Dying Lights Quick Start

Download a printable version of this guide by clicking here
|
Pre-Game
Setup:
Separate the cards into battlegroups, territories,
and combat cards. (Combat cards include battle actions, terrains,
technologies, and tactics.) Deal out all territory cards. Go
around the table with each player placing one territory in turn.
Once at least one territory has been placed, each additional
territory must be linked to an existing territory in a legal
position. Legal positions are on the top, bottom, lower left
and right, and upper left and right of the card so that they
form a hex pattern. New territories must touch a territory with
the same border unless there are no such territories on the
board yet. There are three exceptions: Green territories and
rifts cannot touch each other, and clear-bordered territories
can go anywhere. After all territories are laid, each player
chooses a faction headquarters and places it on the map. Each
headquarters must be at least 3 territories away from all others
if possible.
Each player starts with a number of fleets determined
by the number of players: With 2-3 players, each player gets
3 fleets. With 4-5 players, each player gets 2 fleets. With
6 or more players, each player gets 1 fleet. Each fleet starts
with a flagship. You now have 60 points to purchase additional
battlegroups of ships by using the points value listed in the
lower right hand of the battlegroups cards. (You do not draw
battlegroups; you simply choose which ones you wish to buy.)
Each card is considered a "Battlegroup." The first
ship in the battlegroup is represented by the card itself. Additional
ships can be added to the same battlegroup by adding tokens
to the Ready side of the card. These extra ships have the same
cost as the first ship. A single battlegroup cannot have more
ships than the "Max Ships" listed in the lower left
hand side of the card. Battlegroups must always link to control
arrows on existing battlegroups. If they have no place to link,
they are destroyed. (Note: Once you have created a faction-specific
deck, you should also have a pre-selected fleet for that deck.)
|
Once battlegroups
are purchased, choose a fleet marker color for each of your fleets.
Place one copy of that fleet marker under or next to the fleet and
place the other on your headquarters. The fleet marker represents
where the fleet currently is on the map. The second copy is to help
you you remember which fleet is which.
Lastly, have each player draw 5 cards from their battle
decks (or the main battle deck). You are now ready to play.
Campaign Turns
Begin the game by having each player roll a D6. The
highest roller wins initiative. For the rest of the game, that player
goes first during all campaign rounds and play proceeds to that player's
left.
1. Free Build Phase
Each player may purchase new ships with a cost up to their faction's
production (The upper-right number on their faction card). If they
control every single territory of any given border color, they can
also use one of the territories of that color. Each player may also
play a single technology card from their hand onto one of their
fleets for free by placing it next to the fleet. Technologies only
affect the fleet they are attached to. Each fleet may have any number
of technology cards, but you can only play one technology card per
free build phase.
2. Campaign Rounds (3)
There are three separate campaign rounds. The player who won initiative
goes first during each round and takes a single campaign action,
followed by the player to his left etc, until all players have taken
three campaign actions total. The most common campaign action is
the Fleet Maneuver. This is what allows you to move and attack with
your fleets.
When you choose Fleet Maneuver, each fleet you
control may take one of the following two actions:
Move and Reload: Move the fleet
to an adjacent map territory. You may also choose to reload, in
which case all ships in the fleet are un-USED and all action effects
and bonuses are lost. All fighters are discarded.
Battle: Take 2 full battle actions (this is the only time
a fleet may take battle actions. These are explained under "Battle
Actions" below)
These are the alternate campaign actions a player
may take if they do not maneuver their fleets:
Build: Choose one territory you
own. You may purchase ships using it's production. You can never
build with the same territory more than once in a campaign turn,
including those you used during the free build.
Redeploy: You may move any number of ships or battlegroups
between your different fleets, regardless of their locations.
Draw: Discard any number of cards, then draw a number of
cards equal to the number you discarded plus 2. (You may simply
draw two cards if you don't discard any)
Play a Technology: Attach a technology card to one of your
fleets from your hand
Seal a Rift: If you have a fleet in a territory marked
as a "Bleeding Rift," you may destroy that fleet to
"Seal" that rift. If you do so, turn the territory card
over and destroy all ships in that fleet. For each ship that was
destroyed, you gain 1 Rift Token. That rift no longer has any
effect on the game.
Conserve: Immediately gain 1 psi.
3. Psi Phase
Each player starts the game with 5 psi. During each psi phase, each
player loses psi equal to the current turn number. (So 1 on the
first turn, 2 on the second turn, etc.) You may reduce this psi
loss by spending Rift Tokens. Each Rift Token will reduce your psi
loss by 1, to a minimum of 0. If any player runs out of psi, they
immediately lose the game.
4. End of Turn
Each player draws three cards from their combat decks. A new campaign
turn begins.
Battle Actions
Each fleet that chooses to battle can take 2 consecutive
"full" battle actions and any number of "free"
battle actions. The battle actions you may take are as follows:
Full Battle Actions:
Attack: Target one of your battlegroups
and an enemy battlegroup in a bordering territory. Add up the military
of all ships in each battlegroup and roll a D6. If the attacker's
total military is higher, the attacker "Hits" on a 3+.
If the attacker's military is lower, he hits on a 5+, whereas if
they are tied, he hits on a 4+. If the attack hits, one ship of
the defender's choice is destroyed from the defending battlegroup.
If the attack misses, the attacker must choose a ship to destroy
from the attacking battlegroup. Ships which are USED contribute
their USED military instead of their full military. If you destroy
the last ship in an enemy battlegroup, you gain 1 psi point.
Launch Fighters: USE one ship to launch a number of fighters
equal to it's "Fighters" rating. Fighters are not considered
part of any battlegroup and are considered as one unit. Fighters
are on "Standby" orders and have no effect until they
are given other orders.
Full Battle Action Card: Play any card in your hand that
is marked as a "Full Battle Action." The effects of this
action are printed on the card. Card effects remain until the fleet
reloads and do not automatically end at the end of the turn.
Play a Tactics Card: Attach a "Tactics" card from
your hand to a fleet you control. Each fleet can only have one tactics
card at a time. Tactics cards remain until the fleet reloads.
Play a Terrain Card: Attach a "Terrain" card from
your hand to a territory one of your fleets currently occupies.
Terrain cards are permanent and each fleet can only have one terrain
card at a time. Terrain cards affect the fleet in that territory
and any fleet that targets or is targeted by that fleet.
Free Battle Actions:
Battle Action Card: Play any card in your hand
that is marked as a "Battle Action." Battle actions are
free actions unless otherwise noted. The effects of this action
are printed on the card. Card effects remain until the fleet reloads
and do not automatically end at the end of the turn.
Heavy Weapons: When you are attacking an enemy battlegroup,
you may USE one of the ships in your battlegroup to raise it's military
to the battlegroup's Heavy Weapons rating for the duration of the
attack.
Full Attack: When you are attacking an enemy battlegroup,
you may USE one of the ships in your battlegroup before the attack
takes place to roll an additional die for the attack. That ship
contributes it's USED military instead of it's full military. (This
may be combined with heavy weapons)
Fighter Orders: Change the orders for the fighters attached
to this fleet. Though changing orders is a free action, you may
only change orders once per turn per fleet. The fighter orders are:
Assault: When one of your ships makes an
attack, you may declare it an assault. If this is the case, your
military is raised by the number of fighters you have and you
roll an additional die for the attack. Losses may be absorbed
by the attacking battlegroup or with the assaulting fighters.
Screen: Target one of your battlegroups when you change
to screen orders. That battlegroup's military is raised by an
amount equal to the number of fighters you have whenever it is
attacked and losses to that battlegroup may be absorbed by the
fighters.
Strike: When your fighters are on strike orders, you may
use the following full action: Target a single enemy ship (not
it's battlegroup). Make a direct attack on it as if the fighters
were a battlegroup with a military equal to the number of fighters
you have. (This is not truly a battlegroup attack, so you cannot
use heavy weapons, full attacks or other attack-specific actions)
Other ships in the same battlegroup have no effect on this attack.
Intercept: When an enemy targets you with a strike or assault,
roll a D6. If you roll a 1-3, you lose a number of fighters equal
to the number you rolled on the dice. If you roll a 4-6, the enemy
loses a number of fighters equal to the number rolled before the
attack takes place. If this reduces the number of fighters to
0, the assault bonuses are lost or the strike is cancelled.
Whenever fighters take losses from a die roll, they
lose a number of fighters equal to the actual number rolled on the
die. (So if you wish to absorb a missed attack roll of 3, you would
have to destroy 3 fighters.) In the case of assaults, you may choose
which miss dice to allocate to the battlegroup and which ones to
absorb with fighters.
READY vs. USED
You mark a ship as USED by moving it's token to the
bottom half of the card. If the ship represented by the battlegroup
card itself becomes USED, turn it sideways. Ships which are USED are
considered to have a military equal to the USED military listed on
their card. You cannot take actions that require USING if the ship
is already USED, but you can still target enemy ships that are USED
with actions that would USE them. Ships only become USED when a rule
states that they do; they do not automatically become USED by attacking
or by taking other actions. Ships remain USED until the fleet reloads.
They do not un-USE at the end of the turn.
Winning the Game
You win the game in one of three ways. If you are the
last player alive, you win. If you ever have 12 or more psi points,
you win. Lastly, if all five Bleeding Rifts are ever sealed, the player
who sealed the most rifts wins the game. (In the case of a tie, the
victory goes to whichever tied player has the most psi)