESTRICTED] Levy University (E1) Melange Mining (G7) Memories of Green (K1) Monroe & Associate (H3) NAPD (I3) Order of Sol (F8) [RESTRICTED] Starlight Crusade (D1) Wyldside (G8)

COST
1 Time + 1 street favor (red) 2 Time 2 Time 1 Time 2 Time + 1 society favor + 1 street favor + discard 2 twilight cards 2 Time + 1 of each favor type (total 4) + discard 2 twilight cards 2 Time + 1 political favor + 1 corp favor + discard 2 twilight cards 2 Time 2 Time 1 Time + 1 corp favor (green) 1 Time + 1 political favor 1 Time + Any 2 normal favors 2 Time + 2 normal favors 2 Time + Any 1 normal favor 1 Time + 1 Society Favor (blue)

BENEFIT
Place 1 good or bad baggage on any player (including self). Receive 1 political favor (yellow). Receive 1 street favor (red). Exchange any 1 normal favor for any other 1 normal favor. Gain 1 Hass token (worth 3 VP). Place a hit token on any suspect. Gain 1 Jinteki token (worth 3 VP). Gain 1 society favor (blue). Gain one corp favor (green). Gain 1 good or bad baggage to place on any players plot card (including self). Place 1 of your warrants on any restricted area to enter for 1 Time instead of 3. Gain a dropship pass. Pass may be discarded to move to any location for 1 Time. Place an alibi (worth -5 evidence) on any suspect. Discard 1 point of trauma from your character. Place 1 good or bad baggage on any players current plot (including self).

Closing the Case:


The games ends on the sixth day of week 2. At this point, players determine the murderer, tally up the VP, and determine the winner. Determining the Murderer: Turn all facedown evidence tokens on suspect sheets face up Discard the lowest value token (even if it has a positive value) in the Strong file of each suspect. Discard the highest value token (even if it has a negative value) in the Weak file of each suspect. Add the value of all evidence tokens for each suspect. The suspect with the highest value is the murderer.

Scoring:
CONDITION Guilty Hunch Correct +15 VP Innocent Hunch Correct +5 VP Obsessed (occurs when the detectives guilty and innocent hunches are the same suspect). If the guilty hunch is correct and the murderers evidence total is 5 or more points above all other suspects total, score both the guilty and innocent hunches. Each plot ending Varies (see plot card) (Happy endings are where plot score > 0) (Sad endings are where plot score < 0) Each Conspiracy Token +4 VP Each Haas Token +3 VP Each Jinteki Token +3 VP Each Trauma Counter -1 VP or -3VP Results of the Conspiracy The Order of Sol connected Guilty hunches are +2 VP per link James Levy connected Each society* (blue) favor is +1 VP per link Cardinal Reese connected Sad endings are -1 VP per link Mayor Welles connected Each political* (yellow) favor is +1 VP per link Commissioner Dawn Innocent hunches are +2 VP per link connected Human First connected Each street* (red) favor is +1 VP per link The Media connected Happy endings are +1 VP per link The Mining Bosses Each corp* (green) favor is +1 VP per link connected Hass-Bioroid connected Each Hass Token is +1 VP per link Jinteki connected Each Jinteki Token is +1 VP per link TOTAL Points

*note: NPC favors gain all VP bonuses for each type of favor shown on their token. E.g. Mr. Li favor gains VP bonuses for all four types of normal favors. The player with the highest score is the winner!

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