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Page 1: Rulebook miniature game - jurassic-mg.com

miniature game

Rulebook

Page 2: Rulebook miniature game - jurassic-mg.com

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COMPONENTS . . . . . . . . . . . . . . . . . . . . .3

WELCOME TO JURASSIC WORLD . . .4General gameplay . . . . . . . . . . . . . . . . . . . . . . . . . . . .4Objective of the game . . . . . . . . . . . . . . . . . . . . . . . .4

TYPE OF GAME . . . . . . . . . . . . . . . . . . . .5Narrative play . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5Free-play . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5

GAME SET UP . . . . . . . . . . . . . . . . . . . . .6Scenario set up . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .6Details of the components . . . . . . . . . . . . . . . . . . . 7Unitboard . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7Action cards . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .8Hero cards . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .9Deckbuilding . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .10Hero deck . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .10Action Decks . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .10Action card upgrades . . . . . . . . . . . . . . . . . . . . . . . .10Vehicle & Equipment hero cards . . . . . . . . . . . . .10

THE BASICS . . . . . . . . . . . . . . . . . . . . . 11Hexagon . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11Choices & forced actions . . . . . . . . . . . . . . . . . . . . 11Icons . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11Tiebreaker . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11 Distance & range . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11Priority order of effects . . . . . . . . . . . . . . . . . . . . . 11Direction & affected zones . . . . . . . . . . . . . . . . . .12Resources . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .12Startup . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .13

GAME TURN . . . . . . . . . . . . . . . . . . . . . .13Summary . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .13Initiative phase . . . . . . . . . . . . . . . . . . . . . . . . . . . . .13Action phase . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .14Activation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .14Effects . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .15Scare phase . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .15Victory phase . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .15

SKILL TEST . . . . . . . . . . . . . . . . . . . . . .16Combos . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17Movement . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .18Terrain . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .19Attack . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20Types of Attack . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20Line of Sight . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .21Range . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .21Hit . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .21Damage . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .21Armor . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .21Result & Elimination . . . . . . . . . . . . . . . . . . . . . . . . .21Physical Actions . . . . . . . . . . . . . . . . . . . . . . . . . . . 22Strength . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22Grab . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22Ungrab . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23Stun . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23Knock . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23Peer at Active card . . . . . . . . . . . . . . . . . . . . . . . . . 23Scare & Courage . . . . . . . . . . . . . . . . . . . . . . . . . . . 24Reaction & Cancel Reaction . . . . . . . . . . . . . . . . 24Stealth . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 25Land vehicles . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 26

Equipment . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 26

TURN EXAMPLE . . . . . . . . . . . . . . . . . .27GLOSSARY . . . . . . . . . . . . . . . . . . . . . . 28CREDITS AND THANKS . . . . . . . . . . 30ICON REMINDER . . . . . . . . . . . . . . . . 32

Contents

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Components

Booklets

• 1 Rulebook• 1 Scenario Booklet

Mats & Boards

• 1 Neoprene game mat• 4 Unit Boards

Miniatures

• 4 Velociraptors• 1 Carnotaurus• 1 Triceratops• 8 Mercenaries• 1 Tiebreaker coin• 8 Claws

Tiles

• 10 double-sided Tiles Objective/Terrain/Vehicle

Tokens

• 64 double-sided Tokens Grab/Blocked, Damage, Objective, Stealth, Smoke, Turn number

Cards

• 34 Raptors Action cards• 34 Carnotaurus Action cards• 32 Mercenaries Action cards• 34 Triceratops Action cards• 126 Hero cards• 28 Fear cards• 8 Wound condition cards• 10 Stun condition cards • 10 Sedative Ammunition cards• 4 Restraining net Ammunition

cards• 4 Reminder cards Game turn/

Skill test and Icon list

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Welcome to Jurassic World™

You have entered the most fantastic and thrilling park in the world.

You are about to embark on a thrilling journey which will take you back 65 million years and where you will meet the most dangerous species to have ever walked the Earth, the dinosaurs . You will experience all emotions: empathy and kindness with the gentle gigantic herbivores but also fear or perhaps terror with the impressive carnivores crowned by their queen the Tyrannosaurus-rex . As in the franchise, the journey will be chaotic and as Ian Malcolm puts it: “Oh yeah, oooh, ahhh, that is always how it starts . Then later, there is running and screaming” .

Jurassic World Miniature Game™ is a blend of wargame and adventure game for 1 to N players* .

Scenarios will remind you of the key moments of the movie franchises

Jurassic World™ and Jurassic Park™ and you will be able to directly take control of the protagonists . You can be a dinosaur or a human hero .

Try to end the scene the same way it was intended in the films or find a better one .

As in any miniature game, it supports a Unit list with each Unit costing Unit points representing their impact on

the game . The higher the cost, the more potent the Unit is . Each player selects their Units then picks the corresponding Action and Hero cards .

Once your Units are selected, you have the option to choose and set up a scenario as instructed or make up your own .

You may then unleash your dinosaurs and try to survive in this primeval

world .

*Solo play requires Supremacy expansion

In Jurassic World Miniature Game™, the goal is to be the first player or team to achieve the selected scenario’s victory condition(s) .

Each dinosaur or human Unit will move and act on the game board divided in Hexagons . The way to achieve your objectives is totally at your discretion and generally depends on the Units that you have selected . Each has unique abilities and tactics to either clash in Earth-shaking brawls or dodge and rush for the objectives .

Be clever and outsmart your opponent using indirect or evasive tactics like hiding in the terrain, scare enemy Units or hamper them with non-lethal weapons like restraining nets and sedatives . Otherwise, just be straightforward by dashing directly into the melee .

When you read the game rules, you may find helpful to refer to the Turn Example on page 27.

Objective of the Game General Gameplay

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Type of game

This type of play is related to the scenario campaign featured in the Scenario booklet .

Select a scenario in the Scenario Booklet and follow the instructions for Unit selection, recommended decks of cards and board set up (game board, deployment area, objectives, terrain, health condition of each Unit, etc .) .

If a Unit point value is indicated, you may refer to

the Free-play section .

Jurassic World Miniature Game™ proposes two types of games: Narrative play and Free-play .

Define a Unit roster point value with your opponent(s) .

Recommended: 300 points per player for a 90 minute match .

Select Units in your collection and add up corresponding Unit point values including selected equipment, vehicles, and upgrades .

The total must not exceed the agreed value .

Once Units are selected pick the related Unit boards and cards and place them next to the board (see Deckbuilding section, p10) .

Choose a free-play scenario in the Scenario booklet . Set up the board and objectives as instructed .

Free-playNarrative play

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Game set up

Scenario set upRegardless of the chosen game mode, the board is set following the Scenario booklet as shown below:

(Stun, Wound, Fear)

(one deck per player)

(one deck per Unit)

Unit board

Reminder card

Condition card

Vehicle card

Equipment & Ammuniation cards

Hero cards

Action cards

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Base Skills’ icons

Movement

Melee Attack

Strength

Dodge

Armor

Condition icons:

Health points

Wounded

8 . Faction icons (see Hero cards’ section, page 9) and keywords

9 . Special abilities

10 . Number of Action cards drawn at each Initiative Phase

11 . Expansion icon

2 .

1 .

3 .

4 .

5 .

6 .

7 .

8 . 9 . 11 .

1 . Unit name

2 . Active card slot & combo stack in watermark

3 . Idle card slot & Unit type icon for Action cards

4 . Base Initiative (in case the slot is empty)

5 . Base Skills’ icons

6 . Health points tracker (in case of Multi-Miniature Unit, the bar track is split in as many segments as there are Miniatures in this Unit . Here the Raptor Unit is composed of four Miniatures)

7 . Adrenaline points tracker

Scare

Courage

Ballistic

Range

Damage

Knock (down)

Grab

Ungrab

Details of the components

Unit board

Units with keyword Massive, as well as Multi-Miniatures (multi-mini) and Multi-hexagonal Units have special rules .

Refer to their Special abilities on their Unit board and the inserts same as this one, in the rulebook .

10 .

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1 . Card title

2 . Initiative value of the card

3 . Upgrade cost (see the Deckbuilding section in the Scenario booklet Experience and Unit roster sections)

4 . Main Effect (no prerequisites for use)

5 . Resource or Condition required to trigger the Conditional Effect

6 . Conditional Effect will be ready to activate after paying the resources indicated or satisfying the #5 condition .

7 . Combo icons (see Combo section, page 17)

8 . Expansion icon & copy number

Faction icon

reminder

Unit type

Card’s

Initiative

value

Action cards are dedicated to a specific Unit and each Unit playing a scenario possesses a set of these cards (see Deckbuilding section on page 10) .

These cards act as boosters for the Base skills of a Unit .

They generally boost either Movement, Attack, Defense, or special abilities .

Unit type indicated on the back of the cards must match the one on the Unit board .

Action cards

1 .

2 . 3 .

4 .

6 .

5 .

7 .

8 .

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Resource Symbol

Reference

Adrenaline Resources, p .12

$k Requisition Resources, p .12

New resource symbols and Factions will be added with other expansions of Jurassic World Miniature Game™ .

Hero cards

Human

Adventurer

Pragmatic

Commander

Scholar

Survivor

Universal (this icon can be used on any Unit)

Dinosaur

Carnivore

Raptor

Herbivore

Armored

Hero cards provide either temporary or permanent bonuses to Units . There is no limit to the number of Hero cards a player can have in hand .

When to play a Hero card:

As soon as the trigger condition of the Hero card is valid, the player can play it from his hand clearly notifying so and targeting a specific Unit .

This Unit must belong to the player and have at least one Faction icon on its Unit board matching with one on the played Hero card (1 .) .

In such a case that several players wish to play a card with the same trigger condition, the first to announce plays one card, following that; other players clockwise play one card or pass . The process stops if all players choose to pass .

Players must follow a specific order during a Skill test/Attack (refer to page 16) .

How to play a Hero card:

The player spends the resources indicated at the right of the title (1 .) or in the effect (4 .) .

Then he/she resolves the effects (4 .) from left to right and top to bottom and insert by insert (defined by grey lines) respecting the conjunction:

“OR” requires a choice between the two inserts it separates .

“AND” solves the two inserts it separates .

Keywords that correspond to those of the Unit (see #8 page 7) may trigger extra effects .

Finally, the restriction of use (6 .) must not be infringed .

The resources preceded by “gain” should not be paid but added to the Adrenaline track of the Unit targeted by the card .

Discarding:

Once the effects are resolved and if the card does not bear the “Permanent” keyword, the Hero card is definitively discarded .

1 .

3 .

4 .

2 .

5 .6 .

1 . Card title

2 . Faction icon

3 . Trigger condition or phase when to play the card

4 . Card Effect: follow the instructions

5 . Expansion icon & copy number

6 . Restriction of use

A Hero card with the keyword “Permanent” remains in play until an effect states to discard it .

A Hero card may also be discarded by a player to give one Adrenaline point to the Unit of his/her choice (no need to satisfy any condition), see Resources page 12 .

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Before a scenario, split the Hero and Action cards by Unit types into distinct decks . Following the limitations below, players may select the cards the most adapted to their strategy, objective, or even the Unit to confront . Decks are assembled separately by type and Unit, shuffled, and cut .

It is up to the players to decide whether a handicap is applied like a hidden Unit roster and random scenario selection .

Action Decks Vehicle & EquipmentEach Unit has a distinct deck of Action cards even if a player controls several Units of the same type .

The deck of Action cards of a Unit must only contain dedicated cards to this Unit . Check that the Unit type symbol (see page 8) on the back of each card matches the one on the Unit board (#3 . on page 7)

The deck must contain a minimum of 20 cards and no maximum limit .

Unless specified, a maximum of two cards with the same name (identical titles) can be included in the deck .

Action cards without an upgrade (Upgrade cost at 0) can be used without restriction . Those with an upgrade, see section Action card upgrades .

Action card upgradesThe game includes Action cards offering enhanced effects for each upgraded Unit .

There are two ways to add a copy of an upgraded Action card to your deck:

• Spend Experience points acquired during a campaign in Narrative Play .

2 Experience Points = 1 Point

• Spend Unit points, available in the two play modes .

5 Unit Points = 1 Point

The two ways can be combined as long as the total quantity of Upgrade points shown on the card is spent .

For instance, a card that has three Upgrade points requires spending six Experience points or fifteen Unit points .

An upgraded card replaces its non-upgraded version and cannot be transferred to another Unit (see the Scenario booklet) .

Hero decks• A Hero card can be selected by a player only if one of the Faction icons appearing

on it corresponds to at least one Faction icon shown on a Unit board in his or her Unit roster . The only exception is the Universal faction icon which can be selected regardless of the Factions .

• The deck must contain a minimum of 20 cards and has no maximum limit .

• Unless specified, a maximum of two cards with the same name (identical titles) can be included in the deck .

Vehicles and equipment cards (included in Hero cards) can be purchased using Requisition points during the campaign or by spending Unit points in the two game modes .

A Vehicle card is placed next to the board of the Unit occupying it and its Miniature or tile on the game board by default in the deployment area .

Equipment cards are placed next to the board of a Unit with matching Faction icon and are immediately usable . It is preferable to identify the Miniature (mini) wielding the equipment on the game board .During some scenarios, Vehicles and Equipment cards can be found at key locations on the game board . They can be acquired once a Unit is next to or on the marked Hexagon . See sections Vehicles and Equipment on page 26 and in the scenario itself in the Scenario booklet .

Deckbuilding

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Priority order of effects

SCENARIO RULES OR OBJECTIVE

CONDITION CARD> > > > >HERO

CARDACTION

CARD RULEBOOK

Hexagon

Choices & forced actions

Icons Tiebreaker

Distance & Range

Remaining ties are decided by the current player with the Tiebreaker coin.

A polygon with six sides defining the elementary area of the game board . It determines the Direction, Movements, Rotations, Line of Sight, Range, and Area of Effect . The partial Hexagons of the edges of the board are not considered as playable areas . A Unit is Eliminated when it would enter such Hexagon unless specified in the scenario .

All Actions and Movements are open, which means a player is free to choose whether to perform them or not, except in the following cases:

• The icon is Red (a bonus given to an opposing Unit)

• The icon bears a padlock symbol or has a negative modifier

• The icon is part of a chain of icons in 2nd or 3rd position (see Effects on page 15)

• It is specified on a hero or condition card after a verb implying an obligation (must, have to)

Combo results are completely or partially optional even Combo enders (see Combo on page 17) .

When a Choice is granted it is always in the benefit of the Initiator of the Action or Movement, or the winner of the TieBreaker coin toss .

Fractional values are rounded down unless specified otherwise .

Initiative: perform a coin toss with the TieBreaker Coin in case of a tie . The winner chooses the player to Activate its Unit first .

Skill test: in case of a tie the Initiator of the Action or Attacker wins . Hero cards may change that rule .

Hero cards: cards with identical game effects played by opponents cancel their effect one for one (not the whole card) .

The Basics

The icons are split into three groups:

• Active Skills or Actions are symbolized by hexagonal icons which:

Trigger modifications to the Miniature’s position on the game board (see Movement on page 18 and Stealth on page 25)

Trigger a single or a series of Skill tests ending up in a result or a Condition (see below and Skill test on page 16)

Modify the turn phase (see Reaction on page 24)

• Passive Skills: They are symbolized by circular icons, they serve principally in Defense and remain available for the entirety of a game turn (except the Passive icons on Hero cards with the “Permanent” keyword, see on page 9) .

• Conditions: symbolized by triangular icons, they are the consequences of a Skill test . Conditions have permanent effects until being canceled by an Action, another Condition, or a Hero card .

The game board is divided into Hexagons which serve to measure Movement and Ranges .

To do this, count the shortest number of Hexagons that a Unit should travel from its current position, to stand in the targeted Hexagon .

Two Hexagons with a common edge are adjacent and have a Range of 1 to each other .

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ResourcesAdrenaline: it is the resource used by Units to trigger reinforced Effects on Action cards or activate Effect on Hero cards .

When this icon and a digit appears on a card without being preceded

by the word “Gain” or “Take”, it is a cost in Adrenaline to be spent by the Unit performing the Action to trigger the following effect .

How to earn Adrenaline:

• If a player discards a Hero card at any time without using it, he may give one Adrenaline point to a Unit .

• Loss of Health: Attacked Units gain as many Adrenaline points as Health Points lost .

• The Unit obtains an effect listed in the Special Abilities on its board (refer #9 on page 7) . For instance, Predators gain 1 Adrenaline point per 2 Health Points removed from their target .

• Hero card or Objective/Scenario bonus

Requisition: it is the resource used by humans to acquire gear, weapons, ammunition, and even vehicles .

Requisition points are earned by accomplishing objectives and opening equipment cache .

Direction & Affected zonesDirection affects Movement, Attack, and Armor .

The front is where the head (dinosaur)/hood (vehicle) of the Miniature points .

A Unit may perform a Front Melee Attack on an Enemy Unit having at least one Hexagon adjacent to its Front (see diagram below) .

Any Attack sustained on the Front edges adversely affects the Unit’s Front Armor (see Armor on page 21) .

Front Arcs are the adjacent Hexagons where the Unit may move forward .

A Unit may perform a Rear Melee Attack on an Enemy Unit having at least one Hexagon adjacent to its Rear (see diagram below) . Any Attack sustained on the Rear edges adversely affects the Unit’s Rear Armor (see Armor on page 21) .

Rear Arc are the adjacent Hexagons where the Unit may move backward .

Multi-Miniature Unit:

Miniatures on small bases 40 x 35 mm have no direction or affected zone

Miniatures on bases 70x35 mm follow the rules of a Unit occupying a complete Hexagon (the leftmost case) . All the Miniatures in the same Hexagon must have the same Direction .

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It is recommended to hide the Initiative value of the card when the opponents have not yet made their choice, for instance by using the Idle card (see ) .

(Skip this step on the first turn)After being played, Active cards may be kept to form a stack for Combo purposes (see Combo on page 17) .

The stack of Active cards cannot exceed the quantity indicated by the watermark on the Unit board (generally 3 cards) . Extra cards must be discarded from bottom to top .

Stagger each card to keep the full combo chain visible for everyone .

For each Unit, you may keep one of the remaining Action cards for your next turn by placing it on the Idle card slot .

Discard the remaining Action cards into the Unit’s corresponding discard pile .

I. Initiative phase

Each Unit will draw as many Action cards from their respective decks as indicated on their Unit Board

(subtract 1 if the player wishes to keep the card placed on the Idle card slot on the last turn, see on the diagram below) .

When a deck of Action cards runs empty, shuffle the corresponding discard pile, and draw as many cards as needed to complete the missing cards .

(Skip this step on the first turn Draw) Two Hero cards to be added to the hand of Hero cards .

For each Unit, you must select one of the cards drawn from the Action deck and place it face down on the Active

card slot . It then becomes the Active card and will be played in the next Action phase .

Shuffle your Hero deck . Then draw 5 Hero cards, you may perform a Mulligan . Once per scenario .

Mulligan: discard any of the 5 cards of the starting hand to be replaced only by new ones picked from the Hero card deck .

The Initiative phase consists of choosing the next course of Actions for each of your Units and how fast you want them to act against potential threats (through Initiative) .

1. Initiative phase2. Action phase

3. Scare phase4. Victory phase

Summary

Game turn

1 .

1 .a

2 .

3 .

4 .

5 .

5 .

6 .

Startup (before the 1st turn)

The Initiative, Scare, and Victory phases are performed simultaneously by all players .

In the Action phase, the Units of each player take turns to activate according to their Initiative score .

2 .

1 .

1 .a 5 .

4 .Action Cards Discard Pile

Hero Cards Discard Pile

Hero Cards Discard Pile

6 .

3 .

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• Check Initiative value on the back of the Active Card (in Active card slot) of each Unit and add up eventual modifiers from Hero cards and Combo (see Skill test on page 16) . The total becomes the Initiative Score of the Unit .

• Then Units are activated one by one, in descending order of Initiative Score .

• In case of a tie, all Units with identical Initiative Score are considered as a group .

• Perform a coin toss among the concerned players using the Tiebreaker coin . The winning team selects 1 player with at least 1 Unit in the group . This player activates one of their Units included in the group . Then the team opposed to this player selects one of their own players to activate a Unit . Each team alternates until all Units of the group are activated . If a team has no more Units to activate, the others continue . In case of three or more teams, alternate the team’s Activation clockwise .

• When a player activates a Unit, it becomes the Active Unit. He/she reveals its Active card by flipping it face up and resolves its Movement and Actions .

• Units that have the same Initiative score as the Active Unit may have their Active card revealed at the same time as the Active Unit . This allows them to benefit from defensive passive skills or Combo (but not their Actions or even Reactions) . See the Skill test on page 16 .

Activation

Units are Activated one by one following Initiative score to perform their Movement(s) and/or Action(s) .

II. Action phase

Skip the Activation:

When a player would Activate a Unit, he/she may choose to skip its Activation . The Unit does not activate and keeps its Active card unrevealed .

At the end of the Action Phase, the player may choose to either discard or keep the Active card . If it is kept the player skip this Unit during the next Initiative Phase and can Activate it normally at the following Action phase .

The same Unit cannot Skip its Activation if it applies or suffers from a Condition or if it skipped its Activation at the previous turn .

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To resolve the Actions of the Active Unit, choose between the following Effects:

• Main Effect: Located on Active card’s top Effect slot (see #4 on page 8) . There is no pre-requisite to use it .

• Conditional Effect: Located on the Active card’s bottom Effect slot . It requires the Active Unit to pay a cost in Resources (see page 12) or satisfy a Condition upon Activation (see #5 on page 8 and the chart on the right) .

• Base Effect: Ignore the Active card’s Effects (not Combos) and choose only two distinct base skills to be resolved (see Unit board #4 on page 7) . Strength skill can be used to perform any affiliated skill like Ungrab, Knock, etc .

Resolve the Effect: whatever the selected Effect, Movements and Actions are optional and must be resolved from left to right, without going back unless specified otherwise by a card.

Success: Actions preceded by Success condition icon require

succeeding at the skill test located just on the left of the Success condition . Hence that skill test cannot be ignored .

Chain of icons: icons almost touching each other are considered to form a chain of icons and considered as a single Action .

When a player chooses to resolve an Action represented by a chain of icons, the effect of each icon must be applied .

Effects

IV. Victory phase

All Units must perform a Scare test against the Enemy Unit at Range 2 (see Distance & Range on page 11) with the highest Scare value (see Scare & Courage section on page 24) .

The Units having no Enemy Unit at Range 2 may discard as many Fear Condition cards as the value of their Courage from their Action card deck or discard pile .

The test is only performed once per Unit and no specific order is required .

The Active Unit is Grabbing or Blocking Enemy Units (see Grab, page 22)

The Active Unit is Grabbed or Blocked by an Enemy Unit (see Grab, page 22)

An Enemy Unit is Knocked or Stunned while in Attack Range (see Knock page 23)

The Active Unit is Knocked or Stunned (see Knock and Stun, page 23)

The Active Unit is Stealthy (see Stealth, page 25)

The Active Unit is on board a Vehicle (see Land Vehicles, page 26)

The Active Unit is Split (see Unit Cohesion, page 18)

The Active Unit is Wounded (see Results and Elimination, page 21)

At this phase, each player checks whether one or several Victory conditions listed in the scenario are fulfilled .

There are two types of Victory conditions:

• Normal ones which do not trigger the end of the scenario . They are secondary or bonus objectives but also Victory points scored in the Free Play mode .

• Conclusive ones that trigger the end of the game . They are often the main objective of the scenario or in Free Play mode a threshold of Victory points to be reached . The maximum number of turns is also a conclusive Victory condition .

If two opposed players have a conclusive Victory condition at the same Victory phase, the scenario ends on a Draw unless specified otherwise by the scenario .

The Allied Units of this Faction in Range (Range 1, if the Range icon is absent) benefit from the Passive Skills of this Unit .

Affects all the Enemy Units in Range .

III. Scare phase

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Movement influence :

The value "X" encapsulated in a Hexagon is added to the skill for each

Hexagon traveled by the Attacker during this turn, and before the test .

The value "X" encapsulated by Rotation arrows is

added to the skill for each Rotation of two edges of a Hexagon (120°) performed by the Unit in the same direction during this turn, before the test . For instance, a Rotation of four edges in the same direction gives a +2 bonus .

Bonus given to the defender:

The red icon in the chain of skills grants the indicated

bonus to the Defender for the ongoing test .

A skill test is performed by adding all the values attached to identical icons such as:

Active card Effect + Base (on Unit board) + Combo + Hero card (see Hero cards 9p)

The Defender does the same with its corresponding Defensive skill (see below chart) . Strength is added to its affiliates, similar to Grab .

Play a hero card : Only the Hero cards that display “during a Skill test” or “during an Attack”, can be played during this phase . The Attacker plays one Hero card or passes, then the Defender(s) play one Hero card or pass . If a player passes twice, he cannot play any card and the other players can continue to play theirs .

Result : final scores are compared to determine the success of the test and its result .

In case of a Tie: The Initiator of the skill test wins (refer to the Basics page 11) .

" - " Value means not applicable, the Action cannot be attempted . The infinite symbol, on the other hand, means that when the Skill in question is tested, it cannot be beaten . When no value is shown on an Action in Effect area, the Action can be performed but no Effect bonus is available .

Skill test

X Z

Attacker Defender Result

X Front or Y Rear Melee Attack

Z DodgeSuccess = Attack against Armor, see below

X Front or Y Rear Melee Attack

Y Front or Z Rear Armor

Success margin = Health point loss for Defender

X Ranged Attack Ballistic

Z DodgeSuccess = Damage against Armor, see below

X Ranged Attack Damage

Y Front or Z Rear Armor

Success margin = Health point loss for Defender

X Strength (attempt to enter an Occupied Hexagon)

Z StrengthSuccess = Pushback / Failure = stop Movement

X Grab + Y Strength

or

Z Strength or Z Dodge

at the choice of the defender

Success = apply Grab Condition to Defender

X Ungrab + Y Strength

Success = remove all Grab conditions of all the Attackers / Failure = condition maintained

X Knock (Down) + Y Strength

Success = apply Knocked Condition to Defender

X Stun + Y Strength

Success margin = quantity of Stunned cards placed on top of Defender’s Action card deck

X Scare Z Courage

Success margin = quantity of Fear Condition cards placed on top of Defender’s Action deck

+

+

+

+

X

X

X

X

Y

X

X Y

Y

Y

X

X

YX

Z

Z

Z

Z

Z

Z

Z

YY

Y

Multi-Miniature Units Group Bonus

Miniatures of the same Unit performing an Action

with the icon extension, and against the same Enemy Unit receive an additional bonus to the Skill test . This depends on the number of Miniatures performing the same Action on the same target (Unit or Sub-Unit)

(see #9 on Unit Board page 7) .

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Action cards played during previous turns are not discarded . The target is to create an identical series of icons on the top right of the card named Combos .

Combos give significant bonuses available at any time for any test during the turn .

The Combo is valid when a white or red* icon is leftmost with at least 1 white identical icon directly to its right (on the card below), and the bonus is available at any time .

A red or white icon, non-identical to the leftmost is considered as an empty space and interrupts the Combo .

If the icon on the leftmost position is white, each white matching icon to its right (stopping at the first empty space) gives a +1 bonus to the matching skill . The leftmost icon does not count on the bonus .

For instance, a Combo of three white Strength icons gives a bonus of +2 .

If the icon on the leftmost position is red, each white matching icon to its right (stopping at the first empty space) gives a +1 bonus to the matching Skill and +1 bonus for the red icon itself .

The leftmost icon is called the Combo ender .

Whenever a red icon is not the leftmost, it is considered to be an empty space interrupting the Combo .

For instance, a Melee Attack Combo with a red icon then two white ones give a +3 bonus .

The Combo ender is generally decisive, but it could also leave a Unit defenseless in the following turn .

Special case: the Initiative Combo is valid only when the Active card is unrevealed .

*A red Combo icon does not provide a bonus to the opponent .

No combo: no white icon in the

stack

Combo valid: matching white icons,

left one is invalid, total = +1

No combo: no white icon in the

stack

Combo valid: +1 for red icon on the 1st

position, +1 for white icon = +2

No combo: no icon on the 1st

position

Previously played action cards are not discarded

Combo valid = +1 for red icon, +2

for white icons =+ 3

Combo valid: +1

No combo: icons are not matching

No combo: combo ender on 2nd

position, it is considered to be a

blank space

No combo: missing matching icon in

the stack

Combos

Initiative:

The Initiative combo is only considered when the Active card is not revealed . Once

the Active card is revealed ignore the Initiative Combo .

UnrevealedActive Card

revealedActiveCard

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During the Action phase when a Movement/Rotation icon appears on the chosen Effect, the Active Unit may perform a Movement and/or a Rotation of its corresponding Miniature(s) on the game board .

Both are optional unless a padlock appears on the Movement icon itself or in a chain of icons with the Movement icon as the first one (see Chain of icons page 15) .

Movements and Rotations respectively move the Miniature from its current position on the board to an adjacent Hexagon or change the current Direction of at least one edge of the Hexagon . The process may be repeated until all Movement and Rotation points are expended .

Movement points X are indicated on the bottom right of the Movement icon

Rotation points Y are on the top left .

Movement and Rotation points are calculated by adding base Movement (on Unit board) with the modifier shown on the selected Effect on the Active card.

Movement points can be spent on:

Moving forward (toward the front arc of the Miniature): 1 Movement point = Movement of 1 Hexagon on the board

Moving backward (toward the Rear arc of the Miniature): 2 Movement points = Movement of 1 Hexagon on the board

Jump (toward the Front arc mandatorily): 1 Movement point = Movement of 1 Hexagon to enter a difficult/impassable/blocking terrain ignoring movement-related effects .

Rotation: 1 Rotation point = Rotation of 1 edge of the Hexagon (60°) on the board

A Rotation may be performed any time between Movements unless a modifier icon prevents it (see next column) .

When rotating a multi-Hexagon Unit, the player controlling it must choose any Hexagon on which the Unit is resting, as the center of Rotation .

Any further Rotation, during the same turn, must use the same center of Rotation .

Extra Rotation(s): 1 Movement point may be spent to add as many Rotation points as indicated on the base Rotation icon (on the Unit board) .

For example, Triceratops has a base Rotation of 2, when sacrificing 1 Movement point; it gains 2 extra Rotation (4 with 2 Movement points spent) .

Modifier icon:

Charge: The Movement points of the icon located in a chain with Charge must be performed on the Front Arc and without Rotation during or after the Charge . The Base Movement is not affected but must be completed before the Charge .

Front arc: Each Movement points of the icon located in a chain with Front arc must be performed towards the Front arc of the Miniature .

Multi-Miniature Unit:

Unit Cohesion:

A Unit composed of multiple miniatures

must maintain cohesion which is assured by staying on the same Hexagon or on an adjacent one . The Unit cannot move separately unless a Split Action is performed . If a Split Action is performed, the group is split into two sub-groups .

These sub-groups created are called «Sub-Units» and may use the Split Condition

Movement: Each Sub-Unit may choose a different Effect and each Miniature in the Sub-Unit moves of the allocated Movement points .

Sub-Units may reunite simply by respecting again the Unit cohesion rules .

Max quantity of miniatures per Hexagon:

• Base of 40 x 35 mm: four maximum per Hexagon

• Base of 70 x 40 mm: two maximum per Hexagon Massive units may ignore the

Effects of a single Hexagon of Blocking or Impassable Terrain during their Movement, but they cannot end it while

occupying this Hexagon .

Movement

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Pushback (Forcing Movement): When a Unit voluntarily or involuntarily enters an Hexagon occupied by an Ally or Enemy Unit . Resolve the consequences based on the situations below:

1 . Allied Unit with single Miniature or any Enemy Unit: perform a skill test between the two Units (see Skill test, page 16) . If the Initiator of the Movement wins, the losing Unit is pushed back from the Hexagon it occupies into any of the three opposite free Hexagons to be chosen by the pushed back Unit or sub-Unit .

In case the Action of push back cannot be performed for any reason, the Defender Unit remains where it is but loses as many Health Points as the difference of the Strength test .

2 . An Allied Unit consisting of multi-miniatures: may allow any Allied Unit to pass through its Hexagon at the condition that the latter ends its Movement on another Hexagon, otherwise, apply the first situation .

Occupied Hexagon: Hexagon on which an Ally or Enemy Unit, a vehicle or movable object (see scenario) is located .

Free Hexagon: Hexagon which is not an Impassable or Blocking Terrain or Occupied .

Difficult terrain :

Hexagons surrounded by dotted white lines are considered to be the Difficult terrain . A Unit entering it must interrupt its ongoing Movement/Rotation . Line of Sight is not blocked (see Line of Sight, page 21) .

Impassable terrain :

Units cannot enter a Hexagon by crossing a dotted red line . Line of Sight is not blocked but the target of an Attack gains

Blocking terrain :

Units cannot enter a Hexagon by crossing a continuous red line and Lines of Sight are blocked .

DIFFICULT TERRAIN

BLOCKING TERRAIN

IMPASSABLE TERRAIN

Climb: Units with this Keyword can consider Impassable and Blocking terrain as Difficult Terrain at the cost 2 Movement points to enter and offers:

Terrain

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Front Melee Attack: It is performed on an Enemy Unit located in an adjacent Hexagon (Range 1) in Front of the Attacker (see below diagram and Direction & Affected Zone on page 12) .

Rear Melee Attack: It is performed on an Enemy Unit located in an adjacent Hexagon (Range 1) at the Rear of the Attacker (see below diagram and Direction & Affected

Zone on page 12) .

Omnidirectional Melee Attack: It is performed on one Enemy Unit located in an adjacent Hexagon (Range 1), the top modifier X applies when the target is in Front of the Attacker, bottom modifier Y applies when the target is at the Rear of the

Attacker .

Ranged Attack: It is performed on an Enemy Unit located in a Hexagon in Line of Sight and Range (see below diagram)

Multi-Miniature Units’ Actions and Attacks:

• Case 1, the two Sub-Units choose different Effects on their Action card: each Sub-Unit performs its Actions separately, as if they were two independent Units .

• Case 2, the two Sub-Units choose the same Effect on their Action card: each Sub-Unit is free to choose to perform its Actions on the same targets (see special case IV . Damage ) or on different ones (refer to Case 1 above) .

Target: when an Action is performed, all the Miniature of a Unit, using the same Effect, must target, together, only one Enemy Unit .

Types of Attack

The Attacks aim to wound, incapacitate or Eliminate an opposing Unit . It requires to have a Line of Sight, Range, then hit and finally penetrate the target’s Armor .

Attack

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Melee Attack Damage: The Hit score of the Attacker corresponds to the Melee Damage dealt to the target (caution, the Hero cards bonus applies for one test only) . New Hero cards can played for this test .

Ranged Attack damage: The Attacking Unit adds up either the Base Damage on the Unit Board or on the Weapon card used + Active card modifier + Ammunition bonus* + Hero card bonus

*See Equipment on page 26

Hit score: Attacking Unit adds up: its Front or Rear Melee Attack or Ballistic values:

Base (Unit board) + Effect on Active card + Combo + weapon card + Hero card played for this test

Dodge score: Defender Unit targeted by the Attack adds up: Base Dodge + passive bonus on Active card + combo (revealed Active card or not) + hero card played for this test

Result: If the Hit score is superior or equal to the Dodge score, the Attack is Successful, and Damage is inflicted . Go to IV . Damage

If the Attack is a Failure and no Damage is inflicted, this ends the Attack Action .

Multi-Miniature Unit:

Split Sub-Units attacking the same target must select a Unit or sub-Units of the same Unit with Line of Sight and Range on

it/them, and identical target’s Base Armor to apply the Group bonus on Damage . If it is not the case ignore one of the attacking Sub-Unit .

VI. Result & EliminationResult: Subtract the Armor Score from Ranged or Melee Attack Damage . The positive difference is removed from the

target’s Health Points tracker on its Unit board or place damage tokens next to the Miniature .

Elimination: when a Miniature loses its last Health Point, it is Eliminated . Remove it from the game board . When the last Miniature of a Unit is Eliminated, the Unit is Eliminated and considered out of the game .

Health Point:

Wound:

When the Health Point marker of a Unit reaches the Wound symbol on the Health Point tracker of its Unit board, draw and resolve a Wound condition card for that Unit .

I. RangeRange is the number of Hexagons that the Attacker would have to move at the shortest to enter the targeted Hexagon .

Range: from the Attacker/Initiator to one Defending Unit

Area of effect: affects all the Units (Enemy ones when not specified) at the specified Range

III. Hit

IV. Damage

V. ArmorThe Unit sustaining Damage may oppose its Armor to reduce it . The Attacker chooses the Affected Zone of the target (Front or Rear) depending on the Line of Sight and Range it has on it .

The Armor score is calculated like a regular Skill test by adding all the target’s Armor values corresponding to the Affected Zone, either X for Front or Y for Rear (Combo bonus is valid for both) .

If the Attack has an Armor-Piercing in its chain, the value Z is subtracted to the final Armor score (0 is the minimum) .

Multi-minis Unit: split Sub-Units that have no Line of Sight or out of Range of the Target cannot Attack or inversely be Attacked . They can Attack another target meeting these requirements .

X

Y

Z

II. Line of sightLine of Sight is determined by drawing a line from the center of any Hexagon of the Attacker/Initiator to any Hexagon of the targeted Unit (at the choice of the Attacker/Initiator) .

A Line of Sight is valid unless it passes through:• Any Blocking terrain including edges,• Any Hexagon occupied by an Enemy

Unit different from the target including edges,

• Any Hexagon occupied by an Allied Unit occupying a complete Hexagon or a vehicle, excluding its edges .

Massive targets (with the keyword) are always in Line of Sight except when Massive Enemy or Allied Unit, vehicle, or terrain stands in the way . In

that case, consider normal rules above .

Multi-Miniature Unit:

Perform the Damage minus Armor test for a first Miniature . If the Miniature is Eliminated, deduct the Damage points which was required to do so . Then use

the remainder to perform the test on the next Miniature, and so on .

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GrabStrength

In their struggle for survival and dominance, dinosaurs generally clash in deadly close combat . Their strength, size, weight, and natural assets are key elements to determine a victor .

These physical characteristics are gathered under Strength Skill .

Physical actions

A Grab action can only target one miniature of an Enemy Unit located in an adjacent Hexagon on Attacker’s Front . The targeted Unit

may already be Grabbed or Knocked .

Perform a skill test where the Attacker adds up its Grab and Strength . The Defender chooses either its Strength or Dodge in opposition .

Strength is a passive skill which is used either by the Attacker when performing a physical Action (Pushback, Grab, Ungrab, and Knock

(down) and Stun) or by the Defender in opposition .

Results:

In case of Failure the Attacker does not Grab its target, and it must cancel any Grabbing/Blocking Condition, it was applying before the test .

In case of Success, refer to the cases below:

• Case 1 Grabbed: The Attacker wins and its Strength score, without the Grab bonus, is inferior to the Defender’s score, then the Attacker becomes the Grabbing Unit and the Defender the Grabbed Unit . During its Activation, a Grabbed Unit may act as normal . When it moves all Grabbing Units move with it and maintain their relative positions . During its Activation or a Reaction, a Grabbing Unit who wishes to keep this Condition, can only: perform Attacks against the Grabbed Unit or move . In this case, the Grabbing Unit must remain adjacent to the Grabbed Unit during its whole Movement .

• Case 2 Blocked: The Attacker wins and its Strength score, without the Grab bonus, is superior or equal to the Defender’s score; hence the Attacker becomes the Blocking Unit and the Defender the Blocked Unit . During its Activation, the Blocked Unit cannot perform a Movement or any other Action than Ungrab .

During its Activation, the Blocking Unit can only perform Attacks targeting the Blocked Unit and Movements following the Pushback rule (see page 19) but the Blocking Unit pushes the Blocked Unit on any Hexagon of its choice .

When the Grabbed/Blocked Unit is Eliminated, the Condition is automatically canceled for all the Units Grabbing/Blocking it and they may act normal .

A Grabbing/Blocking Unit may cancel the Condition at any time, but it must so when it would enter in an Impassable, or Blocking Terrain, or a Hexagon occupied by an Enemy or an Allied Miniature .

Depending on the applicable case, place the Grabbed or Blocked token straddling both bases of the involved Units . The green side on the base of the Grabbing/Blocking Unit and the red side on the base of the Grabbed/Blocked Unit . Remove the token when the Condition is cancelled .

Multi-minis Units: Unit cohesion is no longer applicable for the Miniature Grabbed or

Blocked . The Miniatures that are not affected may act normally . The Blocked Miniature may use another Effect during its Activation .

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Knock (down)The Knockdown Action targets all the miniatures in one Hexagon adjacent to the Attacker’s Front, even those Grabbing . The Attacker

adds up Knock to its Strength . The Defender chooses either its Strength or Dodge in opposition .

In case of Success, the Defender is Knocked (down) . Tilt its(their) Miniature(s) on the side to represent visually the Condition . Any Grab/Block condition is immediately canceled .

Consequences for the Knocked Unit:

• -1 to all its Base skills

• when attacked only the weakest of the two Armor values are considered (cumulative with the consequence above)

• no Movement or Rotation

Cancel the Knocked Condition:

• A Knocked Miniature must spend 1 of its Movement points to stand up During its Activation .

A Knocked (down) Unit can be targeted by Grab Action or be Pushed-back .

UngrabThe Active Unit can perform an Ungrab Action only if it is affected by at least one Grabbed or one Blocked Condition . If the Active

Action does not bear any Ungrab, the Active Unit may choose its Base Effect and use either its Base Strength or Dodge as an Ungrab Action (counts as 1 of the 2 available Actions of this Effect for this Activation) .

An Ungrab Action targets all the Enemy Units Grabbing or Blocking the Active Unit .

Perform the Skill test with the Grabbed or Blocked Unit as the Attacker while the Grabbing or Blocking Unit with the highest Strength is the Defender . The Attacker adds up Ungrab to its Strength . The Defender chooses either its Strength or Dodge in opposition .

Each extra Enemy Unit Grabbing or Blocking the Attacker while not being themselves Grabbed or Blocked, adds +1 to Defender’s Strength .

Result:

If the Action is a Success, all Grabbed and Blocked Conditions affecting the Attacker are canceled and the corresponding tokens are removed .

If the Action is a Failure, the Attacker keeps all the Grabbed and Blocked Conditions .

When a Unit being Grabbed, being Blocked, Grabbing or Blocking is Knocked down, all

these Conditions are immediately cancelled

The player of the Unit performing this Action may secretly check one Unrevealed Active card of a Unit in

Range . This information can be shared with his/her Allies .

A Stun Action targets all the minis in one Hexagon adjacent to the Attacker or at specified Range or

area of effect which is contained in the Chain of icons (see page 15) .

Perform a Skill test in which the Attacker adds Stun to its Strength . The Defender chooses between its Strength or Dodge in opposition .

Result:

If the Attacker’s score is superior or equal to the one of the Defender, the latter discards its Action card on the Idle card slot and draws as many Stun Condition cards as the difference of the test (none in case of a tie) and places them on top of the Defender’s Action card deck .

If the Defender’s score is superior, there is no effect .

Subsequent Initiative phase

Stun Condition cards on top of the Action card deck are considered in the quantity of Action cards to be drawn .

Two situations may occur:

Case 1: if a regular Action card or a Condition card of another type is selected as Active card, all the Stun cards in hand are discarded and placed at the bottom of the Stun condition card deck .

Case 2: if a Stun condition card is voluntarily, or involuntarily selected, as the Active card, discard all other Stun Condition cards in hand and place them at the bottom of the Stun card deck . Then resolve the Stun card at the following Action phase, finally discard it at the bottom of the Stun card deck .

Stun

Multi-minis Units: Unit cohesion is no longer applicable for the Knocked Miniature . The unaffected Miniatures in the Unit may act as normal .

Peer at Active card

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Scare is an Action which triggers a Skill test . The Unit initiating the Action is the

Attacker and adds up its Scare values . The Defending Enemy Unit in Range (no need for Line of Sight) adds up its Courage in opposition .

Result:

Case 1: The Scare score of the Attacker is superior or equal to the Courage score of the Defender: the latter must discard its Action card in the Idle card slot (the Unit has been unsettled) and draw as many Fear Condition cards as the margin of Success (none in case of a tie) . Fear Condition cards are placed on the top of the Action card deck of the Defender .

Case 2: The Scare score of the Attacker is inferior to the Courage score of the Defender: the Defender can remove as many Fear Condition card as the difference in its Action card deck and/or discard pile . Then, reshuffle its Action card deck .

Subsequent Initiative phases:

Fear Condition cards on top of Action card deck count in the quantity of Action cards to be drawn .

Case 1: if a regular Action card or a Condition card of another type is selected as the Active card, Fear cards in hand are discarded into the Action card discard pile (still present when a reshuffle occurs) .

Case 2: if a Fear Condition card is selected voluntarily, or involuntarily, as the Active card, discard all the other Fear cards in hand into the Action card discard pile . In the following Action Phase, the Unit Activates first (independently from the Initiative order) . Discard the Fear card on Active card slot to the bottom of the Fear card deck . Draw a new one from the Fear card deck and immediately resolve its Effect then discard it into the Action card discard pile .

The Activation of the Unit ends, and it can use the Combos of the Active cards previously played for its defense .

Scare & Courage

Reaction and Cancel ReactionWhen performing a Reaction Action, the Activation of the Active Unit ends . The Active Unit becomes a Reacting Unit for the rest of the turn . The next Unit in Initiative order activates .

At the start of the Activation of any other Unit, players with Reacting Unit earlier in this turn may decide to React and must announce it clearly .

The Active Unit performs its first Action, then each Reacting Unit(s), following their respective Initiative score, may perform 1 Action (unwanted ones may be skipped like Ungrab in the example) .

The operation is repeated until the Active Unit and Reacting Unit(s) have performed all their Actions .

Once the Active Unit’s turn ends, it ends also the turn of the Reacting Unit having acted .

If the Active Unit does not perform any Movement or Action, Reacting Units may either perform all their Actions or postpone their Reaction to the Activation of another Unit .

At the end of the last non-Reacting Unit’s Activation, all remaining Reacting Units lose their turn .

Cancel Reaction: when a Unit with this icon Activates, the Reacting Units in Range at the start of Activation may not React during the Activation of this Unit .

1

1

1

2

2

2

3

3

3

Ac

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nit

R

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StealthGoing Stealth

A Unit performing a Stealth Action must be out of Line of Sight of an Enemy Unit .

The Unit becomes Stealthy . Take three Stealth tokens (of the same color) with letters A, B, and C . Remove the Miniatures of this Unit from the game

board and replace them with the tokens face down (face with the eye) on each Hexagon it occupied .

Pick three other Stealth tokens A, B and C with the same color . Secretly select one and place it face down on board of the Stealth Unit .

It corresponds to the actual position of the Stealthy Unit and the others are decoys .

During the Action Phase, a Stealthy Unit may act as normal, but its Movement cannot exceed three Hexagons and must respect the standard rules . Each Stealthy Unit is considered as a Sub-Unit of a Multi-Miniatures Unit (unit cohesion is ignored) . Any Attack reveals all the Stealth tokens of the Unit at once .

Revealing Stealthy Unit/Sub-Unit

Whenever an Enemy Unit has a Line of Sight on a Stealth token, reveal it by flipping the token faceup .

Case 1 : the letter indicated corresponds to the one stored on the Stealthy Unit board, the Miniatures are placed back on the board at the position of the revealed token(s) .

Case 2: the letter indicated does not correspond, the token is removed with no further effect .

When the last token is revealed, flip the token on the board of the Stealthy Unit . If the letter indicated does not correspond, the Stealthy Unit is automatically Eliminated .

Multi-Hexagon Unit:

When this type of Unit is Stealthy, its Miniature must be able to be placed back on the game board at any time .

A Stealth token is revealed whenever the Miniatures of the Stealthy Unit could not be placed on the board without being in an Enemy’s Line of Sight .

Massive Units and Vehicles are automatically revealed when moving, unless specified otherwise .

1

The Indoraptor and the Mercenaries become Stealthy

2 Miniatures are replaced by Stealth tokens (facedown)

3 The Indoraptor and the Mercenaries move 1 Hex

4 The Raptor pack reveals the group of 4 Mercenaries and 1 Stealth token of the Indoraptor (the Mercenary Sub-Unit does not block the Line of Sight). The token does not correspond to the one on its Unit board, so the Indoraptor stays Stealthy.

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Embark/Disembark of a vehicle:

A Unit of the corresponding Faction may embark on board a Vehicle, as long as it is adjacent to it and it performs an Action Embark/Disembark (see Base Effect on page 15) .

It is considered on board and Miniatures removed from the game board and placed on the vehicle card .

To disembark from a vehicle the Miniatures on board must again perform the Action Embark/Disembark .

Movement and Actions of a vehicle:

One miniature must occupy the driver seat and possess the Driver’s keyword to move

a vehicle .

The other minis on board occupy passenger seats without exceeding the value indicated next to the corresponding icon .

The Driver and its Passengers are the Occupants and use the base skills of the vehicle instead of theirs . They can use the conditional Effect of the Active card with the icon on the left .

Several Units can occupy the same vehicle .

The vehicle may Move when the Unit of the Driver activates .

Ranged Attacks from the vehicle: the Passengers may only use their base Skills or Equipment cards but must apply the vehicle modifiers see #4 on the diagram on the right .

Melee Attack against a vehicle is performed against the Dodge then the Armor of the vehicle .

If the latter loses its last Health Point, it is Eliminated . If possible, turn the vehicle upside down . The Occupants must be placed on the nearest free Hexagon from the vehicle, chosen by their owner . The Hexagon(s) on which the vehicle rests is/are considered Occupied (hence it can be pushed back)

Ranged Attack against a vehicle may target either the vehicle or the Occupants . In both cases resolve the Attack like above, but in this present case remove Health Points among the Occupants of the targeted vehicle, chosen by their owner . A vehicle without Occupants stops and remains where it is .

Knock (down): a vehicle failing to resist a Knock test is Knocked . It can only be returned upright when a Unit intentionally performs and succeeds at an Operate Action adding its Strength against the vehicle’s Strength .

Blocked: a blocked vehicle cannot move but its Occupants can disembark or perform Ranged Attacks .

Equipments

Land vehicles

1 . Vehicle name

2 . Vehicle cost in Requisition points

3 . Faction icon

4 . Base skills and Ranged Attack modifiers

5 . Vehicle Health Points

6 . Special abilities

7 . Driver seat

8 . Passenger seats

9 . Expansion icon & copy number

4 .

6 .

1 .

2 .

3 .

7 . 8 .

9 .

1 . Equipment name

2 . Cost in Requisition points

3 . Faction icon

4 . Deployment instructions

5 . Keywords and Effects

6 . Ammunition slot

7 . Expansion icon & copy number

8 . Ammunition card (Sedative in the example)

4 .

5 .

1 .

2 .

7 .

3 .

6 .

When a Unit performs an Operate Action with a Weapon, it can use its Base Ballistic Skill and Combo . The bonus or malus on the Operate Action must be applied .

5 .

8 .

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Board set up:

A pack of two raptors is boldly challenging a Triceratops, at the beginning of the 2nd, turn they are located three Hexagons away with the Triceratops facing them .

Initiative Phase:

The raptor Unit draws six Action cards and picks “Charge” while the Triceratops draws five Action cards and picks “Fast Pace” .

Action phase:

Initiative scores are identical, so the TieBreaker coin is tossed . The player with the Triceratops wins the toss . Considering that the Raptors are out of its Range, they decide to let them play first .

The Raptor Unit Activates .

They move three Hexagons and Attack in Melee the Triceratops on its Front arc (the player chooses to ignore its 4th Movement point) .

Their Hit score is 6: Base 2 +Group 1+Effect 1+ Combo 2, while Triceratops’ Dodge score is only 1: Base 1 .

The Hit score is superior, so Damage is applied .

Triceratops’ Armor score is 5: Front Armor 4+Combo 1, to be deducted from the Attack 6 .

1 Health point (HP) should be removed from the Triceratops but the Raptor player plays the Hero card «Outstanding deed» and increases Attack to 7 and results in 2 HP loss for the Triceratops .

The Triceratops gains four Adrenaline points (loss of 2 HP + Armored special ability 2) . Raptors get one Adrenaline point (for Predator special ability) .

The Raptors choose not to perform Grab Action and their Activation ends .

The Triceratops Activates, to secure the Knock Action with a bonus, its player spends two Adrenaline points to use the Conditional Effect (bottom Effect line on the Active card) .

Despite being already next to the Raptors the Triceratops chooses to move two Hexagons to get the Attack bonus related to the Movement . Since its Strength of 6 is superior to the 4 of the Raptors, it pushes back the Raptors twice while staying in contact .

The Triceratops then Attacks on its Front arc and scores 6: Front Base 3 + Effect 2 (2 Hexagons traveled) + Combo 1 .

The Raptors Dodge the Attack with a score of 7 (Base 3 + Passive Effect 1 + Combo 1 + bonus given by the Triceratops 2 in its Charge) .

The Triceratops angrily bashes both Raptors and Knocks them down to the ground

Knock score 7: Effect 1 + Base Strength 5 + Combo 1 VS Raptor’s Dodge 5 (higher than their Strength at 4) . The Raptor player prefers not to play his Hero card «Exceptional Agility» (up to +2 Dodge) because it cannot overcome the Knock score (tie would be still won by the Initiator, the Triceratops) . The Raptors now have a -1 malus to all Skills because of being Knocked

Scare phase:

Raptor Scare 5: Base 3+Group 1+Combo 2+Knocked -1 VS Triceratops Courage 5: Base 4+Combo 1 . The Triceratops must discard its Idle card but does not take any Fear Condition cards .

Triceratops Scare 3 VS Raptor 4 (Base 4+Group 1+ Knocked -1), no effect on the Raptors .

Victory phase:

The victory condition of Eliminating one of the Units is not fulfilled . Therefore, the game continues for another turn .

The Triceratops will have a chance to Attack the Knocked Raptors on the next turn at the condition to beat them on the Initiative .

1

2

3

Turn Example

VSVS

1

23

1

23

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Action: An effect on the game granted by an Action card or a Base Skill, it generally triggers a Skill Test . The concerned icons have a hexagonal shape .

Activation/Active Unit: During the Action Phase, the Unit with the highest Initiative and having not yet played this turn, starts its Activation or Activates . It becomes the Active Unit and the player controlling it reveals its Active card and may resolve one of the Effect slots .

Adjacent (Hexagon): Each Hexagon having at least one edge in common with the considered one, is adjacent to it . (and at Range 1) .

Affected zone: The side of the targeted Unit affected by an Attack . See Direction & Affected Zone, page 12 and Armor, page 21 .

Ally (Unit): A Unit belonging to the same player or one of his teammates . The opposite of an Enemy (Unit) .

Ammunition (Ammo): cards to be placed beneath a compatible weapon card Sedative or Restraining net . Their effects are revealed when the condition on the Equipment/Weapon card is satisfied, see Equipment page 26 .

Armor: The physical protection of a Unit, which is generally subtracted from Damage score to determine the quantity of Health Points lost . Some Units have different Armor value depending on the edge of Hexagon affected by the Attack (see Direction & Affected zone page 12 and Damage page 21)

Attack (Melee, Ranged): The Action of one Unit against an Enemy Unit aiming at inflicting Damage or Conditions (see Attack, page 20) .

Attacker: The Initiator of an Attack Action targeting another Unit/sub-Unit (see Defender)

Blocked: A condition affecting the target of a Grab Action that has a Strength inferior or equal to the Unit Grabbing it . Blocked miniatures cannot perform any Movement or Action than an Ungrab test against the Grabbing Units or Restraining net Ammunition cards .

(Card)-Action card: A Double-sided card specific to a Unit . It features Initiative value on both sides, Effects and Combos on the front side . This card is revealed at the Action Phase following Initiative order .

(Card)-Active card: An Action or a Condition card placed on the Active card slot of the Unit Board, for each Unit not Eliminated or Sedated . The card is placed at the Initiative Phase and Revealed at the Action Phase of the turn .

(Card)-Hero card: A bonus card played whenever the indicated trigger condition is fulfilled . It modifies the outcome of a Test or adds new Skills or Keywords .

(Card)-Idle card: Action card (never Condition card) drawn at the Initiative Phase and set aside for next turn’s Initiative phase . If not discarded it counts in the quantity of Action cards to be drawn at the Initiative phase .

Charge: A Movement performed toward the Front arc of the Miniature, without Rotation during or after being performed . The Base Movement must be performed before the Charge .

Combo: Skill bonuses unlocked by correctly stacking Action cards with corresponding icons (see page 17) .

Condition: An effect applied to a Unit as a result of a Skill test . The concerned icons have a triangular shape .

Courage: The passive Skill opposed to Scare to avoid taking Fear Condition cards .

Damage: The result of a Successful Attack against the target’s Dodge . The Damage is compared to the Armor and the excess is removed from target’s Health Points .

Defender: The target of an Action performed by an Attacker . See Attacker and Skill test, page 16) .

Direction: The edge of the Hexagon toward which points the head of a Dinosaur or the front of a vehicle . It generally represents the Front of the Miniature . It determines Armor rating and Attacks .

Glossary

Dodge: The Passive skill opposed to Attacks and Strength related skills (see Hit, page 21) .

Effect (of an Active card): Lines of Action/Passive/Condition icons to be resolved during the Activation of a Unit (see page 15) .

Eliminated: A miniature is Eliminated once its last Health Point is removed . A Unit is Eliminated once its last Miniature is Eliminated . Remove the corresponding Miniature from the board in each case, unless specified otherwise .

Reminder: The loss of Health Points cannot be distributed and must be applied so that as many miniatures as possible, in Range, are Eliminated .

Enemy (Unit): A Unit owned by an opposing player or team . The opposite to an Ally (Unit) .

Equipped (weapon or gear): An Hero card for which the Requisition or Unit points’ cost has been paid . An operate Action is generally required to Activate (see page 26) .

Failure/Failed: The result of an Action having achieved a strictly inferior score against a Defender during a Skill Test .

Forced: The Action or Movement to be mandatorily attempted, Conditions and negative modifiers are always so .

Front arc: Hexagons adjacent to the edges where the head of the Miniature is pointing or crossing (refer diagram on page 12) .

Grab/Grabbing Unit/Grabbed Unit:

Grab= Intended Action on a target .

Grabbing= A condition inflicted by the Attacker on the target of a successful Grab Action

Grabbed= A condition (displayed in red) sustained by the target of a Grab Action (see Grab, page 22 and Ungrab, page 23)

Health Points: The amount of unblocked damage that a Miniature can sustain before being Eliminated . Unless indicated by the scenario, a Unit begins a scenario with its maximum of Health Points’ quantity .

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Hexagon & board: a six-sided polygon which defines the elementary area of the game board . It discriminates each Unit Direction, Movement, Rotations, Line of Sights, Attack/Action Range, Area of Effect, and Affected Zones . Partial Hexagons on the edges of the game board are not a playable area . A Unit is eliminated if it enters any ot them, unless specified by the scenario .

Initiative (order): The value defining Activation order of each Unit in descending order (see page 14) .

Initiator: A player or Unit performing the current Action .

Jump: A Movement allowing to pass over a tile of Terrain or a Unit (see page 18) .

Knock (down): a Strength related Action which aims at bringing an Enemy Unit to the ground (see Knock, page 23)

Miniature (& multi-miniature): A Miniature placed on the board constitutes either a Unit as itself or a part of a Unit made of multiple Miniatures (called Multi-Miniature Unit) . Each Miniature has its own Health Points but acts and moves according to its Unit board & Action cards .

Movement/Rotation points: The number of Hexagons that a Unit can be moved or the number of Hexagon’s edges that a Unit can be rotated on the game board . Both are considered as an Action (see Movement, page 18)

Multi-hexagonal: A Miniature/Unit which has a base large enough to cover multiple Hexagons .

Non-revealed/Unrevealed: An Active card or Stealth token placed face down .

Operate: An Action to use or interact with equipment or a facility (see the Scenario booklet)

Passive: Skills that do not require an Action and remain valid for one turn when revealed . They have a circular shape .

Permanent: Keyword appearing on Hero cards, indicating that the cards stay in play until a specific effect cancels it .

Phase of a game turn:

Initiative The 1st phase of a turn which consists in selecting the next Active card to be played at the Action Phase . Also, two Hero cards are drawn .

Action: The 2nd phase of the turn which consists in Activating all the Units in descending Initiative order . The Active cards of each Units are revealed and resolved .

Scare: The 3rd phase of the turn, which consists in performing Scare skill tests between all the enemy Units at Range 2 .

Victory: The 4th phase which consists in checking whether at least one Victory condition is achieved . It may trigger effects or eventually ends the game .

Piercing (Armor): A modifier which is subtracted from the target’s Armor (but not below 0), before comparing Damage and Armor scores to determine loss of Health Points (see Armor and Damage, page 21)

Push-back: the consequence of a Movement that attempts to enter an Hexagon occupied by an Ally or Enemy Unit (see page 19)

Range & Area of Effect: Shortest distance in Hexagons to one target . Area of Effect affects any Unit within Range (see page 21) .

Reaction: An Action which allows to Interrupt the current Activation . The concerned Unit is Reacting and may Reactivate during the Activation of another Unit . Active Unit and Reacting Unit perform alternatively one Action or Movement starting with the Active Unit (see page 24) .

Rear arc: Adjacent Hexagons to the Miniature’s Rear side (the opposite of Front arc), see diagram on page 12 .

Requisition/$k: a Resource to spend to deploy vehicles, weapons, and equipment .

Revealed: The Active Action card is flipped face up to reveal its Effects and Combo (see page 14) or a Stealth token is flipped face up (see page 25) .

Scare: The Skill to value the Fear inspired by a Unit . Scare is opposed to the target’s Courage . Success implies to place Fear condition card to target (see p .24) .

Sedated: A Unit with all its Active card slots filled with Sedative cards is Sedated . Miniatures are Knocked (down) and cannot Activate as long as at least one Active card slot is not freed from Sedative .

Sedative: Ammunition meant to be shot at a Unit to Sedate it . See Equipment on page 26, Ammunition, and Sedated .

Skill test: The result of an Action performed against another Unit and resolved by comparing the sum of modifiers from the related skills (Base + Effect on the Active card + Combo + Group bonus + Hero card) (see table page 16 and the Reminder card) .

Skip Activation: Whenever a Unit should Activate, its player may Skip the Activation . The Active card is not revealed, and no Action is taken . This procedure is not available for a Unit having Skipped Activation at the previous turn or when applying a Condition or suffering from one .

Stealth/Stealthy: An Action to hide its presence, it requires to be out of Line of Sight from any Enemy Unit .

Strength: The skill representing the physical might, the weight, and the stability of the Unit . It allows to assess the capacity to Grab, Pushback, Knockdown, or resist to such Actions .

Stun/Stunned: The Action to Stun an opponent . In case of Success Stun condition cards are placed on the top of the target’s Action card deck (see Stun, page 23) .

Success/Successful: The Initiator of an Action achieves equal or superior result than its target . The corresponding consequences are applied .

Unit: A miniature or group of miniatures having a Unit board and Action cards .

Sub-Unit: sub-part of a Multi-Miniature Unit (two groups maximum per Unit) .

Unit Board: board gathering the Unit’s base Skill values, its slots for Active and Idle cards, its Keywords, and special abilities .

Ungrab: An Action attempted by a Unit to release Grabbing/Blocking Condition(s) (see Ungrab, page 23) .

Wound: Condition card drawn when the Health Point marker reaches the Wound icon on the tracker of the Unit board .

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Credits & Thanks

Game designer: Antonin Barral

Project manager: Hélène Barral

Design & mockup: Marion Gouerec, Sandra Tessières (Good Heidi), Lucile Linguet, Gwenaëlle Levitte, Hélène Barral, Lucie Mercier, Baptiste Raimbault, Pierre Gaudé,

Miniatures: Matthew Clarke, Julien Roméo, Stéphane Pozzo

HR & administration : Natacha Ravahy, Sarah Masset

Publishing & Marketing: Hélène Barral

Play test: Antonin Barral, Pierre Gaudé, Les Fous du Roy, Le Gobelin, Waaagh tavern

Translation & Proofreading: Jonathan Wonner, Christopher Mitchell, Alpha CRC - Games

Special thanks to our ambassadors:Johnny Lacrasse, JP . Pierre, Yann Bridier, Ludovic Lecaillon .

Thanks to all our awesome Backers:

In the loving memory of Louise & Henri Barral,Alain Seveno and David Dunlop.

Page 31: Rulebook miniature game - jurassic-mg.com

Jibben, José María Jiménez, Alejandro Jiménez Ruiz, Preda Jittanoon, Scorion, Les Jeux de la Comte Johann, Joshua Johns, Craig Johnson, Roalith JeremyJohnson, Samuel Johnson; Luke Johnson, BrianJohnson, Kenneth Johnson, Tim Johnson, Julien Joly, Starlabs, Elodie, Vincent & Arthur, Christopher Jones, Joshua Jones, Robert Jones, www.alphastrike.com.au, Hugo Nicolás Jorro, David Jouannel, Yediya Juan, Cédric Juarez, Guillaume Julien, Markus Köhler, DSLJ-K, Maciej Kacprzak, Aaron Kaczmarczyk, Donald Kaiser, Kayne Akajewski, Radim Kaleta, Batro & Kalwrynn, Wade and Jessica Kamman, Stephan « Moscher » Kammerer, Wade and William Kapanke, Kenichiro Kashu, Rick Kastermans, Thomas Kathmann, Anja Kaule, John Kavanagh, Chris Kay, Peter Keahey, Lars Keller, Robert Kelley-MacGillivary, Dylan Kellogg, Amanda Winter, Eurion Kemish, Maisy Kendrick, Chris Kenna, Orion Kennedy, Jon Kent, Brandon Keohane, LeeKer Hsien, Mathieu Kermel, Markus Kettemann, Da Rocha Kevin, Mestdach Kevin, Nader Khonji, Branden Kidwell (Jaarlask), Philip K., Jungho Kim, Sangsang Kim, Tom Kimmey, Sam Kimpton, The King Family, Matthew King, Deborah King, Evan Kinney, Alex Kinsmore, Tom Kirkby, Jacob Kirkup, Barry Kirtzinger, Chris Kitterman, Carl Kleihege, Matthieu Klein, Steffen K., Björn Klugmann, Svenja Tatjana Knecht, Bryan Knecht, Ben, Rachael, and Emmi Knipstein, Ben Knuchel, Phil Knuth, David IsaakKoch, Philipp Koch, Sean Koehn, Michael Koerbis, Connor Carson Anna Ashlyn Koford, Ronnie Kohring, Christian Hadaszynski, Sarawud Kongkiattiwong, Brandon Koniszczuk, Andreas Kotschote, Kyle Kourofsky, Raf, Edward Kowalczewski, Sascha Krüger, Paul Kramer, Andy Kramer, Earl Krause, Peter Kreisel, Richard Kronenberger, Alexander Kruck, Quentin Kuenlin, Magnus Kuiter, Lucien Kumolka, Adam Kunkler, Marco Kurbalija, Wolfs Kurt, Alexis Kurzac, Rebecca Kurzrok, Kjetil Kverndokken, James Kwan, o myeongkwon, Jung Hyuk Kwon, José Antonio López Romero, Frederic Labbe, Oscarlaborda Pinilla, Jérémy Labourdette, Benoit Lacasa, Brian LaCount, Antoine Ladry, Dominic Lafford, David Lalouze, Daniel Lama, Ced, Migüel, Ashley Lambrakis, Vincent Lamouroux, Tyler Lamphier, Sean Lane, Kenny Lang, Ryan Langridge, Daniel Lansdown, Josiah Lanska, Maxime « Go Bulldogs » Laperrouze, The main one Marco carlino, Kim Larsen, Patrick Lassche, Jérôme Latinus, Guillaume Laurent, Missta_Lotareyo, Nathan Lauterio, Anastasia LaValle, Daniele Lavelli, Antonin Lavenu, Nicholas Lavictoire, Joseph J. 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SPECIAL

Initiative – Determine the Activation order

Peer at Active card – Check the unrevealed Active card of an Enemy

Unit within the specified Range

Stealth – Remove the Miniature(s) from the board and place 3

Stealth tokens .

Operate – Use a deployed Equipment card, interact with a facility

Embark/Disembark from a vehicle

Open door – Open an unlocked door

Enemy Unit

Allied Unit from the matching Faction – the Unit provides all its

Passive bonuses included in the Effect of its Active card to all Allied

Unit in Range

Action performed as a Group – Enable the use of Group bonus

Jurassic World © UCS LLC and Amblin

ATTACK

Front melee attack of X

Rear melee attack of X

Omnidirectional melee attack - Attack of X on the Front or Y from the Rear

Ballistic X/ Range Y/ Damage Z – Ranged attack of X on 1

Hexagon at Y Hexagon, dealing Z Ranged damage

Dodge X – Avoid an Attack strictly inferior to X

Armor Front X or Rear Y – Negate X or Y Melee or Ranged Damage

Piercing X – negate X Armor of the target

Icon Reminder

SCARE

Scare X – Add X Fear Condition card – Courage of the target

Courage X – Resist to opponent’s Scare

X

X

REACTION

Reaction – the Unit may interrupt its Activation and becomes a

Reacting Unit . It can Activate during another Unit’s Activation

Cancel Reaction – When Activating this Unit prevents any Enemy

Reacting Unit at the specified Range to React during its Activation

Area of effect X – Affect any Unit within X Hexagons

Range X – Target 1 Unit at X Hexagon(s)

X

X

MOVEMENT

Move X – Movement of X Hexagon / Y Rotations

Jump X – Movement of X Hexagon above a Terrain or a Unit

Charge – Movement on the Front arc only, with no Rotation during or at

the end

Front arc – Movement on the Front arc only

Split – Separate a full Unit into 2 sub-Units with 1 miniature minimum

X

X

Y

X

Y

X

YX Z

X

X

Y

X

X

CONDITION

Wounded – Add 1 wound condition card to target

Sedated – All Active card slots filled with Sedative cards

Success – Achieving equal or superior result on skill test

immediately to the left

Aboard a vehicle – Embarked in a vehicle

Out of Line of Sight – Being outside the Line of Sight of any Enemy

Stealthy - Hidden Unit with at least 1 Stealth token unrevealed

PHYSICAL

Strength X – Physical resistance

Grab X – Add X to Strength to Grab 1 single enemy miniature in 1 adjacent

Hexagon on the Front of the Attacker

Ungrab X – Add X to Strength to release all Grabbed/Blocked conditions

sustained by the Initiator of the Action

Knock X – Add X to Strength to knock down all enemy minis in any

adjacent Hexagon on the Front of the Attacker

Stun X - Add X to Strength VS target’s Strength, add as many Stun cards

as the difference

Grabbing – Grab + Strength superior or equal to target Strength, maintain

the relative position when the Grabbed Unit moves

Grabbed – Unit being Grabbed, it may move and act as normal

Blocking – Strength superior or equal to target during Grab action, the

target cannot move, only Ungrab action can be attempted

Blocked – Unit being blocked, it cannot move or perform Action other than

Ungrab

Knocked – Unit being knocked down, it sustains -1 to all base Skills, with 0

as a minimum and use its lowest Armor rating against incoming Attacks

X

X

X

X

X