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The Breach Prometheus · Reference sheet

The Breach Prometheus reference sheet

Overview

  • Cooperative expansion for The Breach; 1–4 players vs. the Titan I.C.E. Prometheus [p.8 — Cooperative Mode]
  • Players are Breachers working together to defeat Prometheus before it removes all Gates from the Database [p.9 — End of the Game and Victory]
  • Core loop: take Actions, Deactivate Prometheus' Vital Spots, assign Viruses to defeat it [p.9 — Players' Victory]
  • Prometheus starts Invulnerable; enough Vital Spots must be Deactivated to make it Vulnerable before Viruses count [p.14 — Prometheus States]
  • New components: Titan Board, Reaction Cards, Althon I.C.E.s, Anomaly Die, Elusion Tokens, Impulse Tokens [p.8 — New Components]

Setup

  1. Place Rooms per player count; remove yellow Room, place Mount Caucaso Room (Revealed, random orientation) [p.10 — Database Setup]
  2. Shuffle and place Gate Tokens face down, then flip to Priority side; deploy Prometheus in Mount Caucaso Room [p.10 — Database Setup]
  3. Place Althon Description Card in slot A; choose a second Δ I.C.E. and place its card in slot B [p.10 — Firewall Setup]
  4. Build Activation Deck per player count (see Activation Deck rules) [p.11 — Activation Deck]
  5. Place Prometheus I.C.E. Track on Firewall Board; place I.C.E. Cubes left of each track [p.11 — Firewall Setup]
  6. Place Titan Board; place Prometheus Sheet in slot; place Chest, Legs, Feet Vital Spot Tokens face up [p.11 — Firewall Setup]
  7. Choose Head (War Helm or Sacred Helm), Right Arm (Gatling or Cannon), Left Arm (Daggers or Greatsword) Vital Spot Tokens [p.11 — Firewall Setup]
  8. Build Reaction Deck: select cards matching chosen Vital Spots → split Series I / Series II (10 each) → Series I on top; reveal cards equal to player count into Reaction Slots [p.12 — Reaction Deck]
  9. Interface Setup: no Objective Cards; each player gains 1 random Partial Information Token in their Hard Disk [p.12 — Interface Setup]

Turn structure

BREACHERS' TURNS (each player in order)

  1. Action Phase: perform Actions equal to your Click value [p.24 — Game Round]
  2. Configuration Phase: perform Configuration actions equal to your Configuration value [p.24 — Game Round]
  3. Tracking Phase: either Deactivate a Vital Spot OR Track a Node (not both) [p.17 — Tracking Phase]
  4. Reaction Phase: resolve the rightmost Reaction Card on the Titan Board [p.18 — Reaction Phase]

FIREWALL TURN (after all Breachers)

  1. Password Phase: pass Password counterclockwise [p.16 — Game Flow]
  2. Activation Phase: starting with Password holder clockwise, each connected Avatar draws and resolves 1 Activation Card [p.16 — Game Flow]
  3. Loading Phase: Password holder reveals Reaction Cards equal to player count into leftmost free Reaction Slots [p.20 — Loading Phase]

Actions

Action Cost Effect Notes
Reveal 1 Research Token Flip a face-down Information Token on any Node Blank tokens are discarded [p.13]
Submit Give 1 Credit or Research Token to an ally instead of taking a Push effect Token not counted as gained by giver [p.13]
Reconnection Use Reconnection effect; first assign 1 Impulse Token to a Gate of choice Allies cannot Elude this token [p.14]
Attack vs. Prometheus Attack Prometheus; if Chest Deactivated, choose Althon models in Prometheus' Room for +1 Attack each Chosen Althons Disconnect after attack [p.17]
Elude Shockwave 1 Elusion Token Avatar in Room adjacent to targeted Gates prevents Impulse Token assignment Must be in adjacent Room [p.14]

Combat

Making Prometheus Vulnerable

  • Deactivate Vital Spots in Tracking Phase by having all associated Information Tokens in your Hard Disk [p.17 — Deactivating a Vital Point]
  • Flip chosen Vital Spot Token to gray side; turn one associated Info Token face down [p.17]
  • 1 player: 1 Deactivated Vital Spot = Vulnerable; 2–4 players: 2 Linked Deactivated Vital Spots = Vulnerable [p.14 — Prometheus States]
  • Place Deactivation Cubes (= player count) on Titan Board when first Vital Spot is Deactivated; each 🗲 icon on a Reaction Card removes 1 cube [p.18 — Vital Spots and Deactivation Cubes]
  • When last cube removed, players choose one Deactivated Vital Spot → flip it Active; if others remain Deactivated, place cubes again [p.18]

Reaction Phase (Prometheus attacks)

  • Resolve rightmost Reaction Card top-to-bottom; Subroutines tied to Active Vital Spots only [p.18 — Resolving Reaction Cards]
  • Prometheus moves between adjacent Rooms (even unlinked); crossing a closed Link places a free Breach Card [p.18]
  • Moving toward a Gate: nearest Gate not adjacent to Prometheus; ties broken by lowest Priority value [p.18]
  • Shockwave: assigns 1 Impulse Token to each Gate adjacent to target Room [p.19 — Shockwave]
  • Collapse: Prometheus performs Shockwave in all outer-edge Rooms in the Anomaly Die direction; triggers when Σ Track cube hits icon or Firewall Die would exceed 8 [p.19 — Collapse]

End of game

Prometheus wins: last Gate removed from Database → game ends immediately, all players lose [p.9 — Prometheus' Victory]

Players win: assign Viruses to Prometheus (only while Vulnerable) equal to the threshold for your player count [p.9 — Players' Victory]

  • Prometheus is Invulnerable at game start; Virus assignments are ignored until it becomes Vulnerable [p.14 — Prometheus States]
  • Gates are removed when a Gate's third Impulse Token is assigned to it [p.14 — Impulse Tokens]

Glossary

  • Titan I.C.E.: most powerful I.C.E. type; Prometheus is the only one; cannot be Disconnected or Eliminated [p.14 — Disconnection and Elimination]
  • Vital Spot Token: represents a body part of Prometheus; Active (colored) or Deactivated (gray); deactivating enough makes Prometheus Vulnerable [p.14 — Vital Spot Tokens]
  • Deactivation Cube: tracks how long Vital Spots stay Deactivated; one removed per 🗲 icon on Reaction Cards [p.18 — Vital Spots and Deactivation Cubes]
  • Linked Vital Spots: two Vital Spots joined by a link line on the Titan Board; 2–4 players need 2 Linked ones Deactivated for Vulnerable state [p.15 — Linked Vital Spots]
  • Impulse Token: assigned to Gates by Shockwave or Reconnection; 3 on same Gate removes that Gate [p.14 — Impulse Tokens]
  • Shockwave: assigns 1 Impulse Token to each Gate adjacent to a specified Room [p.19 — Shockwave]
  • Collapse: Prometheus performs Shockwave in all outer-edge Rooms in the Anomaly Die direction [p.19 — Collapse]
  • Elusion Token: held on Breacher Card (max 2); discard to Elude instead of moving a token in the Cache [p.7 — Elusion Token]
  • Anomaly Die: rolled to determine direction/effect for Althon deployment and Collapse; symbols α β γ δ indicate Mount Caucaso Room Links [p.7 — Anomaly Die]
  • Reaction Card: drives Prometheus' behavior each Reaction Phase; split into Series I (top) and Series II [p.12 — Reaction Deck]
  • Althon I.C.E.: Δ-category I.C.E. spawned via Anomaly Die; models in Prometheus' Room can boost Attack when Chest is Deactivated [p.6 — Althon I.C.E.]

FAQ

  • Q: Can Prometheus be Disconnected or Eliminated? — A: No. Any effect that would do so is ignored. [p.14 — Disconnection and Elimination]
  • Q: Can a player ignore effects from Allied Avatars? — A: Yes. A player may choose to ignore any effect generated by an Ally, including Viruses assigned by Allies. [p.13 — Ally]
  • Q: Can the Mount Caucaso Room be Obscured or rotated after setup? — A: No. It is always Revealed and its orientation cannot change. [p.7 — Mount Caucaso Room]
  • Q: Can a player gain a third Elusion Token? — A: No. Any effect that would grant a third token is ignored. [p.7 — Elusion Token]
  • Q: Can an Avatar activate the same Mount Caucaso Room effect twice in one Turn? — A: No, but both different effects may be activated in the same Turn. [p.7 — Mount Caucaso Room]
  • Q: When using Attack Enhancement against Prometheus, does the bonus apply to multiple targets? — A: Only for calculating Viruses assigned to Prometheus, not other models. [p.17 — Attack Action Enhancement]

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