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Bioshock Infinite

BioShock Infinite – The Siege of Columbia is a strategic board game where players control factions vying for dominance in the floating city of Columbia, aiming to earn 10 victory points through territory control and objectives. The game includes various components such as a game board, combat and sky-line dice, action cards, and player reference sheets, along with units representing different factions. Players must navigate combat, world events, and the influence of characters like Booker and Elizabeth to achieve victory.

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0% found this document useful (0 votes)
23 views24 pages

Bioshock Infinite

BioShock Infinite – The Siege of Columbia is a strategic board game where players control factions vying for dominance in the floating city of Columbia, aiming to earn 10 victory points through territory control and objectives. The game includes various components such as a game board, combat and sky-line dice, action cards, and player reference sheets, along with units representing different factions. Players must navigate combat, world events, and the influence of characters like Booker and Elizabeth to achieve victory.

Uploaded by

LostMyCopy
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/ 24

TM

STOP!
If you want us to
teach you how to play,
you can visit:
PlaidHatGames.com
and watch a video
explanation.
Object of the Game Components
In BioShock Infinite – The Siege of ColumbiaTM,
This game includes the following components:
each player will take on the role of a faction
fighting for control of the floating city of • 1 Game Board
Columbia. Players will battle each other, the • 1 Rulebook
troublesome Booker Dewitt, and other hostile • 12 Combat Dice
forces as they try to earn victory points by • 3 Sky-Line Dice
controlling territory and completing objectives.
• 2 Player Reference Sheets
The first player to earn 10 victory points wins!
• 3 Elizabeth Timeline Cards
• 13 Red Vox Populi Units
• 12 Dark Red Vox Populi Units
• 13 Blue Founder Units
• 12 Light Blue Founder Units
• 2 Gray Booker and Elizabeth Units
• 9 Red Vox Populi Structures
• 9 Dark Red Vox Populi Structures
• 9 Blue Founder Structures
• 9 Light Blue Founder Structures
• 16 Territory Tokens
• 5 Destruction Markers
• 73 Silver Eagles
• 10 Founder Victory Tokens
• 10 Vox Populi Victory Tokens
• 1 Elizabeth Marker
• 30 Blue Founder Action Cards
• 30 Light Blue Founder Action Cards
• 30 Red Vox Populi Action Cards
• 30 Dark Red Vox Populi Action Cards
• 4 Founder Leader Cards
• 4 Vox Populi Leader Cards
• 15 World Event Cards
• 15 Victory Point Cards
• 1 Four Player Turn Order Track
• 1 First Player Token
• 14 Key Tokens
• 40 Upgrade Tokens

2
Action Cards Player Reference Sheets

1 HANDYMAN
Hand ym
PLAYER REFERENCE SHEET
2 an ROUND SEQUENCE
1. World EvEnt PhasE
DICE UNIT COST STRUCTURE COST
$6 LEADER $6 STRONGHOLD
2$4
Vote
elizabeth 1
3 MoVe booker
$4 SPECIAL TURRET

booker attacks $3 COMMON $3 ALARM


2. PlayEr turns PhasE
4 Produce
SONGBIRD & AIRSHIP
The Songbird and Airship units
recruit and build are considered leader units. When

3
MoVe moving these units on a Sky-Line they
coMbat can only move up to 2 spaces, but do
RECKLESS STRENGTH 3. rEfrEsh PhasE not have to roll Sky-Line dice when
(Combat Effect) If this Handyman is the discard moving those 2 spaces.
only card that you played R Einto
C Kthis draw (uP to hand
(Coismnow L E Scombat,
S STR liMit of 5 cards)
his combat value ect) If thison E N G T H
bat E6.ffUpgrades
on ly
this Handyman doca not
rd add Hand
thatto yohis combat
u played in yman is the
value when using m5
his cothis ability.
bat value is now this comb How to upgrade Action Cards • Win a Combat
6. Upgrad at,
4
this Hand Whenever you complete one of the following conditions • Purchase an Upgrade for $3
yman do n
value when ot add to h es on you may unlock an Action Card’s ability or upgrade its stats. • Become First Player
using this is combat You cannot upgrade action cards if you already have 3 or more
• Claim a Victory Point Card
ability. upgrades than your opponent does.
© 2013 Plaid Hat Games
and Irrational Games HandyMan Shotgunner FLAK MAN

© 2013 Pla
id Hat Ga
mes and Irr
ational Ga
mes

5
1. NAME: This is the card’s name.
2. COMBAT VALUE: This is the number added to Red Hood Rebel Sky Rider
a player’s combat total when he plays this
card into combat.
3. INFLUENCE VALUE: This is the number added
or subtracted from a world event vote when
this card is played into a world event.
4. SILVER EAGLES VALUE: This is the number of 1. ROUND SEQUENCE: This reminds players
Silver Eagles a player receives when this card is what happens in each round and in what order
played during the produce portion of his turn. it happens.
5. ABILITY: Some action card abilities start the 2. COMBAT/COST: This informs players what
game locked ( ) and have no effect. They can color of combat die each unit/structure rolls
be unlocked as the game progresses. A card’s and what each unit/structure costs to put on
ability starts the game locked if it has a lock the board.
symbol ( ) next to its ability name. 3. SONGBIRD & AIRSHIP: This reminds players
If an action card ability has the phrase combat how the Songbird and Airship units
effect at the beginning of it, that ability only function in the game.
triggers when the card is played into combat. 4. HOW TO UPGRADE: This reminds players of
the 4 conditions that allow them to unlock an
If an action card ability has the phrase discard
action card ability or upgrade its stats.
effect at the beginning of it, that card can be
discarded at anytime on that player’s turn to 5. UPGRADE TRACKER: This is the area of the
trigger its effect instead of being played for player reference sheet where players track
one of its 3 values. the upgrades they have made to their
action cards.
3
World Event Cards Victory Point Cards
1
1 P OW E R O U TA G E ESTABLISHED
2 3 4

2
Action card upgrades have no effect
during this round. 5 You control 3 locations
with strongholds on them.
The tale of woe continues with yet another
day plagued by the intermittent loss of power. The power of the rabble is naught compared
Surely the chaos in our streets has seeped into to the diligent, hard work of civilized men.
the very veins of Columbia herself ?
© 2013 Plaid Hat Games and Irrational Games

6 7 8

7 3
© 2013 Plaid Hat Games and Irrational Games

1. NAME: This is the card’s name.


2. FOUNDER VOTE TYPE: This shows whether 1. NAME: This is the card’s name.
Founder cards played into this world event 2. CONDITION: This is the condition that must
vote will add to that vote, subtract from that be met for a player to claim the victory points
vote, or be up to the player to decide. offered by this card.
3. VOX POPULI VOTE TYPE: This shows whether 3. POINTS: This is the number of victory
Vox Populi cards played into this world event points gained by being the first to meet
vote will add to that vote, subtract from that this card’s condition.
vote, or be up to the player to decide.
4. BOOKER’S INFLUENCE: Once all players have
revealed their cards, Booker will vote. Roll 1
white combat die, the result of that roll will
be Booker’s vote total. Booker will vote the
same way that the faction who currently has
the least amount of victory points voted. If
players are tied, Booker will not vote.
5. EFFECT: This is the effect that will take place if
the vote total is 0 or higher.
6. AGGRESSIVE SYMBOL: If this symbol ( )
is present, Booker attacks any Vox Populi or
Founder units in the location where he moves.
7. ELIZABETH SYMBOL: If this symbol ( ) is
present, move the Elizabeth marker 1 space on
Elizabeth’s timeline track.
8. BOOKER’S MOVE: This is the location
4 Booker moves to.
Game Board
1. TERRITORY VICTORY POINTS: This shows how 3. SKY-LINE SPACES : This is another type of
many points a player earns if he controls all of location on the game board. Sky-Lines are used
the locations that make up a territory. to move quickly but come at a risk.
2. TERRITORY LOCATION: This is a location on
the game board.

Game Board Diagram


Territory A
1. Order of the Raven
2. Raffle Square 5
3. Town Center
Bank of the Prophet
DARK RED VOX POPULI START SPACE

6
Our Lady Cemetery
2
Raffle Square Territory C
1
5. Bank of the Prophet
6. Our Lady Cemetery
7. Z.H. Comstock
1 Victory Square
Order of the Raven 8. Laboratory Lutece

8
Territory B
4. Monument Island Laboratory Lutece

2
3 7
Town Center Z.H. Comstock Victory Square

9
Garden of New Eden
BLUE FOUNDERS START SPACE 4
Monument Island

11
Hall of Heroes

3
LIGHT BLUE FOUNDERS START SPACE

Territory F
14. Fink MFG
15. Shanty Town

12
Soldier’s Field

14
10 Fink MFG
RED VOX POPULI START SPACE

Comstock Center 13
Territory E
15
Territory D Battleship Bay 11. Hall of Heroes
9. Garden of New Eden 12. Soldier’s Field Shanty Town
10. Comstock Center 13. Battleship Bay

5
Other Components Destruction Markers
Some game effects can
Elizabeth Timeline Card and cause a location to be
Elizabeth Marker destroyed. A destruction
marker is used to mark
the destroyed location.
Elizabeth Timeline no.1 Once a location is destroyed,
all structures on it are
The Elizabeth marker starts the game here. destroyed and the destroyed location can no longer
be moved onto, controlled, or have new units or
Booker has found Elizabeth and frees her from her
imprisonment. Add Elizabeth to the game and move her structures placed on it. Players may still move
with Booker. For the remainder of the game Booker rolls
1 additional white die when he attacks as long as he is in along a Sky-Line that passes over a destroyed
the same space as Elizabeth and Elizabeth is not under
the control of another player.
location, but cannot stop on the destroyed location.
Booker convinces Elizabeth to escape with him on A player can still claim victory points for controlling
an Airship. Place the Airship on the same space as
Elizabeth. Immediately resolve any combat that takes
a territory that contains a destruction marker. He
place. (Factions fight first) no longer needs to control the location that the
Booker makes a deal. Elizabeth opens a tear that
destruction marker is on.
provides a faction with an upgrade to their
arsenal. The first player may choose to have any
two action cards receive an upgrade to their attack Territory Tokens
value if possible.
These tokens represent
Elizabeth is used to manipulate Songbird. If the
Founders control Elizabeth immediately move Songbird 1
into the same space as the Airship. Destroy the Airship
the hostile forces around
and then resolve any combat that may take place. If the
Vox Populi control Elizabeth, Songbird is considered
Columbia. They are
placed face-down on each
2
their unit for the remainder of this round.

unoccupied location at the


Elizabeth tries to open a tear but it is too powerful
for her to control. Place a destruction marker on the start of the game. Each time
space Elizabeth is on.
a player moves onto a location
with a territory token, a combat will
Booker and Elizabeth have found a way to escape take place against that token.
Columbia. Remove the top 5 cards of the World
Event deck from the game.
1. COMBAT VALUE: This is the number a player
will have to beat in combat to defeat this token.
© 2013 Plaid Hat Games and Irrational Games

2. SILVER EAGLES VALUE: This is the number


of Silver Eagles a player will gain when he
There are 3 Elizabeth timeline cards that come defeats this token.
with the game. At the beginning of each game,
randomly choose 1 timeline card. The Elizabeth Sky-Line Dice
marker starts the game on the first space of the
timeline card and moves down it each time the These dice are rolled
Elizabeth symbol appears on a world event card. when moving along the
Sky-Line.
Silver Eagles
Combat Dice
These tokens represent the
currency of the game and allow These dice are most often
players to buy units, used during combat.
structures, and upgrades.

6
Structures Booker and Elizabeth
These plastic figures represent
Elizabeth and Booker as they
move around Columbia. Contol BOOKER
Elizabeth and try your best to
stay out of Booker’s way. ELIZABETH
STRONGHOLD
Leader Cards

TURRET
FINK
1 JEREMIAH
These tokens represent 2
structures built on the EFFICIENCY EXPERT
game board. All structures
ALARM 3 Silver
cost 2 less 4
Each structure has a Eagles to build.
special game effect.
STRONGHOLD – A stronghold adds 1 red die to F I N
K
a player’s combat total in the location it is on. © 2013 Plaid Hat Games and Irrational Games

When a player loses a combat he must choose


and destroy a unit he controlled that was in that
combat, the rest of the units he controlled in that
combat can be placed in a location that contains a
stronghold he controls. 1 Daisy oy
Fitzr
TURRET – A turret adds 1 blue die to a player’s 2
combat total in the location it is on and all
REVOLUTIONARY
adjacent locations. All of your units
ALARM – An alarm adds 1 white die to a player’s cost 1 less Silver
Eagle to draft.
combat total in the location it is on. When
combat takes place in a space with an alarm, the 3 4
player who controls the alarm adds 1 to all of his
combat dice rolls. © 2013 Plaid Hat Games and Irrational Games

Units
Each player randomly draws a leader card at the
These plastic figures represent a player’s units on the
beginning of the game. Leader cards give a player a
game board. There are 3 types of units: common,
special game advantage.
special and leader. Common units have a square-
shaped base, special units have a circle-shaped base 1. LEADER NAME: The leader’s name.
and leader units have a star-shaped base. 2. ABILITY NAME: The name of the leader’s ability.
3. ABILITY TEXT: The advantage the leader
grants throughout the game.
4. PORTRAIT: An illustration of your leader.

COMMON LEADER COMMON 7


SPECIAL
Game Setup • Vox will place a stronghold, Daisy,
5C Airship, and three common units on
To set up a 2-player game follow these steps (For location #14 Fink MFG.
information on setting up a 4-player game, see the • Vox will also place a turret, Handyman, and
4-player rules section on page 20): 5D four common units on location #5 Bank of
1. Place the game board in the center of the the Prophet.
play area.
6. The Founder player takes all of the blue
2. Randomly choose an Elizabeth timeline card action cards and forms his action deck. The
and place it next to the board. Place the Vox Populi player does the same with the
Elizabeth marker on the first location of the red action cards. Each player draws 5 cards.
track on that timeline card.
7. The Founder player shuffles up the Founder
3. Shuffle the world event cards to form a leader cards and randomly draws 1 of them.
world event deck. The Vox Populi player does the same with the
4. Shuffle the victory point cards to create a Vox Populi leader cards.
victory point deck. 8. The Founder player places the Founder player
5. There are 2 factions in the game, the reference sheet in front of him. The Vox Populi
Founders and the Vox Populi. One player player does the same with the Vox Populi
will be the Founders and the other the Vox player reference sheet.
Populi. The Founder player collects all of the 9. Each player collects his victory tokens and
blue units and light blue common units and makes a pile.
places some of them on the board as indicated
below. Set the remaining units to the side of 10. Form a pile of Silver Eagles and a pile of
the board, making up the Founder pool of combat dice within reach of all players.
units. The other player will be the Vox Populi 11. Place a random territory token on each
and will do the same with the red units and location of the board that isn’t already
dark red commons. occupied by player units.
• Founders will place a stronghold,
12. Each player creates a pool of their remaining
5A Comstock, Songbird, and three common units and structures in front of them.
units on location #9 Garden of New Eden.
• Founders will also place a turret, 13. Place Destruction Markers near board.
5B Handyman, and four common units on 14. Reveal the first victory point card.
location #11 Hall of Heroes.
15. Randomly choose a person to start the game
with the first player token.

8
Tw o P l a y e r G a m e S e t u p

10

2 ACTIVE 5A
WORLD 13
5B
3 EVENT
CARD

1
11 5A 15
11 11
6

12
DISCARD

8
ACTION
CARD

11
PILE

5B
11
11
7 5D 7
11

11

DISCARD
ACTION
CARD

PILE
11 11
8 12
11
6

5C

VICTORY POINT CARDS


14 REVALED DURING
4 REFRESH PHASE

9 9

5D
5C

9
EXAMPLE: The Vox Populi currently have
Round Order fewer victory points than the Founders
and voted to make the world event pass.
BioShock Infinite – The Siege of Columbia is played Booker rolled a 3 on the white combat die.
over a series of rounds. Each round is divided into So he will add +3 to the world event in an
3 phases which must be played in order. attempt to help it pass.
6. After tallying all of the votes and Booker’s
• WORLD EVENT PHASE roll, if the vote total is 0 or higher the event
• PLAYER TURNS PHASE passes and the event effect is immediately
• REFRESH PHASE resolved. If the total is -1 or lower, then the
event effect is ignored.
7. The player that played the most influence into
World Event Phase the event (positive or negative) receives the
first player token. If there is a tie for most
During the ‘world event phase’, complete the influence played, each tied player rolls 1 white
following tasks in order. combat die. The player with the highest roll
total receives the first player token. After
1. Vote: The first player draws the top card of voting, players discard all of the action cards
the world event deck and reveals it. Players they played into the vote.
will vote on whether or not that event passes.
8. Elizabeth: If the Elizabeth symbol ( )
To vote on the world event, starting with the
appears on the world event card, move the
first player and moving down the turn order,
Elizabeth marker down one location on the
each player may play any number of action
Elizabeth timeline card and resolve the effect
cards face down in front of him.
listed there.
Once each player has had a chance to play
action cards, all players reveal their action
cards. The world event will tell players how
their vote will be counted:
9. Move Booker: Place Booker on the location
2. If there is a (-) symbol next to a player’s listed on the world event card unless Elizabeth
faction, the influence value listed on his cards is on the board and not in the same location
is subtracted from the vote total. as Booker. In that case Booker will attempt
3. If there is a (+) symbol next to a player’s to rescue Elizabeth. If the location Booker is
faction, the influence value listed on his cards supposed to be placed on is destroyed, instead
is added to the vote total. place Booker on the next available location in
descending order.
4. If there is a (?) symbol next to a faction, after
revealing cards, in turn order, each player will
choose if their influence value subtracts from
or adds to the vote total.
10. If Booker is attempting to rescue Elizabeth,
5. Once all players have revealed their cards, place Booker on Elizabeth’s location. Booker
Booker will vote. Roll 1 white combat die, attacks any units in that location.
the result of that roll will be Booker’s vote
total. Booker will vote the same way that
the faction who currently has the least
amount of victory points voted. If players
are tied, Booker will not vote.

10
11. Booker Attacks: If the aggressive symbol ( )
appears next to Booker on the world event card,
or if Booker is attempting to rescue Elizabeth,
a battle immediately takes place between Booker
and any Founder or Vox Populi units that share
a location with him. Booker rolls 3 red combat
dice. For more info on resolving combat, see the
Combat section on page 14.

Example of a Vote
1 4
MIRROR TA C T I C S
Reveal the top Vote along party
S O U ND T H E A L A R M card of World MIRROR TA C T I C S lines... or not,
Event Deck. it’s up to you.
2
During this round players may complete
3 5 victory point cards that have already
been completed by an opposing player.
Each Vox Populi player may look
through their action card deck or
2 discard pile for any 1 card of their
During this round players may complete
And point
victory so the anarchists
beentrapped
cards thatfound
by ourbybrave
completed
have themselves
already
lads, victims
an opposing of
player.
+3
their own traitorous schemes.
choice, place it into their hand, and
HANDYMAN SONGBIRD And so the anarchists found themselves
then shuffle their draw pile. The Vox Populi currently have fewer victory points
trapped by our brave lads, victims of
The foray into Vox Populi-held
streets proved ill-fated as the
than the Founders and voted to pass the world event.
their own traitorous schemes.

anarchists were not caught unawares. 6 was counted, so he


Booker rolled a 3 after the vote
-8 © 2013 Plaid Hat Games and Irrational Games

will add +3 in an attempt to help it pass.


8 6
6
+3
© 2013 Plaid Hat Games and Irrational Games

-8 +7 +2
© 2013 Plaid Hat Games and Irrational Games

3
RECKLESS THE
STRENGTH
VIGILANT SEARCH FOUNDER VOX POPULI BOOKER’S VOX POPULI
Han
(Combat Effect) If dthis
After yman Reportion
theHandyman
move d H oo
is the dRturn
of your ebel and
only card that you
before
played
combat,
into this
you
combat,
may reveal this card INFLUENCE INFLUENCE VOTE WIN
his combat valuetoismove
now 6.Songbird
Upgradestoon the same location
this Handyman that
do not Elizabeth
add to hisiscombat
on. This card remains The Vox Populi win. If the vote was -1 or lower, then
value when usingin this
yourability.
hand.
the event effect would have been ignored.
+7 The Light Blue Founder Player played
7
© 2013 Plaid Hat Games © 2013 Plaid Hat Games
and Irrational Games and Irrational Games

the most influence, 8, and receives the


Play cards face down in front of you, beginning with the First Player Token. Everyone discards
first (Combat
player.RECKLESS
Once
Effect) allSTRENGTH
(Discard
If this cards
Handyman
Effect) are
TOGETHER WE PREVAIL
(Combat
You
is the
mayplayed, reveal
each diethem.
EMBOLDENED
Effect)
discardFor
all action cards used in voting.
only card that you
thisplayed
card during
in thisresult
combat,
your turn
of 3 to
or do
higher
the that you rolled
his combat valuefollowing:
is now 6. Upgrades
Choose
in this
a location
oncombat,youadd
control.
1 to this Rebel’s
this Handyman Move
do not2addcommon
to hiscombat
combat
units from
value.
any location
value when usingyouthis
control
ability.to the chosen location.
11
© 2013 Plaid Hat Games and Irrational
© 2013 Plaid
Games
Hat Games and Irrational
© 2013 Plaid
Games
Hat Games and Irrational Games
Player Turns Phase one or more of his units or structures on it.
To build a structure, a player follows the same
During the ‘player turns phase’, in turn order, each rules for recruiting a unit, except a player can
player takes a turn. On a player’s turn he must never build a structure on a location that already
complete the following tasks in order. contains a structure. Purchasing upgrades for 3
1. PRODUCE: A player may play any number Silver Eagles each can only be done during this
of action cards from his hand, collecting a part of the round.
number of Silver Eagles equal to the money 3. MOVE: A player may move up to 4 units that he
value on those cards. That player then discards controls on his turn. Each of the 4 units may
all of the cards he played. be moved 1 location. A unit can only move to
2. RECRUIT/BUILD: A player may now recruit a territory location that shares a blue border
units, build structures, and purchase with the location where the unit currently is.
upgrades. To recruit a unit, a player must 4. COMBAT: At this point in each player’s turn,
pay its cost by discarding the appropriate if 1 or more of that player’s units share a
number of Silver Eagles, then place it on location with enemy units, a combat takes place
any location on the board that he controls. A on those locations. To resolve a combat see the
player controls a location if he already has Resolving Combat section on page 14.

Example of Movement
Territory A
er of the Raven
fle Square 5
n Center
Bank of the Prophet
DARK RED VOX POPULI START SPACE

6
Our Lady Cemetery
2
Raffle Square Territory C
5. Bank of the Prophet
6. Our Lady Cemetery
7. Z.H. Comstock
1 Victory Square
Order of the Raven 8. Laboratory Lutece

8
Territory B
4. Monument Island Laboratory Lutece

3 7
Town Center Z.H. Comstock Victory Square

9
Garden of New Eden
BLUE FOUNDERS START SPACE 4
Monument Island

11
Hall of Heroes
LIGHT BLUE FOUNDERS START SPACE

Territory F
14. Fink MFG
15. Shanty Town

* SPECIAL MOVEMENT RULE - SONGBIRD AND AIRSHIP MAY MOVE UP TO TWO LOCATIONS ON A SKY-LINE WITHOUT ROLLING SKY-LINE DICE.

12
12
Soldier’s Field
1. Order of the Raven
2. Raffle Square 5
3. Town Center
Bank of the Prophet
DARK RED VOX POPULI START SPACE

6
Our Lady Cemetery
2

Example of Sky-Line Movement Raffle Square Territory C


5. Bank of the Prophet
6. Our Lady Cemetery
7. Z.H. Comstock
1 Victory Square
Order of the Raven 8. Laboratory Lutece

8
Territory B
4. Monument Island Laboratory Lutece

3 7
Town Center Z.H. Comstock Victory Square

9
-2 ACTION CARDS
Garden of New Eden
BLUE FOUNDERS START SPACE 4
OR DESTROY UNIT Monument Island

11
Hall of Heroes
LIGHT BLUE FOUNDERS START SPACE

T
14. Fi
15. Sh

12
Soldier’s Field

10 Fi
RED VOX P

Comstock Center 13
Territory E
15
Territory D MOVEMENT RULE - SONGBIRD AND AIRSHIP MAY
* SPECIAL MOVE UP TO TWO
Battleship Bay
LOCATIONS ON A SKY-LINE WITHOUT ROLLING SKY-LINE DICE.
11. Hall of Heroes
9. Garden of New Eden 12. Soldier’s Field Shanty Town
10. Comstock Center 13. Battleship Bay

Moving on a Sky-Line
When moving a unit, instead of moving it normally After moving to a new Sky-Line space, rolling
as outlined above, a player may instead choose to take the Sky-Line dice and resolving their effect, a
the risk of having that unit ride the Sky-Lines. A player may either:
player may move a unit as many Sky-Line spaces as - stop moving his unit, or
he likes along a Sky-Line route, but each time that
player moves the unit to a new Sky-Line space he - attempt to continue traveling on the Sky-Line.
must roll the 3 Sky-Line dice. If the player stops, the unit is now considered on
As long as the player rolls at least 1 his unit is the territory location where it ended its Sky-Line
safe. If a player rolls only numbers on the Sky-Line movement.
dice, he must discard a number of action cards equal A player may continue moving along the Sky-Line
to the roll total or destroy the unit that is moving. for as many locations as he likes until he is ready to
stop or the unit has been destroyed. Moving a unit
multiple locations on a Sky-Line still counts as only
having moved 1 of the 4 units a player is allowed
to move on his turn.
13
Resolving Combat
When a player initiates combat by moving into printed on it. Follow the rest of the combat rules
a location with enemy units, he is the attacker as usual. If the territory token is defeated in that
and the other player involved in that combat is combat, remove it from the board. The player
the defender. To resolve a combat, complete the that defeated it recieves a number of Silver Eagles
following tasks in order. equal to that token’s Silver Eagles value.
1. ATTACKER PLAYS ACTION CARDS: First, the If a player moves into a space that contains both
attacker may play as many action cards from Booker and a territory token, he must always
his hand as he likes, face-down in front of him. combat the territory token first. He may then
choose to combat Booker if the aggressive symbol
2. DEFENDER PLAYS ACTION CARDS: Next, the
does not appear on the world event card, or must
defender may play action cards in the same way.
combat Booker if the aggressive symbol does
3. REVEAL CARDS: Both players reveal their appear on the world event card.
cards. Resolve any effects on cards that take
place before dice are rolled. Combating Booker
If the aggressive symbol appears next to Booker
4. ROLL DICE: Now both players roll a number
on the world event card, or if Booker is attempting
of combat dice equal to the total number of
to rescue Elizabeth, a battle takes place between
units and structures they have in the combat.
Booker and any Founder or Vox Populi units
(See the player reference sheets to see what
that share a location with him. In this scenario
color of combat die each unit type adds to the
Booker is considered the attacker. Booker has no
combat). If any cards played into this combat
action cards and plays no cards during the combat.
have any combat effects that resolve after dice
Follow the rest of the combat rules as usual.
are rolled, resolve those effects now.
Booker rolls 3 red combat dice.
5. TOTAL: Finally, both players total the combat
If Booker is defeated in combat, remove him from
value on the action cards they played and add
the board. (He will be placed back on the board
it to the total of their combat dice roll. The
during the World Event Phase of the next round.)
player with the higher total wins that combat.
If Elizabeth was with Booker, she stays on the
The defender wins ties.
board and is considered under the control of the
The player that lost the combat must destroy player who controls her location, until a game effect
any structures he controls in the location moves her away from that location, or until Booker
and one of the units that he controlled in defeats the units on that location in combat.
that combat. The remainder of the defeated If a player moves onto the same location as
player’s units must be placed in a location he Booker and the aggressive symbol is on the world
controls that contains a stronghold. If no event card, a combat will take place. The moving
such location exists, those units are destroyed. player is considered the attacker.
(Destroyed units and structures are always
placed back into their controlling player’s If a player moves onto the same location as Booker
pool of units/structures.) and there is no aggressive symbol on the world
event card, the moving player may choose whether
Combating Territory Tokens or not he will combat Booker.
When a player moves into a location with a If a player moves into a location that contains
territory token, a combat takes place. If that token both Booker and enemy units, he must defeat
has not yet been revealed, reveal it now. The those enemy units in combat before he can choose
player is the attacker and the territory token is the whether or not he will combat Booker.
defender. A territory token does not roll dice
or play action cards, but its combat total is
14
3 7
Town Center Z.H. Comstock Victory Square

Combat Example
9
Garden of New Eden
BLUE FOUNDERS START SPACE 4
Monument Island

11
Attacker moves 3 units from #11 Hall Of
Hall of Heroes
LIGHT BLUE FOUNDERS START SPACE
Heroes to #13 Battleship Bay.
Territory F
14. Fink MFG
15. Shanty Town

ATTACKER
LEADER SPECIAL COMMON
12 UNIT UNIT UNIT
Soldier’s Field

DEFENDER
14
10 Fink MFG
RED VOX POPULI START SPACE

Comstock Center 13
Territory E SPECIAL UNIT 2 COMMON
Battleship Bay 15
11. Hall of Heroes
12. Soldier’s Field TURRET
Shanty Town UNITS
13. Battleship Bay

1 SHOTGUNNER MOTORIZED PATRIOT BOYS OF SILENCE Attacker plays 3


cards. He has unlocked
( ) the Shotgunner’s
ability Bold Manuver
and activates it for +3
BOLD MANEUVER PROPAGANDA SOUND THE ALARM
(Combat Effect) Before dice are (Combat Effect) Before dice are rolled (Combat Effect) If you are the
rolled, if you have at least 1 common you may move 1 common unit you defender in this combat add 3 to this
in the combat, you may add 3 to this control from any location on the board card’s combat value.

Attack Value.
Shotgunner’s combat value during this onto this location.
combat. If you do so, and fail to win this
combat, instead of destroying 1 unit, you
must destroy all common units that you
controlled in that combat.
© 2013 Plaid Hat Games © 2013 Plaid Hat Games © 2013 Plaid Hat Games
and Irrational Games and Irrational Games and Irrational Games

2 3
Hand yman bucking bRonco Defender takes
advantage of the
Bucking Bronco’s
Combat Effect and
randomly discards the
RECKLESS STRENGTH VIGOR
(Combat Effect) If this Handyman is the (Combat Effect) Before dice are rolled,
only card that you played in this combat, you may select 1 random card that your
his combat value is now 6. Upgrades on opponent played into this combat and

Boys of Silence card


this Handyman do not add to his combat discard it. That card has no effect on
value when using this ability. this combat.

© 2013 Plaid Hat Games and Irrational Games © 2013 Plaid Hat Games and Irrational Games
before dice are rolled.

4 Attacker rolls 3 dice, one for


each unit.
5
12 18
Defender rolls 4 Dice, 1 for each
unit and structure. 13 17
NONE OF THE CARDS PLAYED HAS AN EFFECT THAT RESOLVES AFTER THE ROLL. GO TO STEP 5. DICE TOTALS COMBAT VALUE TOTAL

6 Attacker wins. The defender must destroy his structure and also 1 of his units. He chooses a common. His remaining unit(s)
flee to #12 Soldier’s Field, where he controls a stronghold. If he did not have a stronghold, all of his units would have been
destroyed. The destroyed unit(s) and structures return to the controlling player’s pool of units/structures.

15
Refresh Phase Upgrading Action Cards
During the ‘refresh phase’ each player may During the game, each time a player meets one
discard any number of cards from his hand, of the following conditions, he may make an
then draw enough cards so that he has 5 cards upgrade to 1 of his action cards.
in his hand. If a player’s deck runs out, he
forms a new deck by shuffling his discarded Upgrade Conditions
cards. Then 1 victory point card is revealed • Win a Combat
and put into play.
• Purchase an Upgrade for $3
Once the refresh phase is complete a new round • Become First Player
begins, starting with the world event phase.
• Claim a Victory Point Card

Victory
Any time during a player’s turn, if his faction has
10 or more victory points, that faction is declared PLAYER REFERENCE SHEET
ROUND SEQUENCE DICE UNIT COST STRUCTURE COST
the victor. 1. World EvEnt PhasE
$6 LEADER $6 STRONGHOLD
Vote
If a world event card is ever supposed to be drawn elizabeth $4 SPECIAL $4 TURRET
but there are no cards remaining in the world MoVe booker
booker attacks $3 COMMON $3 ALARM
event deck, the game is over. Booker and Elizabeth 2. PlayEr turns PhasE SONGBIRD & AIRSHIP
Produce
have escaped Columbia. The player who has the recruit and build
The Songbird and Airship units
are considered leader units. When
most victory points at that time is declared the MoVe moving these units on a Sky-Line they
coMbat can only move up to 2 spaces, but do
victor…but it is a flawed and hollow victory. 3. rEfrEsh PhasE not have to roll Sky-Line dice when
discard moving those 2 spaces.
If a player ever has no units and no structures on draw (uP to hand
liMit of 5 cards)
the board his faction immediately loses the game.
How to upgrade Action Cards • Win a Combat
Whenever you complete one of the following conditions • Purchase an Upgrade for $3
Songbird and the Airship you may unlock an Action Card’s ability or upgrade its stats.
You cannot upgrade action cards if you already have 3 or more
• Become First Player
• Claim a Victory Point Card
upgrades than your opponent does.
One of the Founder units is the Songbird HandyMan Shotgunner FLAK MAN
unit; likewise 1 of the Vox Populi units is the 1
Airship. These units are considered leader units
but they have a special movement rule. These
units do not have to roll Sky-Line dice when
moving on the Sky-Line, but can only move up
Boys of Silence M o t o r i z e d Pat r i o t Sharp Shooter
to 2 locations on a Sky-Line before they must
stop. They must still be able to stop, following 3
2
all of the usual rules for Sky-Line movement.
Otherwise that move cannot be made.

There are a few types of upgrades that can be


made to an action card. Players will use their
player reference sheet to track these upgrades. A
player may upgrade an action card by:
1. unlocking its ability (place a key token onto the
AIRSHIP
allotted location on the player reference sheet),

16 SONGBIRD
2. boosting any 1 of its 3 values by +1 (add a +1 Adjacency
marker onto the allotted location on the player
reference sheet), or Some action cards refer to adjacent locations. Two
locations are considered adjacent to each other if
3. boosting a value from +1 to +2 (flip over a +1 they share a blue border.
marker that has already been placed on the
player reference sheet to its +2 side). Claiming Victory Points
Once a player upgrades an action card, each time There are 2 ways to gain victory points. The first
he plays an action card of that type he benefits is by controlling a territory. There are 6 territories
from the upgrades he made to it, as marked on on the game board. If a player
his player reference sheet. controls all of the undestroyed
If a player meets one of the upgrade conditions and locations in a territory, he places
his faction already has 3 or more upgrades than the one of his victory tokens on
opposing faction does, he cannot make an upgrade. that territory and gains its
victory points. If control of
that territory is ever lost, he
Hand yman must immediately remove
his victory token from that
territory; he no longer has
those victory points.
The other way to gain victory
points is by meeting the
condition of a victory point card
that is in play. Any time during
his turn a player may claim
RECKLESS STRENGTH
(Combat Effect) If this Handyman is the
one or more victory point cards if he meets the
only card that you played in this combat, conditions on those cards. To claim a victory point
his combat value is now 6. Upgrades on
this Handyman do not add to his combat
card, a player places one of his victory tokens on
value when using this ability. that card. Once a player claims a victory point
card, no other player can claim that same card. A
player cannot lose the points gained by claiming a
© 2013 Plaid Hat Games and Irrational Games

victory point card.

EXAMPLE: Joe plays a Handyman action card Special Abilities


into a combat. The Handyman normally adds
Some special abilities on action cards start the game
3 to combat, but since Joe has unlocked the
locked ( ). These special abilities are unlocked
Handyman’s ability, a Combat Effect which
by making upgrades to those cards. Any time the
states that if the Handyman is the only card
effect on any card ‘breaks’ the rules in this rulebook,
played this combat, his attack value becomes a
the card effect takes precedence over the rulebook.
6. That means if Joe only plays the Handyman,
it has a combat value of 6. If 2 game effects would ever seem to take place
at the same time, the first player chooses in which
order they will resolve.

17
Four Player Game players of the same faction control units in the
same location the player with the most units
4-player Turn Order Track and structures in that location is considered the
controlling player. A location’s controlling player
is responsible for defending that space in battles.
4-PLAYER TURN ORDER The controlling player may use his teammate’s
units as if they were his own but is only allowed to
Follow this turn order when playing
use his own action cards in battle. If players ever
with 4 players. have an equal number of units and structures in
1 the same location they may decide for themselves
LIGHT BLUE FOUNDER PLAYER
2 RED VOX POPULI PLAYER which player will be the location’s controlling
BLUE FOUNDER PLAYER player for the duration of combat. Songbird
3 DARK RED VOX POPULI PLAYER
and Airship units are under the control of both
4
At the beginning of a 4-player game, place the
4-player turn order track where all of the players
players and thus count towards both players when
can see it. The 4-player turn order track shows determining who is in control of a location.
players whose turn it is next. For example, if the
blue Founder player has the first player token, he
will take the first turn. Then the dark red Vox
Populi player will take a turn before the turn order Shared Control of Songbird and the
moves back to the top of the track and the light
blue Founder player takes a turn. The round then Airship
ends after the red Vox Populi player takes a turn.
In a 4-player game, control of Songbird is shared
© 2013 Plaid Hat Games
and Irrational Games by both Founder players. Either player can move
Songbird as 1 of his 4 moves. Likewise, control of
the Airship is shared by both Vox Populi players.
Follow this turn order when playing with 4 players.
Claiming Victory Points
1. LIGHT BLUE FOUNDER PLAYER Like the 2-player game, in the 4-player game there
2. RED VOX POPULI PLAYER are 2 ways to gain victory points. The first is by
3. BLUE FOUNDER PLAYER controlling a territory. If a faction controls all of
4. DARK RED VOX POPULI PLAYER the undestroyed locations in a territory, a player
from that faction places 1 of his victory tokens
At the beginning of a 4-player game, place the on that territory and that faction gains its victory
4-player turn order track where all of the players points. If control of that territory is ever lost,
can see it. The 4-player turn order track shows that faction must immediately remove their victory
players whose turn it is next. token from that territory. They no longer have
EXAMPLE: If the blue Founder player has the first those victory points.
player token, he will take the first turn during EXAMPLE : 2 of the locations in the territory C are
the player turns phase. Then the dark red Vox controlled by the red Vox Populi player, and the
Populi player will take a turn before the turn other location is controlled by the dark red Vox
order moves back to the top of the track and the Populi player. Territory C is controlled by the Vox
light blue Founder player takes a turn. The player Populi and they gain its victory points as long as
turns phase then ends after the red Vox Populi they control it.
player takes a turn.
The other way to gain victory points is by meeting
Teammates Sharing a Location the condition of a victory point card that is in play.
A player may move his units onto a teammate’s Some victory point cards begin with the word
location in the 4-player game. Whenever both ‘You…’ That means 1 player must meet that
condition by himself to claim that victory point
card for his faction.
18
Other victory point cards begin with the words 4-player Rules
‘Your faction…’ That means a team of players can
collectively meet that condition. The rules for the 4-player game are the same as the
rules for playing 2 players, with only a few changes.
EXAMPLE: The condition for the victory point
card named ‘Dominion’ says “Your faction If playing a 4-player game, players will be on
controls 4 territories.” The Vox Populi players teams. Two of the players will be Founders and
have their victory tokens on the Territory A, B, 2 Vox Populi. The teammates will win or lose the
D, and E. Therefore, they meet the condition of game together.
this victory point card and 1 of the Vox Populi The following page shows you how to set up a
players can claim it on his turn. four player game.

4-player Victory
In the 4-player game teammates share victory
points. If a faction ever has 10 or more
victory points during 1 of its player’s turns,
that faction wins.
If a player ever has no units and no structures on
the board his faction immediately loses the game.

19
Four Player Setup • The blue Founder player will place a
stronghold, Comstock, Songbird, and
During setup for a 4-player game each player 5A
three common units on location #9
collects one color of unit. Therefore 1 of the Garden of New Eden.
Founder players will collect all of the blue units and • The light blue Founder player will place a
the other all of the light blue units. The Vox Populi stronghold, Saltonstall, Handyman, and three
5B
players will do the same with the red and dark red common units on location #11 Hall of Heroes.
units. All players place their units on the board as • The red Vox player will place a stronghold,
indicated in the 4-player setup diagram below. 5C Daisy, Airship, and three common units on
When forming an action card deck in the 4 player location #14 Fink MFG.
game, 1 Founder player will shuffle all of the • The dark red Vox player will also place
blue action cards to form his action deck; and the a stronghold, Herzog, Handyman, and
5D three common units on location #5 Bank
other Founder player will shuffle all of the light
blue action cards to form his action deck. The of the Prophet.
Vox Populi players do the same with the red and 6. The blue Founder player takes all of the blue
dark red action cards. action cards and forms his action deck. The
Both players belonging to the same faction share a light blue Founder player does the same with
player reference sheet. Any upgrades that a player the light blue action cards. The Vox Populi
makes to his action cards also affect his teammate’s players do the same with the red and dark
action cards. red action cards. Each player draws 5 cards.
1. Place the game board in the center of the 7. The Founder players shuffle up the Founder
play area. leader cards and randomly draws 1 of them for
each Founder player. The Vox Populi players
2. Randomly choose an Elizabeth timeline card
do the same with the Vox Populi leader cards.
and place it next to the board. Place the
Elizabeth marker on the first location of the 8. The Founder players place the Founder player
track on that timeline card. reference sheet between them. They will share
this sheet. The Vox Populi players do the same
3. Shuffle the world event cards to form a
with the Vox Populi player reference sheet.
world event deck.
9. Each faction collects their victory tokens
4. Shuffle the victory point cards to create a
and makes a pile.
victory point deck.
10. Form a pile of Silver Eagles and a pile of
5. There are 2 factions in the game, the Founders
combat dice within reach of all players.
and the Vox Populi. In the 4 player game, 2 of
the players will be the Founders and the other 11. Place a random territory token on each
2 the Vox Populi. One Founder player collects location of the board that isn’t already
all of the blue units and places some of them occupied by player units.
on the board as indicated on the 4-player setup 12. Each player creates a pool of their remaining
diagram below. Set the remaining units to the units and structures in front of them.
side of the board, making up the blue Founder
pool of units. The other Founder Player does 13. Place Destruction Markers near board.
the same with the light blue units. The Vox 14. Place 4-Player Turn Order card.
Populi players will do the same with the red
15. Reveal the first victory point card.
units and dark red units.
16. Randomly choose a person to start the game
with the first player token.

20
Fo u r P l aye r G a m e S e t u p

10

2 ACTIVE 5A
WORLD 13
5B 3 EVENT
CARD

6 1
7
12 11 5A
11 11
DISCARD

ACTION
CARD
PILE

DISCARD
ACTION
CARD

PILE
12
5B 11
7 11
6
11
5D
11
8 8
11
11 11

DISCARD
11
ACTION

6
CARD

PILE
7 7

5C
DISCARD

ACTION

6
CARD
PILE

12
VICTORY POINT CARDS 12
16 REVALED DURING
14 4 15 REFRESH PHASE

9 9

5D
5C

21
FROM THE MAKERS OF
THE HIGHEST RATED FIRST PERSON SHOOTER OF ALL TIME*

WINNER OF OVER 80 AWARDS


OUT NOW
*Based on Metacritic Average Ranking Across Available Platforms
Blood and Gore
© 2002-2013 Take-Two Interactive Software, Inc. Developed by Irrational Games. BioShock,
Intense Violence
Language
BioShock Infinite, BioShock Infinite: Industrial Revolution, Irrational Games, 2K Games and
Mild Sexual Themes their respective logos are trademarks of Take-Two Interactive Software, Inc. The ratings icon
Use of Alcohol and Tobacco is a trademark of the Entertainment Software Association. All other trademarks are property
of their respective owners.
Index
• Action Cards Layout - 3 • Recruit/Build - 12 Credits
• Adjacency - 17 • Refresh Phase - 16
• Booker & Elizabeth Figures - 7 • Round Order - 10 Plaid Hat Games
• Booker’s Attack - 4, 10, 11, 14 • Sharing a Location (4-Player) - 18 Game Designer: Isaac Vega
• Booker’s Influence - 4, 10, 11 • Silver Eagles - 6
Producer: Colby Dauch
• Booker’s Movement - 4, 10 • Silver Eagles Value - 3
• Claiming Victory Points - 17, 18 • Skyline Dice - 6 Graphic Designer: Peter Wocken
• Combat Dice - 6 • Skyline Movement - 13 Flavor Writer: Mr. Bistro
• Combat - 12, 14 • Songbird and Airship Illustrator: Paul Guzenko, PhD,
• Combat Value - 3 Movement - 12, 16 John Ariosa
• Combating Booker - 14 • Special Abilities - 3, 17
Sculptor: Chad Hoverter
• Components List - 2 • Starting Locations - 8, 9
(4-Player Game)- 20, 21 Editors: David Moody,
• Destroying Units - 14 Nate Rethorn
• Destruction Markers - 6 • Stronghold - 7
• Structures - 7 Playtesters: Lucas Magrum,
• Elizabeth Symbol - 4, 10 Travis Magrum, Josh Rios,
• Elizabeth Timeline - 6 • Territory Tokens - 6 Jacob Ollervides, Jim Schoch,
• Game Board Diagram - 5 • Territory Victory Points - 5, 17 Chris McCleese, Jonathan Gilmour,
• Turn Order (4-Player) - 18 Sam Vega, Alex Eding,
• Game Setup (2-player) - 8, 9
• Units - 7 Lindsey Rethorn
• Game Setup (4-Player) - 20, 21
• Influence Value - 3 • Upgrading Action Cards - 16, 17
Irrational Games
• Leader Cards - 7 • Victory (4-Player) - 19
• Victory - 16 Ken Levine - @IGLevine
• Moving Units - 12
• Victory Point Card Layout - 4 Tim Gerritsen, Kayla Belmore,
• Object of the Game - 2 Sarah Rosa, Robb Waters,
• Player Turn Phase - 12 • Voting - 10, 11
Sophie Mackey, Gavin Goulden,
• Players Reference Sheet Layout - 3 • World Event Card Layout - 4 Elena Siegman, Zoe Brookes,
• Produce - 12 • World Event Phase - 10 Mauricio Tejerina, Jorge Lacera,
Ben Lo, Joshua M. Davis
• Purchasing an Upgrade - 12

www.PlaidHatGames.com

©2013. Take-Two Interactive Software Inc. and its subsidiaries. All Rights Reserved.
“BioShock Infinite: The Siege of ColumbiaTM, and all related titles and logos are trademarks of Take-Two Interactive Software, Inc.
and its subsidiaries.
BioShock Infinite: The Siege of ColumbiaTM is manufactured and distributed by Plaid Hat Games LLC under license. Plaid Hat Games can be
contacted with questions or concerns about this product via mail at: PO Box 27, Fremont OH 43420 or via phone at (419) 552-5490.

23
Structures and Unit Abilities
LEADER UNITS AND STRONGHOLDS

$6
SONGBIRD
AIRSHIP
COMSTOCK
SALTONSTALL HERZOG DAISY
STRONGHOLD – A stronghold adds 1 red die to a player’s combat total in the location it is on.
When a player loses a combat he must choose and destroy a unit he controlled that was in
that combat, the rest of the units he controlled in that combat can be placed in a location
that contains a stronghold he controls.
LEADER UNITS – All leader units have a star-shaped base and add 1 red die to a player’s
combat total in the location it is on. Songbird and the Airship have special movement rules.
When moving on a Sky-Line, they can only move up to 2 spaces, but do not have to roll
yellow Sky-Line dice when moving those two spaces.

SPECIAL UNITS AND TURRETS

$4

SPECIAL UNIT
SPECIAL UNIT SPECIAL UNIT SPECIAL UNIT
TURRET – A turret adds 1 blue die to a player’s combat total in the location it is on and
all adjacent locations.
SPECIAL UNITS – All special units have a circle-shaped base and add 1 blue die to a player’s
combat total in the location it is on.
COMMON UNITS AND ALARMS

$3

COMMON UNIT COMMON UNIT


COMMON UNIT COMMON UNIT

ALARM – An alarm adds 1 white die to a player’s combat total in the location it is on.
When combat takes place in a space with an alarm, the player who controls the alarm
adds 1 to all of his combat dice rolls.
COMMON UNITS – All common units have a square-shaped base and add 1 white die to a
player’s combat total in the location it is on.

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