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THE
REICH
v1.0, 28 May 2013
KO d VILLAINS
When a Villain is KOd, if they possess one or more enhancement cards (bonus wounds, bonus skill, etc.), they lose one of those cards at random.
SECRET DELIVERIES
A Secret Delivery City card is not placed in the common pool of cards, but remains with the Hero that drew it. Like Allies and Gear, Secret Delivery cards may be exchanged. When a Secret Delivery card is drawn for the City in which the drawing Hero is currently located, that Secret Delivery must be delivered immediately and may only be redeemed for 1 Fortune (rather than the normal D6 Fortune).
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BERLIN
Berlin is the Home City of the Nazis Vile Organization. Until the Showdown Stage, it is Fortified and Heroes cannot enter that City. Place 1 Nazi Occupation token per Hero on Berlin to represent its fortification. If a Berlin Location card is drawn due to a Vile Tactics draw, discard and draw another card.
DESTROYING an OUTPOST
A third option when destroying a Vile Organizations Outpost is to discard a random Remains in Play Villain Event card.
SECRET BASES
During the Adventure Stage, in addition to any Secret Bases placed by Vile Tactics rolls, the Nazis gain a Secret Base for every 5 points gained on the Villain track. Only
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WAR ZEPPELIN
The War Zeppelin behaves as usual, but like Secret Bases may not be attacked until the Heroes have gathered enough Spy Tokens to expose its flight schedule.
SPY TOKENS
During the Heroes adventures, they are also hunting for the Nazis bases. Spy Tokens represent the fruits of these labors. Take all of the skulls tokens numbered 1 through 4 as well as two Attack! tokens, and place them in a cup. When an adventure is completed (and the Artifact obtained) or a Secret Base/War Zeppelin is destroyed, the players must draw one of these Spy Tokens from the cup.
VILLAIN DEPLOYMENT
Secret Bases
If there is at least one Hero adventuring at a Secret Base when a Villain is going to deploy, the Villain deploys at that base. If there are no Villains ready to deploy, but there are Nazi Villains not in play, one of those Villains deploys to the base instead. Villains at Secret Bases will Search for the Heroes during the Villain Adventure Step, and fight as normal for any successful Search dice. A Villain gains +2 Search dice when at a Secret Base.
Numbered Tokens
Numbered Spy Tokens are placed in a common pool of tokens belonging to all Heroes. When there are Spy Tokens with a total value of 5 or more, the Heroes have discovered the location of a Secret Base or the flight schedule for the War Zeppelin. One Secret Base of the players choice may be turned face up, and may now be attacked; alternatively, place a skulls marker next to the War Zeppelin to indicate that it may now be attacked. When a Secret Base/War Zeppelin has been exposed, place 5 points worth of Spy Tokens back in the cup. You cant make change if the total is greater than 5.
Artifact Adventures
If there are no Heroes at Secret Bases, a Villain will deploy to an Artifact Adventure with the lowest number of Heroes, regardless of value. If there are no Heroes at Secret Bases, nor at Artifact Adventures, a Villain will deploy as normal.
Attack! Tokens
If an Attack! token is drawn, a random Nazi Villain will appear and fight a number of rounds equal to 1 plus 1 for every 5 points currently on the Villain track. If there is already a Nazi Villain at the location, that Villain fights. If all Nazi Villains are elsewhere on the board, draw a Nazi Enemies card. Heroes may not Escape this fight. (or maybe they can escape only a Combat 5+ XXX?). After the fight, regardless of the outcome, draw another Spy Token from the cup, redrawing if the second Attack!
EXPANDING OCCUPATION
Every point gained on the Villain Track during the Conflict Stage allows the Nazis to Occupy 3 Cities. If there are no Occupied Cities (other than Berlin), draw 3 Location cards to determine which Cities initially have Occupation markers placed. After this first Occupation, when more Cities are to be Occupied, the Heroes can choose any Occupied City, and place an Occupation marker on the
FORTRESS BERLIN
When Heroes move into Berlin, they do not have to immediately fight Nazi Soldiers as is usual. Fighting will take place during the Adventure Phase. Note: A Hero may fly (airdrop) into Berlin for twice normal cost, but the Heroes have to maintain Fortune to meet their initial goal.
Nazi Defenders
The Heroes will have to eliminate all of the Occupation markers on Berlin to trigger the final battle with a Villain. Draw a Nazi Enemies card, redrawing any that bring in a Villain. All Heroes present fight the Enemy as normal. If the Nazi Enemy is defeated, remove one Occupation marker. Heroes may Escape as normal during a Fight, or for free between fights. Continue drawing Nazi Enemies cards until all of the Occupation markers are gone, all of the Heroes are KOd (killed), or all of the Heroes have Escaped. If all Heroes escape a Fight, keep the present Nazi Enemies card, and remove any Wounds done to it; the Heroes will have to fight this enemy again when they return. For every Round in which there are no Heroes in Berlin, one Occupation marker will be replaced, up to the original number. Once all Occupation markers are removed, the final battle is triggered.