Cry Havoc

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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

Setup

  1. Place the game board (correct side for player count).
  2. Shuffle Event tokens; place 1 face down on each of the 4 Event Spots on the Score track.
  3. Separate and shuffle Terrain Tactics cards by type; place on the board.
  4. Each non-Trog player places HQ token randomly in a starting HQ Region with 4 Units and 1 Control token.
  5. 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.
  6. Place Score tokens on 0. Randomize Initiative tokens on the Initiative Track.
  7. Place Trog War Party and Exploration tokens face down per board icons. Place Crystals per board symbols.
  8. In 4-player games, one player controls the Trogs with their own HQ and Tunnels.

Turn Structure

Each round has 6 phases:

  1. Events Phase: Reveal next Event token(s) and resolve. Update Initiative (skip round 1). Refresh exhausted Skills (skip round 1).
  2. Draw Phase: Each player draws 4 Tactics cards (max 7 in hand; discard excess).
  3. Actions Phase: In Initiative order, each player takes 1 action. Repeat for 3 total actions per player.
  4. Battle Resolution Phase: Resolve all Battles in numbered Battle token order.
  5. Prisoners Phase: Score VP for captured Prisoners.
  6. 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

Special Rules & Edge Cases

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