Earth Reborn

AI-friendly board game rules summaries — use with Claude, ChatGPT, or any AI assistant

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

Setup

  1. Choose a scenario and build the map using the board frame, floor tiles, and doors as shown.
  2. Each player chooses a faction and takes a player aid screen and character cards for their characters, placed Healthy side up.
  3. Position miniatures on the map per scenario instructions.
  4. Put all Order tiles in the cloth bag; place CP/Wound counters in a bank pile.
  5. Follow any additional scenario-specific setup steps.

Turn Structure

Each turn has 3 phases:

1. Initiative Phase

2. Activation Phase

Players alternate rounds. In each round, the active player performs one action:

3. Final Phase

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.

Shoot

Requires a firing weapon. Spend 1-4 CP on a Shoot order section.

  1. Check Line of Sight (LoS) to target.
  2. Count range in squares.
  3. Roll targeting dice (Shooting value + weapon bonus + extra CP dice). Need distance points >= range, or 1 perfect shot.
  4. 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.

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:

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:

Mission Points can be spent as Morale Points to boost troop capabilities.

Special Rules & Edge Cases

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