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GAME SETUP
1. Place the board in the center of the table. Place the indicated number of
wooden population pawns on each land territory (each pawn represents
roughly 70 million people)
2. Place the Die, Special Cards and Political Capital Markers next to the board and

place the Life and Death Markers on the 75 spot on the Global Threat Track.

3. Give each player 25 points of Politcal Capital.


4. Separate the Event Cards into three piles - Event level 1, 2, and 3 - shuffe and
place the three piles next to the board. Then draw four cards from each numbered
deck and form the Event Deck with the Level 1 cards on top, followed by the
Level 2 and 3. The game ends after the last event card has been drawn OR if the
Global Threat reaches 0.



5. Determine which power each player will control. Each should take the cor-
responding Resource Cards, Secret Objectives Cards, Control Markers, Nuke
Markers and Player Aid. In case of a 5 player game the Arab Caliphate is not in
the game. In case of a 4 player game the European Union is also removed.

6. Separate the Biological Cards, shuffe them, and give each player the num-
ber of Biologicals indicated on the player aids, placing the rest next to the
game board. Take the Turn Order Markers, randomize them, and place one
face-down on each Turn Order spot on the board, in preparation for the frst turn.



7. Each player then secretly selects one Secret Objective card and places the
other two cards back in the box; they will not be used in the game.

8. Take all of the Territory Cards removing the Arab Caliphate and/or Euro-
pean Union if players are assuming those positions and place them on their
respective Territories around the board.


9. Youre ready to save or doom humanity!
COMPONENTS
1 Game Box with Insert
1 Game Board
1 8-page Rule Book
1 10-sided Die
100 Wooden Population Pawns
48 Resource Cards
36 Event Cards
30 Biological Cards
18 Secret Objective Cards
13 Territory Cards
3 Special Cards
60 Political Capital Markers
30 Control Markers
15 Nuke Markers
2 Track Markers (Death & Life)
6 Turn Order Tokens
6 Player Aids
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INTRODUCTION
It is a few years in the future and the nations of the world concur with the
opinion of an unprecedented number of leading scientists: a combination of
overpopulation, environmental change and resource depletion has put the con-
tinuing existence of the human species at imminent and dire risk. Something
drastic needs to be done immediately but what?
In the span of a few weeks, top advisors and experts of each major world power
conclude that the way their people and, indeed, all of humanity will survive
is via dramatically reducing human impact on the ecosystem. While changing
lifestyles can have some impact it will not be enough: saving humanity will
require dramatic and immediate global depopulation. With no one wanting to
put their own people at risk it will take aggressive and even inhumane acts to
somehow save the world.
You control one of six powers: United States, European Union, Russian Fed-
eration, China, India or the newly formed Arab Caliphate in a life-and-death
struggle to save the planet and your people, preserving your culture and heri-
tage for the generations hopefully to follow. More than just survival, this de-
stabilization gives you a unique opportunity to exploit the situation and become
the next global superpower. So, while your survival depends on working with
other powers, your achieving ultimate success will be a product of bold, crafty,
self-serving choices that exploit the imminent disaster for the power and glory
of your people.
OBJECTIVES
COOPERATE SAVE HUMANITY!
Tomorrows primary goal is to eliminate the global threat and save human-
ity. This is accomplished by depopulating the world via nuclear and biologi-
cal atrocities. The global threat will get increasingly more severe during the
course of the game and you must stay ahead of it until you have fnally elimi-
nated the threat altogether. Succeed, humanity persists and youve achieved
your cooperative goal. Lose, and humanitys extinction is insured while you all
lose the game.
COMPETE - BECOME THE NEXT SUPERPOWER!
At the end of the game, if humanity survives, the player with the most Political
Capital is the ultimate winner, having positioned their nation to rule the post-
apocalyptic world.
GAME PHASES
Turns are broken down into four simple game phases:
I. EVENT PHASE
Each turn begins with the Event phase. Simply reveal the top Event card and
resolve it.
II. RESOURCE ALLOCATION PHASE
Each player secretly selects two resources for the upcoming turn (or three if
they have possession of the Cyberspace card) and places them face down.
III. RESOURCE RESOLUTION PHASE
After all players have secretly selected their resources for the upcoming
turn, reveal the frst (and only the frst) Random Turn Order token. That
player may use one, all or none of their resources. In other words players
are never required to play their chosen resources; instead, they may save
one or both to block other player actions during the turn. (See Resources
below) This process is repeated until the fnal player has taken their turn.

IV. CLEAN UP
After the last player takes their turn, mix up the Random Turn Order tokens.
Then roll the 10-sided die and advance the Death Marker that number of
spaces. By the end of the next turn you must have the Life Marker equal to or
below that point or you all lose the game.
PLAY NOTE
The heart of this game lies in negotiation, planning, cooperation and backstab-
bing. While there is no formal Negotiation Phase players are encouraged to
openly discuss treaties, plans, or any other diabolical operations. Players may
leave the room to discuss the situation at hand. No deals are binding.
RESOURCES
Every nation has eight Resource Cards. Six of them are reusable, while two
must be removed from the game after being used once. However, while six of
those cards are reusable, each Power has a fnite and specifc number of Con-
trol (for expansion via Diplomacy and Military), Biological and Nuclear mark-
ers. These represent a hard limit as to how many aggressive actions you may
take. Even though you can keep playing those cards for defensive purposes,
once your stock is expended you may not continue to expand.
There are six different resources in Tomorrow and they all have specifc rules
in how they work. Keep in mind that there are differences in some cases be-
tween the capabilities of Resource Cards.
Additionally, every time you use a Military, Nuclear or Biological Resource as
an attack action, you lose 1 point of Politcal Capital. (Even if blocked!)
If you use a Resource to block an aggressve players action you gain 1 point of
Political Capital.
The target nation is always given the chance to block frst. If they choose not to
block the action, start with the player to the target nations left and ask if theyd
like to block the action and then proceed clockwise around the table until
someone blocks or all players have passed.
BIOLOGICALS
The primary way by which you will depopulate the planet. Biological weapons
function in many different ways, each unique. Some automatically eliminate
popualtion; others only do so in high population areas. Some are automatically
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and immediately dispersed while others may remain for additional turns. Some
eliminate additional random population; others spread to neighbouring territo-
ries. Your Biological resource cards may be used in two different ways:
BIOLOGICAL ATTACK
Allows you to unleash a biological attack on any land territory on the board.
When triggering a Biological Attack by playing your Biological resource card,
assuming it is not blocked, select one of your Biological Markers to use and re-
solve it. You must also discard one point of Political Capital. Biological attacks
include four components:
A. IMMEDIATE ANNIHILATION
This only occurs when the biological is frst unleashed; it does not occur a
second or third time during longer durations. This manifests in two ways:
automatically annihilating 1 or more population, and/or automatically annihi-
lating 1 pop for every 5 they then have remaining.

B. SPREADING
This only occurs when the biological is frst unleashed; it does not occur a
second or third time during longer durations. Roll the 10-sided die to check for
each land territory adjacent to the target nation: if the roll number falls within
the target range on the Biological card the disease spreads there, but for this
turn only (Duration 1). If the roll is outside that target number then it does not
spread to that territory.
C. DURATION
How many turns the biological lasts. Duration 1 attacks are immediately
resolved and then leave. Duration 2 is immediately resolved and then is re-
solved a second time on the target players next turn after the next Event and
then leaves. Duration 3 is immediately resolved and then is resolved on each
of the next two turns. To indicate remaining duration, place the Biological
card face down on the target territory for a Duration 3, then fipping it over
after being resolved for the second time to indicate it still has one resolution
left. For Duration 2, place it face-up on the target territory to indicate it has
just one resolution remaining.
D. RANDOM ANNIHILATION CHECK
This is checked on every turn that the biological remains in effect. Roll the
d10. If the roll is greater than the number of population remaining in the
territory it does not annihilate one. If it is equal to or less than the remaining
pop it does annihilate one. Thus, for any territory with 10 or more pop
remaining, these are automatic hits.
EXAMPLE
The USA player decides to unleash the dreaded Professor Heckers Blend on
China. No one blocks the attack. China currently has its full count of 20 popula-
tion pawns. The bio card says to immediately kill one population in China. The
USA player places the pawn representing 70 million Chinese in front of their
play area. A check is made to see if the disease spreads. A roll is made for ev-
ery adjacent nation to China and on a 1-8 it will spread to that territory. It some-
how only spreads to Central Asia. A population pawn is immediately removed
from Central Asia and claimed by the USA player. Professor Heckers Blend has
a duration of 3 turns which means there will be a total of three Random Anni-
hilation Checks for this disease in China : - wds v Uzwu} { Uw s-S {s
as spreading diseases last only one round;. f zww{ wwv --s Uz{ s zs
CK-s{ w s{ { y z{uz { s s s{uz{ zwgeS -swu-s{ s zw
-s{ s x Uz{ s@S zwVCB--{ svwxUw s-S {s s v {9 s CB
z{uz { wzs zw-s{ zww> { { w s v -wsw Uw s-S {s@
Uz{ s xxwzyz wuzwu} t wxwbxw Zwu}wc T-w v {
x{ s--t ww wv x -s@f zwgeS -sw v{ usv C{ xb-{{us-Us{s-@

BIO DEFENSE
If you have a Biological resource card as one of the resources youve selected
for this turn, you may use it to effectively block another players Bio Attack
against you or any player.
NUCLEAR
Contrary to what you might expect, Nukes should not be used for depopulation:
thanks to the damage they themselves do to the global threat level, eliminating
Population by nuclear means is not a net gain. Instead, Nukes are a vengeance
weapon that destroy the land and environment of their target. Nukes are what
players should use to gain revenge, to punish an opponent for working against
them. Important: population kiled via nukes do NOT lower the Global Threat Level!

Nuclear Resource Cards may only be used to attack. A nuclear attack imme-
diately removes one population pawn from the board of the target country. In
addition, another pawn is removed for every fve pawns still remaining. A nuke
marker is then placed on the target territory to signify nuclear damage,
which will cost them Political Capital at the end of the game.
The United States and Russia are the only two Powers with Global Nukes which
can be used against any land territory on the board. Every other Power has
short-range nukes which may only be used against an adjacent land territory to
one they control.

EXAMPLE
Russia uses its Long Range Nukes to attack the USA which is full of its initial
fve population pawns. One pawn is immediately removed from the board and
placed in front of the Russian player. For every fve pawns remaining another
pawn is removed (rounding down) and since the USA has only four pawns the
Russian player fails to collect additional pawns. A Nuke Token is placed on
the USA. Global Threat remains unchanged because population was killed via nukes.

TERROR
Attacks of terror, while not signifcant enough to destroy population, are dev-
astating to the infrastructure and the mindset of the people of a nation. The
terror resource may be used in one of two ways:
TERROR ATTACK
Used against any other player as an action. This forces the target player to
exhaust one of their remaining resources for this turn, thus returning the card
to their unused stock, and losing 1 Political Capital.
COUNTER TERRORISM
Used to effectively block another players terror attack against you or any
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player.
CYBER
Control of the Internet is vital to national security. Having control of cyberspace
- imposing your will on other Powers - allows you to maximize your options.
Cyber Resource Cards can be used in two ways:
CYBER ATTACK
A direct Cyber Attack simply grants you the Cyberspace card - so long as an-
other player does not block your attempt with their own Cyber Resource Card!
The Cyberspace card grants you a third resource during the Resource Alloca-
tion Phase, a substantial tactical advantage.
CYBER DEFENSE
You may use your Cyber Resource Card to effectively block another players
Cyber Attack against you or another player.
MILITARY
Military is the most powerful way to expand around the map. It allows you to
claim land and sea territories, and when a military invasion is successful you
immediately seize control of the target territory. You may use Military Resource
Cards in one of three ways:
TERRITORY INVASION
Allows you to gain control of any territory (except player-controlled capitols)
adjacent to one you already control - as long as no one else blocks your action
with a Military Resource of their own. If successful, place your Control Marker
on the territory, removing any other players Control Marker that was already
there and placing it in front of you [see: Vendetta section, below]. If unsuccess-
ful, both you and the blocking player exhaust your cards. (Unless the resource
says to remove after use. These cards are still removed!)
AIR STRIKE ON ANOTHER PLAYERS CAPITOL
Allows you to attack an opponents capitol, in order to force them to discard any
Resources they have remaining for this turn. You may not take control of an-
other players capitol; this only impacts their resources. If unsuccessful, both
you and the blocking player exhaust your cards.
COUNTERMEASURES
Allows you to block another players attempt to use a Military card as an action.
You may block attempted actions anywhere on the board.
DIPLOMACY
Diplomacy is the more fexible but less powerful way to expand. On the plus
side, Diplomacy may be used to expand to any land territory around the map.
On the negative side, it only affects land territories and, if another player
already controls the territory, all it does is remove their control (either Military
or Diplomatic), not give you immediate control of it. Diplomacy can be used in
one of two ways:
COUP
Allows you to infuence a territory that is not an opponents capitol, anywhere
on the board. So long as no one else blocks your action with a Diplomacy
card of their own, if the territory is not currently being controlled, place one of
your available control markers on the territory. If the territory is already under
another players control, remove their control marker instead, not placing your own down.

EFFECTIVE INSURGENCY
Allows you to block another players attempt to use a Diplomacy card as an ac-
tion. You may block attempted actions anywhere on the board.
SPECIAL CARDS
There are three Special Cards that begin the game not in any players control:
CONTROL OF CYBERSPACE
Ownership of this card grants the player a third resource during the Resource
Allocation Phase. You get it by playing a Cyberspace Resource Card as an action
that is not blocked by another player.
DOOMSDAY VIRUS
Any player may use; discard after use.
THE BIG RED BUTTON
This simulates the potential threat for a global thermonuclear war that would
incinerate the planet. On their turn, USA or Russia may use this to end the
game. Note: groups not comfortable with this card may choose not to use it.
VENDATTAS
Taking actions against other players creates an opportunity to gain additional
Political Capital, while also putting political pressure on the target from their
own people to respond and launch a counter-attack against you. Whenever you
successfully attack another player's capitol with Bio, Military or Nukes, if they have any Control
Markers left, you take one of them and place them in front of you. On the next turn,
if they do not attempt an action against you with one of their resources, you keep that Control
Marker for the rest of the game. This limits their ability to expand during the
game and, during End Game Scoring, counts as though you annihilated one of
their Population. However, if they do even attempt to attack you on the next
turn, they take the Control Marker back again. If their attack is successful they
do not then take one of your Control Markers and create a Vendetta; they would
need to attack another time.
IMPORTANT CONCEPTS

POLITICAL CAPITAL
The player with the most Political Capital at the end of the game wins. It can be
earned (or lost) in a variety of ways [see: End Game Scoring section].
GLOBAL THREAT TRACK
The Global Threat Track refects the current threat to human extinction. On it
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is a Life Marker and a Death Marker. If, after every player has taken their turn,
the Death Marker is farther down the track than the Life Marker the game is
over and everyone loses. The Life Marker moves down the track by annihilating
population with biological horrors.
GLOBAL IMPACT RATING
This rating measures how much negative global impact each nation is currently
having on the Earth. It is used as a modifer when adjusting moving the Life
Marker down the Global Threat Track. If, for example, 1 Population is annihi-
lated from the United States the Life Marker would move 3 spaces, multiplying
the number of Pop lost by the Global Impact of that Power. Other than the six
Major Powers, all other territories have just 1 Global Impact.
;L ;DJI
The events in Tomorrow are random things that the players deal with; its
not enough that the world is teetering on the brink but as the world popula-
tion attempts to deal with calamities - these events are triggering, forcing
players to deal with the opportunities and threats they provide.
CONTROL MARKERS
Each nation has a specifc number of Control Markers that are used when a
player controlled nation uses its military or diplomacy resources to take over a
neutral or non-player capitol.
In addition, if a player controlled country attacks another player controlled
country with a bio, military or nuclear attack action, the country that was attacked
must temporarily surrender one of its Control Markers. If a retaliation strike is
not made on the next full round, the player loses that control marker and the
attacking nation keeps it as a trophy and earns end game Political Capital.
ANNIHILATING POPULATION
Whenever population is annihilated by another player:
Place the population pawn(s) in front of the player who annihilated it regard-
less of whether it was due to a nuclear, biological, or other means.
Reduce the Global Threat Level an amount equal to the number of population
annihilated multiplied by the Global Impact of the territory they came from. (Unless killed by nukes!)
All territories that are not a players capitol have a Global Impact of 1.
EXAMPLE
1 USA pawn is annihilated by the European Union (EU) player. The USA pawn
is placed in front of the EU player. Referring to the Player Aid the USA has a
global Impact of 3, so the Global Threat Level is reduced by 3 points (3 Global
Impact x1 USA pawn).
Note: Some Events will annihilate population without any actions
from players. These population pawns do not score point for any player; they
are simply removed from play. However, you still lower Global Threat as normal.

Additionally, if a player controlled home nation loses all of its population that player
is NOT eliminated from the game!
END GAME SCORING
The game is over on the turn when the event deck runs out or immediately
when the Life Marker reaches 0. Assuming that the players save humanity,
you calculate the fnal scores by doing the following:

Players privately add or remove Political Capital (PC) to their current secret
stash:

- For each different colour of population you annihilated, multiply the number
of pawns of that colour by the Annihilate number on your Secret Objective
Card

- For each Control Marker you hold from other players, receive the Annihilate
number on your Secret Objective Card

- For each land territory you control, multiply the number of pawns left in that
territory by the Protect number on your Secret Objective Card

- For each land or water territory you control around the board, receive 1 PC.
(Not counting home territory!)

- For each Nuclear Damage or active Biological on territories you control, lose
1 PC.

Once fnal totals are secretly calculated, randomly determine turn order using
the Random Turn Order Tokens and reveal the frst one. Then each player, one
at a time, may choose to give any amount of their Political Capital to another
player. This is done to settle scores and to throw your political muscle to an-
other player if you dont think you can win.

EXAMPLE


India fnished the game with 11 points of PC (They started with 10 and earned 4
points via blocking actions and lost 3 points for aggressive actions) India man-
aged to eliminate three China population pawns and four from Central Asia.
India was playing with its Regional Focus Secret Objective, which reward a X3
modifer for every Chinese pawn it kills. It also receives a X2 modifer for every
Central Asia pawn. This gives India another 17 points of PC (9 for China and 8
for Central Asia). India has one Control Marker from the China, which earns
India another 3 points. (3x1)

India has seven purple pawns left in its home country and also has control of
Southeast Asia and South Africa. The Secret Objective card reveals a X3 bonus
for protecting India pawns and a X2 modifer for every pawn in both SE Asia
and North Africa.. There is one pawn in Southeast Asia and two in North Africa,
earning India 27 points (7x3 + 2x1 + 2x2)

India receives 3 more points for its control of SE Asia, North Africa, and the
Arabian Sea.

India now loses 2 points due to having a Nuke Token and an active Biological
Disease in its home territory.

India fnishes with 59 points.

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