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Terrorbelow Rulebook Digital

The document provides an overview and setup instructions for the board game "Terror Below". It describes: 1) The goal is to collect Worm Eggs and deliver them to Locations to score Victory Points, or hunt down Worms. 2) Players take on the roles of characters in a squad exploring a desert town beset by giant mutant Worms. 3) Setup involves placing game components like the board, decks of cards, tokens, and initial Worm and Egg pieces to represent the first Worm attacks.

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Carlos Carlos
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© © All Rights Reserved
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0% found this document useful (0 votes)
125 views20 pages

Terrorbelow Rulebook Digital

The document provides an overview and setup instructions for the board game "Terror Below". It describes: 1) The goal is to collect Worm Eggs and deliver them to Locations to score Victory Points, or hunt down Worms. 2) Players take on the roles of characters in a squad exploring a desert town beset by giant mutant Worms. 3) Setup involves placing game components like the board, decks of cards, tokens, and initial Worm and Egg pieces to represent the first Worm attacks.

Uploaded by

Carlos Carlos
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 20

Terror Below

Page No. 1
Terror Below

TERROR BELOW
Rules

Story

up a whole mess
t is a ho t pla ce, usu ally a hot place cooking
The Nevada de ser
th ing s go in’ on in those wide open spaces.
s of stran ge
of nothin’. But lately, lot in suits came visitin’ a coupl
e days back.
out it ‘ti l th e me n
Didn’t think nothin’ ab of to wn, stayin’ just long en
ough to
hu rt lin ’ in an d out
A few black trucks just the road.
before headin’ on down
grab ‘em a cup of coffee
mblin’ started.
About that time the ru
h
ak e. N o, it wa s th em Worms burrowin’ throug
qu
But it weren’t no earth they call ‘em:
th an Sh ep dig gi ng for a bone. W.O.R.M.s
the sands worse ong.
oss -b re ed s. Go ve rn me nt experiments gone wr
assacre. Cr
Weapons of Remote M win’ at ya’ outta nowher
e.
ac les , po pp in’ up an d cla
Some got these tent lik e an eighteen wheeler scr
eamin’
bi g, lon g suc ke rs
While others got these me.
th centipede legs and sli
out of the flats: ‘cept wi s.
a th ing th at ’ll ma ke you change your drawer
A real mess. Kind
short, now those
wi th th is old ma n’s ya mmerin’ on. Long story
I don’t wanna bore you hin ’ wa nt us to grab them W
orm Eggs.
A rea Fi ft y- som et
government men over at at least.
ll. Re al we ll. Th at ’s wh at Megan’s been sayin’
Said they pay we ggers somehow, they mi
ght catch
a few of th em na sty bu
Hell, if we can kill
don’t die tryin’.
a hefty price too. If we

Page No. 1
Terror Below

Components list

3 Target tokens 16 Victory Point “VP” tokens


(12 - 1 VP tokens, 4 - 3 VP tokens)

28 Eggs (7 Eggs in 4 colors)

50 Rubble pieces
5 Player pawns (1 player pawn in 5 colors)

1 Game Board
2 Dice (1 Red, 1 Blue)

42 Bounty cards 24 Item cards 23 Weapon cards

5 W.O.R.M. standees

37 W.O.R.M. cards 5 Player Aid cards 16 Character cards 54 Vehicle cards

Goal
The goal of Terror Below is to be the first player to score 20 Victory Points (VP) by
collecting Worm Eggs and delivering them to Locations around town. Or alternatively,
by hunting down and killing those vicious Worms.

During the game, your squad of unlikely heroes will visit Locations around the small
desert town to find bounties, scavenge for weapons, and try to survive as you distract
the Worms. Eventually, those Worms will attack. If you are in their path of destruction,
you better be prepared for a fight!

Page No. 2
Terror Below

Setup
1. Place the board in the center of the table with the Desert (without Canyon) side up.
2. Separately shuffle the Bounty deck, Weapon deck, Item deck, Character deck, and
Vehicle deck.
3. Set aside the 4 starting Worm cards (black bordered Worm cards with no health or
card limit numbers) and then shuffle the Worm deck, placing it near the Terror zone.
4. Place the Bounty deck near the Government Facility. Flip 4 cards face up to form
the Bounty Line along the top of the board.
5. Place the Weapon deck near the State Police.
6. Place the Item deck near the General Store.
7. Place the Vehicle deck in reach of all players.
8. Place the 3 Target tokens in the Worm card slots on the Terror zone of the board.
9. Place all remaining tokens and pieces in separate piles next to the board. For
added ambiance and terror, add any of the W.O.R.M. standees around the board
or near the Terror zone.

4
7

9 6

8.

Page No. 3
Terror Below

Player Setup
1. Give each player a pawn and player aid in their color.
2. Deal each player 1 Item card and 1 Weapon card. Item and Weapon cards are
kept hidden from other players.
3. Each player draws 3 Vehicle cards to form their starting hand. A player’s hand
size limit is 3.
4. Each player draws 3 Character cards to form their squad. Look at and choose
1 Character to be your starting Leader. Place this Leader face up in front of
you with the remaining characters face up underneath in any order. Place any
unused Character cards back in the box.

Initial Worm, Egg, and Rubble Setup

Worm Cards
Worm cards come in 5 different types and with 4 different Egg colors. They represent
the different Worms that will attack players throughout the game. Each Worm card
also displays starting coordinates that correlate to the grid on the game board.

Page No. 4
Terror Below

k.
An example of a Worm Attac

When a Worm card is first revealed, it is placed into an open numbered spot in the Terror
zone and the matching Target token is placed onto the board at the starting coordinates
listed on the card. When a Worm eventually attacks, the Target Token represents the
center space on the grid shown on the Worm card. Place an Egg that matches the color
shown on the card into the space with the Target token. Then, place 1 piece of Rubble
in each of the shaded spaces displayed on the card. If Rubble is already on that space,
simply add another to it. There is a maximum of 2 Rubble per space.

However, Eggs and Rubble cannot be placed


on a Location. A Location is one of the five
spaces with named buildings on the game
board. If Rubble would be placed on a
Location, or off the edge of the playing field,
simply do not place the Rubble. If an Egg
would be placed on a Location, instead, after placing all Rubble, roll the coordinate
dice and place the Egg in the resulting coordinates.

Egg and Rubble Setup


Now that you know how Worms attack, take the 4 Starting Worm cards and resolve
an attack for each Worm using the starting coordinates on the Worm card. Be sure to
add an Egg and the appropriate Rubble to the board. Since they are attacking, there
is no need to place any Target tokens.

Page No. 5
Terror Below

ng Rubble placed.
Standard board with all starti

• For 3 players, draw 1 additional Worm from the Worm deck and resolve an attack.
• For 4 players, draw and resolve 2 additional Worm attacks.
• For 5 players, draw and resolve 3 additional Worm attacks.
Then, form a discard pile next to the Worms with any cards used to attack.

For additional 2-player rules see the 2-player secti


on on page 16. This includes a
new dynamic action that each player performs at
the end of their turn!

Page No. 6
Terror Below

Worm Setup
Draw a Worm from the Worm deck and place it face up into the lowest-numbered slot
in the Terror zone. Then, place the matching-numbered Target token on the board
coordinates listed on the Worm card. Do this for all 3 slots in the Terror zone.

Advanced Setup:
Once you are familiar with the basic setup, you can choose to
ignore the starting
cards and create a random setup by drawing cards directly
from the Worm deck:
2 players draw 4 Worms, 3 players draw 5 Worms, 4 player
s draw 6 Worms, 5
players draw 7 Worms. It is still recommended that you have
at least 1 Egg of each
color at the start of the game.

The player who most recently defeated a Worm in combat is the starting player.
Beginning with the last player and continuing in reverse player order, each player
places their pawn on a Location of their choice. Players cannot choose the same
starting Location.

Turn Sequence
Beginning with the starting player, each player takes a turn by performing 3 steps in
order—play a Vehicle card, resolve the played card, and then refill their hand. After
completing their turn, check for a possible Worm Attack. Afterwards, play passes to
the next player in clockwise order.

Page No. 7
Terror Below

1. Play a Vehicle card


Play a Vehicle card from your hand face up on 1 of the 3 spots in the Terror zone
below the Worm of your choice.

Each Worm card has a card


limit displayed in the bottom
right-hand corner, which
represents the number of
Vehicle cards that can be
played on it. You can never
play a card on a Worm that has
already reached its card limit.

2. Resolve the Played Card


Then resolve the played card in
3 steps—Distraction, Perform Actions,
and Resolve Special Ability.

Distraction
At the bottom of each Vehicle card is a set of
arrows that represents a Distraction. These
are the directions a Worm’s Target token
moves after playing the card.

Resolving each arrow icon from left to right,


move the Target token of the Worm you have Distracted this turn 1 space in each
direction indicated. If this causes the Target token to exit the game board, ignore
the movement and resolve the subsequent arrow. A Target token will never leave the
playing field. Some Vehicle cards do not have any Distraction arrows, so the Target
token of the Worm will not move when this card is played.

Page No. 8
Terror Below

Perform Actions
You receive Action Points equal to the number shown on the card. Spend these Action
Points to perform any of the actions listed below. You may take the same action
multiple times if desired.

This step is complete when you have spent all of your Action Points or have performed
the “Pick up all Eggs” action.

For 1 Action Point, you may:

• Move 1 space orthogonally. You may never move into a


space containing Rubble. You can move into or through a
space with another player’s pawn, but you cannot end your
movement on the same space as another player.
• Ramp another player. If another player’s pawn is adjacent to
yours, you may jump over their piece as long as there is an empty space adjacent
to their piece. Your pawn may change direction while ramping another player.

Example: For 1 Action Point, a player can ramp an adjacent player’s piece, thereby
moving 2 spaces for 1 action. To ramp, there must be at least 1 space without Rubble
adjacent to the player, so that there is a legal space to land. As shown, players may
ramp in a straight line or change direction mid-ramp, as long as there is an empty
space adjacent to the ramped pawn.

Page No. 9
Terror Below

• Remove 1 Rubble from a space adjacent to your pawn.


Place the Rubble on your Leader. If you ever collect 3
Rubble, you must immediately discard them to the general
supply. Then, draw a Weapon or Item card.
• Pick up all Eggs in a space. Place them on your Leader.
You may carry any number of Eggs.
Note: After performing this action, you cannot perform any additional actions.
Deliver 1 Egg you are carrying. To deliver an Egg, you must have an Egg in your
possession and be in a Location. If you deliver an Egg without a Bounty, you score
1 Victory Point. Take a VP token from the supply as a reward and discard the Egg
to the supply.
• However, if you deliver an Egg that fulfills 1 of the 4 face-up Bounties in the
Bounty Line displayed at the top of the board, or possibly a Hidden Bounty
card you have in hand, you score even more points! Do not take a VP token.
Instead, discard the delivered Egg and place the Bounty card under your
Leader so only the point total is showing. Be sure to draw a new Bounty card
to refill the Bounty Line to 4 cards. Note: You may only complete 1 Bounty per
Egg, even if 2 Bounties of the same type are displayed.

Page No. 10
Terror Below

Delivery Bonus
Whether you deliver an Egg with or without a Bounty, you receive a Bonus based on
the Location to which you deliver it. No matter how many deliveries you complete in a
turn, you only receive 1 Delivery Bonus per turn. Delivery bonuses are as follows:

General Store: Draw an Item card.

Motel: Gain 1 VP token.

State Police: Draw a Weapon card.

Government Facility: Draw a card from the Bounty Line or from the top of the
Bounty deck and place it face down near your Leader card. This is now a Hidden
Bounty. Then, if needed, draw a new Bounty card to refill the Bounty Line to 4 cards.
• Hidden Bounty cards are Bounties that only you can complete.
Remember: When a player delivers an Egg, they may fulfill the requirements
on a Bounty on display or a Hidden Bounty card in their possession.

Hospital: Bring a dead character in your Squad back to life. Flip the card face up and
place it underneath your current Leader card.

Resolve Special Abilities


Each Vehicle card has an ability that must
be performed. Higher-numbered cards have
negative abilities, while lower-numbered cards
have positive abilities. Follow the instructions
on the card to perform the ability.

Page No. 11
Terror Below

Item and Weapon Cards


Whenever you collect 3 Rubble, you must immediately return the Rubble to the
supply and draw the top card from the Item or Weapon deck. Items and Weapons
may not be used on the turn they are acquired; however, Worms always attack
between turns. This means that if a Worm attacks immediately after your turn is over,
you may use any newly-acquired Weapons against that Worm.

Item and Weapon cards are kept hidden from other players until played from your
hand. Be sure to read each card carefully, as it will tell you when and how the ability
may be used. Item cards generally include special abilities that a player may use on
their turn to break the rules—many times they will also give the player a VP for doing
so. Weapon cards are generally used during a Worm Attack to hunt Worms.

3. Refill Hand to 3 Cards


When your turn is over, draw Vehicle cards until you have refilled your hand to 3.

If you are playing with 2-players, see 2-player changes which adds a new 4th
phase to make the 2-player game more exciting! See page 16.

Page No. 12
Terror Below

Before the next player takes their turn, check for a...

Worm Attack!
In the lower right-hand corner of each Worm card is their card limit. This number
denotes how many Vehicle cards can be played on a Worm before it attacks. If there
are Vehicle cards on a Worm equal to the number shown, it attacks before the next
player takes their turn.

To Resolve a Worm Attack:


1. Check to see if there are any
face-down cards on the Worm.
If there are, flip them over and
resolve them as you would during
the Distraction step. If there are
multiple face-down cards, resolve
cards in the order they were played.
2. Place an Egg matching the color
of the Attacking Worm on the
space where the Target token is
now located. If this is The Queen, a
Rubble is placed at center, and an
Egg of each color is placed 1 space
adjacent as shown on the card.
3. Then, place 1 piece of Rubble
in each shaded space displayed
on the card. If Rubble is already
on that space, add another to it.
Remember, a maximum of 2 Rubble
is allowed per space.
4. After the Worm Attack has been fully resolved, discard the Worm to the Worm
discard pile.

Exception: Rubble and Eggs can never be placed on a Location. If an Egg would be
placed on a Location, resolve all Rubble as normal. Roll both coordinate dice and place
the Egg in the resulting space. If Rubble would be placed on a Location, it is not placed.

Page No. 13
Terror Below

If a player’s pawn is in any space where Rubble or Eggs are added, they are caught
in the attack. That player’s Leader might die unless the Worm can be defeated or
an Item is used for protection. Note: a player inside a Location cannot hunt, nor be
attacked by a Worm, unless the Target token lands exactly on the Location.

g
exa mp le, bec aus e Ru bb le was placed into the space containin
In the above and must
ght in the Screamer’s attack
Veronica’s truck, Veronica is cau
Hunt the Worm.

Hunting a Worm
If your pawn is caught in the Worm’s attack, you have an opportunity to attack the
Worm with any Weapons you have acquired. Follow the instructions on the Weapon
or Item cards you use. However, if you are unsuccessful, your Leader dies (see Death
on page 15).

Multiple players may be caught in the same Worm Attack. If this is the case, the last
player to take a turn has an opportunity to attack the Worm first, followed by the next
player in clockwise order, and so on.

Defeating a Worm
A Worm card shows the Worm’s health total. If the combined total of damage dealt
to the Worm by all players caught in the attack is equal to or higher than the Worm’s
health, you have defeated the Worm. Any players caught in the attack are safe.
Rubble and Eggs are still placed as usual.

Page No. 14
Terror Below

Veronica is now Hunting the Worm. The Worm’s


health is 7. She plays her
Hunting Rifle card. This allows her to roll two dice
and deal Damage equal to the higher
result. It is a 5. She decides to then play a second
card, a Pistol which allows her to deal
an additional 2 Damage. With a combined attack
value of 7, Veronica defeats the Worm.
If there is a Hunting Bounty matching this Wor
m, she can immediately claim it from the
Bounty line. If not, she gains 1 VP token for the
killing blow.
The Screamer is then discarded.

The player that deals the killing blow


receives credit for defeating the Worm and receives 1 VP token.

However, if one of the Hunting Bounties in the Bounty Line matches the Worm type—
or if you have a Hidden Bounty that matches—do not take a VP token. Instead, show
this Bounty to all players and slide it under your Leader so that the points are visible.
If this Bounty is taken from the Bounty Line, be sure to draw a new Bounty card to
refill the Bounty Line to 4 cards. Note: You may only complete 1 Bounty per kill, even
if 2 Bounties of the same type are displayed.

Death
If there are any players caught in the Worm’s attack, and they cannot defeat it, their
Leader is killed. Drop all Rubble and Eggs you are carrying onto your current space. If
placing Rubble would exceed the maximum 2 pieces per space, any excess is returned
to the supply. Any active Item or Weapon that is face up near your Leader is also
discarded. Then, remove your player pawn from the board.

Page No. 15
Terror Below

Flip your character to their deceased side and set it aside. Choose a new Leader from
your remaining squad members and place it on top of your remaining characters.
On your next turn, you will begin your turn by placing your pawn on an unoccupied
Location of your choice and then performing your turn as normal.

Game End
The game ends immediately if a player reaches 20 Victory Points. That player is the winner!

But, if any player’s entire squad is killed, they are eliminated from the game. All other
players receive 1 final turn, and if they are still alive, the player with the most VP wins! If there
is a tie, the player with the most completed Bounties wins. Otherwise, share your victory!

2-Player Changes
To allow for a more dynamic and exciting 2-player experience, between each player’s
turn they add a Vehicle card to a random Worm. This extra Distraction may cause a
Worm to attack or potentially disrupt a player’s perfect plans. Each turn will have a
new 4th phase listed below:

4. Roll for a Worm


After you have completed your normal turn, and before resolving Worm
attacks, roll 1 coordinate die. The Terror zone is marked with 3 sets of
numbers that indicate which Worm is affected by the roll (1-2, 3-4, 5-6).

Draw a Vehicle card and place it face up on the rolled Worm. Immediately resolve the
Distraction arrows at the top of the drawn card. Ignore all other information on the card.

Note: A newly-placed Distraction can be placed on a Worm that is already at its card
limit. This is the only time this exception may occur.

Canyon Side of the Game Board


On the reverse side of the game board is a slightly different layout which includes a new
feature, the Canyon. The Canyon board can be played with any player count, but is
recommended for 4 & 5 player games and provides a larger area for players to maneuver.

Page No. 16
Terror Below

Special Rules
No player token, Target token, or Rubble may ever be placed in a Canyon space.
Players cannot end their movement on a Canyon space. When resolving Distraction
arrows for Worm movement, the Target token ignores any Canyon spaces and moves
until it reaches the next available desert space. If Rubble would be placed onto a
Canyon space, it is not placed.

Ramping the Canyon


Yes, you can ramp over the Canyon. For 1 action, move your pawn forward in a
straight line until you reach the next desert space. Depending on how many spaces
you move, there will be a cost and the possibility of failure!

To ramp over a single Canyon space, discard a Vehicle


card from your hand. If you land on any Rubble,
immediately place the Rubble onto your Leader.

To ramp over more than one space of the Canyon, discard a 6 or 7 Vehicle card from your
hand and roll a die. Whether you fail or succeed, you immediately gain 1 VP token for being
a daredevil. On a result of 1, 2, or 3, your Leader is killed. Drop all Rubble and Eggs you are
carrying onto the space where you would have landed. On a result of 4, 5, or 6, you land
safely. If you land on any Rubble, immediately place the Rubble onto your Leader.

Appendix
Edge Cases:
Moving the Target token
Distraction arrows are always resolved from left to right. If a Distraction would ever cause
the Target token to move off the edge of the board, ignore that arrow and continue
resolving. If an Ability moves the Target Token and there is a choice as to which direction
the Token will move, the player who is taking their turn always chooses the direction.

Page No. 17
Terror Below

Attacking a Location
Locations are generally safe from Worm Attacks unless the Target token attacks the
Location directly. If the Target token ever attacks a Location, all players inside that
Location must fight the Worm or die.

Eggs are Always Placed; Rubble is Not


Eggs or Rubble cannot be placed on a Location. When a Worm attacks a Location, or a
Queen attacks near the edge of the board, there may be no legal space to place an Egg.
If this is the case, simply roll the 2 dice and place the Egg on the resulting coordinates
(re-roll again if the result would place the egg onto a Location). The Worm does not attack
this new space where the Egg lands. There is no limit to the amount of Eggs in a space.

If Rubble cannot be placed, it is not placed.

Common Card explanations:


Boots: When you play a Boots card, you may also play another Vehicle card from
your hand. However, do not perform its special ability or add it as a Distraction. You
gain the displayed number of additional Action Points and then discard the card.
Note: You cannot play a 7 card to receive the additional bonus.

Bicycle: A Bicycle card allows you to play another card as a Distraction, face down.
This card may be played on any Worm that has not reached its limit. Later, when the
Worm attacks, any facedown cards are revealed and Distraction arrows are resolved.
If multiple cards are facedown, reveal them in the order they were placed.

Motorcycle: A Motorcycle card will cause all Target tokens on the game board to
move 1 space closer to you. If the Target token could be moved in multiple ways to
become closer, you get to choose which direction the Target moves.

Hats: Hats are a special permanent and fashionable bonus that players can acquire from
the Item deck. They are played face up near your Leader and are usable each turn once
played. Hats are always discarded when your Leader dies (or if a player shoots it off with
a Pistol). Your Leader can only wear 1 hat at a time. You may replace a hat your Leader
is wearing by discarding your previous hat and playing a new one from your hand.

Page No. 18
Terror Below
Credits
Game Designer: Mike Elliott
Developer: T.C. Petty III
Illustrator: Eric Hibbeler
Graphic Designer: Cold Castle Studios
Editor: Travis D. Hill
Production Artist: Cold Castle Studios

RENEGADE GAME STUDIOS


President & Publisher: Scott Gaeta
Controller: Robyn Gaeta
Director of Operations: Leisha Cummins
Director of Sales & Marketing: Sara Erickson
Creative Director: Anita Osburn
Senior Producer: Dan Bojanowski
Associate Marketing Manager: Danni Loe
Customer Service: Jenni Kingma

SPECIAL THANKS
The game designer would like to thank the Puget Sound Playtest Group, which is a group
of Seattle based game designers that help playtest and tune each other’s games to help get
them to a presentable level. I would like to thank Uncle’s Games in Bellevue for providing
space for the group to meet and play, and lastly, I would like to thank the development staff
at Renegade for the incredible amount of effort put into retheming the game and adding in a
number of mechanical and flavor elements that greatly added to the original design.

Renegade Game Studios would like to thank Rob & E. B. Singer, Steve & Spencer
Doughty, Jeff, Charlie, Austin, Brad, Dan Halstad, Anna Hewitt, Darrell & Lesley Louder,
Kevin Bacon, and Matthew Titelbaum.

© 2019 Renegade Game Studios. All Rights Reserved.


For additional information or support, please visit us online: www.renegadegames.com

/PlayRGS
@PlayRenegade
@Renegade_Game_Studios
Page No. 19

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