RIFT-ZONE-logo

RIFT ZONE CONTACT Board Game

RIFT-ZONE-CONTACT-Board-Game-product

സ്പെസിഫിക്കേഷനുകൾ

  • 12 Full color unit cards
  • 22 Smart Miniatures
  • 24 Faction emblems
  • 1 Guide Book
  • 2 Scry’Ox Colony/ UEDF Colony tiles
  • 8 Mycelium Fields/ Fungal Forest tiles
  • 4 Basalt Rock Formation/ Alien Ruin tiles
  • 1 Quick Reference Sheet

ഉൽപ്പന്ന ഉപയോഗ നിർദ്ദേശങ്ങൾ

  • ആപ്പ് സജ്ജീകരിക്കുന്നു
    • Rift Zone: Contact is played using the tiles and miniatures in  the box and the Rift Zone: Contact app on your smartphone. Follow these steps to set up:
    • Download the Rift Zone: Contact app from the iOS or Android store.
    • Open the app and log in with your existing Apple GameCenter or Google Play Games account.
    • If you don’t have an account, the app will guide you through setting one up.
  • Smart Miniatures
    • All miniatures in Rift Zone: Contact are uniquely identified with an RFID tag. Follow these steps to get started with the miniatures:
    • If you bought a box set, scan the QR code provided in the box to take ownership of your units.
  • Customize and track your units as they gain experience and levels using the app.
    • You can scan each unit individually or divide them up with friends using the app.
  • Play Your Way
    • Rift Zone: Contact is a hybrid tabletop game that uses Augmented Reality (AR) as a complement to physical pieces. Here are different ways to play:
  • Full AR
    • Use AR anchors for campaign levels and skirmishes on any surface.
  • The Full Experience (Recommended)
    • Play with physical pieces and virtual 3D models for campaign levels and skirmishes.
  • Travelling Light
    • Carry AR anchors and a few tiles for a compact gaming experience without miniatures. Share inventory with others to play together.

പതിവുചോദ്യങ്ങൾ

Q: How do I add new units to my inventory?

A: Scan the QR code provided in the box or use the app to scan each unit individually.

Q: Can I play Rift Zone: Contact without physical components?

A: Yes, you can play using only virtual 3D models and AR anchors.

Q: Do I need to own the game to play with others?

A: No, players can share their inventory, allowing new players to join without owning the game.

തലക്കെട്ട്
Sub head Body Callout Note: xyz Bullet one two three
ഗൈഡ് ബുക്ക്
1

From dense jungle canopies to sprawling fungal fields and rocky basalt mountains, the battle for Proxima Centauri b rages on. Will you join the UEDF to fight for Earth’s chance to start fresh? Or help the Scry’Ox Collective secure their best chance for survival? The Rift Zone universe is waiting for you! Game Introduction Thank you for choosing to save our species by joining us on Proxima Centauri b! If you want to dive right in then download the Rift Zone: Contact app on the Android or Apple Store and get playing now. If you want to read on, this guide provides some background and more information that can be useful now and later, including setup details, detailed how-to-play instructions, and a reference section on units, attacks, abilities, terrain, and effects. We are always working to improve Rift Zone: Contact so some minor things may have been changed, added, or removed in the game that aren’t reflected in this guide. You can find the latest version of this guide on our website: https://boostedreality.games
22

The Interstellar War That Never Should Have Started
The origins of the human­Scry’Ox war began in 2454 with a tragic misunderstanding at Proxima Centauri b. A Scry’Ox survey vessel, using their gravity-based fasterthan-light travel, encountered a human ship that appeared suddenly through a method of hyperspacial travel the Scry’Ox could not detect. Startled, the Scry’Ox scanned the intruder. Unfortunately, their gamma ray and gravity sensors unintentionally destablized the human ship’s drives. Believing themselves under attack, the human crew retaliated, destroying the Scry’Ox vessel and the young queen onboard. To the Scry’Ox, this unprovoked aggression was unforgivable. They swore vengeance, interpreting their lost ship’s final transmissions as a call to arms.
“This war was never meant to be, there is so much we don’t understand about each other, but what we do share is an urgent need for survival and right now the only common ground we can find is the battlefield.”
UEDF Admiral Salama Iosava
In the decades that followed, both civilizations transformed under the pressure of war. Humanity, once fractured by rival nations and corporations, unified into the United Earth Defense Force. The Scry’Ox hiveclans likewise restructured, devoting their skills in bio and genetic engineering to weapons, and building warships. The climax came in 2487 with “The Incident,” when massive fleets from both sides converged on the rare habitable world of Proxima Centauri b–only to vanish from communication. Subsequent faster-than-light travel to the system mysteriously failed, leaving both species’ forces stranded on the planet beneath a widening rift in space-time. Now locked in a desperate ground war, beneath skies torn with strange anomalies, UEDF and Scry’Ox soldiers must decide whether to continue their battle for survival–or, together, face the greater, unknown threat they have unleashed.
“Honor demands we battle on while the screaming sky sings a discordant song of future terror and strife.”
Queen Dar’sael – Tskki mining clan
33

ബോക്സിൽ എന്താണുള്ളത്

RIFT-ZONE-CONTACT-Board-Game-fig- (6)

ആമുഖം

X5

X1

X2

X1

X1

X1

12 – Unit Full color unit cards

X1

X1

X3

X2

X2

X2

22 – Smart Miniatures

24 – Faction emblems
Header Sub head Body Callout Note: xyz Bullet one two three
ഗൈഡ് ബുക്ക്
1
1 – Guide Book

2 – Scry’Ox Colony/ UEDF Colony tiles
4

8 – Mycelium Fields/ Fungal Forest tiles

4 – Basalt Rock Formation/ Alien Ruin tiles

1 – Quick Reference Sheet

ആമുഖം

ആപ്പ് സജ്ജീകരിക്കുന്നു
Rift Zone: Contact is played on your table or floor, using the tiles and miniatures in the box and the Rift Zone: Contact app on your smartphone. Setting up is easy. First, download the Rift Zone: Contact app from the iOS or Android store. Once installed, open it to get started. We use your existing Apple GameCenter or Google Play Games account so there’s no new user/password to remember. If you don’t have one yet, the app will walk you through setting one up.

Smart Miniatures
All of the miniatures in Rift Zone: Contact are uniquely identified with an RFID (Radio Frequency IDentification) tag. This means that even when they look the same they aren’t. Each one can be named, gain experience, and go up in levels. The more games you play with an individual unit the better it gets.
If you just bought a box set, scan the QR code provided in the box to take ownership of all your new units, they will be automatically added to your inventory. You need to take ownership of your units to customize them and to track them as they move up in levels. If you prefer, you can also use the app to scan each unit one at a time or to divide them up with friends.
With the app installed and the units in your inventory you are ready to play! Feel free to put down this guide and dive right in. You can always come back and learn new ways to play, tips and tricks for strategy, and game details.

5

Play Your Way
Rift Zone: Contact is a hybrid tabletop game that uses Augmented Reality (AR) as a complement to the physical pieces. This means you can play your way, with as many, or as few, of the game components as you want. Find the ways you like to play!

Full AR
Not enough room for full tiles? The AR anchors are half the size of a full tile. You only need one and you can play all of the campaign levels anywhere you go. The campaign renders virtual versions of the terrain so you can see where everything is. You can also play skirmishes on any surface without terrain.

The Full Experience (Recommended)
Using the terrain tiles and smart miniatures means you can see the whole battle in a glance. The app provides tactical support and heads up display. This is our favorite way to play and recommended for most players. Slide your UEDF Excalibur into Lightning Sword range or look on in horror as the Scry’Ox Mauler pulls it close enough for the Mandible attack. Using phone stands [not included] is a great way to keep the AR focused on the gameboard while you consider your options or until you need to respond to an attack.

Travelling Light
On the road with no room in your luggage for the full game? Toss an AR anchor and a few tiles in, they pack flat! Leave the miniatures at home and set the app to show you the virtual 3D models. You can play campaign levels and skirmishes with anyone you meet. Anyone playing a game together shares their inventory so new players do not need to own the game to play with you.
…with Far Away Friends
Finally, a host can set up any of the above options and send a game room code to friends far away so they can join in and see the Full AR version of the same game. Feel free to build an epic map of terrain and remote friends can see it rendered in full AR on their table; all they need is their own AR anchor.

6

Setting Up a Game

Setting up a game is easy. The host makes a few choices to set up a game in the app and the rest join using a room code. Here’s how:

Campaign or Skirmish?

The first choice in setting up a game is to either play a campaign level, where most choices are pre-set per level, or play a skirmish where the host makes all the choices.

Campഎയിൻ

സിampaign lets you play through the story of events right after the mysterious rift opens above Proxima Centauri b while also providing a great way to get playing quickly. Playing the first chapter will familiarize you with the basics.

One player acts as host and selects the Campaign button on the main screen. The other players will Join using the room code created when the host sets up the game. Once you select a chapter, you’ll be able to see the details of what’s required to play it and what each faction’s goals are. You’ll also see a story summary, outlining the significance of this encounter in the larger UEDF-Scry’Ox war. The first scenario is an Elimination battle, where your goal will be to destroy all of the enemy units.

1. സി തിരഞ്ഞെടുക്കുകampaign on the main screen, and then choose the chapter you want to play.

സ്ക്രീൻഷോട്ട്

2. Share the room code with all players. They will enter it on the Join Game screen. Each player will choose to join the UEDF or the Scry’Ox. Make sure you have players representing both factions.

3. Once all players have joined, select Start Game to show the faction briefing. Each faction gets a different briefing.

4. Draft your army according to the requirements for each campaign level. Any required units will be shown with an R icon in the list.
5. Place an AR anchor tile on a table or other flat surface and follow the directions in the app to find the play surface and scan the anchor.
Note: the campaign assumes the first AR anchor you scan is at the bottom left of the terrain map. The location of terrain tiles will be shown in AR and you can place them afterwards.
6. Place units one at a time alternating placement in the designated start tiles for each faction. If you are playing with miniatures you can place them first, and then tap on their location to inform the app. Once the last unit is placed the game begins.
Each chapter will lay out different missions to achieve victory and the missions for each faction may be different. UEDF and Scry’Ox players will cooperate with others in their faction to achieve their faction goals.
Note: you can play the campaign game without the terrain tiles (and even miniatures) if desired.
7

Setting Up a Game

ഏറ്റുമുട്ടൽ

RIFT-ZONE-CONTACT-Board-Game-fig- (7)

Skirmish let’s a player build their your own scenario and enjoy a variety of multiplayer battle types with terrain, victory conditions, and units they you choose.

Selecting New Skirmish on the main menu gives maximum flexibility.

1. Lay out one or more AR anchors and terrain tiles on a table or other flat surface. This will be your battlefield. Terrain tiles do not need to be all together. Any surface that is not occupied by a terrain tile is considered to be Mycelium Fields.

2. Open the Rift Zone: Contact mobile application and select New Skirmish.

സ്ക്രീൻഷോട്ട്

3. In the New Skirmish game set up screen you can choose the battle you wish to fight. Select the team types, victory conditions, number of teams and army power. Share the room code at the top with the other players. Then select Create Room.

4. Each player will use the Join Game button and the room code to join the game. After selecting a color to highlight their units on the battlefield players can choose a team and/or a faction depending on the game.

സ്ക്രീൻഷോട്ട്

5. As they join, players will appear in a list on the game lobby screen. Here you can customize their team and faction, if needed. When everyone is ready, select `Start Game’ to begin.
6. The host will follow the directions to scan the play surface, and find the AR anchor(s). Be sure that all AR anchors have been spotted and have a 3D image on top of the before tapping Anchors Done to proceed to the next step.

7. Next, follow the instructions to recognize the terrain tiles. As the app discovers them they will be rendered in AR so you can see they have been recognized. See tips later in this guide for tips. Before tapping Terrain Done be sure to double check all have been recognized. After this step terrain tiles cannot be added or moved.

8. Players take turns placing units one at a time in the designated start tiles for each faction. If you are playing with miniatures you can place them first, and then tap on their location to inform the app. Once the last unit is placed the game begins.

For players other than the host, the first time you place a unit you may be asked to calibrate your AR by scanning the table surface and finding an AR anchor. You only need to find one and the app will do the rest. Only the host, the first time, needs to find all of the anchors and recognize all the terrain.

8

Setting Up a Game

Team Type
A team is anywhere from one to eight players. Victory is awarded to a team. All players on that team will cooperate to achieve the victory condition and all players, and their units, on the winning team will gain experience for the victory. There are three team types in a Skirmish game:, Faction, Team, and Mixed.
Faction is the most rigid. Only two teams are allowed, one UEDF and the other Scry’Ox. Each player must select one or the other and only play with units from their chosen faction.
Team, like Faction, requires all players on a team to use units from a single faction. However, in a team battle there can be up to eight teams and there is no requirement that both factions are represented. Select Team battle if you want UEDF v UEDF or ScryOx v ScryOx v UEDF. Victory is awarded to the winning Team.
Mixed is the most flexible where players can draft mixed armies from any faction for their team.
Factions

വിജയ വ്യവസ്ഥകൾ
Rift Zone: Contact has five different victory conditions. We plan to add more over time so if you have a way you’d like to play please let us know. The five victory conditions are:
Elimination – Destroy all opposing armies. When only one team has surviving units they win.
Assassination – Destroy the enemy commander(s) before your commander is destroyed. Each team selects a commander as “It”. In campaign mode the commander is selected for you. The last team with a surviving commander wins.
Conquest – Conquest – The host assigns a `home’ tile to each team. The goal is to keep possession of your team’s home while taking possession from the other teams. A tile is owned if only one team has units on it at the end of a round.
King of the Mountain – Occupy a designated tile for two rounds without any of your opponents units being there.
Gauntlet – carry a gauntlet across the battlefield with your enemies trying to stop you from getting it to its destination.

യു.ഇ.ഡി.എഫ്

Scry’Ox

9

Setting Up a Game

Team Power
Team Power controls how large each team’s army can be. Each unit has a cost, listed on the unit card and in the unit details in the app. This cost changes depending on the unit’s rank and which attacks and abilities are equipped. When a player drafts a unit, that cost is added to the team’s total power. The team’s total power cannot exceed the team power set when the game was created. When you are setting up a skirmish game you can set the power for each team. Each campaign level sets the total power for each faction.
A 500 point elimination battle between two players typically takes about 50 min. You can estimate game time for an elimination game with the formula: playtime = #teams x team power/20. So a 3 team game with 300 point teams will take approximately 45 minutes.
Note: that the other game types typically take less time to play and experienced players can often shorten the game time in half if they take their turns quickly.
Terrain Tiles
Terrain is an important part of the game and many terrain types have significant effects on the battlefield. You can find the complete list of terrains and their effects on the game reference card. Campaign levels have pre-set terrain maps. While players are placing units is a great time to put down terrain tiles and align them with the models in AR. This is not required but does help when you are using the miniatures. In skirmishes you can lay out any terrain tiles in any pattern you want. Terrain tiles do not need to touch edges. They can be scattered anywhere on the table. Units can move on and off terrain tiles.
Note: as the battle between the UEDF and the Scry’Ox advances it may have an impact on the terrain, changing its effects.

യൂണിറ്റ്
Reaper Swarm

യൂണിറ്റ് ചെലവ്

Action Points

RIFT-ZONE-CONTACT-Board-Game-fig- (1)

ആരോഗ്യം

70

3/5

300

100

3/7

300

Weapons and Abilities
Claws, Nanite Projectors, Plasma Rifle, Tall Thrust
Blinding and Corrosive Nannies, Dash

Scarab

120

3/5

500

Grapple, Nanite Projectors, Plasma Cannon

സ്റ്റോക്കർ

180

4/7

700

Piercing Legs, Nanite Spray, Plasma Cannon

നെക്സസ്

150

Mauler

250

റേഞ്ചർ

40

എക്സാലിബർ

120

കുത്തുക

200

സ്കാൽപെൽ

200

Stormbringer 250

Gungir

350

4/6 4/7 3/3 3/5 3/5 4/6 4/12 4/8

400 1,000 250 500 700 400 400 1450

Howl, Nanite Boost, Nanite Repair
Mandibles, Nanites, Gravity Anchor, Gravity Well, Burrow
High Velocity Rifle, Flame Thrower, Thermal Grenade, Power Jump
Lightning Sword, Shield Bash, Claymore Gatling, Thrusters
Capacitive Discharge, Dual Gatling, Auto Cannons, Embed
Smart Gun, Thruster Pinwheel, Spot, Mechanic
Direct Missiles, Indirect HE Missiles, Rifled Gatling Guns, Boosters
AEGIS Missiles, Dual Cannons, Rail Gun, Overrun

10

Setting Up a Game

Unit Draft
Once the game has been configured and all players have joined it is time to draft your army. Each player will select which units they want in their army for the battle. During the draft players can draft from the inventory of any player in the game. In addition, a player can use the Scan Unit button to scan the RFID of any miniature. If that miniature is not owned by any player in the game it is added to the army as a temporary unit with 0 experience and the rank of Recruit.
For early campaign levels the army each side will have at their disposal is restricted to specific units at the rank of Recruit. The app will ensure that you select the right units. For skirmish games (and later campaign levels) it will be up to you to decide which army you want to bring to the field to achieve your objective.
As units gain experience, they unlock the ability to enter a battle at higher ranks. You can always choose to draft an experienced unit as a Recruit. If you choose to take advantage of the upgrades that come with a higher rank the unit cost will increase based on the rank selected. In addition, as you acquire new attacks and abilities these may also add to the cost to draft the unit when they are equipped. For instance, a recruit Space Ranger costs 40 points, but one with a rank of Trained will cost 45 to add to your army. Maintaining balance in the game is our top priority so that the skill of the players and their strategic choices make the difference.

To draft a unit:
Tap Add Unit
Find the unit in your inventory or the inventory of another player
Tap (i) to customize the Rank and configuration of the unit
ടാപ്പ് +
Then the unit is in your draft. You can use the (i) next to any unit to customize it in your army. Once you tap the Confirm Army button you cannot reconfigure your army. Once your army is selected you will place them during the unit placement phase. Each player takes turns placing a unit until all units are on the battlefield. How you set up your initial unit placement can be as important a decision as which units you bring to the fight.

11

ഗെയിം പ്ലേ
Rift Zone: Contact is played in rounds. A round begins with the player with the most available Action Points. That player selects a unit to activate and takes a turn with that unit. Once that turn is complete play moves to the player, on a different team, with the most available Action Points. Play continues, with each player taking turns, until all units have been activated. When the round is over effects are applied and units recharge
action points according to their unit type.
Action Points Action Points (AP) are used by a unit to take actions. This may be the combined capabilities of multiple pilots, the intellectual ability of a unit to multitask, or the ability to act efficiently. Every unit starts with a starting AP and also has a maximum number of AP. At the start of each round a unit regains the amount of AP equal to its starting value. A unit cannot have AP greater than its maximum. AP are used during a unit’s turn to attack and to use abilities. They are also used when a unit is attacked to evade or counter attack, if possible. Learning to manage AP is key to mastering the strategy of Rift Zone: Contact. The available AP for a player is the total AP for all of that player’s units that have NOT yet been activated this round.
On Your Turn When it is your turn, choose any unit that has not been activated this round by selecting it. Units can be selected by tapping on them in the AR view or using the Current Army (image of current army icon) view to select it. In the AR view, units that have not been activated this round have a solid line around them. Previously activated units have a dashed line. You can change the activated unit by selecting a different one as long as you have not moved or spent any action points. Once you move or spend action points you must complete that unit’s turn before activating another. If you want to pass your turn you may by tapping the End Turn button WITHOUT activating a unit. Once you activate a unit you MUST take a turn with that unit or a different one. An activated unit can use movement and AP in any order.
12

ഗെയിം പ്ലേ

നീക്കുക

RIFT-ZONE-CONTACT-Board-Game-fig- (5)
Each unit has different movement ranges and movement types. The UEDF Gungnir moves slowly across the ground on treads while the Scry’Ox Reaper walks swiftly on its many legs. Terrain will impact the movement range based on the type of movement. Walking through the squishy ground of the Fungal Forests can be slow going but hovering is only slightly slowed by the large growths. Managing movement and terrain types can help ensure a good, tactical position.
The app will show you the maximum movement range for your unit in any direction based on terrain. To register a move, tap your destination on the screen and tap the Move button to commit it. Then, move your miniature to the new location.
You can break your movement into as many smaller moves as you want until your maximum movement is consumed.
ആക്രമണം
Attacks are intended to damage or destroy other units. The first step in any attack is to select a target within range. Depending on the type of attack you may be selecting more than one target. Once you select a target you can decide if you want to launch the attack based on the accuracy. If you do launch the attack and it hits then it will do damage and potentially apply effects to the target units. See the Combat section for more details

Use an Ability
Abilities do not damage other units but they can make the difference in any battle. Like attacks, abilities have a range, which is represented by a green circle. However, abilities do not have any accuracy or damage. They always `hit’ the target(s) selected.
Abilities have different types:
Self – these abilities are used on the unit itself to change something. The UEDF Sting’s ability to Embed grants it some combat bonuses at the cost of not being able to move while the Scry’Ox Mauler’s Burrow ability grants it extra movement at the cost of not being able to attack. Turning them off often also requires AP
Movement – some units have the ability to spend AP to gain extra movement. This movement is often of a different type than the unit’s base movement. For example, UEDF Excalibur normally have a movement type of Walking but their Thrusters give them a brief movement with a Flying type.
Friendly – These abilities are intended to be used on friendly units to grant them protection, health, or AP. Friendly units are those that are in your army or the armies of members of your team. They can be one-shot or have an effect over time. The Scry’ox Nexus’ Nanite Boost ability grants faster AP regeneration and the UEDF Scalpel’s Repair ability can restore a damaged system.
Any – These abilities can be used on any unit on the battlefield. The Scry’Ox Mauler’s Gravity Well can pull enemy units into range of the devastating mandibles but also can push a friendly unit out of a problem area.
13

ഗെയിം പ്ലേ

ഇഫക്റ്റുകൾ
Attacks, abilities, and even terrain can apply Effects to units. Effects are ongoing changes to the unit. Some effects impact what a unit can do, some apply changes over time, and some change the unit’s attributes like movement, evasion and others. Any effects applied to a unit will be displayed in AR as an icon in the display hovering above the unit on the battlefield. You can also inspect the effects applied to a unit in the unit details screen under Effects. Tap them for a full description. See the Effects section at the end of this booklet for the currently known effects.
ഭൂപ്രദേശം
As in any strategic battle, terrain can make the difference between victory and defeat. The same is true in Rift Zone: Contact. Terrain impacts the environment in three major ways:
Movement – movement through terrain may be more difficult or easier depending on the movement type. Burrowing under Basalt Formations is easier while walking is harder but walking through Alien Ruins is unhindered while burrowing is blocked.
Accuracy – Attacking, in to, out of, and through various terrain will impact the accuracy. For example, the Basalt Formations give a bonus or penalty to accuracy depending on if a unit is attacking in or out while the Fungal Forests provide a distance-based penalty for firing through them. That is, unless the attack is considered an indirect attack.
Effects – Units within a terrain will have terrain effects applied. These will vary depending on the terrain. Basalt Formations and Fungal Forests improve evasion while the Alien Ruins can have random effects that change over time.
14

യുദ്ധം
Combat is key to achieving your victory objectives. It’s not the goal but it sure is a lot of fun! Here’s how it works:
Select an Attack
You select an attack from your actions (the scrollable items at the bottom of the AR screen) the main AR view will update to show you the range of the attack with a red circle.
Select Target(s)
There are three types of targets, direct targets, spray targets, and area of effect (AoE) targets:
Direct – you aim and fire at a single target. Tap on an enemy unit within range and it will be selected.
Spray – you aim a spray that has a range and a spread that may hit multiple targets. Tap in the direction you wish to spray and a red, triangular, area will be highlighted and any target in the area will be selected. Each one is targeted separately and can be hit or missed.
AoE – you launch an attack that will land where you target and spread in a circle to encompass multiple targets. Tap anywhere in range and a circle will appear. Any unit in range is a target and will be affected.
Remember that Spray and AoE attacks can hit your own units, so be careful!
ആക്രമണം!
You launch the attack against the selected target(s) by tapping the Attack button. If the attack target type is direct then the attacked unit may spend an action point to either counter attack or evade. If the attack target type is spray or AoE then each target automatically attempts to evade. The app handles the dice, the math and everything else. Once all of the choices have been made, all players see the battle summary with units targeted, damage, and any effects applied. For more information on the work that the app is doing for you see the section title Attack Calculations.

ഗെയിം പ്ലേ

നാശം
Every attack also has a damage type. The currently known damage types are: Kinetic, Thermal, Gravity, Corrosive, Electric, Radiation, and Psychic. Every attack calculates damage based on the distance between the attack and the target. For some attacks, like the Scry’Ox Reaper’s Claws, damage drops off over distance linearly. Others like the UEDF Space Ranger’s Flame Thrower, drop off quickly past short range. If an attack hits the proposed damage is calculated. The final damage may be reduced by the target’s armor, shields and evasion actions.
Attack Reaction
When one of your units is attacked using a direct attack you may have the opportunity to choose a reaction. Reacting to an attack spends AP to either counter attack or attempt to evade the direct attack.
Counter Attack
Some of a unit’s attacks can be used as a counter attack. Using an attack to counter costs ½ the number of AP required to use the attack during your turn. This is because the opponent gets a free evasion to the counter attack. This option gives you the opportunity to damage the attacking unit. Not all attacks can be used as a counter attack. If you choose to counter attack then your unit will take full attack damage (minus armor and shields).
ഒഴിഞ്ഞുമാറൽ
A unit attempts to evade an attack if the attack is a Spray or AoE or if the player spends an action point to Evade a direct attack. In either case, the targeted unit uses its base evade score plus any terrain or effect modifiers to determine how much damage is evaded. Some units are much better than others at Evasion so use your action points wisely.

കവചം
Once the attack is resolved and any damage is evaded the damage is applied minus any damage resisted by shields or armor that the unit has. All units have a base armor and some effects may apply additional shields. The different armors will resist damage based on damage type. Refer to the unit details in the app or on the unit cards to see how well each unit resists each type of damage.
Critical Hits
Once the final damage to the unit has been calculated after evasion, shields, and armor there is a chance that the damage is significant enough that it will result in a critical hit. If a unit’s current health is reduced by 25% or more there is a random chance that this will be a critical hit. A critical hit will destroy a random system; movement or attack or ability. Destroyed systems cannot be used until they are Repaired by a unit with the Repair ability.

15

1166

ഗെയിം പ്ലേ

Attack Calculations
This section is totally optional if you want to know the inner workings of how everything is calculated by the app.
ഇതാ ഒരു ഓവർview of what’s going on:
Roll to hit – every attack has a quadratic accuracy formula by distance. Terrain will also impact the accuracy. The attacker generates a random number from 0 to 99 (roll D100) and compares it to the formula’s result for that distance. If the roll is less than the needed accuracy that’s a hit. If it’s greater then that is a miss.
Counter attack? Counter attacks are calculated exactly as attacks are with the exception that the counter attacked unit automatically gets an evade.
Evade – Each unit has a base evade. The evading unit generates a random number between 0 and 99 (roll D100) and adds any evasion modifiers, for example for terrain, to the roll to get an evasion roll. The amount of damage evaded is then calculated by multiplying the base evade by the evasion roll. That is the percent of the damage evaded.
Shields – shields reduce the damage by the fixed percentage of the shield
Armor – armor reduces the damage by the fixed percentage of the damage by damage type.
Example
Let’s consider a UEDF Sting on Basalt Formations attacking a Scry’Ox Reaper in a Fungal Forest. The Sting has activated Embed and has the Steady effect. The units are 30 cm apart, and the line of fire passes through 9 cm of Fungal Forest.

Attack Calculation Sample
First, ignore effects and terrain and compute base accuracy at 30 cm for the Autocannon:
Accuracy = (-0.004) * 30^2 + 0.25 * 30 + 93 = 96.9% 1. Apply terrain effects:
Attacking out of Basalt Formations +10% = 106.9% Fungal Forest -2% per cm (-18%) = 88.9%
2. Apply Unit effects – Steady Steady +10% = 98.9%
Roll d100 -> 62. If the value is > 99% then this is a miss. If it is less than 99 then it is a hit. 62 is less than 99 so this is a hit.
3. Calculate damage at distance of 30 cm Damage = -0.002 * 30^2 + 0 * 30 + 300 = 298.2
4. The Reaper chose to Evade: Reaper evade score is 80%
5. Roll d100 to evade -> 43
6. Add Tree Cover effect from Fungal Forest 43 + 20 = 63
7. Calculate evasion 63% * 80% = 50%
Reaper evades 50% of the damage. We are at a 298.2 /2 = 149.1 damage Finally, we apply the Reaper’s armor against the Autocannon damage type, which is Kinetic. The Reaper’s base armor is 30% effective against Kinetic damage: Final Damage = 104.37 Phew! This is why we use an app!

17

Knowing Your Units

Knowing how to deploy and use your units on the battlefield can give you the advantage. Each unit starts with unique weapons and abilities and more can be acquired through experience and in-app purchase. We are constantly striving to make Rift Zone: Contact the best game it can be. These unit details can change so be sure to pay attention. The most current version of this guide will have the most current information.
UEDF [United Earth Defense Force]

Space Ranger

RIFT-ZONE-CONTACT-Board-Game-fig- (2)The UEDF Space Ranger is a fast moving, light infantry that can be rapidly deployed in space as well as on the ground. They recharge to their maximum AP every round and have just enough for one attack and one reaction or a Power Jump.
Hyper Velocity Rifle (Kinetic) – Highly accurate, direct-fire weapon that has an extreme range.
Shotgun (Kinetic) – Spray attack that is most damaging to enemies close up.
Fragmentation Grenade (Kinetic) – When enemies cluster together break out the area of effect Frag Grenade.
Power Jump – Spend an AP to jump just a bit further. The Power Jump movement type is Jumping, which is affected differently by terrain than Walking.

എക്സാലിബർ
If the Space Ranger is the infantry then the Excalibur is the heavy cavalry. It can be used for tactical strikes by itself or deployed in sets of 2 or 3 to disable the enemy’s biggest units. Stealing AP with the LIghtning Sword can foil your opponent’s strategy.
Lightning Sword – (Electrical) – Devastating melee attack that reduces enemy AP recovery with the shocked effect.
Shield Bash (kinetic) – Another melee attack that forces an enemy backwards a short distance.
Claymore Gatling Gun (kinetic) – a midrange weapon that loses effectiveness at the edge of its range.
Thrusters – Fly a short distance
കുത്തുക
Also called the Drop Turret, the Sting can Embed itself into the ground. This ability not only makes it impossible to move, or be moved, but it also provides increased accuracy and reduces damage to it when attacked. The Sting is ideal for holding territory.
Capacitive Discharge (electrical) – Electrify the Sting’s outer shell to zap nearby enemies and reduce AP recovery
Autocannon (kinetic) – fires long distance, high damage projectiles
Dual Gatling Guns (kinetic) – Rapid-fires medium range projectiles that lose effectiveness at the edge of its range
Embed/Unembed – dig into the ground to gain improved accuracy and shielding. Embedded units cannot move, be moved, or evade.

1188

Knowing Your Units

സ്കാൽപെൽ
The Scalpel is the command and support unit. Not only can it repair destroyed systems but it can also feed additional targeting data to units, giving an accuracy bonus and counteracting Blindness effects.
Thruster Pinwheel (thermal) – Supercharge the rocket thrusters and burn nearby enemies
Smart Gun (kinetic) – Fire short-range autotargeting rockets at an enemy
Mechanic – repair a destroyed system and restore some health Spot – feed additional targeting data to increase accuracy of a
friend for 3 rounds
Stormbringer
The Stormbringer is a devastating force at extremely long range and has the only attack currently capable of firing over obstacles, like buildings. The AP cost of the Indirect HE Missiles is balanced by this ability and the large AoE. Rifled Gatling Gun (kinetic) – Medium range projectile weapon that loses accuracy over distance Direct Missiles (thermal) – direct fire missiles that deliver significant damage at very long range Indirect HE Missiles (kinetic) – Can fire over buildings and other obstacles doing significant damage over a large area Boosters – fly a short distance to escape enemies or clear terrain

ഗുങ്നിർ
The Gungnir is the tank, literally. It combines significant health, dense armor, and a terrifying arsenal of weapons. Thankfully, for the enemy, the cost to deploy it means that it can, sometimes, be the only unit you can afford.
AEGIS RF Missile System (Thermal) – Rapid-fire micro-missiles deliver a punch up close and can be used to counter attack effectively
Dual Cannons (Kinetic) – Long range slugs delivered at high velocity are effective at mid and long range but difficult to aim up close
Rail Gun (Kinetic) – Fires highly accelerated metal projectiles accurately at great distance

19

Knowing Your Units

Scry’Ox Tss’ki Mining Hiveclan

കൊയ്ത്തുകാരൻ

RIFT-ZONE-CONTACT-Board-Game-fig- (3)A versatile combatant, the Reaper is one of the fastest moving units in the game and capable of evading damage effectively as they streak across the battlefield.
Claws (kinetic) – Melee weapons that can incapacitate smaller units with a single strike
Light Nanite Projectors (corrosive) – Useful against tightly packed enemies at short range
Plasma Rifle (thermal) – A long range weapon whose damage drops off significantly over distance.
Tail thrust (movement) – a peculiar galloping motion that propels the Reaper even more rapidly across the battlefield.
കൂട്ടം
A collection of flying drones that together make up a single organism that can cover most battlefields in a single turn. They can project nanites with varying effects near them or slam into opponents.
Nanite Cloud (corrosive) – distributed over a large area these nanites can damage nearby units over time.
Nanite Fog (corrosive) – although less damaging blinding nanites attack sensors specifically reducing the accuracy of affected units
Suicide Strike (kinetic) – Strikes damage the Swarm as well as its target.
Dash – flight to cover even more of the battlefield

Scarab
Slower moving and more solidly built than the Reapers, the Scarabs move steadily across the battlefield relying on the massive cannon on their backs and heavy nanite projector appendages to defeat enemies.
Medium Plasma Cannon (thermal) – A powerful cannon whose damage drops off significantly over distance.
Heavy Nanite Projectors (corrosive) – The most powerful nanite projector in the game, these cover a wide area at great distance and cause damage over time.
Gravity Spike (gravity) – At close range an intense surge of gravitons cause damage and lock enemy units in place.
സ്റ്റോക്കർ
Striking across the battlefield with their heavy plasma cannon the Stalker is the artillery of the Scry’Ox capable of incapacitating even heavy units with a single shot. Less effective up close they move quickly enough to be able to maintain their distance with approaching enemies.
Plasma Cannon (thermal) – A massive weapon that is less accurate but more damaging up close.
Nanite Projector (corrosive) – Useful against opponents that are grouped together or as a counter attack
Piercing Legs (kinetic) – Falling back on its instincts as an apex predator the Stalkers bioengineered claws can penetrate the toughest enemy defenses.

2200

Knowing Your Units
നെക്സസ്
In constant communication with other Scry’Ox around it the Nexus can support them directly with its range of beneficial nanites. It can also use its powerful gravity control to damage nearby enemies.
Howl (gravity) – A torrent of gravitation energy that damages everything in its path
Regenerative Nanites – An injection of nanites that restores lost health to damaged allies
Directed Repair – more focused nanites that repair and rebuild damaged systems
Mauler
The heaviest unit of the Scry’Ox army , the Mauler is formidable not just for its toughness but also because of its ability to control the battlefield, and defeat any opponent unlucky enough to be in range of its mandibles.
Mandibles (kinetic) – A brutal melee attack that deconstructs most opponents quickly
Nanite Torrent (corrosive) – a fountain of corrosive nanites second only to the Scarabs projectors in terms of range and damage.
Gravity Anchor (gravity) – By increasing gravity in a localized area this ability locks a unit in place so they can not move, or be moved, for 2 rounds.
Gravity Well (gravity) – By projecting a micro-singularity this ability allows the Mauler to drag other units across the battlefield. They are held in place by its effect for a round.
21

ഭൂപ്രദേശം

Terrain Details

RIFT-ZONE-CONTACT-Board-Game-fig- (4)Mycelium Fields Flat expanses of intertwining “vines” that form a dense mat with wispy tendrils growing up like grass. These open areas are easy to walk, roll, crawl, and fly over allowing unhindered movement. They give a clear line of sight and don’t interfere with any targeting systems.
Fungal Forest Huge, fibrous, mushroom-like growths stretch hundreds of feet into the air. These “trees” provide a dim, moist environment that is perfect for many forms of smaller fungi that make the ground uneven and spongy. The soft and uneven ground slows ground movement while the dense growths decrease accuracy of most weapons as a function of distance. Evasion is much easier with these large structures to hide behind. Movement The growths and spongy ground have varying degrees of impact on different movement types while the growths prevent any completely straight line of travel even for those that don’t touch the ground.
22

ടൈപ്പ് ചെയ്യുക

ആഘാതം

നടത്തം

-15% spongy ground

Ground (rolling, crawling) -10% spongy ground

ഹോവർ ചെയ്യുന്നു

-5% avoiding obstacles

പറക്കുന്നു

0% flying over

Teleporting

0%

ചാടുന്നു

-20% avoiding obstacles and sinking

പുഷ്ഡ്

-30% lots of ways to dig in and hold on

ലക്ഷ്യമിടുന്നത്

The combination of the lack of line of sight and environment interferes with all forms of targeting mechanisms.

ആക്രമണ തരം

Targeting through

Targeting in

Targeting out

Melee Direct
Spray Indirect AoE

-1%
-2% per cm due to increased interference
-2% per cm as it is hard to get around the obstacles
ഒന്നുമില്ല
-2% per cm as it is hard to see and get around the obstacles

ഒന്നുമില്ല ഒന്നുമില്ല
None -10% None

ഒന്നുമില്ല ഒന്നുമില്ല
ഒന്നുമില്ല ഒന്നുമില്ല

Unit Effects

ദി ample obstacles provide great cover and make it much easier to avoid some damage from attacks. Though the vegetation is somewhat permeable to weapons fire.
All units get +20 to evasion dice rolls

ഭൂപ്രദേശം

Basalt Formations
Scattered across the landscape are strange basalt formations. They could be natural but seem suspiciously regular in their occurance. Perhaps they provide some planet-wide thermal regulation. They are made up of closely packed columns of basalt that vary from short to extremely tall. Ground based movement is very difficult and even hovering units are slowed by the drastic differences in height. Using the higher ground they offer gives an accuracy improvement and the numerous rocky protrusions can make evasion a good tactical choice.
പ്രസ്ഥാനം
The irregularities in height and their closely packed arrangement means that traveling through the basalt formations is difficult for any unit that can’t simply fly over them. The great variation in height is a particular challenge to ground-based movement like rolling and crawling

Type Walking Ground (rolling, crawling) Hovering Flying Teleporting
ചാടുന്നു
പുഷ്ഡ്

Impact -25%
-50%
-20% 0% flying over 0% -5% jumping units more easily go from column to column -30% lots of ways to dig in and hold on

ലക്ഷ്യമിടുന്നത്
The formations provide many great places to get above the action and easily target enemies. Conversely, they also make it difficult to aim at foes shooting down on you. These formations also completely block ground-based (visual) targeting when the attacker and defender are on either side of them

ആക്രമണ തരം

Targeting through Targeting in Targeting out

Melee Direct Spray Indirect AoE

Blocked when units are both outside
Blocked when units are both outside
Blocked when units are both outside
ഒന്നുമില്ല
Blocked when units are both outside

none -10% -10% none -10%

none +10% +10% none +10%

Unit Effects

ദി ample obstacles provide great cover and make it much easier to avoid some damage from attacks:

All units get +30 to evasion dice rolls

23

Terrain and Effects

Terrain Details
Alien Ruins
Mysterious ruins of unknown origin and purpose. The buildings are irregular polyhedrons that hover above an underlying structure, and are decorated with weathered stone carvings, most of which are inlaid with an unidentified alloy. Unknown energy blankets the area and has seemingly random effects on units that stay in them too long. Deep underground structures prevent any underground movement but the surface is easy to navigate.
Scry’Ox Colony
Massive technobiologic structures that originate from a “seed” dropped from orbit. They grow quickly both up and into the ground. A fully established Scry’Ox colony building is protected by a shield made of some sort of gravatic null space that blocks all movement and attacks.
UEDF Colony
UEDF Colony ships are specially built to become the center of colony towns. Their massive GeoForgeTM Thrusters liquify the ground as they land and sink nearly 1/3rd of the ship into the planet’s surface. The molten rock then hardens around the ship creating a stable foundation. The ship’s shields can be extended outward to create a secure environment that is impassable.

ഇഫക്റ്റുകൾ
Effects Units Apply to Themselves Using Abilities Effects from UEDF Sting’s Embed:
EMBEDDED – Unit cannot move, evade, or be moved until the unit Un-embeds
ENTRENCHED – Unit is dug in which reduces damage taken
STEADY – Unit has enhanced targeting, gaining an accuracy improvement
Effects from Scry’Ox Mauler’s Burrow: BURROWING – Unit cannot attack but gains movement and some damage reduction.
PEACEFUL – Unit cannot attack while peaceful but can still use abilities.
UNDERGROUND – Unit has reduced damage due to ground cover
Attack Effects BURNING – Unit is taking thermal damage over time
INFECTED – Unit is taking corrosive damage over time
SHOCKED – Unit is shocked and regains fewer AP.

24

സാങ്കേതികവിദ്യ

Effects (Con’t)
Ability Effects ANCHORED – Unit cannot move or be moved until effect expires
HEALING – Unit gains health over time.
REPAIR – Fixes systems damaged through a critical hit.
TRIANGULATING – Unit has enhanced targeting.
INVIGORATED – Unit recovers more AP that usual
Terrain Effects FOREST COVER – Unit is in the forest providing cover for better evade and reducing accuracy by distance.
ROCKY COVER – Unit has cover from rock formations for improved evade.
HEALING – Unit gains health over time.
PEACEFUL – Unit cannot attack while peaceful but can still use abilities.

സാങ്കേതികവിദ്യ
Augmented Reality Tips
It is augmented reality (AR) that brings the world of Proxima Centauri b and your units to life in Rift Zone: Contact. Setting it up is simple but a few tips can help your experience. Each game starts with the host defining the game surface (your app will ask you to point the camera at the table) and then finding one, or more, AR anchor on the table. The AR anchors are the two half-tiles with the UEDF emblem on one side and the Scry’Ox emblem on the other. You only need one but a second one can make it easier to move around the table as you play or easier for players at the opposite corner. If you have put down terrain tiles then the next step will be to use the app to recognize them so they can be added to the virtual game board. That’s it! As you assemble your army on the map you will tell the application where each piece is to start and it will remember it and show you how far it can move and the range of its attacks and abilities.
Normally, AR setup is fast and easy. However, some variations in lighting, different table surfaces, or differences in smartphone capabilities can cause it to take a little longer. Here are a few tips for using the augmented reality features of Rift Zone: Contact
Avoid rapid or jerky movements – The AR systems use a combination of the camera and motion tracking to keep track of where everything is. Rapidly moving may cause strange behaviors.
Finding the table – The first step is to find the table or other surface you are using. Start with your camera pointed at the center of the table. Move steadily and deliberately over the table to each corner/edge as the % counter moves from 0% to 100%. Try to show the camera the whole table, even if you only are using part of it. Even after you reach 100% finish scanning the whole table before moving to find the AR anchor. This helps with accuracy.

25

സാങ്കേതികവിദ്യ

Technology (Con’t)
Finding the AR anchors – If the app is not recognizing the AR anchors try moving the camera towards the anchor slowly and steadily. Sometimes moving the camera all the way to the table on top of the anchor and slowly back up helps with recognition. If the app message says the play surface and the AR anchor are not aligned, move away until you can see the full table in your screen and then slowly move back in to the AR anchor.
Finding terrain tiles – The advice for finding the AR anchors is also true for the terrain tiles. Move around the table if possible to see the tiles from different angles. If one tile is not being recognized, move the camera to other tiles and slowly move back to the unrecognized tile. Once you tap the `Terrains Recognized’ button you cannot add terrain so make sure there are AR models on top of all of the tiles on the table.
Excessive glare caused by bright lighting on the anchors or tiles can also interfere with their recognition by the application. Trying different angles or adjusting the lights, if possible, will help.

Losing tracking – Sometimes the app will prompt you to rescan the table and find an anchor if the AR system loses tracking. This is normal and you can continue playing after following the onscreen instructions to reestablish tracking. The following things will cause the AR system to lose tracking:
Putting the app in the background – for example, to take a phone call or send a text message to tell your friends how much fun you are having.
Blocking the camera – for example, putting your phone down on a table. Try using a phone stand or put your phone down with the camera facing up.
Locking your device – locking your device not only turns off the camera, but it will also disconnect you from the game. It will recover when you return but you might need to wait a little longer as it reconnects to the game room.
While most modern phones can run the game successfully, your experience will be best if you are using a phone that has been manufactured in the last few years. You can find the list of phones that we have confirmed work well with our applications here: https:// boostedreality.games/phones
Using augmented reality on your phone consumes a lot of power so make sure you have plenty of battery, or can plug in while you play.

26

Technology and Credits

NFC and RFID
RFID (റേഡിയോ ഫ്രീക്വൻസി ഐഡന്റിഫിക്കേഷൻ) tags are embedded at the top of each unit. You can use your smart phone’s NFC (near field communication) capability to scan the tag instead of selecting it from the list during the Draft phase of a game. If you are playing with a borrowed set you can scan the units without taking ownership of them. However, borrowed units cannot be customized and do not gain experience.
Android and iOS phones differ on where they put the RFID scanning antenna. This is the same antenna you use for Apple Pay or Google Pay. On iOS the antenna is located at the top back of an iphone, and typically located towards the center of the back of android phones. The location on your phone may be a little different so the first successful scan may take some experimentation and you may need to touch the miniature with the back of your phone during the process.
When scanning a tag, aim to place your phone’s NFC antenna within a few millimeters (less than ¼ inch) of the top of the miniature. Try not to move quickly. You may need to experiment with different distances and placements but after a couple of successes you will be able to scan them easily and quickly every time. Note that some phone cases can interfere with the scanning process.

Credits Game Design: Steve Holmes, Dashiell Holmes, Jeremy Bennett Software Development: Jeremy Bennett, Joshua Bennett, Kevin Bachelor, Odaclick Lead Artist: Keeley Waite 2D Artists: (Steve to add all the artists) 3D Artists: (steve to all all the artists) Sound Effects and Music Composition: Rob Perez Graphic Design: Brandon Ohmie, Chip Cole Marketing: Julia Calligrate, Dharma Seema Special thanks to Rod Bachelor, Brian Hernacki, Jason Hilbourne for 3D printing and hundreds of play tests. Thank you to Rem Alternis for assistance and support.

27

തലക്കെട്ട്
Sub head Body Callout Note: xyz Bullet one two three
28

പ്രമാണങ്ങൾ / വിഭവങ്ങൾ

RIFT ZONE CONTACT Board Game [pdf] ഉപയോക്തൃ ഗൈഡ്
CONTACT, CONTACT Board Game, Board Game

റഫറൻസുകൾ

ഒരു അഭിപ്രായം ഇടൂ

നിങ്ങളുടെ ഇമെയിൽ വിലാസം പ്രസിദ്ധീകരിക്കില്ല. ആവശ്യമായ ഫീൽഡുകൾ അടയാളപ്പെടുത്തി *