Ozob - Rulebook
Ozob - Rulebook
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Table of contents
OVERVIEW.................................................... 4 THE GAME....................................................18
THE MISSION BOOK.................................. 6 TASKS..........................................................20
WAR ROADIES............................................. 8 EVENTS.......................................................20
ROAD OF FAME..........................................21
SPECIAL SKILLS..................................... 8
SETUP.......................................................... 22
HEALTH TRACK....................................... 8 TURN SEQUENCE..................................... 24
REROLL..................................................... 9 1. REVEAL ATTRIBUTES...................... 24
ATTRIBUTE DECK................................... 9 2. TAKE ACTIONS..................................26
STATUS CARDS.......................................11 3. DRAW AN EVENT CARD.................29
MALWARE.................................................11 4. MINIONS ATTACK.............................31
5. THE BOSS ACTIVATES.................... 32
INSPIRATION...........................................11
END OF TURN............................................ 32
ITEMS............................................................12 END OF MISSION...................................... 32
CONSUMABLES.....................................12 CAMPAIGN MODE..................................... 33
WEAPONS................................................12
ITEM SLOTS............................................13 THE WAR ROADIES...................................34
PERSONAL ITEMS.................................13 OZOB............................................................36
CALIFORNIA...............................................38
SHIMIRA......................................................40
THE ENEMIES............................................. 14 MAMA GUZZO............................................42
MINIONS.......................................................16 OLEG.............................................................44
BOSSES........................................................ 17 VIVIKA..........................................................46
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The Mission Book
At the beginning of each game, players must select one of the missions (also
called “stages”) from the Mission Book and set it up as described.
Each mission is categorized by difficulty level. There are three different levels:
3 4 5
Each mission page contains the Stage Setup, detailing the Enemies,
Bosses, and Special Components required for that stage.
The Mission Book is structured in the recommended play order, following the
chronological sequence of the unfolding story. If you choose to follow this order,
begin with Stage 1: Times Square. Additionally, the Mission Book is divided into three
campaigns. You can play each stage independently or as part of a campaign.
As characters progress through the stages and campaigns, they gain new skills, weapons, and
items, becoming increasingly powerful and prepared to tackle more challenging scenarios.
The rules below explain how to play the Base Game. At the end of this
Rulebook, you’ll find additional rules for the Campaign Mode.
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Each stage of the game is presented in its own dedicated chapter within the Mission Book.
Each mission chapter is organized as follows:
STAGE NAME
DIFFICULTY CLASS
UPGRADE DECK
MISSION OBJECTIVES
MISSION SETUP
MISSION-SPECIFIC
RULES
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War roadies
Each playable character in
the game is a member of the ARCHETYPE
SPECIAL SKILL
HEALTH TRACK
Each War Roadie has a
unique special skill that
is always in effect.
HEALTH TRACK
The Health Track is used to control both your current Life and Adrenaline
levels. Each heart on the track represents a Life point, and each
character has a different total based on their resilience.
• For each point of damage a War Roadie receives, move their Health Tracker one heart to
the right on the Health Track.
When you regain Life, move the Health Tracker one heart to the left on the
Health Track. If the Health Tracker reaches “ t ”, the War Roadie dies, causing
the entire team to be defeated and the Stage to end in failure. The Health Track
also monitors the character’s Adrenaline, represented by the symbol “M”
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• When you lose or gain Adrenaline, move the Health Tracker one
space to the right or left on the Health Track, respectively.
• Losing Adrenaline can result in losing Life, and vice versa.
Certain slots on the Health Track grant the player additional dice. Whenever you perform a
check, count the number of bonus dice to the left of the player’s Health Tracker, including the
space it currently occupies. This must be done before and during each check. If you regain
Life and move past a bonus die space, stop using that die. Similarly, if your Health Tracker
reaches a bonus die slot during a check, immediately roll an additional die for that check.
REROLL
During any check or when being attacked by an enemy, a player can spend Adrenaline
to reroll dice. For each point of Adrenaline used, the player may reroll as many of
their dice as they wish, as long as the dice do not display the padlock symbol “ ”.
ATTRIBUTE DECK
Each War Roadie has an Attribute Deck consisting of cards that represent their life
experiences and skills. At the start of each game, shuffle the Attribute cards to form the
Attribute Deck. There are also Upgrade cards, which are new Attribute cards added to the
deck whenever the War Roadie receives an Upgrade. Keep the Upgrade cards in a separate
pile from the Attribute Deck until they are earned.
The Attribute cards feature four possible
attributes: Agility “ ”, Strength “ ”,
Intelligence “ ”, and Charisma “ ”, which are
always displayed on the left side of the card.
A card may have one or more attributes.
At the beginning of each turn, the player draws
Attribute cards from their Attribute Deck, one at
a time, and places them in the attribute card slot
for that round. The cards you reveal contribute
to the strength of your actions during that turn.
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For example, if you need to make an Intelligence
CARD ARCHETYPE AND
CARD RANKING
check and have a total of 3 Intelligence “
” from your cards and Base Stats, you will roll
3 dice for your Intelligence checks that turn.
ATTRIBUTES
Some Attribute cards have a FAILURE “ ” symbol
in the top-left corner. If you reveal cards until
you have 3 FAILURE symbols “ ”, you Stumble.
This means you must immediately stop drawing
CARD SPECIAL
EFFECT cards and lose two Life points as a penalty.
At the end of the turn, the Attribute cards used for that round are discarded
into the Attribute discard pile. If, at any point, a player needs to draw an
Attribute card and there are no cards left in their Attribute Deck, shuffle
all the cards in the discard pile to form a new Attribute Deck.
Upgrade Attribute cards have special effects that either activate immediately
when revealed or remain in effect for the duration of the player’s turn.
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STATUS CARDS
Different Status cards can be temporarily added to a player’s Attribute
Deck during the game through items, enemies, and events. These cards will
remain in the deck until an effect or rule instructs their removal.
In the initial missions, only Malware and Inspiration cards are used. Infection and Nux
Cola cards will be introduced in later stages and explained in the Stage’s introduction.
MALWARE
Malware cards are temporary cards that make a future turn
more challenging by adding an “X” to the player’s deck. However,
Malware cards activate only once and are returned to the
reserve at the end of the turn in which they are revealed.
INSPIRATION
Inspiration cards are temporary cards that assist the player in a
future turn. When an Inspiration card is revealed, it cancels an “X”
that has already been revealed or that may be revealed later, allowing
an additional “X” to be drawn without causing the player to stumble.
Like Malware, Inspiration cards activate only once and are returned
to the reserve at the end of the turn in which they are revealed.
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Items
There are two types of Item cards in the game: Consumables and Weapons.
Items that remain with the player and can be used against
enemies by spending one of your turn’s actions. ITEM EFFECT
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ITEM SLOTS
STARTING ITEMS
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The
enemies
In each mission, War Roadies will face
two types of minions and, typically, a boss.
Minions
Each minion card displays, in the
MINION’S
top-right corner, the number of RESISTANCE
resistance points each miniature of
that type has, as well as the enemy’s
attack strength—the number of MINION’S
ATTACKING DICE
dice the enemy rolls to attack War
Roadies if it ends its turn in the
same space as the current player. MINION’S TYPE
The top of the card also shows
the name and type of miniature
the enemy represents, allowing SPECIAL
you to match it with the INTERACTIONS
corresponding event cards.
Additionally, the card may indicate MINION’S LOOT
special effects or conditions that
the minion inflicts on a player it
wounds. Some enemies may also
have unique characteristics, such
as Special Interactions that players
can perform against them.
Minions do not retain damage
between turns, meaning you
must deal damage equal to or
greater than their resistance in
a single attack to defeat them.
Be sure to check the bottom of
the card for possible loot.
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Bosses
BOSS’ LIFE
BOSS’ ATTACKING
DICE
BOSS, UNIQUE
EFFECT
BOSS’ ACTIVATION
Special
Interactions
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The
game
Tasks
Each mission includes Task tokens that players can
interact with by performing checks based on specific
Attributes. Details on how to interact with these
tokens are provided in the mission introduction.
Events
At the end of each player’s turn, an Event card is drawn
from the Event Deck prepared for the mission. Event cards
can include a variety of occurrences, but they primarily
indicate the spawning of new enemies on the map, along
EVENT NAME
with the movement and actions of these enemies.
Each mission has a unique Event Deck composed of
EVENT EFFECT
base Event cards, specific Event cards corresponding to
the Minions present in the mission, and additional cards
specific to that stage, as defined by the Mission Book.
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Road to Fame
ADRENALINE
Gain the indicated amount of adrenaline.
UPGRADE
Choose an Upgrade card that matches the current mission’s level and add it
to the top of your Attribute Deck. This card stays in your deck until the end
of the Stage, or, if playing a campaign, until the end of the campaign.
ITEM
Gain 1 item.
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setup
1
5 13
10
6
3
8
7
4
9
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• Choose a mission from the Mission Book and set up the board using the indicated Stage
tiles.
• Place all interaction tokens, the Start Here space, the Portals, and the enemy miniatures in
the spaces specified by the Mission setup.
• Take the Minion cards and Boss card (1) and place them near the map.
• Set up the War Roadies’ Road to Fame next to the board. Place the Fame Tracker on the
starting space of the Road to Fame (2).
• Prepare the Event Deck (3) as described on the mission page and place it near the board,
within reach of all players.
• Shuffle the Item cards (4) and place them beside the Event Deck.
• Place the Malware and Inspiration cards next to the board (5).
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• Place the 8 dice (6) and 24 Motivation tokens (7) within reach
of all players.
• Each player chooses a War Roadie and takes their character
sheet (8), placing it on top of the plastic dashboard. Take
a Health Tracker and place it on the leftmost space of the
Health Track (9).
• Take the War Roadie’s Starting Items and place them on the
Item Slots of the plastic dashboard (10).
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• Prepare the War Roadie’s Attribute Deck by separating the
starting Attribute cards. Shuffle these cards and place them
face down below the plastic dashboard to form the Attribute
Deck (11). The remaining Attribute cards are left next to the
dashboard, forming the Attribute Upgrade Deck (12).
• Take the miniature representing the War Roadie and place it
on the Start Here space (13).
• Any other components not mentioned by the overall setup
and mission setup can be left in the box.
• The player who read the rules starts the game.
SOLO MISSIONS:
If players choose not to follow a campaign sequence, refer to the mission’s
Difficulty Class in the Mission Book.
• Difficulty Class 2: Add two Rank 1 Upgrade Attribute cards to your starting
Attribute Deck.
• Difficulty Class 3: Add two Rank 1 Upgrade Attribute cards and two Rank 2
Upgrade Attribute cards to your starting Attribute Deck.
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Turn Sequence
Starting with the first player and proceeding clockwise, players take turns until they either
succeed or fail the mission. During their turn, each player goes through the following phases:
1. REVEAL ATTRIBUTES
Reveal a card from your Attribute Deck and place it to the right of your
character’s dashboard. Then, choose one of the following options:
• Continue: Reveal another Attribute card and place it on top of your last revealed
Attribute card so that only the attributes and any relevant text are visible. After each
card revealed (beyond the first one), check if there are 3 visible “X” symbols. If there are,
the player Stumbles - loses 2 Health points and must stop revealing Attribute cards.
• If there are fewer than 3 “X” symbols, the player may
continue revealing cards if they choose.
OR
• Stop: Cease drawing Attribute cards and move on to the next phase of your turn.
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1 2
3 4
Ozob reveals another card, and Ozob reveals one more card,
it’s a Posthuman. In addition to and fortunately, it is not another
an “X,” this card grants 1 point of “X.” The Violence card grants
Agility and 1 point of Strength. The 1 point of Agility and 1 point of
situation is risky for Ozob—if he Strength—exactly what Ozob
reveals another “X,” he will lose was looking for. Satisfied, he
2 Life points. However, with only decides to stop and proceed with
2 points of Strength, he doesn’t the actions for his turn.
think it’s enough.
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2. TAKE ACTIONS
You can take up to 3 actions, indicated by the ► icon. Additionally, some cards and free actions
can be used without spending one of the player’s 3 actions. These are marked by the ▷ icon.
There are several different actions you can perform. Some are linked to Attributes
(Agility, Strength, Intelligence, and Charisma). Each character has a base
value for these Attributes, as shown on their character sheet. This base value
is added to the values revealed by the Attribute cards during that turn.
► Movement
With a movement action, you can move up to 2 spaces. You can move 1 additional space
for every 2 Agility “ ” points.
► Attack
Whenever you’re in a space with one or more enemies, you can spend 1 action to
make an attack. First, choose which enemy to target. Then, total your Strenght
attribute for the turn and roll that number of dice. Be sure to include any additional
dice granted by your current Life points or abilities from your Attribute cards. At
this point, you may also spend Motivation tokens to add more dice to your attack.
After rolling, you can spend 1 Adrenaline point to reroll as many dice as you like
(except for those showing a padlock “ ” face). You may continue spending Adrenaline
to reroll until all remaining dice faces are locked or you choose to stop.
If you’re attacking a Minion and achieve a number of successes equal
to or greater than its resistance, you defeat it and gain 1 Fame point.
Otherwise, your attack fails. If you’re attacking a Boss, place damage
tokens on the Boss equal to the number of successes rolled.
► Use a Weapon
When making an attack, you may use a Weapon card you possess. Some weapons
require you to roll a specific number of dice (ignoring the total Attributes revealed
by your cards), while others scale based on an Attribute. Weapons may also
have special effects that are applied either before or after rolling the dice.
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► Check
In most stages, Attribute checks are required to interact with elements on the map.
Perform a check using the required Attribute by rolling a number of dice equal to
the Attribute’s value, as determined by the Attribute cards revealed this turn.
If you’re in a space with an interaction token and there are no engaged enemies
present, you can spend 1 action to make a check using the Attribute shown on the
token. The difficulty class of the check is defined in the mission’s description. If you
succeed, flip the token, receive the indicated rewards, and remove it from the game.
Minions and Bosses in your space can also be influenced using
Attribute checks. The Attribute required, the difficulty class, and the
effect of a successful check are all described on the tokens.
► Get Up
Spend 1 action to help your War Roadie or another War Roadie in your space get up.
► Rest
Heal 2 Life points. This can only be performed if you are in a
safe space (with no engaged enemies in your space).
Free Actions
▷ Trade Items
Give an Item to, or take an Item from, another War Roadie in the same space as you.
▷ Use Consumables
Use a Consumable item and discard it after use.
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With 3 Agility, Ozob (Miniature A) can move up to
3 spaces per movement action (2 from his base The DataDyne
movement and 1 from his card’s Attributes). For his second action, Ozob chooses to Guard has 2 points
He spends his first action to move two spaces. attack the DataDyne Guard in his space. of Resistance, so
With 3 points of Strength, he rolls 3 dice. Ozob needs at least
2 successes to
defeat him.
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Difficulty The difficulty class for this test is 3,
Class 3 as defined in the Mission Book.
Ozob has
only 2
points of
Charisma,
Since Ozob’s space is now free of engaged enemies, so he rolls
he spends his third action attempting to bribe the 2 dice.
DataDyne Scientist.
He rolls 2 successes, but it’s Once again, he rolls 2 Ozob gets the 3 Successes he
not enough, so Ozob spends 1 successes. He spends needs and successfully bribes
Adrenaline to reroll both dice. another Adrenaline, rerolling the DataDyne Scientist!
only the failed die this time.
He flips the DataDyne
Scientist’s token and
gains the indicated
rewards: 1 Fame
point and 1 Item.
The revealed
Event card causes
a Type [A] enemy
to spawn at the
active portal.
In this mission,
the Type [A]
enemy is the
DataDyne Guard,
as defined in the
Mission Book.
The active portal is in the same
space as Ozob.
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4. MINIONS ATTACK
In an order chosen by the active player, each Minion in the same space attacks.
IMPORTANT: Only the active player is targeted, even if other War Roadies share the space.
The number of dice rolled for the attack is shown in the top-right corner of the
Minion’s card. Each success represents 1 point of damage. Remember, you can
spend Adrenaline to reroll the Minion’s dice results to try to minimize or avoid
damage. If there are no Minions in the active player’s space, nothing happens.
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5. THE BOSS ACTIVATES
Resolve the effects described in the Activation section of the Boss card in play. If there are
no Bosses in the game at this moment, ignore this step. Remember, the Boss only attacks
if its Activation effect specifies it—it does not attack during “Phase 4: Minions Attack.”
END OF TURN
All stunned enemies recover from Stun, and
their miniatures are placed upright again.
The active player then discards all
Attribute cards revealed this turn and
untaps all Items (if applicable), returning
them to their original position.
The next player clockwise becomes the
new active player and begins their turn
with the “Reveal Attributes” step.
END OF MISSION
Each mission defines objectives that players must complete to
achieve victory, as well as conditions that result in defeat.
Regardless of other conditions, if any War Roadie dies (i.e., if their Health
Track reaches “t”), the game automatically ends in defeat.
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Campaign mode
Missions can be played in sequence, allowing players to accumulate upgrades
along the way. The Mission Book includes three campaigns, with missions that
must be played in order. There is also an ultra-difficult double mission to conclude
the final campaign. To advance to the next mission, players must first win the
previous one. If a mission ends in defeat, players must retry it to progress.
After completing a mission and moving on to the next one, players remove
any temporary Attribute cards (e.g., Malwares and/or Inspiration) from their
Attribute Deck but keep any earned Upgrades. They also retain the War Roadie’s
Starting Items, whether used or discarded, and discard any other Item cards
acquired during the mission. Motivation tokens are also discarded.
If players complete a campaign and move on to start a new one, the characters
are reset entirely, discarding all upgraded Attribute cards and starting fresh.
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The
War
roadies
Skill
VENGEANCE
Whenever Ozob takes any amount of damage—whether from an enemy attack,
stumbling, or the effect of an item or ability—he gains 1 Motivation token ” ”.
Starting Items
SMOKE GRENADE
Ozob can move up to two spaces without being pursued by enemies.
M-KABOOM
Choose an adjacent space or Ozob’s current space and roll 2 dice, plus any additional
dice. For each success rolled, defeat a Minion of your choice in the target space and deal 1
damage to each War Roadie and Boss in that space. Rerolling this item costs 3 Adrenaline.
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Upgrade cards
ADRENALINE 2 / ADRENALINE 3 VENDETTA
Whenever an attribute card with the If the Vendetta card is revealed
ADRENALINE ability is revealed, Ozob during Ozob’s turn, he loses only 1
recovers the specified amount of Adrenaline. Life point whenever he takes damage,
regardless of how many successes
MOTIVATION 1 the enemy’s attack roll generates.
Whenever an Attribute card with the
Motivation ” ” ability is revealed, BOMBARDIER
Ozob gains 1 Motivation token. When the Bombardier card is revealed
during the Reveal Attributes phase,
SACRIFICE Ozob can draw a grenade from the Item
discard pile, whether it’s one of his own
Whenever an Attribute card with the
grenades or one from the Item Deck.
Sacrifice ability is revealed, Ozob must
either lose 1 Life point or discard the card.
MOMENTUM
ALLIANCE If the Momentum card is revealed during
Ozob’s turn, he does not lose Motivation
If an Attribute card with the Alliance ability
tokens when using them to add dice to a
is revealed during Ozob’s turn, he gains 1
test and can reuse them in future tests.
additional die for any check he performs,
provided there is at least one other War
Roadie in his space or an adjacent space.
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Skill
FLY THE DRONE
Once during each of her turns, California can move her SUPPORT DRONE up to 3 spaces.
Enemies do not follow the drone when it moves and do not attack it at the end of a turn.
Starting Items
SUPPORT DRONE
California is assisted by a Support Drone, which grants an additional die to her and
all other War Roadies performing a test in the same space as the drone. The Support
Drone is represented by a drone miniature and starts in the same space as California
at the beginning of the game. The Support Drone is not considered a War Roadie.
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Upgrade cards
ALLIANCE FORETOKEN
If an Attribute card with the Alliance ability is When Foretoken is revealed during the
revealed during California’s turn, she gains Reveal Attributes phase, California may look
1 additional die for any check she performs, at the next 3 cards in her Attribute Deck and
provided there is at least one other War place each one on either the top or bottom
Roadie in her space or an adjacent space. of the deck, in any order the player chooses.
CODING FOREBODING
If an Attribute card with the Coding ability When Foreboding is revealed during the
is revealed during California’s turn, she Reveal Attributes phase, California may look
gains 1 additional die when performing at the next 3 cards in the Event Deck and
tests in the same space as her drone. place each one on either the top or bottom
of the deck, in any order the player chooses.
SOURCE CODE
If an Attribute card with the Source FORESHADOWING
Code ability is revealed during When Foreshadowing is revealed during
California’s turn, she can reroll the Reveal Attributes phase, California
once without spending Adrenaline, may look at the next 3 cards in the
including rerolling padlocked dice. Item Deck, choose one, and shuffle the
remaining two back into the deck.
PRESCIENCE
When Prescience is revealed during
the Reveal Attributes phase, California
may look at the next card in her
Attribute Deck and place it either on
the top or bottom of the deck.
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Skill
SWORDSMAN
After revealing attributes, if up to 1 “X” symbol is revealed, Shimira
can perform an additional action during his turn.
Starting Items
77 YEAR OLD WHISKY
Perform 1 additional action this turn.
KATANA
Make a Strength attack. If your previous action this turn
was a movement action, roll 1 additional die.
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Upgrade cards
SACRIFICE BERSERK
Whenever an Attribute card with the If the Berserk card is revealed during
Sacrifice ability is revealed, Shimira must Shimira’s turn, he gains 1 Motivation
either lose 1 Life point or discard the card. token when performing a test, which
can be used immediately for that test.
ALLIANCE
If an Attribute card with the Alliance ability SPARK
is revealed during Shimira’s turn, he gains If the Spark card is revealed during
1 additional die for any check he performs, Shimira’s turn, it cancels an “X” that has
provided there is at least one other War already been revealed or is about to be
Roadie in his space or an adjacent space. revealed, similar to Inspiration. This allows
an additional “X” to be drawn without
SOURCE CODE causing Shimira to stumble and makes it
easier to trigger the Swordsman ability.
If an Attribute card with the Source Code
ability is revealed during Shimira’s turn, he
can reroll once without spending Adrenaline, SURPRISE
including rerolling padlocked dice. When SURPRISE is revealed during the
REVEAL ATTRIBUTES phase, Shimira can
INERTIA place up to 3 cards from his discard pile on
top of his deck in any order he chooses.
In turns where an attribute card
with the INERTIA ability is revealed
among Shimira’s attributes, whenever
he performs a movement action,
he gains 1 Motivation marker.
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Skill
NIGHT CLUB OWNER
Whenever Mamma Guzzo ends a movement action in a space with other War
Roadies, she chooses one War Roadie in her space to recover 1 Life point.
Starting Items
BODYGUARDS
Stun a Minion in your space by laying the enemy’s miniature down.
At the end of your turn, all stunned Minions stand back up.
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Upgrade cards
ALLIANCE NEUTRALIZE
If an Attribute card with the Alliance If the Neutralize Attribute card is revealed
ability is revealed during Mamma during Mamma Guzzo’s turn, she can stun
Guzzo’s turn, she gains 1 additional die all enemies in her space once that turn.
when performing a check, provided
there is at least one other War Roadie SMUGGLER
in her space or an adjacent space.
If the Smuggler Attribute card is
revealed during Mamma Guzzo’s turn,
RESCUE she and all other War Roadies in her
Whenever an Attribute card with the space may each draw 1 Item from
Rescue ability is revealed, draw 1 of the Item Deck, once that turn.
your personal Item cards from the Item
discard pile. If no personal Item cards are BLOOD PACT
in the discard pile, nothing happens.
If the Blood Pact Attribute card is revealed
during Mamma Guzzo’s turn, she gains 3
LEADERSHIP additional dice for each attack she performs,
Once per turn, if an Attribute card with as long as there is at least one other War
the Leadership ability is revealed, Mamma Roadie in her space or an adjacent space.
Guzzo can move a non-stunned War
Roadie up to 3 spaces. The War Roadie
is followed by enemies as usual.
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Skill
RUSSIAN ROULETTE
Once per turn, Oleg can make an attack without spending an action, with or without a
weapon. However, if this attack does not defeat any targets, he loses 2 Life points.
Starting Items
SNIPER RIFLE
Make an attack with 3 dice, capable of targeting enemies at Range 0/1.
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Upgrade cards
ALLIANCE WEAPON MASTER
If an Attribute card with the Alliance ability If the Weapon Master Attribute card is
is revealed during Oleg’s turn, he gains 1 revealed during Oleg’s turn, after performing
additional die for any check he performs, a range 0/1 attack, he may choose a second
provided there is at least one other War target in his space or an adjacent space
Roadie in his space or an adjacent space. to receive the same amount of damage.
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Skill
LIKE A JAGUAR
Whenever Vivika defeats an enemy in an attack, she may move 1
space as a free action without being followed by enemies.
Starting Items
CLAWS
Attack using your Agility.
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Upgrade cards
ALLIANCE PSYCHO KILLER
If an Attribute card with the Alliance ability If the Psycho Killer attribute card is revealed
is revealed during Vivika’s turn, she gains 1 during Vivika’s turn, whenever she defeats
additional die for any check she performs, an enemy in an attack using her Claws,
provided there is at least one other War she can perform another attack without
Roadie in her space or an adjacent space. spending an action, rolling one fewer die
than the previous attack. The number of
PROVOKE dice for subsequent attacks is fixed, and
additional dice are not used. This ability can
If an Attribute card with the Provoke
be activated multiple times in succession.
ability is revealed during Vivika’s turn,
she can pull an enemy from an adjacent
space into her space once per turn. REBELLIOUS SHOUT
If the Rebellious Shout attribute card is
BLOODTHIRSTY revealed during Vivika’s turn, whenever she
fails a check, she can spend 3 Adrenaline
If an Attribute card with the Bloodthirsty
to gain an additional action for that turn.
ability is revealed during Vivika’s
turn, she recovers 1 Life point each
time she defeats an enemy. BATTLE TRANCE
If the Battle Trance attribute card is
EASY PREY revealed during Vivika’s turn, she recovers
1 Adrenaline for each different space
If an Attribute card with the Easy Prey
she traverses whenever she moves.
ability is revealed during Vivika’s turn,
she rolls 1 additional die when attacking
an enemy that is not accompanied by
other enemies in the same space.
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