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		<summary type="html">&lt;p&gt;Kairosgamesuk: Kairos The Time Travel Game&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Kairos — Time Travellers ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Kairos&#039;&#039;&#039; is a 1-4 player cooperative time-travel board game. Players are time-travelling agents recovering precious historical articles from 36 time locations scattered across a hexagonal grid — from ancient Egypt to the moons of Saturn. An AI antagonist called &#039;&#039;&#039;Kronos&#039;&#039;&#039; steals artifacts and bends the Main Line Timeline toward darkness. Work together to restore articles, protect artifacts, and shift the timeline back to the light!&lt;br /&gt;
&lt;br /&gt;
=== Goal ===&lt;br /&gt;
&lt;br /&gt;
Shift the &#039;&#039;&#039;Main Line Timeline (MLT)&#039;&#039;&#039; above zero AND clear all blots from at least one player&#039;s record before time runs out.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Setup ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Total Seats !! Agents per Player !! Starting TimeLords !! Starting Blots !! Max Rounds&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 12 || 4 || 9 || 16&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 6 || 2 || 8 || 16&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 4 || 1 || 7 || 15&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 3 || 1 || 6 || 15&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Starting Kairos (⭐):&#039;&#039;&#039; Player 1: 0, Player 2: 1, Player 3: 2, Player 4: 3 (compensates for turn order).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Initial State:&#039;&#039;&#039; MLT starts at &#039;&#039;&#039;-5&#039;&#039;&#039;, Paradoxes at &#039;&#039;&#039;5&#039;&#039;&#039;. All agents begin at their player&#039;s HQ.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Time Field&#039;&#039;&#039; is a hex grid of 37 tiles: 36 Time Locations across Rings 1-3, plus the &#039;&#039;&#039;Time Vortex&#039;&#039;&#039; at the centre (Ring 0). Articles start at their correct locations (artifacts and crystals) or scattered to random past-era locations (items). 12 random locations are designated as active &#039;&#039;&#039;Portals&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Your Turn ==&lt;br /&gt;
&lt;br /&gt;
On your turn, each of your agents may perform &#039;&#039;&#039;one action&#039;&#039;&#039;. When finished, press &#039;&#039;&#039;End Turn&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Agent Actions ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Action !! Who Can Do It !! Description&lt;br /&gt;
|-&lt;br /&gt;
| Time Travel || Any agent || Roll Travel Dice to move to a destination Time Location&lt;br /&gt;
|-&lt;br /&gt;
| Recover Article || Any agent at a location with an article || Roll Recovery Dice to secure the article&lt;br /&gt;
|-&lt;br /&gt;
| Pick Up Article || Any agent || Pick up a recovered item/crystal. Free at HQ; costs action elsewhere&lt;br /&gt;
|-&lt;br /&gt;
| Recall to HQ || Any agent in the field || Return to HQ. Carried articles are auto-deposited&lt;br /&gt;
|-&lt;br /&gt;
| Empower Crystal || TimeLord at HQ only || Empower a deposited crystal (+2⭐, nerfs paired artifact)&lt;br /&gt;
|-&lt;br /&gt;
| Attempt Vortex || TimeLord at Vortex only || Try to switch off the Time Vortex (2d6 check)&lt;br /&gt;
|-&lt;br /&gt;
| Rescue from LIT || TimeLord at HQ only || Rescue an allied agent Lost in Time&lt;br /&gt;
|-&lt;br /&gt;
| Skip || Any agent || Take no action this turn&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Time Travel ==&lt;br /&gt;
&lt;br /&gt;
Select an agent and destination, then roll the &#039;&#039;&#039;Travel Dice&#039;&#039;&#039;. Up to &#039;&#039;&#039;4 rolls&#039;&#039;&#039; total.&lt;br /&gt;
&lt;br /&gt;
=== Travel Dice ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Die !! Colour !! Faces !! Purpose&lt;br /&gt;
|-&lt;br /&gt;
| Ring || 🟠 Orange || 6, 6, 7, 8, 9, 0 || Match destination ring (6=R3, 7=R2, 8=R1, 9=Vortex)&lt;br /&gt;
|-&lt;br /&gt;
| Direction || ⚫ Black || 2, 2, 3, X, 0, ★ || 2=past, 3=future (needed if crossing eras)&lt;br /&gt;
|-&lt;br /&gt;
| Base || 🟢 Green || 1, 1, 1, 1, 0, ★ || Always required (must show &amp;quot;1&amp;quot;)&lt;br /&gt;
|-&lt;br /&gt;
| Portal || 🔵 Blue || ★, ★, ★, ★, 0, X || Bonus die if destination is a portal&lt;br /&gt;
|-&lt;br /&gt;
| Planet || ⚪ White || 5, 5, 4, X, 0, ★ || 5=Earth, 4=off-world (space/moon)&lt;br /&gt;
|-&lt;br /&gt;
| Adjacent || 🟡 Yellow || ★, ★, ★, ★, 0, X || Bonus die if destination is 1 hex away&lt;br /&gt;
|-&lt;br /&gt;
| TimeLord || 🕐 TL || ★, ★, ★, ★, 0, 0 || Bonus die for TimeLord agents only&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Special Faces ===&lt;br /&gt;
* &#039;&#039;&#039;★ (Wild):&#039;&#039;&#039; Can satisfy any requirement. Only assigned on the &#039;&#039;&#039;final roll&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;X (Skull):&#039;&#039;&#039; Auto-locks, cannot be unlocked. &#039;&#039;&#039;2+ skulls = instant failure&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;0 (Blank):&#039;&#039;&#039; No value&lt;br /&gt;
&lt;br /&gt;
=== Requirements ===&lt;br /&gt;
* &#039;&#039;&#039;Ring&#039;&#039;&#039; — always required&lt;br /&gt;
* &#039;&#039;&#039;Base &amp;quot;1&amp;quot;&#039;&#039;&#039; — always required&lt;br /&gt;
* &#039;&#039;&#039;Planet&#039;&#039;&#039; — always required (5 for Earth, 4 for off-world)&lt;br /&gt;
* &#039;&#039;&#039;Direction&#039;&#039;&#039; — required only when crossing eras (past ↔ future)&lt;br /&gt;
&lt;br /&gt;
Skull faces may trigger a &#039;&#039;&#039;Travel Event&#039;&#039;&#039; card draw.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Article Recovery ==&lt;br /&gt;
&lt;br /&gt;
When an agent is at a Time Location with an unclaimed article, roll the &#039;&#039;&#039;Recovery Dice&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Recovery Dice ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Die !! Colour !! Faces&lt;br /&gt;
|-&lt;br /&gt;
| Red || 🔴 || A, S, C, P, M, $&lt;br /&gt;
|-&lt;br /&gt;
| Blue || 🔵 || A, S, C, P, $, H&lt;br /&gt;
|-&lt;br /&gt;
| Green || 🟢 || A, S, C, P, ★, H&lt;br /&gt;
|-&lt;br /&gt;
| Black || ⚫ || ★, S, C, P, $, H&lt;br /&gt;
|-&lt;br /&gt;
| White || ⚪ || A, S, C, P, M, ★&lt;br /&gt;
|-&lt;br /&gt;
| TimeLord || 🕐 TL || M, C, P, H, ★, ★&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Specialist Factors ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Code !! Specialist !! Description&lt;br /&gt;
|-&lt;br /&gt;
| A || Archivist || Archaeological and archival expertise&lt;br /&gt;
|-&lt;br /&gt;
| S || Security || Physical security and protection&lt;br /&gt;
|-&lt;br /&gt;
| C || Cryptohacker || Cyber security and code-breaking&lt;br /&gt;
|-&lt;br /&gt;
| P || Psychotronics || Psychic defence and mental warfare&lt;br /&gt;
|-&lt;br /&gt;
| M || Medical || Medical support and emergency care&lt;br /&gt;
|-&lt;br /&gt;
| H || Historian || Historical research and cultural knowledge&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Up to &#039;&#039;&#039;4 rolls&#039;&#039;&#039;. &#039;&#039;&#039;$ faces&#039;&#039;&#039; trigger a &#039;&#039;&#039;Recovery Event&#039;&#039;&#039; card draw. Wilds count on the &#039;&#039;&#039;final roll&#039;&#039;&#039; only.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;On Success:&#039;&#039;&#039; Items and Crystals are added to the agent&#039;s inventory. Artifacts are &#039;&#039;&#039;guarded&#039;&#039;&#039; at their location (stay on the tile but protected from Kronos).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Article Types ==&lt;br /&gt;
&lt;br /&gt;
=== Items (12 total) ===&lt;br /&gt;
Historical curiosities scattered to random past-era locations. Carry them back to HQ to &#039;&#039;&#039;restore&#039;&#039;&#039; them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Restoring an item at HQ awards:&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;⭐ Kairos&#039;&#039;&#039; (typically 2-4)&lt;br /&gt;
* &#039;&#039;&#039;−⚫ Blots&#039;&#039;&#039; removed (typically 1)&lt;br /&gt;
* &#039;&#039;&#039;−1 Paradox&#039;&#039;&#039; (vital for slowing time collapse)&lt;br /&gt;
&lt;br /&gt;
=== Crystals (12 total) ===&lt;br /&gt;
Precious gems from future time locations. Deposit at HQ for &#039;&#039;&#039;ongoing MLT boosts&#039;&#039;&#039; each Kronos phase.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Depositing a crystal awards:&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;⭐ Kairos&#039;&#039;&#039; (typically 2-3)&lt;br /&gt;
* &#039;&#039;&#039;−⚫ Blots&#039;&#039;&#039; removed (typically 1)&lt;br /&gt;
* &#039;&#039;&#039;+1 MLT&#039;&#039;&#039; each round during Kronos Crystal Boost phase (+2 if empowered)&lt;br /&gt;
&lt;br /&gt;
=== Artifacts (12 total) ===&lt;br /&gt;
Legendary relics of great power. Unlike items and crystals, artifacts are &#039;&#039;&#039;NOT carried&#039;&#039;&#039; — they are &#039;&#039;&#039;guarded&#039;&#039;&#039; at their location after recovery.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Guarding an artifact awards:&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;⭐ Kairos&#039;&#039;&#039; (typically 2-4)&lt;br /&gt;
* Protection from Kronos theft (harder to steal when guarded)&lt;br /&gt;
&lt;br /&gt;
Each crystal is randomly &#039;&#039;&#039;paired&#039;&#039;&#039; with one artifact. Empowering a crystal &#039;&#039;&#039;nerfs&#039;&#039;&#039; its paired artifact (Kronos skips it entirely).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== TimeLord Upgrades ==&lt;br /&gt;
&lt;br /&gt;
A regular agent upgrades to &#039;&#039;&#039;TimeLord&#039;&#039;&#039; when the player has:&lt;br /&gt;
# &#039;&#039;&#039;Deposited at least one crystal&#039;&#039;&#039; at HQ, AND&lt;br /&gt;
# &#039;&#039;&#039;Guarded at least one artifact&#039;&#039;&#039; in the field&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TimeLord Benefits:&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Extra TL die&#039;&#039;&#039; on travel and recovery rolls (mostly wilds!)&lt;br /&gt;
* &#039;&#039;&#039;Carry 3&#039;&#039;&#039; articles instead of 2&lt;br /&gt;
* &#039;&#039;&#039;Empower Crystals&#039;&#039;&#039; at HQ (+2⭐, nerfs paired artifact, -1⚫ if artifact in Kronos)&lt;br /&gt;
* &#039;&#039;&#039;Attempt Vortex&#039;&#039;&#039; — try to switch off the Time Vortex&lt;br /&gt;
* &#039;&#039;&#039;Rescue&#039;&#039;&#039; allied agents from Lost in Time&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Kronos Phase (End of Round) ==&lt;br /&gt;
&lt;br /&gt;
After all players and Automa act, &#039;&#039;&#039;Kronos&#039;&#039;&#039; executes 6 phases:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Phase 1 — STEAL:&#039;&#039;&#039; Kronos targets artifacts at portal locations. Roll d6 per artifact:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Protection !! Steal Threshold&lt;br /&gt;
|-&lt;br /&gt;
| Unprotected (no agent, not guarded) || d6 ≥ 2 (83%)&lt;br /&gt;
|-&lt;br /&gt;
| Guarded (recovered) || d6 ≥ 4 (50%)&lt;br /&gt;
|-&lt;br /&gt;
| Protected (agent present) || d6 ≥ 6 (17%)&lt;br /&gt;
|-&lt;br /&gt;
| Nerfed (paired crystal empowered) || Skipped entirely&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Phase 2 — EMPOWER:&#039;&#039;&#039; For each artifact Kronos holds, d6 ≥ 4 = empowered (deals more damage).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Phase 3 — PENALISE:&#039;&#039;&#039; Each artifact Kronos holds damages the MLT:&lt;br /&gt;
* Empowered artifact: −2 MLT (−3 on Hard)&lt;br /&gt;
* Non-empowered: −1 MLT (−2 on Hard)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Phase 4 — CRYSTAL BOOST:&#039;&#039;&#039; Each crystal deposited at any HQ boosts the MLT:&lt;br /&gt;
* Base crystal: +1 MLT (+2 on Easy)&lt;br /&gt;
* Empowered crystal: +1 extra MLT&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Phase 5 — TIME COLLAPSE:&#039;&#039;&#039; Roll 2d6 (adjusted ±3 at MLT extremes). If roll ≤ paradox count, &#039;&#039;&#039;max rounds decreases by 1&#039;&#039;&#039;. Locked if Vortex has been switched off.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Phase 6 — PORTAL ROTATION:&#039;&#039;&#039; Remove portals equal to player count, refill to 12. Pool resets every 5 rounds.&lt;br /&gt;
&lt;br /&gt;
All empowered/nerfed flags are &#039;&#039;&#039;cleared&#039;&#039;&#039; at end of round.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Special Locations ==&lt;br /&gt;
&lt;br /&gt;
=== Time Vortex ===&lt;br /&gt;
Centre of the hex grid. Only &#039;&#039;&#039;TimeLords&#039;&#039;&#039; can attempt to switch it off:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Result (2d6 + empowered crystals − Kronos empowered) !! Outcome&lt;br /&gt;
|-&lt;br /&gt;
| ≥ 9 || &#039;&#039;&#039;SUCCESS&#039;&#039;&#039; — +10⭐, −3⚫, max rounds locked&lt;br /&gt;
|-&lt;br /&gt;
| 5-8 || No effect&lt;br /&gt;
|-&lt;br /&gt;
| ≤ 4 || &#039;&#039;&#039;WIPE&#039;&#039;&#039; — agent destroyed permanently&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Max 3 agents at the Vortex simultaneously.&lt;br /&gt;
&lt;br /&gt;
=== Xanadu Jail ===&lt;br /&gt;
Agents sent here by event cards. Escape options (turns 1-2):&lt;br /&gt;
* Roll &#039;&#039;&#039;2d6 doubles&#039;&#039;&#039; (costs −2⭐)&lt;br /&gt;
* &#039;&#039;&#039;Bribe&#039;&#039;&#039; — instant escape (costs −3⭐, +1⚫)&lt;br /&gt;
* Play a &#039;&#039;&#039;KEEP – JAIL&#039;&#039;&#039; or &#039;&#039;&#039;KEEP – WILD&#039;&#039;&#039; card&lt;br /&gt;
* After &#039;&#039;&#039;3 turns&#039;&#039;&#039;: forced bribe release&lt;br /&gt;
&lt;br /&gt;
=== Lost in Time ===&lt;br /&gt;
Agents drifting through temporal space. Escape options (turns 1-2):&lt;br /&gt;
* Roll &#039;&#039;&#039;d6 ≥ 5&#039;&#039;&#039; (free)&lt;br /&gt;
* Play a &#039;&#039;&#039;KEEP – LIT&#039;&#039;&#039; or &#039;&#039;&#039;KEEP – WILD&#039;&#039;&#039; card&lt;br /&gt;
* &#039;&#039;&#039;TimeLord rescue&#039;&#039;&#039; from HQ (both agents consume their turn)&lt;br /&gt;
* After &#039;&#039;&#039;3 turns&#039;&#039;&#039;: forced release (+1⚫)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Event Cards ==&lt;br /&gt;
&lt;br /&gt;
=== Travel Events (40 cards) ===&lt;br /&gt;
Drawn when skull faces appear during travel. Effects include: Send to Jail, Lost in Time, Add/Remove Blots, Miss Turn, Recall to HQ, Wiped Out, Upgrade to TimeLord. Some are &#039;&#039;&#039;KEEP&#039;&#039;&#039; cards held in hand for later use.&lt;br /&gt;
&lt;br /&gt;
=== Recovery Events (18 cards) ===&lt;br /&gt;
Drawn when &#039;&#039;&#039;$&#039;&#039;&#039; faces appear during recovery. Effects include: Add Blot, Add Requirement, Wipe Locked Dice, Mission Fail, Lose Inventory, Send to Jail, Recall to HQ.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Winning &amp;amp; Losing ==&lt;br /&gt;
&lt;br /&gt;
=== Victory ===&lt;br /&gt;
* MLT is &#039;&#039;&#039;above 0&#039;&#039;&#039;, AND&lt;br /&gt;
* At least one player (human or Automa) has &#039;&#039;&#039;0 blots&#039;&#039;&#039;&lt;br /&gt;
* Checked &#039;&#039;&#039;twice per round&#039;&#039;&#039;: after player turns (before Kronos) and after Kronos phase&lt;br /&gt;
&lt;br /&gt;
=== Defeat ===&lt;br /&gt;
* Max rounds reached and MLT ≤ 0 — &#039;&#039;&#039;Kronos wins&#039;&#039;&#039;&lt;br /&gt;
* MLT &amp;gt; 0 but no player at 0 blots — &#039;&#039;&#039;Pyrrhic victory&#039;&#039;&#039; (light endures, no one ascends)&lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
&#039;&#039;&#039;Final Score = Kairos (⭐) − Blots (⚫)&#039;&#039;&#039; (minimum 0). Tiebreaker among winners.&lt;br /&gt;
&lt;br /&gt;
=== How to Clear Blots ===&lt;br /&gt;
* Restore items at HQ (−blots, −1 paradox each)&lt;br /&gt;
* Deposit crystals at HQ (−blots)&lt;br /&gt;
* Empower crystals when paired artifact in Kronos (−1 extra blot)&lt;br /&gt;
* Switch off the Vortex (−3 blots)&lt;br /&gt;
* Certain event cards&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Automa (AI Players) ==&lt;br /&gt;
&lt;br /&gt;
Automa fill empty seats (up to 4 total). They follow automated logic to travel, recover, deposit, guard, and empower. Automa &#039;&#039;&#039;can win the game&#039;&#039;&#039; — if an Automa clears its blots while MLT is positive, the team wins.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Game Options ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Option !! Choices !! Default&lt;br /&gt;
|-&lt;br /&gt;
| Difficulty || Easy / Medium / Hard || Medium&lt;br /&gt;
|-&lt;br /&gt;
| Game Length || Short (−2 rounds) / Standard / Long (+2 rounds) || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Number of Automa || 0-3 AI players || 0&lt;br /&gt;
|-&lt;br /&gt;
| Starting Order || Fixed / Random || Fixed&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Quick Reference ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stat !! Value&lt;br /&gt;
|-&lt;br /&gt;
| Starting MLT || −5&lt;br /&gt;
|-&lt;br /&gt;
| Starting Paradoxes || 5&lt;br /&gt;
|-&lt;br /&gt;
| Max MLT || ±20&lt;br /&gt;
|-&lt;br /&gt;
| Agent carry capacity || 2 (regular) / 3 (TimeLord)&lt;br /&gt;
|-&lt;br /&gt;
| Max dice rolls || 4 (travel and recovery)&lt;br /&gt;
|-&lt;br /&gt;
| Skulls to auto-fail travel || 2+&lt;br /&gt;
|-&lt;br /&gt;
| Active portals || 12 (rotate each round)&lt;br /&gt;
|-&lt;br /&gt;
| Kronos steal start || Round 1&lt;br /&gt;
|-&lt;br /&gt;
| Kronos empower threshold || d6 ≥ 4&lt;br /&gt;
|-&lt;br /&gt;
| Empower crystal reward || +2⭐ (and −1⚫ if paired artifact in Kronos)&lt;br /&gt;
|-&lt;br /&gt;
| Vortex success || 2d6 + crystals − Kronos ≥ 9&lt;br /&gt;
|-&lt;br /&gt;
| Vortex wipe || ≤ 4&lt;br /&gt;
|-&lt;br /&gt;
| Vortex reward || +10⭐, −3⚫&lt;br /&gt;
|-&lt;br /&gt;
| Jail: doubles escape || −2⭐&lt;br /&gt;
|-&lt;br /&gt;
| Jail: bribe || −3⭐, +1⚫&lt;br /&gt;
|-&lt;br /&gt;
| Jail: forced after || 3 turns&lt;br /&gt;
|-&lt;br /&gt;
| LIT: escape threshold || d6 ≥ 5&lt;br /&gt;
|-&lt;br /&gt;
| LIT: forced after || 3 turns (+1⚫)&lt;br /&gt;
|-&lt;br /&gt;
| Item restore bonus || −1 Paradox per item&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Kairosgamesuk</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpkabal&amp;diff=29305</id>
		<title>Gamehelpkabal</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpkabal&amp;diff=29305"/>
		<updated>2026-04-07T15:01:02Z</updated>

		<summary type="html">&lt;p&gt;Kairosgamesuk: Updated for game improvements&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Kabal — How to Play ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Kabal&#039;&#039;&#039; is a 1-4 player conspiracy-themed deck-building and area-control game. Players lead secret factions competing for global influence through missions, political strength, and hidden allegiances. An AI opponent called the &#039;&#039;&#039;Nemesis&#039;&#039;&#039; adds tension to every game.&lt;br /&gt;
&lt;br /&gt;
=== Game Overview ===&lt;br /&gt;
&lt;br /&gt;
Each round, players take turns using &#039;&#039;&#039;Action Points (AP)&#039;&#039;&#039; to:&lt;br /&gt;
* Deploy operatives to world locations&lt;br /&gt;
* Complete missions for Victory Points (VP)&lt;br /&gt;
* Buy asset cards to improve their deck&lt;br /&gt;
* Battle other factions for territory&lt;br /&gt;
* Activate psychic heroes (White) or launch covert operations (Black)&lt;br /&gt;
&lt;br /&gt;
The game ends when the Alpha or Omega track reaches 21, a Level 10 mission is completed, or after 15 rounds. The player with the most total VP wins.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== BASIC GAME ==&lt;br /&gt;
&lt;br /&gt;
=== Setup ===&lt;br /&gt;
&lt;br /&gt;
All players start as &#039;&#039;&#039;Black&#039;&#039;&#039; allegiance. On your very first turn (Round 1 only), you may &#039;&#039;&#039;flip to White for free&#039;&#039;&#039; — this also gives you a free End Score Card change. After Round 1, flipping costs $100bn M9.&lt;br /&gt;
&lt;br /&gt;
Each player receives:&lt;br /&gt;
* A starting deck of 10 asset cards plus an additional 5  random cards&lt;br /&gt;
* A faction with a unique HQ location&lt;br /&gt;
* Starting operatives at their HQ and one world location&lt;br /&gt;
* An End Score Card (secret VP bonus at game end)&lt;br /&gt;
&lt;br /&gt;
=== Your Turn ===&lt;br /&gt;
&lt;br /&gt;
Each turn follows this sequence:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1. Turn Summary Popup&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
At the start of your turn, you see a summary showing your VPs, allegiance, resources, and the option to Flip or Stay. You can reopen this anytime via the &#039;&#039;&#039;Turn Summary&#039;&#039;&#039; button.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2. Draw Cards &amp;amp; Collect Income&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Your hand of 5 cards is drawn automatically. Each card generates income:&lt;br /&gt;
* &#039;&#039;&#039;M0&#039;&#039;&#039; (cash) — used to buy new cards from the Market&lt;br /&gt;
* &#039;&#039;&#039;M9&#039;&#039;&#039; (billions) — used to fund missions&lt;br /&gt;
* &#039;&#039;&#039;Blue Power&#039;&#039;&#039; — psychic energy for hero activation and special actions&lt;br /&gt;
* &#039;&#039;&#039;Green Power&#039;&#039;&#039; — political influence&lt;br /&gt;
* &#039;&#039;&#039;Red Power&#039;&#039;&#039; — combat tokens for board moves&lt;br /&gt;
* &#039;&#039;&#039;Yellow Power&#039;&#039;&#039; — additional board movement&lt;br /&gt;
* &#039;&#039;&#039;White Power&#039;&#039;&#039; — required for certain missions&lt;br /&gt;
* &#039;&#039;&#039;Wild&#039;&#039;&#039; — can substitute for any token type&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3. Spend Action Points&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You have a base of &#039;&#039;&#039;1 AP&#039;&#039;&#039; from your HQ, plus bonuses from Antarctica political strength, crystals, artifacts, and blue conversion. Each action costs AP:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Action !! AP Cost !! Description&lt;br /&gt;
|-&lt;br /&gt;
| Board Action || 1 || Deploy/move operatives. First HQ deploy is FREE.&lt;br /&gt;
|-&lt;br /&gt;
| Mission || 1 || Attempt to complete your active mission.&lt;br /&gt;
|-&lt;br /&gt;
| Buy || 1 || Purchase a card from the Market using M0.&lt;br /&gt;
|-&lt;br /&gt;
| Trash || 1 || Remove a card from your hand (slim your deck).&lt;br /&gt;
|-&lt;br /&gt;
| Psychics || 1 || Gain blue power tokens.&lt;br /&gt;
|-&lt;br /&gt;
| Battle/Heroes || 1 || Battle (Black) or activate Heroes (White).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Free actions&#039;&#039;&#039; (no AP cost):&lt;br /&gt;
* &#039;&#039;&#039;Groups&#039;&#039;&#039; — view and manage your operative groups at locations&lt;br /&gt;
* &#039;&#039;&#039;Market&#039;&#039;&#039; — browse available cards for purchase&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;4. End Turn&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Click the large &#039;&#039;&#039;End Turn&#039;&#039;&#039; button when done.&lt;br /&gt;
&lt;br /&gt;
=== Missions ===&lt;br /&gt;
&lt;br /&gt;
Missions are the primary way to earn VP. Each mission has:&lt;br /&gt;
* &#039;&#039;&#039;Requirements&#039;&#039;&#039; — resources you must spend (Red, Yellow, Blue, White, M9) or conditions you must meet (control regions, own crystals)&lt;br /&gt;
* &#039;&#039;&#039;Rewards&#039;&#039;&#039; — Victory Points + Alpha/Omega track advancement&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Basic missions&#039;&#039;&#039; are straightforward: spend the required resources, earn the VP.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Level !! VP !! Typical Cost&lt;br /&gt;
|-&lt;br /&gt;
| Level 1 || 2 VP || Low resources&lt;br /&gt;
|-&lt;br /&gt;
| Level 3 || 6 VP || Medium resources&lt;br /&gt;
|-&lt;br /&gt;
| Level 5 || 8 VP || High resources&lt;br /&gt;
|-&lt;br /&gt;
| Level 10 || 12 VP || Very high (ends the game!)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Board Actions &amp;amp; Combat ===&lt;br /&gt;
&lt;br /&gt;
Deploy operatives from your HQ or move between locations:&lt;br /&gt;
* &#039;&#039;&#039;First HQ deploy each turn is FREE&#039;&#039;&#039; (no Red Power needed)&lt;br /&gt;
* Additional moves cost &#039;&#039;&#039;1 Red Power&#039;&#039;&#039; each&lt;br /&gt;
* &#039;&#039;&#039;Yellow Power&#039;&#039;&#039; enables extra movement capacity&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Battles&#039;&#039;&#039; occur when your operatives share a location with another faction:&lt;br /&gt;
* Combat uses dice + Combat Factor (Operatives=2, Mercenaries=1, Titans=10)&lt;br /&gt;
* Winners gain &#039;&#039;&#039;Black VP&#039;&#039;&#039; from casualties&lt;br /&gt;
* Win at a crystal/artifact location? Roll to capture it!&lt;br /&gt;
&lt;br /&gt;
=== Political Strength &amp;amp; Region Control ===&lt;br /&gt;
&lt;br /&gt;
The world map has 5 contestable regions: &#039;&#039;&#039;Europe, North America, South America, Middle East, Asia&#039;&#039;&#039; (Antarctica is your HQ base — not contestable).&lt;br /&gt;
&lt;br /&gt;
* Green Power increases your political strength in regions&lt;br /&gt;
* The faction with the &#039;&#039;&#039;highest uncontested&#039;&#039;&#039; political strength in a region &#039;&#039;&#039;controls&#039;&#039;&#039; it&lt;br /&gt;
* At end of each round: &#039;&#039;&#039;+1 VP per region you control&#039;&#039;&#039;&lt;br /&gt;
* Region control also satisfies mission requirements (POLSTR)&lt;br /&gt;
&lt;br /&gt;
=== Allegiance &amp;amp; Victory Points ===&lt;br /&gt;
&lt;br /&gt;
VP comes in two types:&lt;br /&gt;
* &#039;&#039;&#039;Black VP (BVP)&#039;&#039;&#039; — earned from Black missions, battles, covert ops&lt;br /&gt;
* &#039;&#039;&#039;White VP (WVP)&#039;&#039;&#039; — earned from White missions, hero activation&lt;br /&gt;
&lt;br /&gt;
Your &#039;&#039;&#039;Total Score&#039;&#039;&#039; at game end = BVP + WVP + Team VP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Team VP&#039;&#039;&#039; includes:&lt;br /&gt;
* &#039;&#039;&#039;Track Bonus&#039;&#039;&#039; — your allegiance track value (Alpha for White, Omega for Black, max 50)&lt;br /&gt;
* &#039;&#039;&#039;Polarity Bonus&#039;&#039;&#039; — +3 VP if your team&#039;s track is higher&lt;br /&gt;
* &#039;&#039;&#039;5D Bonus&#039;&#039;&#039; — Black only: max(0, 21 - 5D track position)&lt;br /&gt;
* &#039;&#039;&#039;End Score Card&#039;&#039;&#039; — unique bonus card (0-20 VP based on achievement)&lt;br /&gt;
&lt;br /&gt;
=== The Nemesis (AI Opponent) ===&lt;br /&gt;
&lt;br /&gt;
The Nemesis is an automated opponent that:&lt;br /&gt;
* Changes program each round (Guardian = White, Artemis = Black, Balance = either)&lt;br /&gt;
* Draws cards and executes actions automatically&lt;br /&gt;
* Completes missions, gains VP, and advances tracks&lt;br /&gt;
* Has its own End Score Card worth +10 VP (Normal difficulty)&lt;br /&gt;
&lt;br /&gt;
The Nemesis panel on the left shows its current stats, program, and active mission progress.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== ADVANCED GAME (Addendum) ==&lt;br /&gt;
&lt;br /&gt;
The advanced game adds deeper mission mechanics and strategic items.&lt;br /&gt;
&lt;br /&gt;
=== Advanced Missions ===&lt;br /&gt;
&lt;br /&gt;
Instead of one-shot basic missions, advanced missions have &#039;&#039;&#039;multiple specific requirements&#039;&#039;&#039; that you work towards over several turns:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Consumed requirements&#039;&#039;&#039; (Red, Yellow, Blue, White, M9, Loki, Angel) — allocate tokens from your player mat by clicking them&lt;br /&gt;
* &#039;&#039;&#039;Checked requirements&#039;&#039;&#039; (Control regions, own crystals/artifacts, 5D track level) — automatically verified; use the &#039;&#039;&#039;Claim&#039;&#039;&#039; button to refresh&lt;br /&gt;
&lt;br /&gt;
When ALL requirements are met (or enough to qualify), click &#039;&#039;&#039;Complete&#039;&#039;&#039; to earn VP:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Level !! All Met !! 1 Missing !! 2 Missing !! Track Steps&lt;br /&gt;
|-&lt;br /&gt;
| L1 || 6 VP || 5 VP || 4 VP || +2&lt;br /&gt;
|-&lt;br /&gt;
| L3 || 16 VP || 12 VP || 8 VP || +2&lt;br /&gt;
|-&lt;br /&gt;
| L5 || 24 VP || 18 VP || 12 VP || +2&lt;br /&gt;
|-&lt;br /&gt;
| L10 || 40 VP || 30 VP || 20 VP || +3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Stargates, Crystals &amp;amp; Artifacts ===&lt;br /&gt;
&lt;br /&gt;
Six &#039;&#039;&#039;Stargates&#039;&#039;&#039; connect world locations to crystal/artifact sites:&lt;br /&gt;
* &#039;&#039;&#039;Crystals&#039;&#039;&#039; (6 types) — captured via battle victories; contribute to AP and mission requirements&lt;br /&gt;
* &#039;&#039;&#039;Artifacts&#039;&#039;&#039; — powerful items captured from portal locations&lt;br /&gt;
* &#039;&#039;&#039;Empowered&#039;&#039;&#039; items at stargates grant special abilities&lt;br /&gt;
&lt;br /&gt;
=== Heroes &amp;amp; 5D Track ===&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;5D Track&#039;&#039;&#039; (0-21) determines hero activation power:&lt;br /&gt;
* Higher 5D = more heroes drawn + easier activation rolls&lt;br /&gt;
* White players &#039;&#039;&#039;activate heroes&#039;&#039;&#039; for WVP equal to hero level&lt;br /&gt;
* Black players use the &#039;&#039;&#039;Battle&#039;&#039;&#039; action instead&lt;br /&gt;
&lt;br /&gt;
=== Nemesis Advanced Missions ===&lt;br /&gt;
&lt;br /&gt;
In advanced mode, the Nemesis also works on persistent missions:&lt;br /&gt;
* Assigned an L1 mission at game start&lt;br /&gt;
* Each turn, rolls 2d6 per unmet requirement (target: 9+)&lt;br /&gt;
* Requirements met are saved — progress accumulates over rounds&lt;br /&gt;
* On completion, earns VP and is assigned a higher-level mission&lt;br /&gt;
* Its current mission and progress are visible on the Nemesis panel&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Quick Reference ==&lt;br /&gt;
&lt;br /&gt;
=== Resource Summary ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Resource !! Source !! Used For&lt;br /&gt;
|-&lt;br /&gt;
| M0 (Cash) || Card income || Buy market cards&lt;br /&gt;
|-&lt;br /&gt;
| M9 (Billions) || Card income, missions || Fund missions, flip allegiance ($100bn)&lt;br /&gt;
|-&lt;br /&gt;
| Red Power || Card actions || Board moves (after free HQ deploy)&lt;br /&gt;
|-&lt;br /&gt;
| Yellow Power || Card actions || Additional movement&lt;br /&gt;
|-&lt;br /&gt;
| Blue Power || Card income, Psychics action || Hero activation, end card change (3 Blue), AP conversion&lt;br /&gt;
|-&lt;br /&gt;
| Green Power || Card income || Place political strength in regions&lt;br /&gt;
|-&lt;br /&gt;
| White Power || Card income || Mission requirements&lt;br /&gt;
|-&lt;br /&gt;
| Wild || Card income || Substitute for any token&lt;br /&gt;
|-&lt;br /&gt;
| Loki || Battle rewards (Black) || Black mission requirements&lt;br /&gt;
|-&lt;br /&gt;
| Angel || Hero activation (White) || White mission requirements&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== End-of-Round Events ===&lt;br /&gt;
Each round has a random event affecting all players (shown at top of board).&lt;br /&gt;
&lt;br /&gt;
=== Game End Triggers ===&lt;br /&gt;
* Alpha or Omega track reaches 21&lt;br /&gt;
* Any player completes a Level 10 mission&lt;br /&gt;
* Round 15 ends&lt;/div&gt;</summary>
		<author><name>Kairosgamesuk</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpkabal&amp;diff=29256</id>
		<title>Gamehelpkabal</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpkabal&amp;diff=29256"/>
		<updated>2026-04-02T14:59:58Z</updated>

		<summary type="html">&lt;p&gt;Kairosgamesuk: Kabal: A Game of World Domination&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Kabal — How to Play ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Kabal&#039;&#039;&#039; is a 1-4 player conspiracy-themed deck-building and area-control game. Players lead secret factions competing for global influence through missions, political strength, and hidden allegiances. An AI opponent called the &#039;&#039;&#039;Nemesis&#039;&#039;&#039; adds tension to every game.&lt;br /&gt;
&lt;br /&gt;
=== Game Overview ===&lt;br /&gt;
&lt;br /&gt;
Each round, players take turns using &#039;&#039;&#039;Action Points (AP)&#039;&#039;&#039; to:&lt;br /&gt;
* Deploy operatives to world locations&lt;br /&gt;
* Complete missions for Victory Points (VP)&lt;br /&gt;
* Buy asset cards to improve their deck&lt;br /&gt;
* Battle other factions for territory&lt;br /&gt;
* Activate psychic heroes (White) or launch covert operations (Black)&lt;br /&gt;
&lt;br /&gt;
The game ends when the Alpha or Omega track reaches 21, a Level 10 mission is completed, or after 15 rounds. The player with the most total VP wins.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== BASIC GAME ==&lt;br /&gt;
&lt;br /&gt;
=== Setup ===&lt;br /&gt;
&lt;br /&gt;
All players start as &#039;&#039;&#039;Black&#039;&#039;&#039; allegiance. On your very first turn (Round 1 only), you may &#039;&#039;&#039;flip to White for free&#039;&#039;&#039; — this also gives you a free End Score Card change. After Round 1, flipping costs $100bn M9.&lt;br /&gt;
&lt;br /&gt;
Each player receives:&lt;br /&gt;
* A starting deck of 10 asset cards&lt;br /&gt;
* A faction with a unique HQ location&lt;br /&gt;
* Starting operatives at their HQ and one world location&lt;br /&gt;
* An End Score Card (secret VP bonus at game end)&lt;br /&gt;
&lt;br /&gt;
=== Your Turn ===&lt;br /&gt;
&lt;br /&gt;
Each turn follows this sequence:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1. Turn Summary Popup&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
At the start of your turn, you see a summary showing your VPs, allegiance, resources, and the option to Flip or Stay. You can reopen this anytime via the &#039;&#039;&#039;Turn Summary&#039;&#039;&#039; button.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2. Draw Cards &amp;amp; Collect Income&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Your hand of 5 cards is drawn automatically. Each card generates income:&lt;br /&gt;
* &#039;&#039;&#039;M0&#039;&#039;&#039; (cash) — used to buy new cards from the Market&lt;br /&gt;
* &#039;&#039;&#039;M9&#039;&#039;&#039; (billions) — used to fund missions&lt;br /&gt;
* &#039;&#039;&#039;Blue Power&#039;&#039;&#039; — psychic energy for hero activation and special actions&lt;br /&gt;
* &#039;&#039;&#039;Green Power&#039;&#039;&#039; — political influence&lt;br /&gt;
* &#039;&#039;&#039;Red Power&#039;&#039;&#039; — combat tokens for board moves&lt;br /&gt;
* &#039;&#039;&#039;Yellow Power&#039;&#039;&#039; — additional board movement&lt;br /&gt;
* &#039;&#039;&#039;White Power&#039;&#039;&#039; — required for certain missions&lt;br /&gt;
* &#039;&#039;&#039;Wild&#039;&#039;&#039; — can substitute for any token type&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3. Spend Action Points&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You have a base of &#039;&#039;&#039;1 AP&#039;&#039;&#039; from your HQ, plus bonuses from Antarctica political strength, crystals, artifacts, and blue conversion. Each action costs AP:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Action !! AP Cost !! Description&lt;br /&gt;
|-&lt;br /&gt;
| Board Action || 1 || Deploy/move operatives. First HQ deploy is FREE.&lt;br /&gt;
|-&lt;br /&gt;
| Mission || 1 || Attempt to complete your active mission.&lt;br /&gt;
|-&lt;br /&gt;
| Buy || 1 || Purchase a card from the Market using M0.&lt;br /&gt;
|-&lt;br /&gt;
| Trash || 1 || Remove a card from your hand (slim your deck).&lt;br /&gt;
|-&lt;br /&gt;
| Psychics || 1 || Gain blue power tokens.&lt;br /&gt;
|-&lt;br /&gt;
| Battle/Heroes || 1 || Battle (Black) or activate Heroes (White).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Free actions&#039;&#039;&#039; (no AP cost):&lt;br /&gt;
* &#039;&#039;&#039;Groups&#039;&#039;&#039; — view and manage your operative groups at locations&lt;br /&gt;
* &#039;&#039;&#039;Market&#039;&#039;&#039; — browse available cards for purchase&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;4. End Turn&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Click the large &#039;&#039;&#039;End Turn&#039;&#039;&#039; button when done.&lt;br /&gt;
&lt;br /&gt;
=== Missions ===&lt;br /&gt;
&lt;br /&gt;
Missions are the primary way to earn VP. Each mission has:&lt;br /&gt;
* &#039;&#039;&#039;Requirements&#039;&#039;&#039; — resources you must spend (Red, Yellow, Blue, White, M9) or conditions you must meet (control regions, own crystals)&lt;br /&gt;
* &#039;&#039;&#039;Rewards&#039;&#039;&#039; — Victory Points + Alpha/Omega track advancement&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Basic missions&#039;&#039;&#039; are straightforward: spend the required resources, earn the VP.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Level !! VP !! Typical Cost&lt;br /&gt;
|-&lt;br /&gt;
| Level 1 || 2 VP || Low resources&lt;br /&gt;
|-&lt;br /&gt;
| Level 3 || 6 VP || Medium resources&lt;br /&gt;
|-&lt;br /&gt;
| Level 5 || 8 VP || High resources&lt;br /&gt;
|-&lt;br /&gt;
| Level 10 || 12 VP || Very high (ends the game!)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Board Actions &amp;amp; Combat ===&lt;br /&gt;
&lt;br /&gt;
Deploy operatives from your HQ or move between locations:&lt;br /&gt;
* &#039;&#039;&#039;First HQ deploy each turn is FREE&#039;&#039;&#039; (no Red Power needed)&lt;br /&gt;
* Additional moves cost &#039;&#039;&#039;1 Red Power&#039;&#039;&#039; each&lt;br /&gt;
* &#039;&#039;&#039;Yellow Power&#039;&#039;&#039; enables extra movement capacity&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Battles&#039;&#039;&#039; occur when your operatives share a location with another faction:&lt;br /&gt;
* Combat uses dice + Combat Factor (Operatives=2, Mercenaries=1, Titans=10)&lt;br /&gt;
* Winners gain &#039;&#039;&#039;Black VP&#039;&#039;&#039; from casualties&lt;br /&gt;
* Win at a crystal/artifact location? Roll to capture it!&lt;br /&gt;
&lt;br /&gt;
=== Political Strength &amp;amp; Region Control ===&lt;br /&gt;
&lt;br /&gt;
The world map has 5 contestable regions: &#039;&#039;&#039;Europe, North America, South America, Middle East, Asia&#039;&#039;&#039; (Antarctica is your HQ base — not contestable).&lt;br /&gt;
&lt;br /&gt;
* Green Power increases your political strength in regions&lt;br /&gt;
* The faction with the &#039;&#039;&#039;highest uncontested&#039;&#039;&#039; political strength in a region &#039;&#039;&#039;controls&#039;&#039;&#039; it&lt;br /&gt;
* At end of each round: &#039;&#039;&#039;+1 VP per region you control&#039;&#039;&#039;&lt;br /&gt;
* Region control also satisfies mission requirements (POLSTR)&lt;br /&gt;
&lt;br /&gt;
=== Allegiance &amp;amp; Victory Points ===&lt;br /&gt;
&lt;br /&gt;
VP comes in two types:&lt;br /&gt;
* &#039;&#039;&#039;Black VP (BVP)&#039;&#039;&#039; — earned from Black missions, battles, covert ops&lt;br /&gt;
* &#039;&#039;&#039;White VP (WVP)&#039;&#039;&#039; — earned from White missions, hero activation&lt;br /&gt;
&lt;br /&gt;
Your &#039;&#039;&#039;Total Score&#039;&#039;&#039; at game end = BVP + WVP + Team VP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Team VP&#039;&#039;&#039; includes:&lt;br /&gt;
* &#039;&#039;&#039;Track Bonus&#039;&#039;&#039; — your allegiance track value (Alpha for White, Omega for Black, max 50)&lt;br /&gt;
* &#039;&#039;&#039;Polarity Bonus&#039;&#039;&#039; — +3 VP if your team&#039;s track is higher&lt;br /&gt;
* &#039;&#039;&#039;5D Bonus&#039;&#039;&#039; — Black only: max(0, 21 - 5D track position)&lt;br /&gt;
* &#039;&#039;&#039;End Score Card&#039;&#039;&#039; — unique bonus card (0-20 VP based on achievement)&lt;br /&gt;
&lt;br /&gt;
=== The Nemesis (AI Opponent) ===&lt;br /&gt;
&lt;br /&gt;
The Nemesis is an automated opponent that:&lt;br /&gt;
* Changes program each round (Guardian = White, Artemis = Black, Balance = either)&lt;br /&gt;
* Draws cards and executes actions automatically&lt;br /&gt;
* Completes missions, gains VP, and advances tracks&lt;br /&gt;
* Has its own End Score Card worth +10 VP (Normal difficulty)&lt;br /&gt;
&lt;br /&gt;
The Nemesis panel on the left shows its current stats, program, and active mission progress.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== ADVANCED GAME (Addendum) ==&lt;br /&gt;
&lt;br /&gt;
The advanced game adds deeper mission mechanics and strategic items.&lt;br /&gt;
&lt;br /&gt;
=== Advanced Missions ===&lt;br /&gt;
&lt;br /&gt;
Instead of one-shot basic missions, advanced missions have &#039;&#039;&#039;multiple specific requirements&#039;&#039;&#039; that you work towards over several turns:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Consumed requirements&#039;&#039;&#039; (Red, Yellow, Blue, White, M9, Loki, Angel) — allocate tokens from your player mat by clicking them&lt;br /&gt;
* &#039;&#039;&#039;Checked requirements&#039;&#039;&#039; (Control regions, own crystals/artifacts, 5D track level) — automatically verified; use the &#039;&#039;&#039;Claim&#039;&#039;&#039; button to refresh&lt;br /&gt;
&lt;br /&gt;
When ALL requirements are met (or enough to qualify), click &#039;&#039;&#039;Complete&#039;&#039;&#039; to earn VP:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Level !! All Met !! 1 Missing !! 2 Missing !! Track Steps&lt;br /&gt;
|-&lt;br /&gt;
| L1 || 6 VP || 5 VP || 4 VP || +2&lt;br /&gt;
|-&lt;br /&gt;
| L3 || 16 VP || 12 VP || 8 VP || +2&lt;br /&gt;
|-&lt;br /&gt;
| L5 || 24 VP || 18 VP || 12 VP || +2&lt;br /&gt;
|-&lt;br /&gt;
| L10 || 40 VP || 30 VP || 20 VP || +3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Stargates, Crystals &amp;amp; Artifacts ===&lt;br /&gt;
&lt;br /&gt;
Six &#039;&#039;&#039;Stargates&#039;&#039;&#039; connect world locations to crystal/artifact sites:&lt;br /&gt;
* &#039;&#039;&#039;Crystals&#039;&#039;&#039; (6 types) — captured via battle victories; contribute to AP and mission requirements&lt;br /&gt;
* &#039;&#039;&#039;Artifacts&#039;&#039;&#039; — powerful items captured from portal locations&lt;br /&gt;
* &#039;&#039;&#039;Empowered&#039;&#039;&#039; items at stargates grant special abilities&lt;br /&gt;
&lt;br /&gt;
=== Heroes &amp;amp; 5D Track ===&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;5D Track&#039;&#039;&#039; (0-21) determines hero activation power:&lt;br /&gt;
* Higher 5D = more heroes drawn + easier activation rolls&lt;br /&gt;
* White players &#039;&#039;&#039;activate heroes&#039;&#039;&#039; for WVP equal to hero level&lt;br /&gt;
* Black players use the &#039;&#039;&#039;Battle&#039;&#039;&#039; action instead&lt;br /&gt;
&lt;br /&gt;
=== Nemesis Advanced Missions ===&lt;br /&gt;
&lt;br /&gt;
In advanced mode, the Nemesis also works on persistent missions:&lt;br /&gt;
* Assigned an L1 mission at game start&lt;br /&gt;
* Each turn, rolls 2d6 per unmet requirement (target: 9+)&lt;br /&gt;
* Requirements met are saved — progress accumulates over rounds&lt;br /&gt;
* On completion, earns VP and is assigned a higher-level mission&lt;br /&gt;
* Its current mission and progress are visible on the Nemesis panel&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Quick Reference ==&lt;br /&gt;
&lt;br /&gt;
=== Resource Summary ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Resource !! Source !! Used For&lt;br /&gt;
|-&lt;br /&gt;
| M0 (Cash) || Card income || Buy market cards&lt;br /&gt;
|-&lt;br /&gt;
| M9 (Billions) || Card income, missions || Fund missions, flip allegiance ($100bn)&lt;br /&gt;
|-&lt;br /&gt;
| Red Power || Card actions || Board moves (after free HQ deploy)&lt;br /&gt;
|-&lt;br /&gt;
| Yellow Power || Card actions || Additional movement&lt;br /&gt;
|-&lt;br /&gt;
| Blue Power || Card income, Psychics action || Hero activation, end card change (3 Blue), AP conversion&lt;br /&gt;
|-&lt;br /&gt;
| Green Power || Card income || Place political strength in regions&lt;br /&gt;
|-&lt;br /&gt;
| White Power || Card income || Mission requirements&lt;br /&gt;
|-&lt;br /&gt;
| Wild || Card income || Substitute for any token&lt;br /&gt;
|-&lt;br /&gt;
| Loki || Battle rewards (Black) || Black mission requirements&lt;br /&gt;
|-&lt;br /&gt;
| Angel || Hero activation (White) || White mission requirements&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== End-of-Round Events ===&lt;br /&gt;
Each round has a random event affecting all players (shown at top of board).&lt;br /&gt;
&lt;br /&gt;
=== Game End Triggers ===&lt;br /&gt;
* Alpha or Omega track reaches 21&lt;br /&gt;
* Any player completes a Level 10 mission&lt;br /&gt;
* Round 15 ends&lt;/div&gt;</summary>
		<author><name>Kairosgamesuk</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpkabal&amp;diff=29255</id>
		<title>Gamehelpkabal</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpkabal&amp;diff=29255"/>
		<updated>2026-04-02T14:57:00Z</updated>

		<summary type="html">&lt;p&gt;Kairosgamesuk: Kabal: A Game of World Domination&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Test&lt;/div&gt;</summary>
		<author><name>Kairosgamesuk</name></author>
	</entry>
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