Overview
Earth Reborn is a scenario-based tactical miniatures board game set in a post-apocalyptic future. Players control factions (NORAD and Salemites) with unique characters, each having individual stats, equipment, and special abilities. The game uses a modular board of floor tiles, an order tile system for action programming, and Command Points (CP) to fuel character activations. Players alternate activating characters to move, fight in close combat, shoot, search for equipment, interact with floor elements, and complete scenario objectives. The game includes a graduated tutorial system (SAGS) that introduces rules across 9 scenarios.
Components
- Board frame with Mission Point track
- Modular floor tiles and doors (sliding and wooden)
- Character miniatures and character cards (double-sided: Healthy/Wounded)
- Equipment cards (firing weapons, close combat weapons, explosive weapons, special items)
- Order tiles (placed in cloth bag)
- Command Point (CP) / Wound counters
- Player aid screens
- Initiative marker
- Radio scrambling markers
- Dead character markers, destroyed floor/wall markers
- Combat dice (yellow and black, with critical hit, normal hit, distance, search, and special icons)
- Scenario book with 9 SAGS tutorial scenarios plus advanced scenarios
- Mission cards (for SAGS play)
Setup
- Choose a scenario and build the map using the board frame, floor tiles, and doors as shown.
- Each player chooses a faction and takes a player aid screen and character cards for their characters, placed Healthy side up.
- Position miniatures on the map per scenario instructions.
- Put all Order tiles in the cloth bag; place CP/Wound counters in a bank pile.
- Follow any additional scenario-specific setup steps.
Turn Structure
Each turn has 3 phases:
1. Initiative Phase
- Draw Order Tiles: Each player draws from the bag until they have 5 tiles total (keeping tiles from previous turns). Starting player draws first. On the very first turn, a player may redraw all 5 tiles.
- Obtain Command Points (CP): Each player receives CP from the bank equal to their base CP allowance (per scenario) plus bonus CP from character cards.
- Determine Initiative: Per scenario rules; the non-initiative player may duel for initiative.
- Radio Scrambling Setup (if applicable).
2. Activation Phase
Players alternate rounds. In each round, the active player performs one action:
- Activate a Character: Engage the character card (rotate 90 degrees). Optionally assign 1 Order tile, then optionally spend CP on order sections to execute orders.
- Reactivate a Previously Activated Character: Once all characters have been activated, you may reactivate any character.
- Draw 1 Order Tile from Bag: Costs 1 CP.
- Choose 1 Order Tile from Discard: Costs 2 CP.
- Pass: Do nothing. If all players pass consecutively, proceed to Final Phase.
3. Final Phase
- Check victory conditions per scenario.
- Disengage all character and equipment cards.
- Move all assigned Order tiles to the discard pile.
- Return all CP to the bank.
- Discard Order tiles in excess of 5 from behind screens.
Actions
Move
For each CP spent, gain Movement Points (MVP) equal to the character’s Movement value. 1 MVP = move to 1 adjacent square (orthogonal only). Characters may pass through friendly or dead characters but not enemies, walls, or closed doors. Facing can be changed freely during movement. Doors cost 1 MVP to open. Move orders can be split or merged across order sections.
Close Combat
Spend CP on a Close Combat order section. The enemy’s position relative to the attacker’s base arcs determines Combat Strength (dark-blue = highest, light-blue = standard, grey = lowest). Add weapon bonuses. Both attacker and defender roll Combat dice.
- Critical Hits: Automatically inflict 1 wound each (applied first).
- Normal Hits: Attacker’s total hits vs. defender’s (hits + Armor) = Defensive value. Excess hits become wounds.
- Striking Hard: Each CP beyond 1 gives the attacker +1 combat die.
- Defender can inflict wounds on attacker only via critical hits.
Shoot
Requires a firing weapon. Spend 1-4 CP on a Shoot order section.
- Check Line of Sight (LoS) to target.
- Count range in squares.
- Roll targeting dice (Shooting value + weapon bonus + extra CP dice). Need distance points >= range, or 1 perfect shot.
- If targeting succeeds, roll damage dice based on fire arc (red or orange). Resolve hits vs. Armor as in Close Combat.
- Improved Targeting: Extra CP = extra targeting dice.
- Pour It On: Extra CP = extra damage dice.
- Ammunition: Some weapons run out of ammo (engage card); must spend 1 CP to reload.
Interact
Used to trigger IPS (Iconographic Phrasing System) lines on equipment cards and floor elements. Spend CP on an Interact section; character must be on the correct square/facing. Roll dice per IPS conditions; meet threshold to trigger effect.
Search
Spend 1-4 CP; character must be on a floor tile with a Room Type icon. Roll black dice for Search Points (SP). Use SP to look through the Search deck; take an equipment card matching the room type if its Find Factor is met.
Duel
Players secretly bid CP. Whoever bids more wins. Used for:
- Initiative Duel: Non-initiative player challenges; winner gets Initiative marker.
- Interruption Duel: Non-active player challenges when an enemy character enters their LoS or adjacent squares. Winner can assign 1 Order tile and execute up to 2 red/gold orders with the interrupting character.
Capture
Execute Close Combat against an adjacent wounded enemy. If damage would kill, the character is captured instead (no actual damage). Prisoner placed on captor’s card, counts as weight 1. Salemites can torture prisoners for Spy Points.
Scoring / Victory Conditions
Victory is determined by scenario-specific objectives. Common objectives include:
- Eliminating specific enemy characters
- Capturing characters and bringing them to specific locations
- Accumulating Mission Points through objectives, spying, and interacting with floor elements
- Escaping the map with specific items or characters
Mission Points can be spent as Morale Points to boost troop capabilities.
Special Rules & Edge Cases
- Line of Sight (LoS): Draw a line from center of figure’s square to center of target. Blocked by walls, closed doors, other figures, and certain floor elements. Dead characters do not block LoS. Diagonal lines between two blocking squares = blocked.
- Arc of Sight (AoS): Red and orange arcs on figure base define visible area; white arc is blind spot.
- Order tile colors: Black orders = activated characters only. Red and Gold orders = activated or interrupting characters. Gold orders can also be used in combined orders.
- CP constraints: Total CP per character per turn cannot exceed Maximum CP per turn. Each order section can receive CP only once (except Move).
- Wounded characters: When wounds equal Healthy-side LP, flip to Wounded side (lower stats). When Wounded-side LP is met, character is dead.
- Explosive weapons: Cause area-of-effect damage. Roll damage separately for each target in the blast area.
- Combination orders: Multiple friendly characters execute the same order type in a single Activation round. Activated character uses any color; others must use gold sections. All dice rolled together.
- Large miniatures: Cover 4 squares. Special movement and LoS rules. Cannot use stairs.
- Radio Scrambling: Switch ON a radio scrambler to place scrambling markers on enemy characters, potentially limiting their CP usage.
- Electricity: Some floor elements require power. Generator or Wiring Plans can shut down power to rooms, disabling magnetic doors and electric floor elements.
- SAGS (Scenario-based Additive Game System): 9 tutorial scenarios introduce rules gradually.
Player Reference
Turn: Initiative Phase -> Activation Phase (alternating rounds) -> Final Phase
| Activation Options: Activate Character |
Reactivate |
Draw Tile (1 CP) |
Choose from Discard (2 CP) |
Pass |
Close Combat: Roll Combat dice = Combat Strength + weapon. Critical hits = auto-wound. Normal hits > Defensive value = wounds.
Shooting: Check LoS -> Count Range -> Roll Targeting (distance >= range) -> Roll Damage (hits > Armor = wounds)
Interruption: Win duel -> Assign 1 Order tile + execute up to 2 red/gold orders
| Order Colors: Black = activated only |
Red = activated or interrupting |
Gold = activated, interrupting, or combined |
Character Death: Healthy LP exhausted -> flip to Wounded -> Wounded LP exhausted -> dead