Drillers · Reference sheet
Drillers reference sheet
Overview
- 1–4 players, ~60–90 min; competitive deck-builder/mine crawler [p.3 — Game Overview]
- Goal: score the most victory points by collecting minerals, drilling mine tiles, and building your deck [p.3 — Game Overview]
- Core loop: Operations (move/drill/play cards) → Surfacing (sell/buy/repair/refuel) → Upkeep (discard, draw 3) [p.3 — Game Overview]
- 7 floors: surface + mine entrance + 5 underground floors; deeper floors are locked behind barrier tiles [p.4 — Setup]
- Game ends when a player fills their progress track; all others take one final turn [p.13 — End of the Game]
- Tiebreaker: most credits → most fuel [p.13 — Scoring]
Setup
Mine
- Unfold main board; place minerals on each floor as printed [p.4 — Setup]
- Place 1 face-up starting floor card on floor 1; deal 1 face-down deep floor card on each deeper floor [p.4 — Setup]
- Place 1 barrier tile on each of the 4 lowest floors (floor number must match) [p.4 — Setup]
- Sort corridor tiles into 5 stacks by floor indicator; place each stack on its floor [p.4 — Setup]
Surface
- Place shop board above mine; sort cards by icon — damage stack aside, 4 shop decks face down, reveal 2 cards per shop [p.4 — Setup]
- Place 2 advanced cards face down under the floor 3 deep floor card (without looking) [p.4 — Setup]
- Place milestone tokens and all credits next to shop board [p.4 — Setup]
Each Player
- Place mech on surface; build starting deck (shuffle 7 cards + 1 DAMAGE, place TORSO on top) [p.5 — Setup]
- Dashboard: fuel cap on '10', fuel gauge on '10', storage cap blocking 3rd slot, 3 drones (1 face-up) [p.5 — Setup]
- Distribute starting credits and cards by turn order (see table below) [p.5 — Setup]
| Order | 2P | 3P | 4P |
|---|---|---|---|
| 1st | 2C / 3 cards | 2C / 3 cards | 2C / 3 cards |
| 2nd | 4C / 4 cards | 3C / 4 cards | 5C / 3 cards |
| 3rd | — | 5C / 4 cards | 4C / 4 cards |
| 4th | — | — | 7C / 4 cards |
Turn structure
Each turn has 3 phases in order:
- Operations — Play cards and use default functions to move, drill, collect minerals, and use drones. Any order, as many times as affordable [p.6 — Operations]
- Surfacing — Only if you end Operations on the surface: sell minerals, repair (once), discard cards, upgrade rig, refuel, buy cards [p.10 — Surfacing]
- Upkeep — Pay 1 fuel per extra card kept (1 free); clear play area to discard; draw 3 cards; refill shops [p.12 — Upkeep]
Actions
Moving & Drilling (Operations)
| Action | Cost | Effect |
|---|---|---|
| Move 1 floor | 1 movement | Up or down 1 open floor |
| Collect mineral | 1 drill | Take mineral from your floor to storage |
| Excavate corridor | Drill cost shown on stack | Add minerals from tile to floor; place tile in progress track |
| Remove barrier | Drill cost on tile | Remove barrier, reveal floor card, move to new floor free |
Default Functions (any time during Operations)
| Action | Cost | Effect | Limit |
|---|---|---|---|
| Gain movement | 3 fuel | +1 movement | Unlimited |
| Gain drill | 4 fuel | +1 drill | Unlimited |
| Take damage | — | Gain 3 fuel; add DAMAGE card to discard | Once per turn |
| Exhaust mine tile | — | Resolve effect on tile; flip face down (worth fewer points) | Unlimited |
Surfacing Actions
| Action | Cost | Effect | Limit |
|---|---|---|---|
| Sell minerals | — | Move storage minerals to market; gain credits shown | Unlimited |
| Repair | 5 drill | Remove 1 card from hand/play area/discard/top of deck | Once per surface |
| Discard card | — | Gain 2 credits per card discarded from hand | Unlimited |
| Upgrade storage | 3 credits | Move storage cap 1 space right | Per space |
| Upgrade fuel cap | Credits shown on next space | Move fuel cap right | Per space |
| Buy card | Cost printed on card | Place on top of deck (permanent cards go beside dashboard) | Unlimited |
| Refuel | — | Fill fuel tank to cap | Once |
| Shop refresh | Shop refresh tile (once/game) | Replace all cards in 1 shop with new ones | Once/game |
Scoring
Points gained:
- Each mine tile in progress track: points printed in top-right corner (face-down/exhausted tiles score less) [p.13 — Scoring]
- Each mineral in market, overflow zone, and storage: fixed points by mineral type [p.13 — Scoring]
- Every 5 credits remaining = 1 point [p.13 — Scoring]
- Each milestone token + unused shop refresh tile: printed value [p.13 — Scoring]
Points lost:
- Mech position at game end: points shown on each floor (deeper = more lost) [p.13 — Scoring]
- Each card in deck with negative points printed in upper right corner [p.13 — Scoring]
End of game
- Triggered when a player's progress track tiles meet their overflow zone cubes (or reach the end if overflow is empty) [p.13 — End of the Game]
- Triggering player takes the final milestone token (worth 10 pts); all others draw 1 card [p.13 — End of the Game]
- Triggering player finishes their current turn; every other player takes one final turn; triggering player does NOT take another turn [p.13 — End of the Game]
- Mechs still underground at end of final turn lose points based on depth [p.13 — Scoring]
- Most points wins; tiebreak: most credits → most fuel [p.13 — Scoring]
Glossary
- Fuel Cap: Tile blocking the maximum fuel your tank can hold; upgradeable during Surfacing [p.5 — Setup]
- Storage Cap: Tile limiting mineral storage spaces; upgradeable for 3 credits [p.10 — Surfacing]
- Progress Track: Row on dashboard filled left-to-right with mine tiles; filling it ends the game [p.6 — Dashboard]
- Overflow Zone: Minerals placed here shorten your progress track; full columns sell here at reduced price [p.10 — Sell Minerals]
- Barrier Tile: Blocks access to a floor; removed by spending drills equal to the printed cost [p.7 — Drilling]
- Corridor Tile: Excavated to add minerals to a floor and fill your progress track [p.7 — Excavate Corridors]
- Floor Card: Revealed when a floor opens; provides ongoing mandatory effects for the rest of the game [p.12 — Floor Cards]
- Milestone: Token earned by the first player to cross a milestone line; worth points; others gain credits or cards [p.12 — Milestones]
- Drone: Dashboard token; flip face-down during Operations to sell 1 mineral or buy 1 card [p.9 — Drones]
- Solid Fuel: Card cost requiring you to move 1 mineral from storage to overflow zone instead of paying credits [p.8 — Cards]
- Battery: Required (alongside credits) to purchase advanced technology cards; spent by exhausting a mine tile with a battery icon [p.11 — Advanced Technology]
- Permanent Card: Horizontal card placed beside dashboard (not in deck); usable once per Operations phase [p.11 — Permanent Cards]
FAQ
- Q: When do I shuffle my discard into a new deck? — A: Immediately when your deck is empty, not when you need to draw [p.18 — FAQ]
- Q: Can I use a permanent card the same turn I buy it with a drone? — A: Yes [p.18 — FAQ]
- Q: Can I use default functions while resolving a card's main effect? — A: No — only before or after playing a card [p.18 — FAQ]
- Q: Can I discard minerals from storage to make room? — A: No [p.18 — FAQ]
- Q: What if the damage card stack is empty when I take damage? — A: Remove the top mineral from the rightmost non-empty market column and return it to supply [p.18 — FAQ]
- Q: Can I use leftover movement/drills or play cards after surfacing? — A: No — extra movement and drills are lost; cards can only be played during Operations [p.18 — FAQ]
- Q: Can I use the shop refresh tile when buying with a drone? — A: No — shop refresh tile is Surfacing phase only [p.18 — FAQ]
- Q: Can I excavate mine tiles if my progress track is full? — A: Yes — place them to the right of your dashboard [p.18 — FAQ]
- Q: What if my overflow zone is full? Can I still sell minerals? — A: Yes — they still score points and credits but no longer shorten your progress track [p.18 — FAQ]
- Q: Are floor card effects (e.g. LAVA CAVE, SULFUR CAVE) mandatory? — A: Yes, all floor card effects are mandatory [p.18 — FAQ]