jay vyas
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    1) Set aside the following card types in their own faceup stacks: - Decepticon Boss - Starter - Basic - Encounter 2) Create the main deck. Shuffle together all - Ally - Maneuver - Relic - Decepticon Scheme - Site - Technology - Robot (both Autobot and Decepticons) in a facedown deck. - Co-op Schemes are not used in a competitive game. These will be needed later in the setup. 3) If this is your very first time playing, - remove all Decepticon Schemes and place them back into the box. - You can add them back in for your second game. ******* MATRIX CREATION ********* 4) 3. The number of players in the game determines both the number of cards which will make up the Matrix and its dimensions. a. 1-2 Players: 3x4 (12 card Matrix) b. 3-4 Players: 4x4 (16 card Matrix) c. 5 Players: 4x5 (20 card Matrix) 5) Create the Matrix - Place cards from the main deck FACEDOWN - in a 2-player game, make 3 x 4 cards (3 rows, 4 columns) each - in a 3-4 player game, make 4 x 4 cards ... - in a 5 player game, make 4 x 5 cards ... The initial Matrix has been created. ******* MAIN DECK SETUP ********* 6) Use REMAINING Main deck cards to make - MAKE 3 separate facedown stacks: - in the game: - 1 Player - 3 X 7 cards each <--------- SOLO - 2 Players - 3 X 9 cards each - 3 Players - 3 X 11 cards each - 4 Players - 3 X 13 cards each - 5 Players - 3 X 15 cards each - MAKE FOURTH facedown stack: with ONLY 5 cards. Return all the remaining main deck cards to the box without looking at them. They will not be used this game. PLACE Stack 3 on top of Stack 4 PLACE Stack 2 on top of 3, PLACE Stack 1 on top of 2. DO NOT SHUFFLE. Then, place the completed main deck next to the Matrix. ******* BOARD SETUP ************** 7) SIDE OF MATRIX: - PUT the COMPLETED main deck - PUT 16 ROLL OUT cards (face up) - PUT 10 Facedown ENCOUNTER cards - PUT 20 Faceup DAMAGE cards - PUT ENERGON & VP TOKENS & REMINDER TOKENS in left Side of board -- FINAL BOARD LAYOUT Encounter M M M M ROLL-out tokens M M M M Main deck energon M M M M DAMAGE ********** CHARACTER SETUP ******** 8) Build PERSONAL Deck - PICK - AUTOBOT card and standee -- ALT MODE start position, on top of card - TAKE - 2 small Energon NEXT to your card - TAKE - 3 ‘-1 Move/+1 Power’ tokens for marking cards during their turn. CONVENIENCE ONLY, share. - TAKE - 6 Courage, 1 Firepower, 1 Patrol, 1 Fix, 1 Reserves, 1 REFERENCE CARD - -- FINAL PERSONAL AREA LAYOUT Ref card (+1/-1) cube (+1/-1) optimus 10-card-deck -> 5 card (+1/-1) standee *********** PLAYING ************* Turn 0: - take actions with your character, - moving + searching matrix - buying cards - battle + get Assisted ON YOUR FIRST TURN OF THE GAME ONLY: - Place your standee on any space in the Matrix. DO NOT FLIP TAKE AN ACTION REPEAT [all optional] N TIMES: - ANY AMT OF TIMES: PLAY CARD : generate Power and Move. <-- 1st turn you have free power + move - If text, resolve it - ANY AMT OF TIMES: SPEND 1 Move - move autobot ONE ADJACENT - OR search your current space - ANY AMT OF TIMES: BUY or BATTLE cards w/i AUTOBOT RANGE - SPEND Power == ENEMY/CARD COST. - SPEND 1 Energon: To TRANSFORM. - ONCE-ONLY CONFRONT: Decepticon BOSS (once per turn). - ONCE-ONLY : ACTIVATE Energon Abilities - on cards you control and your character, END OF TURN - ANNOUNCE that your turn is over. Any remaining Power and Move is lost. - REFILL matrix w/ new cards from main deck or REVEAL - (it not refill) REVEAL: - REVEAL top card from deck if no filling to do - BOSS?, destroy face up card by placing it in the main deck discard pile, then move to step 3. DISCARD - discard your hands and remove move tokens - keep ongoing or ally cards - IF RELIC: facedown card separately for VPs (if desired) DRAW 5 new cards. IF EMPTY shuffle discarded cards, make new deck. ADVERSARIES - Autobots vs Decepticons - Any cards that reference Adversary are referring to Decepticons. - you are also considered an “Adversary” to Decepticons - Encounters and Schemes. - If a Decepticon Boss, Scheme, or Encounter uses " Adversary " , it’s - the current player. PLAYING CARDS - PLAY CARDS = collect POWER/MOVE - DO NOT have to spend these right away. ADD THEM UP as you play - If you play a card that has game text, resolve it immediately. For example, if you play Roll Out! and you wish to use its “You may Convert" immediately, before playing other cards. Moreover, some game text requires certain conditions. For example, Roll Out! also says “Assist: +1 Power.” - This text only applies when you play this card to Assist another player during a BATTLE against an Adversary. - Some Energon abilities have similar keywords. SPENDING MOVE - You can use the Move value from cards you play and from your character’s Alt Mode to move from space to space in the Matrix, or to search a space (fl ip a card in your space faceup). A “space” is an area of the Matrix that could hold a card, whether there is a card there or not. You can only spend Move during your turn. MOVE: A Move value of 1 will allow your Autobot to move from one space to an adjacent space. Normally, you can only move orthogonally in the four cardinal directions: up, down, le , or right (not diagonally), unless a card says otherwise. Note: Unless otherwise specifi ed, whenever a player moves onto a faceup Adversary, they will be Ambushed. This is explained in further detail on page 11. MOVE: A Move value of 1 will allow your Autobot to move from one space to an adjacent space. Normally, you can only move orthogonally in the four cardinal directions: up, down, le , or right (not diagonally), unless a card says otherwise. Note: Unless otherwise specifi ed, whenever a player moves onto a faceup Adversary, they will be Ambushed. This is explained in further detail on page 11. FLIGHT: A card with the Flight keyword allows you to use that specifi c card’s Move value to move diagonally and/or orthogonally. Flight does not grant diagonal movement to other cards with Move you control, or Move from your Alt Mode. SEARCH: You may spend 1 Move to fl ip a facedown card in your Autobot’s space faceup. If you fl ip up an Adversary, an Ambush or Reveal A ack may occur, depending on whether it’s a Decepticon Robot or Boss. More on resolving Ambushes on page 11. When you spend the Move on a card you have played, it’s helpful to rotate that card to show that you have used that Move. When using Move found on your character’s Alt Mode, place “-1 Move” tokens on your character as you spend that Move instead of rotating it. If a card you play has 2 or more Move and you wish to spend less than the full amount all at once, you may also use ‘-1 Move’ tokens to spend that Move one point at a time. These tokens are only there as a convenience to help keep track. Once you spend Move in Alt Mode, that Move value does not reset if you Convert into Bot Mode and then back to Alt Mode within the same turn. Furthermore, any unspent Alt Mode Move value is unavailable while in Bot Mode. However, you can always Convert back to Alt Mode and continue using any unspent Move. TELEPORT: A card or ability with Teleport allows you to move to any space in the Matrix (unless otherwise stated) without spending Move and without triggering Ambushes. Some Teleport abilities will place a limit on how far you may Teleport, such as “Teleport 1 space” or “Teleport to adjacent space,” and that distance is always measured orthogonally. When you Teleport into a space with a faceup Adversary, you do not trigger an Ambush. SPENDING POWER You may use the Power on cards you play to buy or ba le faceup cards in the Matrix underneath or within Range of your character. More on Range below. The available Power is shown in the ba ery icon on the upper le side of the card, and may be combined with the Power of other cards you play. Each time you buy or ba le, reduce your current Power by the cost of those cards. You may continue to buy and ba le cards as long as you have Power to spend. If a card you played is destroyed, you lose any unspent Power (and Move) from it. RANGE: Range is the number of orthogonal spaces away from your Autobot at which a card’s Power can be used. This allows you to use the Power on your cards to buy or ba le a card in the Matrix at a distance, without needing to move onto it. If the Range on a card is 2, for example, you can use the Power on that card to buy or ba le a card up to 2 orthogonal spaces away. When game text refers to “within Range,” it’s referring to the number of orthogonal spaces between your Autobot and the target (including the target’s space). If a card has Range, it will be designated by a value next to the red target icon, just under the Power. Range only projects the Power of that single card, not of other cards in play. If a card does not have a Range value, it’s considered Range 0, meaning that Power can only be used in the space under your Autobot. Therefore, when buying or ba ling a card 1 or more spaces away, each card needs su± cient Power AND Range to reach the target. You do not need to use a card’s full Range value if it’s not needed. Range is also used for determining distance when using a c Example of Range: In the example shown on the right, you could ba le Rumble from your current position in the Matrix using Helping Hand, which has the necessary Power at Range 2 to reach the target. But you could not ba le Brawl without moving 1 space closer, since Hound and Roll Out! are only Range 1, and you’d need their Power to defeat him. Likewise, you could buy Teletraan 1 with Helping Hand, Hound and Roll Out!, but if you wanted to buy More Than Meets the Eye, you’d need to move onto that card’s space so that the Power from your Courage (Range 0) could be used to meet the cost. Finally, you could use any combination of these cards to buy Energon Drill in your space (adding up to 3 Power), since all cards have at least Range 0. BUYING A CARD: You can spend the combined Power on cards you play to buy faceup, non-Adversary cards in the Matrix within Range of your Autobot, by meeting the cost requirement for each card you wish to acquire. The cost of each card is shown in the upper le corner and ranges from 2 up to 5 for most cards, and up to 8 for some Relics. Facedown cards need to be searched (fl ipped faceup) before they can be bought. Non-adversary cards include Ally, Maneuver, Technology, Relic and Autobot Robots. You can also buy Roll Out! (a basic card) regardless of where your Autobot is located. Cards you buy go to your discard pile. Note: You cannot buy Adversary cards, such as a Decepticon Robot or Boss, or any card without a cost, such as a Site. Cards like Decepticon Robots have Power and game text you cannot use unless you are able to add them to your deck with a card like Matrix of Leadership. However, as Autobots, you’ll primarily ba le these cards to gain the reward at the bo om and put them in your Vault. In future expansions, you’ll be able to play as Decepticons with the option to buy these cards and add them to your deck. GAINING A CARD: Game text that instructs you to “gain” a card does not use Power. The card is acquired at no cost to you (unless an eŸ ect says otherwise). Cards you gain go to your discard pile, except for Ally and Damage cards, which go faceup in front of you. BATTLING A CARD: You can spend power to ba le Adversaries in an a empt to defeat them. Ba ling is explaned in more deail on page 11. SPENDING ENERGON Energon is the fuel that Robots use to drive their most powerful abilities. In the game, Energon is represented by cubes. When you gain Energon, take a cube from the general supply and place it into your personal supply of Energon. Small Energon cubes are worth 1 Energon, while large Energon cubes are worth 5 Energon. Make change as needed. When you spend Energon, return the appropriate number of cubes from your personal supply to the general supply. You may spend Energon for the following: CONVERT: You may spend 1 Energon to fl ip your character from its Bot Mode or Alt Mode to the other side. This may be done at any time, during any player’s turn. Exception: You cannot Convert while another eŸ ect is being resolved. One reason to Convert is to gain access to the resources on that side of the character, such as Move (in Alt Mode) or Energon abilities (in Bot Mode). ENERGON ABILITIES: During your turn, you may activate Energon abilities on cards you have played and on your character card, if you can pay the Energon cost. If it is not your turn, you may only activate Energon abilities on cards you play to Assist other players. You cannot activate Energon abilities on your character card when Assisting (unless a card says otherwise). When you activate an Energon abilty on a character card that provides an increase in Power (such Bumblebee’s +1 Power eŸ ect), that increase persists throughout that turn even if the character later converts to Alt mode. Confront and Assist Abilities: Some Energon abilities are preceded by the word “Confront” or “Assist,” and may only be used during ba les. Confront Energon abilities may only be activated by the active player during Step 4 of a Confrontation, and Assist Energon abilities may only be activated when you are Assisting the active player during a ba le against an Adversary. If game text uses the word “Confront” or “Assist,” but it’s not an Energon ability, then that text resolves immediately if you are currently Confronting or Assisting. Learn more about ba ling adversaries on page 11. Note: Each Energon ability may be activated only once per turn. Place spent Energon next to activated abilities as a reminder and return spent Energon back to the supply at the end of each player’s turn. DESTROYING CARDS Some cards have game text that allows you to destroy cards you control. Destroying weaker cards (such as Starter cards) in your deck will improve it. Information about what cards you control can be found on page 14. On the other hand, some cards are destroyed by game eŸ ects, such as the result of a negative eŸ ect during a Confrontation, or as part of the End of Turn sequence when the Matrix is full. When a main deck card is destroyed, it’s placed into a faceup pile of cards next to the main deck. Other destroyed cards (Starter, Roll Out!, Damage) should be put oŸ to the side, out of sight, or returned to the box. IMPORTANT: If you play a card and then destroy it, you lose any unspent Power and Move on that card, as well as any unused game text eŸ ects. Be sure to use your resources/abilities on cards before destroying them if you can help it. Likewise, if you are forced to destroy a card during a Confrontation, you lose the Power (and any unresolved game text ability) that card provided, reducing your overall eŸ ectiveness during that ba le. *** ADVERSARIES **** Autobots and Decepticons are adversaries to each other. One of the primary ways to gain VP is ba ling your Adversaries, especially Decepticon Bosses. Doing so comes with a degree of risk, from gaining Damage to having a valuable card destroyed just when you thought you were certain to win the fi ght! This section explains the process of ba ling Decepticon Robots and Bosses, including Confronting and Assisting, as well as how to deal with Ambushes, A acks and Blocks. ATTACKS An A ack is indicated by the word “A ack:” or “Reveal A ack:” on a card, followed by a negative eŸ ect on any player targeted. A acks can occur as a result of an Ambush, when a Boss is fl ipped faceup, a Confrontation, or from other card eŸ ects, and they can aŸ ect a single player or every player. A acks that are the result of an Ambush or Boss reveal are described in detail on the next page. BLOCKS A acks can be avoided by discarding a card with the Block keyword from your hand or activating a Block ability on your character card. The discarded Block card goes into your discard pile, not into play. When a player is A acked, any player may Block that A ack if they are within Range of the character being A acked. Each player may only use one Block per A ack, and each discarded Block only prevents a single A ack eŸ ect on a single player. Each player targeted by an A ack who fails to Block it for themselves (or have it Blocked for them) will have to resolve its eŸ ect. Block Ež ect: Some cards with Block have additional text preceded by a colon (:), such as “Block: Draw 1 card.” That text resolves when you discard the card to Block, but no other text on the card is active at that time. Discarding a Block to avoid an A ack is not “playing” the card. If you play a card with a Block eŸ ect during your own turn, ignore the Block eŸ ect text that follows the colon and only the resolve the other text on the card. Block cards use the same Range as the Power on the card, meaning that the Range value on the le side of the card is also the Range of the Block. If a player has a Block with no Range, the Range is 0, so they may only Block for themself or another character in their space. Some cards have Energon abilities that oŸ er a Block. These abilities are special in that the card is not discarded when used in this manner, but they must be in play during your turn to activate them. If a player does not Block an A ack for themself, then each of the other players in clockwise order has the opportunity to use a Block to aid that player if: (A) they have a Block card that has enough Range to reach the character under a ack, and (B) they have not previously activated a Block for this a ack. Blocking an A ack is always optional. ENCOUNTER CARDS An Encounter card is drawn whenever a player is Ambushed or when initiating a Confrontation against a Boss. When drawn, resolve either the text at the top or bo om of the card (not both), based on the type of Encounter that is occurring, then discard the card faceup next to the stack. These cards remain in the discard pile until the deck is empty or a player is about to resolve a Confrontation. When either of these happen, reshu¥ e all 10 Encounter cards before drawing one to resolve a pending Encounter. When Confronting, only the active player is aŸ ected by the Confrontation text. Some Confrontation eŸ ects on Encounter cards are A acks which can be avoided with Blocks, but most are not and therefore cannot be avoided. Some eŸ ects can destroy a card you have played, removing its Power from the ba le; others may signifi cantly increase the cost to defeat that Boss. Once you have announced a Confrontation, you cannot play any additional cards, but you can discard Blocks in hand to avoid A acks. Note: It’s possible you will draw two Encounter cards when confronting a Boss: one for the Ambush, if you moved onto a faceup Boss in order to get within Range, and one for the actual Confrontation, when you commit to ba ling it (see the following sections on Ambushes and How to Ba le). Fully resolve one Encounter before drawing and resolving the next. *** AMBUSHES ROBOT AMBUSH When an Adversary Robot is revealed in a space (fl ipped faceup) where one or more Autobots are present, an Ambush occurs. Draw an Encounter card and resolve the Ambush text at the top of the card. An Ambush revealed in this manner is an A ack against all Autobots in that space. If you fl ip an Adversary Robot faceup and no Autobots occupy that space, no Ambush occurs. If you move your Autobot onto an Adversary Robot that is already faceup, an Ambush also occurs, but only the moving Autobot is Ambushed, not any Autobots already in that space. You can safely remain on a faceup Adversary without incurring additional ambushes. BOSS AMBUSH AND REVEAL ATTACK When a Boss is revealed (fl ipped faceup) in a space, instead of resolving an Ambush, fi rst resolve the Boss’s “Reveal A ack” against each player in the Matrix, regardless of their Autobot’s location. The Boss card may also tell you to “then resolve an Ambush,” in which case you also draw an Encounter card and resolve the Ambush text against each player in the Matrix, even if they are not in the same space as the Boss. Note: Blocking a Reveal A ack does not prevent the subsequent Ambush draw, as they are two separate events. As with Decepticon Robots, if you move your Autobot onto a Boss that is already faceup, an Ambush occurs; only the moving Autobot is Ambushed, not any Autobots already in that space. Avoiding an Ambush: If a card eŸ ect tells you to “avoid an Ambush,” you do not resolve the Ambush text on the Encounter card. However, other players aŸ ected by the Ambush (if any) still resolve that text for themselves. If you are the only player aŸ ected by the Ambush, don’t draw the Encounter card. Note: Avoiding an Ambush does not include the “Reveal A ack” on a Boss. BATTLING ADVERSARIES When you ba le an Adversary, you are a empting to defeat that Adversary by spending Power equal to or greater than its cost. Ba ling cards is similar to buying cards, in that you spend Power and need to be in Range. But there are key diŸ erences: – Adversaries fi ght back. If you must move onto an Adversary Robot or Boss to ba le it, you get Ambushed and must draw an Encounter card to resolve its Ambush eŸ ect. If you are ba ling a Boss, you will also need to deal with a Confrontation eŸ ect (drawing a new Encounter card), which can make it much harder to defeat that Adversary. – Other players may be able to assist you in this ba le to earn the reward at the bo om of the card. Learn more about Assisting on Page 12. – Adversaries you ba le do not go into your deck. Instead, if you defeat them, you immediately gain the rewards listed at the bo om of the card, then place the card into your Vault, facedown. Your Vault is explained on page 13. At the end of the game, you’ll earn additional VP for Adversaries in your Vault. Any player who Assisted you also gains the reward, but not the card in their Vault. – You cannot ba le non-Adversary cards like Autobot Robots unless a Scheme or other eŸ ect says otherwise (like Divided Loyalties). Autobot Robots have a reward for defeating them, which will be more relevant when playing Decepticons in future expansions. As Autobots, you’ll mostly buy them to add to your deck. CONFRONTATIONS When ba ling a Decepticon Boss, you are initiating a Confrontation that requires you to draw and resolve an Encounter card to resolve its Confrontation eŸ ect. This eŸ ect may signifi cantly increase the cost to defeat that Boss, so it may be wise to have more Power available than the printed cost. Confrontation steps are included and explained in the How to Ba le section on the next page. Note: You only Confront Adversary Bosses, not Adversary Robots, unless a card says otherwise (like the scheme All-Out Assault). HOW TO BATTLE On your turn, do the following steps in order: 1. Move onto (or within Range of) an Adversary and then resolve an Ambush if applicable. 2. Play cards to generate Power, and activate any desired non-Confront/non-Assist Energon abilities. Then declare your intent to bale along with your current Power total. *Note: If this is a Boss, be sure to include the additional Confrontation steps below. Otherwise, ignore those steps. 3. If you control Damage, other players may each place one of their cards in hand facedown to Assist you at this time. The card they place must be able to generate at least 1 Power and have enough Range to reach the Adversary’s space. If no players Assist you, you may decline to bale and spend your Power elsewhere. If at least 1 player Assists you, you must continue the bale. Note: If this is not a Boss, and you have no Damage, no player may Assist you, even if you want them to. Confrontation: Other players may place Assists whether you control Damage or not. Confrontation: Shu¥e all 10 Encounter cards together, then draw the top card and resolve the Confrontation text. If a card you control is destroyed during this step, you lose the Power generated by that card. 4. Choose and resolve a number of facedown Assists equal to the number of Damage cards you control (if any), even if this generates Power beyond what you need to defeat the Adversary. To resolve an Assist, flip it faceup and add its Power to your own total. Confrontation: If your Power total is not enough to defeat the Adversary aer resolving any required Assists, you must resolve Assist cards placed by other players (if any), one at a time. Stop resolving additional Assists once your total Power meets or exceeds the cost of the Adversary. Confrontation: Aer resolving Assists, if you still need additional Power, you may activate unused Energon abilities, including ones with the keyword “Confront.” 5. Assisting players, in turn order, may optionally activate Energon abilities on any resolved Assist cards they have played, including ones with the keyword “Assist.” 6. If your collective power total is equal to or greater than the Adversary’s cost (including potential Encounter modifications), you have defeated it. Gain the rewards listed at the boom of the card, and then place the card into your Vault, facedown. Each player whose legal Assist you resolved also gains the reward, while players whose Assists were not flipped faceup gain nothing. Only the active player puts the defeated Adversary into their Vault. If the bale is not successful, the Adversary remains in play and no one earns any reward. 7. When you have concluded a bale, discard all non-Ongoing cards (or optionally place Relics in your Vault) you have played so far during your turn. All of the Power and Move you have generated up to that point in your turn are lost. All Assist cards are also discarded, whether they were resolved or not. Note: If this bale defeats the third and final Boss, the game ends immediately before discarding cards or vaulting Relics. Confrontation: Immediately end your turn. Do not proceed to step 8. 8. If you have cards remaining in your hand, you may play them and continue your turn as usual. ASSISTING Other players will be looking for opportunities to Assist you when baling Adversaries, as they want to earn the same reward as you while playing only a single card. You may welcome this if you can’t take down the Adversary on your own, but in many circumstances their help will not be desired. The time for other players to Assist is when you control Damage or when Confronting a Boss. If you have Damage, you will have no choice but to accept at least some of their help, if they oŸer it. If you are Confronting a Boss, they may place an Assist regardless of Damage, in the hopes that you’ll need their help once the Encounter card is revealed. Each player who wants to Assist may choose (in clockwise order) to place one card facedown in front of them during Step 3 of the ba le sequence. Any card in hand can be used to Assist, but it must be able to generate at least 1 Power (either on its own or by using an Energon ability it has) with enough Range to reach the Adversary’s space. They can keep the precise Power of their Assist card secret or announce it to try to convince you to resolve their card fi rst. If a card played to Assist has an Assist bonus keyword, that ability is now active. However, ignore Move, other game text and Energon abilities on Assist cards except for those that oŸ er a Power bonus. Any non-Energon ability text on an Ally or character card that boosts your card’s Power is also valid to use. Reminder: Assisting is ba ling, and in Alt Mode is subject to the -1 Power penalty listed on the character card. Players can Convert to Bot Mode to avoid this. VICTORY POINTS AND YOUR VAULT When you defeat an Adversary, thwart a Scheme, or choose to store a Relic, add those cards to your Vault, instead of your discard pile, where it remains until the end of the game. Your Vault is a facedown card pile you create next to your discard pile. When you place a card into your Vault, adjust your VP accordingly: 1. Cards that read “Gain X VP” are gained immediately. Grab that many VP tokens. Make change if needed. 2. Cards that don’t use the word “Gain” don’t give you any immediate VP tokens, but will at the end of the game. See End Game Scoring on the right for more details. The game ends immediately when 1 of the following happens: 1. All 3 Bosses have been defeated or destroyed. 2. The main deck is empty when a card needs to be added to the Matrix (or destroyed, if the Matrix is full). Note: If you play a Relic during the last turn of the game, you will not have a chance to discard it as that happens too late during the End of Turn sequence. END GAME SCORING Display your score pile of VP tokens. As you gain additional VP during end game scoring, grab VP tokens from the general supply and add them to your score pile. • Add up the costs of all Adversaries in your Vault. You earn 1 VP for every multiple of 5 you count. (Example: One 5-cost and two 3-cost Adversaries = 11 total cost, which earns you 2 additional VP). • Earn 1 VP for every 5 Energon you have, rounded down (so, 19 Energon = 3 VP). • Add VP from your stored Relics and Schemes. • Remove 1 VP from your score pile for every 2 Damage you control (Example: 3 Damage = Lose 1 VP). • The player with the most VP is the winner! TIEBREAKERS 1. Most Bosses defeated. 2. Most Energon. 3. If still tied, enjoy your shared victory

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