Overview
Cry Havoc is an asymmetric, card-driven area control game where 2-4 players each control a unique faction fighting over crystals on a newly discovered planet. The three invading factions (Humans, Machines, Pilgrims) battle each other and the indigenous Trogs for control of crystal-rich regions. Players customize their Tactics decks, build Structures, and use unique Skills. The player with the most Victory Points at the end of 5 (or fewer) rounds wins.
Components
- Game board (double-sided: 2-player / 3-4 player)
- Battle board
- 32 Terrain Tactics cards (8 per terrain type: Mountain, Desert, Jungle, Ocean)
- 6 Event tokens
- 12 Exploration tokens
- 18 Trog War Party tokens, 12 Trog Nest tokens
- Crystals: green (value 1), yellow (value 3), red (value 5)
- 8 Battle tokens, 1 Action marker
- Per faction (Human, Pilgrim, Machine, Trog): Unit miniatures, Faction board, Structure tiles and tokens, Skill cards and tokens, personal Tactics deck, Score token, Initiative tokens, Control tokens, Scoring Enabled markers
Setup
- Place the game board (correct side for player count).
- Shuffle Event tokens; place 1 face down on each of the 4 Event Spots on the Score track.
- Separate and shuffle Terrain Tactics cards by type; place on the board.
- Each non-Trog player places HQ token randomly in a starting HQ Region with 4 Units and 1 Control token.
- Each player takes their Faction components: board, Structure tiles/tokens, Skill cards (Default for first-timers; Default + 1-2 random for experienced), shuffled Tactics deck, Reserve Units, Scoring Enabled markers, and Control tokens.
- Place Score tokens on 0. Randomize Initiative tokens on the Initiative Track.
- Place Trog War Party and Exploration tokens face down per board icons. Place Crystals per board symbols.
- In 4-player games, one player controls the Trogs with their own HQ and Tunnels.
Turn Structure
Each round has 6 phases:
- Events Phase: Reveal next Event token(s) and resolve. Update Initiative (skip round 1). Refresh exhausted Skills (skip round 1).
- Draw Phase: Each player draws 4 Tactics cards (max 7 in hand; discard excess).
- Actions Phase: In Initiative order, each player takes 1 action. Repeat for 3 total actions per player.
- Battle Resolution Phase: Resolve all Battles in numbered Battle token order.
- Prisoners Phase: Score VP for captured Prisoners.
- Scoring Phase (if enabled): Score VP for Crystals in controlled Regions.
Actions
Move: Discard cards for Movement Points (equal to movement icons shown). Each point moves 1 Unit to an adjacent Region. Units entering a Region with opponents or Trog tokens must stop. After moving: reveal Exploration tokens, resolve Trog War Party/Nest tokens, gain Control of uncontested Regions, place Battle tokens on contested Regions.
Recruit: Discard cards for Recruitment Points. Place Units from Reserve onto Regions you control (including HQ). Must pay matching points per card shown.
Build Structure(s) and/or Activate Structure(s): Discard cards for Build Points. Build Structures on your Structure tiles (each has specific terrain and placement rules). OR Activate an already-built Structure’s ability. May do a mix of building and activating.
Draw 2 Tactics Cards, Keep 1: Draw 2 cards from any available Terrain Tactics piles and/or your personal deck. Keep 1, discard the other.
Enable Scoring: Place your Scoring Enabled marker to indicate you will score during the Scoring Phase this round. A player cannot score crystals unless they have enabled scoring.
Scoring / Victory Conditions
- Crystals: During Scoring Phases (if enabled), score VP for Crystals in Regions you control: Green = 1 VP, Yellow = 3 VP, Red = 5 VP.
- Territories: Some cards and effects score VP for controlled Regions.
- Prisoners: During the Prisoners Phase, score VP for captured enemy Units.
- Battle and Skills: Various Tactics cards and Skills award VP.
- After 5 rounds (or fewer, if triggered by Events), the game ends. Highest VP total wins.
Special Rules & Edge Cases
- Battle Resolution: Battles are resolved on the Battle board. Each player in a contested Region places their Units in three objective areas: Region Control, Capture Prisoners, or Kill Units. Players play Tactics cards for bonuses. The side with the most units in each area wins that objective. Region Control determines who controls the territory; Capture takes prisoners; Kill eliminates units.
- Terrain Tactics: When fighting in a specific terrain type, players can use matching Terrain Tactics cards from the communal piles for additional bonuses.
- Skills: Each faction has unique Skill cards. Using a Skill exhausts it (rotate 90 degrees). Skills refresh at the start of each round after round 1.
- Structures: Each faction has unique Structures with different effects (e.g., Human Artillery, Pilgrim structures, Machine structures). Structure tokens are placed on their tiles to show they are built.
- Trogs (2-3 players): Trogs are non-player forces. Trog War Party tokens spawn Trog Units when a player enters their Region. If no Trog Unit is available to spawn, the invading player loses 1 Unit.
- Trogs (4 players): One player controls the Trogs as a playable faction with Tunnels, unique Skills, and their own Tactics deck.
- Cannot move into enemy HQ or Battle Regions.
- Discarding for Movement/Recruit/Build: Ignore any Tactic Text on the discarded cards (only the resource icons matter). Some cards have bonus icons that trigger additional effects when discarded.
- Initiative: Can be changed by playing specific Tactics cards. The changed player pushes others right on the Upcoming Initiative Track.
Player Reference
| Action |
Cost |
Effect |
| Move |
Discard for Movement Points |
Move Units to adjacent Regions |
| Recruit |
Discard for Recruitment Points |
Place Units from Reserve |
| Build/Activate |
Discard for Build Points |
Build or use Structures |
| Draw 2, Keep 1 |
Free |
Draw 2 Terrain/Faction Tactics, keep 1 |
| Enable Scoring |
Free |
Allow crystal scoring this round |
| Crystal |
Color |
VP Value |
| Common |
Green |
1 |
| Uncommon |
Yellow |
3 |
| Rare |
Red |
5 |
- 3 actions per player per round
- Max 7 cards in hand
- 5 rounds maximum
- Must Enable Scoring to score crystals