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Hostile Intent is an expansion for The Resistance consisting of several different module rules. A copy of The Resistance is required to play these expansion modules.

How you play and win The Resistance remains the same as the base game except for the changes outlined in each of the various module sections. Modules can be combined, though it is recommended that you play each module separately (and without the Plot Cards) before combining them.


Components

  • 6 Hunter Mission cards
  • 4 Hunter Loyalty cards
  • Investigator Token
  • 10 Hunter Character cards
  • Inquisitor Token
  • 6 Reverser Mission cards
  • 2 Reverser Character cards
  • 2 Inquisitor Loyalty cards
  • Instructions

I. Hunter Module

In this module both the resistance and spies must identify a specific individual among the opposing team to win. The spy Hunter reveals themselves after the third failed mission and has to correctly Accuse the resistance Chief to secure the win. …


I. Declaration

Once combat begins it continues a number of rounds until a Captain has lost or has escaped. Each round the players declare which combat action they wish to perform (starting with the aggressor i.e. the Captain that engaged the battle). The first round "shoot" is the only available action, but on the subsequent rounds players can choose one of the following actions:

  • Shoot: Try to hit the enemy ship with cannon-fire.
  • Board: Try to board the enemy ship.
  • Flee: Try to escape from the battle.

II. Seamanship Contest

After declaring an action, each player rolls his Captain's Seamanship skill in what is called a Seamanship contest. The Captain who wins the roll (rolls the most successes) out-maneuvers his opponent and gets to perform his selected action. If no Captains get any successes, no one wins - proceed to the next round. …


Non-Player Captains (NPCs) are Captains and ships not belonging to any player. NPCs can be either Naval ships or Pirate ships and are physically present on the Game Board as plastic miniatures.

The following describes all the rules governing their behavior.

Bringing NPCs Into Play

NPCs are brought into play by Event Cards, such as the "Dutch Naval Ship" and "Pirate Sloop". The Event Card deck holds 12 Admirals (3 of each nation) and 6 Pirates (3 Sloops, 3 Frigates).

Each card holds information on the skill values of the Captains, which is why they are placed face up on a designated area on the board when drawn. …


Blood Rage is not just a simple area control game. While winning battles can certainly be a path to victory, you can sometimes gain a great deal by dying. In a suicidal battle, you can gain glory as your troops are sent to Valhalla. And at the same time you deplete cards from the hand of the winner, weakening them for future battles.

Quests can score huge amounts of glory. They're much too powerful to ignore. But if you collect too many of them, you may be too weak to accomplish them. You need to strike a balance. …


Game Components

  • 1 Game Board
  • 99 Cards
  • 1 Age Track Sheet
  • 1 Valhalla Sheet
  • 1 First Player Token
  • 1 Doom Token
  • 1 Saga Token
  • 9 Pillage Tokens
  • 4 Clan Sheets
  • 8 Ragnarök Tokens
  • 16 Clan Tokens
  • 4 Glory Markers
  • 10 Wolf Clan Figures
  • 10 Serpent Clan Figures
  • 10 Bear Clan Figures
  • 10 Raven Clan Figures
  • 6 Monster Figures
  • 44 Small Plastic Bases
  • 8 Large Plastic Bases

Setup

Prepare Your Clan

First, each player chooses one of the available clans to play, by placing one of the Clan Sheets in front of them. At the start of the game, all clans are equal, but they'll soon become unique with each player's choice of upgrades. …


The solo game is played according to the rules for 2 to 7 players with the following exceptions:

In the Work phase, place one Dwarf after another. There are no opponents that you have to wait for. The goal of the solo game is to get the highest score you can. Try to beat the "magical score" of 100 points. You start the game with 2 Food.

Use the game boards for the 2-player game and cover some of the Action spaces with Overview cards as indicated in the following illustration. …


In the Village, there are eight different areas, corresponding to eight Actions which can be performed by all the players:

  • five areas with only one spot (one circle) for the Hunting, Craftsmanship, Gift, Farewell and Shamanism Actions
  • one area with two spots (two circles) for the Expedition Upgrade Action
  • and two unlimited areas for the Canoe Manufacturing and Horse Trade Actions.

Village Actions are, overall, less valuable than those of the Encountered Characters; but they save you from having to commit a Character from your hand, and give you the opportunity to get resources that you might not obtain otherwise. …



Starting Technologies

Wheel


You can move colonists up to 1 space on the map.

Hunting


You receive 1 Gold every time you take control of a game symbol.

Fire


You can use building space number 1.

Barter


You receive 1 Gold every time you place a cube on the map.


Technology Tiles

Carriage


You can move colonists up to 2 spaces on the map ('Wheel' becomes obsolete).

Rail


You can move colonists up to 3 spaces on the map ('Carriage' becomes obsolete).

Aviation


You can move colonists to any space on the map ('Rail' becomes obsolete). …



Buildings By Level

You begin the game with the Colonial House, which will help you start your campaign to control local cities.


The Market is the basic card-drawing building in the game, and will be useful from beginning to end.


A Shipyard built early in the game will allow you to start shipping to other regions while providing a cultural boost.


The Workshop gives your empire a strong early boost in its industrial ability, opening up new building options.


Building a Bank will boost your financial score and help your workforce to rotate smoothly. …


For the die-hard war gamers and for those players that, after having played the standard game a few times, are still in search of yet another challenge, there is the Expert version. As much as this is possible for a board game that is intended to be fun, an attempt has been made to follow the historical reality of the battle.

In this version, the following rules apply:

If Napoleon falls in battle, the game immediately ends. In this case the Allies will have achieved a decisive victory! If Wellington falls in battle, the game continues, but the Allied player will have two actions less. …