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Tamashii Chronicle of Ascend · Reference sheet

Tamashii Chronicle of Ascend reference sheet

Overview

  • Cooperative scenario-based cyberpunk game; 1–4 players [p.2 — Goal of the game]
  • Players are Tamashii: humans who upload minds into body shells to fight AI [p.6 — Game Overview]
  • Each scenario has its own win/loss conditions and story branch [p.2 — Goal of the game]
  • Core loop: program Data tokens into Patterns → launch Patterns → fight Enemies → complete scenario objectives [p.6 — Game Overview]
  • Scenarios can be played in any order; the Prologue must be played first [p.4 — Before your first game]
  • Winning/losing unlocks or locks components for future scenarios [p.20 — Ending the Game]

Setup

  1. Place all Basic/Open Data tokens, Ascend tokens, Success tokens, Universal markers, DMG/EXP markers, and all dice in the Neutral pool [p.4 — Game Setup]
  2. Each player picks a Player Board + matching Dump tile; insert Dump tile into board slot [p.4 — Game Setup]
  3. Place 4 Lock tokens on rightmost Launcher column; set ITG Limiter + marker on slot 5; set Asset track markers on slot 0 [p.4 — Game Setup]
  4. Insert matching Core Data token into Core Data slot; keep the other nearby [p.4 — Game Setup]
  5. Each player takes: 1 Data Bag, 3 Help cards, 1 Class Augment deck (keep 2 starting Augments; remove Solo/Pvp back card), 2 random Learning Protocol cards (keep 1), 1 Walker Body token in holder [p.4 — Game Setup]
  6. Fill Data Bag: 3 of each Basic Data type (12 total) + 1 extra matching your Core Data token [p.4 — Game Setup]
  7. Body Market: shuffle Body cards; draw (players +1) face up [p.4 — Game Setup]
  8. Place Time track; set Universal marker on slot 0 [p.4 — Game Setup]
  9. Complete Scenario-specific setup (map, Enemy deck, Corrupted Data pool, Faction Augment decks, player placement, Scenario cards) [p.5 — Scenario Setup]

Turn structure

Each round has 4 phases:

PLANNING PHASE (simultaneous)

  1. Trace Roll: roll Player dice per Trace track threshold; each 🎲 result = draw+attach 1 Enemy; if ≥1 Enemy drawn, set Trace to 0 [p.14 — Planning Phase]
  2. Refill Launcher: draw tokens from Bag onto all empty Highlighted slots (top→bottom, left→right) [p.14 — Planning Phase]
  3. Program: move tokens on Launcher up to PRO times (slide 1 slot or switch 2 adjacent); no diagonals [p.14 — Planning Phase]
  4. Upgrade (anytime during Planning): spend EXP/Memory to develop character [p.13 — Upgrade]

ACTION PHASE (in player order)

  1. Move & Trace: move up to MOV tiles OR stay; increase Trace by Entry (purple) or Stationary (red) value [p.14 — Action Phase]
  2. District Effect: optionally resolve current tile's effect [p.14 — Action Phase]
  3. Launch: launch any Patterns; dump all Corrupted Data at end of step [p.14 — Action Phase]

COMBAT PHASE (in player order; skip if no attached Enemies)

  1. Attack Roll → Set Active Enemy → Resolve Frames alternating player/enemy [p.15 — Combat Phase]

QUEST PHASE (simultaneous)

  1. Player Activity: contribute to active Scenario card objective [p.16 — Quest Phase]
  2. World Activity: resolve Scenario card's time/objective checks [p.16 — Quest Phase]
  3. Pass First Player token clockwise [p.16 — Quest Phase]

Actions

Action When How / Cost Effect
Launch Pattern Launch step Arrange tokens on Launcher; dump used tokens Resolve Pattern effect (Asset, EXP, Hack, Repel, Augment, etc.) [p.7 — Launching Patterns]
Move Move & Trace step Up to MOV tiles; stop at face-down tile Reveal tile if face-down; increase Trace by Entry value [p.11 — Movement]
District Effect District Effect step Optional; must be on tile Resolve tile's printed effect [p.14 — Action Phase]
Upgrade Planning phase Spend Memory or EXP Equip Augments, gain/discard Data tokens, unlock slots, raise max ITG, draw Class Augments [p.13 — Upgrade]
Spend Memory During Upgrade 1 Memory Discard 1 token from Launcher OR gain 1 Basic Data token [p.13 — Upgrade]
Spend 2 EXP During Upgrade Discard 2 EXP markers +1 max ITG, OR unlock 1 slot, OR gain 1 Open Data token, OR draw 2 Class Augments (keep 1) [p.13 — Upgrade]
Repel Enemy Launch step Launch Repel Pattern Instantly discard Top Enemy (no EXP); usually gain Corrupted Data [p.12 — Attaching Enemies]
Hack Enemy Launch step Launch Hack Pattern Deal DMG or gain resources from Top Enemy [p.12 — Attaching Enemies]
Inhabit Body Launch step Launch Body card's cost Pattern Place Body card in Body slot; draw replacement for Body Market [p.9 — Inhabiting a Body]

Combat

Trigger: Any player with attached Enemies must resolve Combat phase (in player order) [p.15 — Combat Phase]

Sequence:

  1. Attack Roll: Take ATT dice + 2 Enemy dice; optionally spend Power (1 Power = +1 Player die); roll all; may spend Reroll to reroll [p.15 — Combat Phase]
  2. Set Active Enemy: Place Enemy Number die on the Enemy matching the rolled number (counting from Top Enemy); if rolled blank, skip [p.15 — Combat Phase]
  3. Resolve Frames (alternating): Player activates 1 Combat Frame (assign matching dice) → Active Enemy activates its Frame matching Enemy Symbol die result → repeat; Enemy Number die moves 1 card toward Top Enemy after each Enemy Frame [p.15 — Combat Phase]

Combat ends when: Player can't/won't activate more Frames AND Enemy Number die is off all cards — OR player's Integrity hits 0 (trigger Reset) [p.15 — Combat Phase]

Key rules:

  • All DMG from Combat Frames goes to Top Enemy only; excess is lost [p.15 — Combat Phase]
  • 🔴 Enemy Frames deal Wounds; 🔵 Enemy Frames have other effects [p.15 — Combat Phase]
  • Spend Shield before suffering Wounds: must spend as many as possible (all-or-nothing per amount) [p.8 — Assets]
  • Frames with ✦ or ✧ symbols may be activated multiple times per phase [p.15 — Combat Phase]

Scoring

Applies only to Scenario Generator (competitive mode) [p.22 — Counting Victory Points]

  • Each 3 Assets = 1 VP
  • Each Unlocked Data slot = 1 VP
  • Each EXP in pool = 1 VP
  • Each point of max ITG above 5 = 1 VP
  • Each equipped non-break Faction Augment = 1 VP
  • Each equipped non-starting Class Augment = 2 VP
  • Add VP from acquired Goal cards

Corrupted Data penalties:

  • 1 token = −1 VP | 2–3 = −2 VP | 4–5 = −3 VP | 6+ = −4 VP

Tiebreaker: fewest Corrupted Data tokens wins [p.22 — Counting Victory Points]

End of game

  • Game ends when a Victory or Scenario Lost card is drawn [p.20 — Ending the Game]
  • Resolve the card's effects; unlock or lock components as instructed [p.20 — Ending the Game]
  • Mark the appropriate code on the Progress sheet if you won [p.20 — Ending the Game]
  • Most scenarios have multiple endings; different story branches unlock different components [p.20 — Ending the Game]
  • Corrupted Data pool depleted = Scenario Lost in most scenarios (check Special rules) [p.6 — Corrupted Data tokens]
  • Scenario Generator (competitive): game ends when Time track reaches 0; count VP — most VP wins [p.21 — Scenario Generator]

Glossary

  • Trace: how visible you are to AI; increases each Move & Trace step; triggers Enemy draws on Trace Roll [p.11 — Trace]
  • Pattern: specific arrangement of Data tokens on the Launcher that can be launched for an effect [p.7 — Patterns]
  • Launch: dump tokens used in a Pattern and resolve its effect; only during Launch step by default [p.7 — Launching Patterns]
  • Top Enemy: the rightmost fully visible attached Enemy card; only this Enemy can be Hacked, Repelled, or damaged [p.12 — Attaching Enemies]
  • Reset: triggered when player Integrity hits 0; roll Enemy die (may lose Body), gain 2 Corrupted Data, dump Launcher, discard all Enemies, set Trace to 0, return to Shelter at full ITG [p.13 — Reset]
  • Corrupted Data: unwanted tokens that block Launcher slots; gained on Reset or Repel; discarded (not dumped) tokens go to box, not back to pool [p.6 — Corrupted Data tokens]
  • Core Data: your primary Data type defined by your Core Data token; used wherever the Core symbol appears in Patterns [p.7 — Core Data symbol]
  • Highlighted slots: Launcher slots refilled during Refill step; includes all Unlocked slots [p.6 — Player Board]
  • Upgrade: Planning phase action to spend EXP/Memory for character development [p.13 — Upgrade]
  • Inhabit: place an Advanced Body card in your Body slot by launching its cost Pattern [p.9 — Inhabiting a Body]
  • Break: Faction Augment keyword; after use, remove from game permanently for this scenario [p.10 — Breaking Augments]
  • Prepare x: draw x tokens from Bag, place all at once on chosen empty Launcher slots [p.7 — Keywords related to Data tokens]

FAQ

  • Q: Can you move through face-down District tiles? — A: No. You must stop when entering a face-down tile and reveal it immediately [p.11 — Movement]
  • Q: Can you use Open Data tokens in place of Core or Any Data? — A: Yes, Open Data may substitute any Basic Data in Patterns, Tests, or dumping [p.6 — Open Data tokens]
  • Q: When Corrupted Data is discarded (not dumped), where does it go? — A: Back to the game box, NOT to the Corrupted Data pool on the Time track [p.6 — Corrupted Data tokens]
  • Q: Can you launch the same Pattern twice in one Launch step? — A: No. Each available Pattern may only be launched once per turn, but different Patterns from different sources may all be launched [p.7 — Launching Patterns]
  • Q: Does defeating an Enemy with excess DMG carry over to the next Enemy? — A: No. Excess DMG is lost; you cannot carry it to the next Enemy [p.15 — Combat Phase]
  • Q: Can you use Reroll on another player's dice roll? — A: No. All Assets are personal; Reroll only affects your own rolls, unless a Class Augment states otherwise [p.8 — Assets]
  • Q: What happens if the Enemy Number die roll exceeds the number of attached Enemies? — A: Place the die on the leftmost (furthest from Top) Enemy card [p.15 — Combat Phase]

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