+ All Categories
Home > Documents > Tomorrow Rulebook V1.1

Tomorrow Rulebook V1.1

Date post: 14-Apr-2018
Category:
Upload: jacopo-jbb-colabattista
View: 217 times
Download: 2 times
Share this document with a friend

of 7

Transcript
  • 7/30/2019 Tomorrow Rulebook V1.1

    1/7

  • 7/30/2019 Tomorrow Rulebook V1.1

    2/7

    2 3

    GAME SETUP1. Place the board in the center of the table. Place the indicated number ofwooden population pawns on each land territory (each pawn representsroughly 70 million people)

    2. Place the Die, Special Cards and Political Capital Markers next to the board andplace the Life and Death Markers on the 75 spot on the Global Threat Track.

    3. Give each player 25 points of Politcal Capital.

    4. Separate the Event Cards into three piles - Event level 1, 2, and 3 - shufe andplace the three piles next to the board. Then draw four cards from each numbereddeck and form the Event Deck with the Level 1 cards on top, followed by the

    Level 2 and 3. The game ends after the last event card has been drawn OR if the

    Global Threat reaches 0.

    5. Determine which power each player will control. Each should take the cor-responding Resource Cards, Secret Objectives Cards, Control Markers, NukeMarkers and Player Aid. In case of a 5 player game the Arab Caliphate is not inthe game. In case of a 4 player game the European Union is also removed.

    6. Separate the Biological Cards, shufe them, and give each player the num-ber of Biologicals indicated on the player aids, placing the rest next to thegame board. Take the Turn Order Markers, randomize them, and place oneface-down on each Turn Order spot on the board, in preparation for the rst turn.

    7. Each player then secretly selects one Secret Objective card and places theother two cards back in the box; they will not be used in the game.

    8. Take all of the Territory Cards removing the Arab Caliphate and/or Euro-pean Union if players are assuming those positions and place them on theirrespective Territories around the board.

    9. Youre ready to save or doom humanity!

    COMPONENTS1 Game Box with Insert

    1 Game Board

    1 8-page Rule Book

    1 10-sided Die

    100 Wooden Population Pawns

    48 Resource Cards

    36 Event Cards

    30 Biological Cards

    18 Secret Objective Cards

    13 Territory Cards

    3 Special Cards

    60 Political Capital Markers30 Control Markers

    15 Nuke Markers

    2 Track Markers (Death & Life)

    6 Turn Order Tokens

    6 Player Aids

  • 7/30/2019 Tomorrow Rulebook V1.1

    3/7

    4 5

    INTRODUCTIONIt is a few years in the future and the nations of the world concur with theopinion of an unprecedented number of leading scientists: a combination ofoverpopulation, environmental change and resource depletion has put the con-tinuing existence of the human species at imminent and dire risk. Somethingdrastic needs to be done immediately but what?

    In the span of a few weeks, top advisors and experts of each major world powerconclude that the way their people and, indeed, all of humanity will surviveis via dramatically reducing human impact on the ecosystem. While changinglifestyles can have some impact it will not be enough: saving humanity willrequire dramatic and immediate global depopulation. With no one wanting toput their own people at risk it will take aggressive and even inhumane acts tosomehow save the world.

    You control one of six powers: United States, European Union, Russian Fed-eration, China, India or the newly formed Arab Caliphate in a life-and-deathstruggle to save the planet and your people, preserving your culture and heri-tage for the generations hopefully to follow. More than just survival, this de-

    stabilization gives you a unique opportunity to exploit the situation and becomethe next global superpower. So, while your survival depends on working withother powers, your achieving ultimate success will be a product of bold, crafty,self-serving choices that exploit the imminent disaster for the power and gloryof your people.

    OBJECTIVESCOOPERATE SAVE HUMANITY!

    Tomorrows primary goal is to eliminate the global threat and save human-ity. This is accomplished by depopulating the world via nuclear and biologi-cal atrocities. The global threat will get increasingly more severe during thecourse of the game and you must stay ahead of it until you have nally elimi-nated the threat altogether. Succeed, humanity persists and youve achievedyour cooperative goal. Lose, and humanitys extinction is insured while you alllose the game.

    COMPETE - BECOME THE NEXT SUPERPOWER!

    At the end of the game, if humanity survives, the player with the most PoliticalCapital is the ultimate winner, having positioned their nation to rule the post-apocalyptic world.

    GAME PHASESTurns are broken down into four simple game phases:

    I. EVENT PHASE

    Each turn begins with the Event phase. Simply reveal the top Event card andresolve it.

    II. RESOURCE ALLOCATION PHASE

    Each player secretly selects two resources for the upcoming turn (or three ifthey have possession of the Cyberspace card) and places them face down.

    III. RESOURCE RESOLUTION PHASE

    After all players have secretly selected their resources for the upcomingturn, reveal the rst (and only the rst) Random Turn Order token. Thatplayer may use one, all or none of their resources. In other words playersare never required to play their chosen resources; instead, they may saveone or both to block other player actions during the turn. (See Resourcesbelow) This process is repeated until the nal player has taken their turn.

    IV. CLEAN UP

    After the last player takes their turn, mix up the Random Turn Order tokens.Then roll the 10-sided die and advance the Death Marker that number ofspaces. By the end of the next turn you must have the Life Marker equal to orbelow that point or you all lose the game.

    PLAY NOTEThe heart of this game lies in negotiation, planning, cooperation and backstab-bing. While there is no formal Negotiation Phase players are encouraged toopenly discuss treaties, plans, or any other diabolical operations. Players mayleave the room to discuss the situation at hand. No deals are binding.

    RESOURCESEvery nation has eight Resource Cards. Six of them are reusable, while twomust be removed from the game after being used once. However, while six ofthose cards are reusable, each Power has a nite and specic number of Con-trol (for expansion via Diplomacy and Military), Biological and Nuclear mark-ers. These represent a hard limit as to how many aggressive actions you maytake. Even though you can keep playing those cards for defensive purposes,once your stock is expended you may not continue to expand.

    There are six different resources in Tomorrow and they all have specic rulesin how they work. Keep in mind that there are differences in some cases be-tween the capabilities of Resource Cards.

    Additionally, every time you use a Military, Nuclear or Biological Resource asan attack action, you lose 1 point of Politcal Capital. (Even if blocked!)

    If you use a Resource to block an aggressve players action you gain 1 point ofPolitical Capital.

    The target nation is always given the chance to block rst. If they choose not toblock the action, start with the player to the target nations left and ask if theydlike to block the action and then proceed clockwise around the table untilsomeone blocks or all players have passed.

    BIOLOGICALSThe primary way by which you will depopulate the planet. Biological weaponsfunction in many different ways, each unique. Some automatically eliminatepopualtion; others only do so in high population areas. Some are automatically

  • 7/30/2019 Tomorrow Rulebook V1.1

    4/7

    6 7

    and immediately dispersed while others may remain for additional turns. Someeliminate additional random population; others spread to neighbouring territo-ries. Your Biological resource cards may be used in two different ways:

    BIOLOGICAL ATTACK

    Allows you to unleash a biological attack on any land territory on the board.When triggering a Biological Attack by playing your Biological resource card,assuming it is not blocked, select one of your Biological Markers to use and re-solve it. You must also discard one point of Political Capital. Biological attacksinclude four components:

    A. IMMEDIATE ANNIHILATION

    This only occurs when the biological is rst unleashed; it does not occur asecond or third time during longer durations. This manifests in two ways:automatically annihilating 1 or more population, and/or automatically annihi-lating 1 pop for every 5 they then have remaining.

    B. SPREADING

    This only occurs when the biological is rst unleashed; it does not occur a

    second or third time during longer durations. Roll the 10-sided die to check foreach land territory adjacent to the target nation: if the roll number falls withinthe target range on the Biological card the disease spreads there, but for thisturn only (Duration 1). If the roll is outside that target number then it does notspread to that territory.

    C. DURATION

    How many turns the biological lasts. Duration 1 attacks are immediatelyresolved and then leave. Duration 2 is immediately resolved and then is re-solved a second time on the target players next turn after the next Event andthen leaves. Duration 3 is immediately resolved and then is resolved on eachof the next two turns. To indicate remaining duration, place the Biologicalcard face down on the target territory for a Duration 3, then ipping it overafter being resolved for the second time to indicate it still has one resolutionleft. For Duration 2, place it face-up on the target territory to indicate it has

    just one resolution remaining.

    D. RANDOM ANNIHILATION CHECK

    This is checked on every turn that the biological remains in effect. Roll thed10. If the roll is greater than the number of population remaining in theterritory it does not annihilate one. If it is equal to or less than the remainingpop it does annihilate one. Thus, for any territory with 10 or more pop remaining, these are automatic hits.

    EXAMPLEThe USA player decides to unleash the dreaded Professor Heckers Blend on

    China. No one blocks the attack. China currently has its full count of 2 0 popula-

    tion pawns. The bio card says to immediately kill one population in China. TheUSA player places the pawn representing 70 million Chinese in front of their

    play area. A check is made to see if the disease spreads. A roll is made for ev-

    ery adjacent nation to China and on a 1-8 it will spread to that territory. It some-

    how only spreads to Central Asia. A population pawn is immediately removed

    from Central Asia and claimed by the USA player. Professor Heckers Blend has

    a duration of 3 turns which means there will be a total of three Random Anni-

    hilation Checks for this disease in China dcandcZGVcYdb 8]ZX c 8Zc igVa6h V

    as spreading diseases last only one round. I ]ZgZ h c dcZZYidgdaaVh 8] c V]Vh &.edejaVidcgZ V c c \l ] X] h Vc Vjidb ViX] ihdi]ZJH6eaVnZgXaV^ h Vc di]ZgedejaVi dc eVl c [gdb 8] c V#6c di]Zg9&%gdaah b VYZ[dg8ZcigVa6h VVc Y ih V&%l ] X] h b dgZi]V c i]ZedejaVi dc i]ZgZ!hd ib h hZh Vc YaZVkZh 8ZcigVa6h V#8] c Vb jh ihj [[Zgi]gdj\]ildb dgZX]ZX hW Z[dgZEgd[Zh hdg=ZX Zgh 7aZcY h [cVaanWZgZ dkZY[gdb eaVn#I ]ZJH6eaVnZgb jh iY hXVgY&ed cid[EdaiXVa8Ve iVa#BIO DEFENSE

    If you have a Biological resource card as one of the resources youve selectedfor this turn, you may use it to effectively block another players Bio Attackagainst you or any player.

    NUCLEARContrary to what you might expect, Nukes should not be used for depopulation:thanks to the damage they themselves do to the global threat level, eliminatingPopulation by nuclear means is not a net gain. Instead, Nukes are a vengeanceweapon that destroy the land and environment of their target. Nukes are whatplayers should use to gain revenge, to punish an opponent for working againstthem. Important: population kiled via nukes do NOT lower the Global Threat Level!

    Nuclear Resource Cards may only be used to attack. A nuclear attack imme-diately removes one population pawn from the board of the target country. Inaddition, another pawn is removed for every ve pawns still remaining. A nukemarker is then placed on the target territory to signify nuclear damage,which will cost them Political Capital at the end of the game.

    The United States and Russia are the only two Powers with Global Nukes whichcan be used against any land territory on the board. Every other Power hasshort-range nukes which may only be used against an adjacent land territory toone they control.

    EXAMPLERussia uses its Long Range Nukes to attack the USA which is full of its initialve population pawns. One pawn is immediately removed from the board andplaced in front of the Russian player. For every ve pawns remaining anotherpawn is removed (rounding down) and since the USA has only four pawns theRussian player fails to collect additional pawns. A Nuke Token is placed onthe USA. Global Threat remains unchanged because population was killed via nukes.

    TERRORAttacks of terror, while not signicant enough to destroy population, are dev-astating to the infrastructure and the mindset of the people of a nation. Theterror resource may be used in one of two ways:

    TERROR ATTACK

    Used against any other player as an action. This forces the target player toexhaust one of their remaining resources for this turn, thus returning the cardto their unused stock, and losing 1 Political Capital.

    COUNTER TERRORISM

    Used to effectively block another players terror attack against you or any

  • 7/30/2019 Tomorrow Rulebook V1.1

    5/7

    8 9

    player.

    CYBERControl of the Internet is vital to national security. Having control of cyberspace- imposing your will on other Powers - allows you to maximize your options.Cyber Resource Cards can be used in two ways:

    CYBER ATTACK

    A direct Cyber Attack simply grants you the Cyberspace card - so long as an-other player does not block your attempt with their own Cyber Resource Card!The Cyberspace card grants you a third resource during the Resource Alloca-tion Phase, a substantial tactical advantage.

    CYBER DEFENSE

    You may use your Cyber Resource Card to effectively block another playersCyber Attack against you or another player.

    MILITARYMilitary is the most powerful way to expand around the map. It allows you toclaim land and sea territories, and when a military invasion is successful youimmediately seize control of the target territory. You may use Military ResourceCards in one of three ways:

    TERRITORY INVASION

    Allows you to gain control of any territory (except player-controlled capitols)adjacent to one you already control - as long as no one else blocks your actionwith a Military Resource of their own. If successful, place your Control Markeron the territory, removing any other players Control Marker that was alreadythere and placing it in front of you [see: Vendetta section, below]. If unsuccess-ful, both you and the blocking player exhaust your cards. (Unless the resourcesays to remove after use. These cards are still removed!)

    AIR STRIKE ON ANOTHER PLAYERS CAPITOL

    Allows you to attack an opponents capitol, in order to force them to discard anyResources they have remaining for this turn. You may not take control of an-other players capitol; this only impacts their resources. If unsuccessful, bothyou and the blocking player exhaust your cards.

    COUNTERMEASURES

    Allows you to block another players attempt to use a Military card as an action.You may block attempted actions anywhere on the board.

    DIPLOMACYDiplomacy is the more exible but less powerful way to expand. On the plusside, Diplomacy may be used to expand to any land territory around the map.On the negative side, it only affects land territories and, if another playeralready controls the territory, all it does is remove their control (either Militaryor Diplomatic), not give you immediate control of it. Diplomacy can be used inone of two ways:

    COUP

    Allows you to inuence a territory that is not an opponents capitol, anywhereon the board. So long as no one else blocks your action with a Diplomacycard of their own, if the territory is not currently being controlled, place one ofyour available control markers on the territory. If the territory is already under

    another players control, remove their control marker instead, not placing your own down.EFFECTIVE INSURGENCY

    Allows you to block another players attempt to use a Diplomacy card as an ac-tion. You may block attempted actions anywhere on the board.

    SPECIAL CARDSThere are three Special Cards that begin the game not in any players control:

    CONTROL OF CYBERSPACE

    Ownership of this card grants the player a third resource during the ResourceAllocation Phase. You get it by playing a Cyberspace Resource Card as an actionthat is not blocked by another player.

    DOOMSDAY VIRUS

    Any player may use; discard after use.

    THE BIG RED BUTTON

    This simulates the potential threat for a global thermonuclear war that wouldincinerate the planet. On their turn, USA or Russia may use this to end thegame. Note: groups not comfortable with this card may choose not to use it.

    VENDATTASTaking actions against other players creates an opportunity to gain additionalPolitical Capital, while also putting political pressure on the target from theirown people to respond and launch a counter-attack against you. Whenever yousuccessfully attack another player's capitol with Bio, Military or Nukes, if they have any ControlMarkers left, you take one of them and place them in front of you. On the next turn,if they do not attempt an action against you with one of their resources, you keep that ControlMarker for the rest of the game. This limits their ability to expand during thegame and, during End Game Scoring, counts as though you annihilated one oftheir Population. However, if they do even attempt to attack you on the nextturn, they take the Control Marker back again. If their attack is successful theydo not then take one of your Control Markers and create a Vendetta; they wouldneed to attack another time.

    IMPORTANT CONCEPTSPOLITICAL CAPITAL

    The player with the most Political Capital at the end of the game wins. It can beearned (or lost) in a variety of ways [see: End Game Scoring section].

    GLOBAL THREAT TRACK

    The Global Threat Track reects the current threat to human extinction. On it

  • 7/30/2019 Tomorrow Rulebook V1.1

    6/7

    10 11

    is a Life Marker and a Death Marker. If, after every player has taken their turn,the Death Marker is farther down the track than the Life Marker the g ame isover and everyone loses. The Life Marker moves down the track by annihilatingpopulation with biological horrors.

    GLOBAL IMPACT RATING

    This rating measures how much negative global impact each nation is currentlyhaving on the Earth. It is used as a modier when adjusting moving the LifeMarker down the Global Threat Track. If, for example, 1 Population is annihi-lated from the United States the Life Marker would move 3 spaces, multiplyingthe number of Pop lost by the Global Impact of that Power. Other than the sixMajor Powers, all other territories have just 1 Global Impact.

    ;L;DJIThe events in Tomorrow are random things that the players deal with; itsnot enough that the world is teetering on the brink but as the world popula-tion attempts to deal with calamities - these events are triggering, forcingplayers to deal with the opportunities and threats they provide.

    CONTROL MARKERS

    Each nation has a specic number of Control Markers that are used when aplayer controlled nation uses its military or diplomacy resources to take over aneutral or non-player capitol.

    In addition, if a player controlled country attacks another player controlledcountry with a bio, military or nuclear attack action, the country that was attackedmust temporarily surrender one of its Control Markers. If a retaliation strike isnot made on the next full round, the player loses that control marker and theattacking nation keeps it as a trophy and earns end game Political Capital.

    ANNIHILATING POPULATION

    Whenever population is annihilated by another player:

    Place the population pawn(s) in front of the player who annihilated it regard-less of whether it was due to a nuclear, biological, or other means.

    Reduce the Global Threat Level an amount equal to the number of populationannihilated multiplied by the Global Impact of the territory they came from. (Unless killed by nukes!)All territories that are not a players capitol have a Global Impact of 1.

    EXAMPLE

    1 USA pawn is annihilated by the European Union (EU) player. The USA pawnis placed in front of the EU player. Referring to the Player A id the USA has aglobal Impact of 3, so the Global Threat Level is reduced by 3 points (3 GlobalImpact x1 USA pawn).

    Note: Some Events will annihilate population without any actionsfrom players. These population pawns do not score point for any player; they

    are simply removed from play. However, you still lower Global Threat as normal.

    Additionally, if a player controlled home nation loses all of its population that player

    is NOT eliminated from the game!

    END GAME SCORINGThe game is over on the turn when the event deck r uns out or immediatelywhen the Life Marker reaches 0. Assuming that the players save humanity,you calculate the nal scores by doing the following:Players privately add or remove Political Capital (PC) to their current secretstash:- For each different colour of population you annihilated, multiply the numberof pawns of that colour by the Annihilate number on your Secret ObjectiveCard- For each Control Marker you hold from other players, receive the Annihilatenumber on your Secret Objective Card- For each land territory you control, multiply the number of pawns left in thatterritory by the Protect number on your Secret Objective Card- For each land or water territory you control around the board, receive 1 PC.(Not counting home territory!)

    - For each Nuclear Damage or active Biological on territories you control, lose1 PC.Once nal totals are secretly calculated, randomly determine turn order usingthe Random Turn Order Tokens and reveal the rst one. Then each player, oneat a time, may choose to give any amount of their Political Capital to anotherplayer. This is done to settle scores and to throw your political muscle to an-other player if you dont think you can win.

    EXAMPLEIndia nished the game with 11 points of PC (They started with 10 and earned 4points via blocking actions and lost 3 points for aggressive actions) India man-aged to eliminate three China population pawns and four from Central Asia.India was playing with its Regional Focus Secret Objective, which reward a X3modier for every Chinese pawn it kills. It also receives a X2 modier for everyCentral Asia pawn. This gives India another 17 points of PC (9 for China and 8for Central Asia). India has one Control Marker from the China, which earnsIndia another 3 points. (3x1)India has seven purple pawns left in its home country and also has control ofSoutheast Asia and South Africa. The Secret Objective card reveals a X3 bonusfor protecting India pawns and a X2 modier for every pawn in both SE Asiaand North Africa.. There is one pawn in Southeast Asia and two in North Africa,earning India 27 points (7x3 + 2x1 + 2x2)India receives 3 more points for its control of SE Asia, North Africa, and theArabian Sea.India now loses 2 points due to having a Nuke Token and an active BiologicalDisease in its home territory.India nishes with 59 points.

  • 7/30/2019 Tomorrow Rulebook V1.1

    7/7


Recommended