Official Scenarios
Across Time
A Multiplayer Past and Future Scenario for Two or More
Players
Developed and Tested by: Jon
Beckert, Jonathan Rose, Michael Ryan, Miguel Santos, Catarina Silva, and Gil da
Silva.
Back-story
The war rages between SkyNet and the Human Resistance forces. SkyNet has
chosen to focus greater efforts on the Past, sending Infiltrators back across
time to alter the Future, or even conquer humanity before the war has begun.
Learning of this plan, the Resistance has taken dynamic action. At great cost
in human lives, they have captured one of SkyNet's Time Displacement Labs and
have established a Firebase nearby. Now the Resistance is preparing to send
its own forces across time, to counter this latest SkyNet threat.
Resistance Player
Starting Hand: None
Starting Characters: Any 4
Resistance Main Characters (only 1 Leader).
Starting Items:
Each Character may begin the game with 1 Ranged Item and 1 piece of Body
Armor.
Starting Locations: Any one Firebase; plus Time
Displacement Lab. Characters begin play at the Firebase.
Hand
Size: 5 (+1 for each of your living Leaders)
Combat Pool: 5
Primary Victory Requirements:
1) Kill 'Em All: Destroy all opposing Main Characters in both Future and
Past timelines.
Alternate Victory Requirements:
1) Missions: Acquire 10 Mission Points and immediately win.
2)
Importance: Protect 10 Importance worth of Supporting Characters in the
Past, by taking them to the Police Station and rotating them during the
Protection Step of the Staging Round (there can be no opposing characters
present). Characters rotated in this manner are assumed to have been taken
into protective custody and are removed from play.
SkyNet Player
Stating Hand: None
Starting Characters & Items:
Begin play with 30 Production points worth of SkyNet characters and/or SkyNet
Items. All Implants purchased are added to your starting characters in any
manner you wish to allocate them. No more than 10 Production points can be
spent on Drones.
Starting Locations: Research and Development
Facility; plus Time Displacement Lab. Characters begin at Research and
Development Facility.
Hand Size: 5
Combat Pool:
5
Primary Victory Requirements:
Kill 'Em All: Destroy all opposing Main Characters in both Future
and Past timelines.
Alternate Victory Requirements:
1) Missions: Acquire 10 Mission Points and immediately win.
2) Importance: If 10 Importance worth of Supporting
Characters die in the Past, immediately win.
Location
Deck
Must contain 9 different locations. One of the locations must be Tech
Noir. You may not have more than 3 Distinct locations in this deck. At the
beginning of play, this deck is shuffled and Tech Noir is placed on the
bottom.
Special Rules
1) This Scenario has two Variants. All players must agree beforehand which
Variant they are playing. The Variants are:
- Variant One: Team Play (requires an equal number of Resistance
and SkyNet players). Factions work together to win. As soon as any Team's
combined effort achieves a Victory Condition, they win. For this Variant,
only Main Characters for the enemy Faction are considered "opposing."
- Variant Two: Melee Play. All players are opponents. As soon as
any one player achieves a Victory Condition, that player wins. For this
Variant, a SkyNet player only gains Importance from a character they are
personally responsible for terminating.
2) In this Scenario,
each player will eventually have two HUDs: One for the Future timeline, and
one for the Past. These HUDs are to be kept separate from each other, and may
only connect to other HUDs in the same timeline.
3) Time Travel:
During their segment of the Movement step, if no opposing characters are
present, your Infiltrator or non-SkyNet characters may rotate at an undamaged
Time Displacement Lab to "Time Travel" (discard those characters' non-Implant
Items, and move them to any one of your Past Exterior locations).
4)
At the start of the Play Location Step, each player must play one (and
only one) location, while they have cards remaining in their Location deck. A
player may play a location from his/her hand, or the top location of the
Location deck.
5) Cards restricted to the Past timeline or the Future
timeline may only be played in that particular timeline (unless otherwise
allowed by a card effect). Past/Future cards may be played in either timeline,
and the same Past/Future location may exist in both timelines. However, such
locations are only considered the "same place" as other identical
copies in the same timeline.
6) If John Connor (Supporting
Character) is killed in the Past (or if Sarah is killed before John is found
in the Past), General John Connor is removed from play (all copies), along
with half of each Resistance player's Resistance characters (not counting
John, round down, owner's choice). Plus, the John Connor Persona may not enter
play for the remainder of the game. If John Connor is Protected in the Past
(or if Sarah is Protected before John is found in the Past), each Resistance
Player may immediately bring three new Resistance characters (with 1 Item
each) into play at their Future Firebase. These cards may come from Draw deck,
Discard pile, or Sidebar.