X-ODUS Rise of the Corruption · Reference sheet
X-ODUS Rise of the Corruption reference sheet
Overview
- 1–4 players control 3–4 Ships; 3 Ships recommended minimum [p.4 — Setup]
- Cooperative: all players win or lose together [p.2 — Goal]
- Goal: find all Precursor Keys, activate them on the Main Rift, defeat any Avatars there [p.2 — Goal]
- Lose if the Corruption marker reaches 'Rise of the Corruption' before sealing the Rift [p.2 — Goal]
- Core loop: explore systems, fight Enemies, level up Ships, race against the Corruption timer [p.20 — Game Phases]
- Each turn: Action Phase → Corruption Phase → End Phase [p.20 — Game Phases]
Setup
Per Ship
- Choose a Ship mat; take its Augmentation cards; place Level 1 Augmentation face up in leftmost top slot [p.4 — Ship Mats]
- Place Hull markers (white face up) as indicated on mat [p.4 — Ship Mats]
- Place Max Energy marker on the third slot (marked |); Level marker one slot left of it [p.4 — Ship Mats]
- Place Action marker and XP tracker in leftmost XP slot; take 1 Scrap (2 on First Jump difficulty) [p.4 — Ship Mats]
- Take Ship dice of the color shown on your mat [p.4 — Ship Mats]
Global
- Shuffle Exploration, Ship Module, Precursor Module, and Damage cards separately; place near board [p.4 — Explorations, Modules & Allies]
- Choose 2 Ally cards; shuffle; place next to Exploration cards [p.4 — Explorations, Modules & Allies]
- Place Corruption marker on first slot ('The X-ODUS begins') [p.4 — Corruption and Avatars]
- Select 8 Precursor Signal cards per difficulty; pick 4 at random; place face down on Corruption mat with a Key marker each [p.4 — Corruption and Avatars]
- Shuffle Enemy cards by level; stack descending (level 4 bottom); draw top 4 to form Enemy deck [p.4 — Enemies]
4-Ship board: pick 6 of 7 Corrupt tiles; place 1 as start; shuffle 12 blue + 12 orange into 6 stacks of 4; Main Rift in bottom stack; 1 red tile in each other stack [p.5 — 4-Ship Setup]
3-Ship board: remove 5 systems marked with white dot; form 5 stacks instead of 6; one fewer Avatar in play [p.5 — 3-Ship Setup]
Turn structure
1. ACTION PHASE
- Ships play in any order (or as Fleets); each must use ALL actions before the next Ship/Fleet starts [p.20 — Action Phase]
- Perform available actions (see Actions section); track with Action tracker [p.20 — Action Phase]
- Any Ship may Strain once per turn (0 actions, gain +1 action, Damage Roll before turn ends) [p.21 — Strain]
2. CORRUPTION PHASE
- Advance Corruption marker by 1; if new red slot reached, draw Avatar card and shuffle 4 reserve Enemies into deck [p.22 — Corruption Phase]
- Roll Avatar die for each Avatar not already engaged; Avatars move toward closest Ship; if Avatar engages a Ship, that Ship performs a Damage Roll immediately [p.22 — Avatars Move]
3. END PHASE
- Flip blue Pacified markers to red; discard red ones [p.23 — End Phase]
- Disband all Fleets [p.23 — End Phase]
- Each Ship recovers all available Energy [p.23 — End Phase]
- Shuffle unengaged Enemies back into deck [p.23 — End Phase]
- Reset all Action trackers [p.23 — End Phase]
Actions
| Action | Cost | Effect | Fleet Note |
|---|---|---|---|
| Send a Probe | 1 action | Reveal adjacent empty tile from system stack; choose location first | Single tile collectively |
| Jump | 1 action | Move to adjacent revealed connected system (wormholes count as adjacent) | All Ships same system |
| Blind Jump | 1 action | Send a Probe then immediately Jump to that system | All Ships same system |
| Hyperspace Rush | 2 actions | Jump 3 times through revealed systems; Detection Roll in last system only; can't rush past an Avatar | All Ships same system |
| Explore | 1 action | Remove Exploration marker from current tile; draw Exploration card | Single card, solved as Fleet |
| Scavenge | 1 action | Gain 1 Scrap; collect Precursor Key markers from defeated Ships in system | Each Ship gains 1 Scrap |
| Trade | 1 action | Buy Modules from Ally; trade Scraps/Modules/Keys with Ships in system; salvage Modules for value −1 Scrap | Any Ship in system, even non-Fleet |
| Ship Maintenance | 1 action | Pay 1 Scrap → Repair 1 Hull (self or ally in system); OR pay Scraps to discard Damage card; OR increase Max Energy | Each Ship picks different option |
| Activate Keys | 1 action | On Main Rift only: place all Key markers from your mat onto the tile | — |
| Strain | 0 actions | Once per turn: gain +1 action; must perform Damage Roll before turn ends | Individual, not forced on Fleet |
Combat
Trigger: detected in Enemy system, or voluntary engagement [p.15 — Engaging an Enemy]
Each Attack Round:
- Choose strategy: Offense (roll all dice) / Defense (roll 1 die) / Disengage [p.16 — Combat Strategies]
- Activate 'Before an Attack Roll' Modules [p.16 — Combat Sequence]
- Roll dice [p.16 — Combat Sequence]
- Activate 'After an Attack Roll' Modules [p.16 — Combat Sequence]
- Sum hits per Ship; Fleet sums all Ships' hits; subtract Enemy Shields; deal remaining damage to Enemy Hull [p.16 — Combat Sequence]
- If Enemy survives — retaliation: each Ship counts its own misses = Hull lost [p.16 — Enemy Retaliation]
- Critical miss (both dice show ✕): draw a Damage card [p.9 — Damage Card]
Disengage: perform 1 Damage Roll per Enemy in system; then hide (end turn, normal detection next turn) or flee (Jump/Blind Jump/Hyperspace Rush only) [p.15 — Disengaging an Enemy]
Fleeing an Avatar: if last Ship leaves Avatar's system, Corruption marker advances immediately [p.18 — Fleeing the System (Avatar)]
Defeating an Enemy: gain 1 Scrap per Enemy level per Ship; Pacify the system [p.18 — Defeating an Enemy]
Defeating an Avatar: placed on Corruption mat 3 slots ahead of Corruption marker; no Scraps gained [p.19 — Defeating an Avatar]
End of game
Win condition: activate all Keys on the Main Rift, then defeat any Avatars that reach it [p.24 — Winning the Game]
- When last Key is activated, all Avatars immediately move toward the Main Rift [p.24 — Last Key & Last Avatar Movement]
- If no Avatars reach the Rift → immediate win [p.24 — Final Fight & Victory]
- If Avatars reach the Rift → fight them; win if all defeated, lose if all Ships in system are defeated [p.24 — Final Fight & Victory]
- Game ends the turn the last Key is activated — plan accordingly [p.24 — Final Fight & Victory]
Lose conditions:
- Corruption marker reaches 'Rise of the Corruption' → immediate loss [p.24 — Rise of the Corruption]
- All Ships defeated simultaneously → immediate loss [p.24 — All the Ships Are Defeated]
Ship defeated (not all): lose XP per difficulty; re-enter with 2 Hull after 3 turns, or another Ship can Repair you immediately [p.24 — Ship Defeated]
Glossary
- Augmentation: Ship-specific dual-sided Module unlocked by leveling XP; choose one side permanently when unlocked; can't be salvaged or traded [p.7 — Augmentations]
- Corruption marker: tracks game timer on Corruption mat; reaching 'Rise of the Corruption' = instant loss [p.22 — Corruption Phase]
- Damage Roll: roll both dice; 1 ✕ = lose 1 Hull; 2 ✕ = lose 2 Hull + draw Damage card; otherwise safe [p.9 — Damage Roll]
- Detection Roll: roll both dice; any ✕ = detected and engaged with an Enemy [p.9 — Detection Roll]
- Fleet: 2+ Ships on same system acting together; same action, same target; limited to fewest actions among members [p.8 — Fleets]
- Pacified: system temporarily free of Enemies after all Enemies defeated; lasts 2 turns; no Detection Roll needed [p.18 — Pacify the System]
- Precursor Signal: special Exploration leading to a Precursor Key; doesn't need to be solved immediately; stays in play [p.14 — Precursor Signals]
- Rift: present in all Corrupt systems; Avatars treat all Rift systems as adjacent to each other [p.10 — Corrupt Systems]
- Scraps: game currency; gained from Scavenge, defeating Enemies, Explorations; spent on Modules, Repairs, Energy upgrades [p.7 — Scraps]
- Strain: 0-action once-per-turn ability; gain +1 action; must perform Damage Roll before turn ends [p.21 — Strain]
- Aggressive Engagement: when an Avatar reaches a Ship during Corruption phase, that Ship immediately performs a Damage Roll [p.23 — Aggressive Engagement]
FAQ
- Q: Do I need to spend an action to form a Fleet? — A: No, forming a Fleet is free and can happen anytime during your turn, even between Detection and Combat [p.8 — Timing to Form a Fleet]
- Q: Can I activate a Module during Combat without spending an action? — A: Yes, activating a Module never costs an action [p.8 — Activation Condition]
- Q: Can I reroll a die I already used to trigger a Module? — A: No, you can't reroll or ignore a die used to trigger another Module during the same attack [p.8 — Activation Rules]
- Q: Does a defeated Enemy retaliate? — A: No, defeated Enemies don't retaliate (except Level 2 Defender whose ability triggers before damage) [p.15 — Enemies Ability]
- Q: Do I perform a Damage Roll when I engage an Avatar during my Action phase? — A: No, Aggressive Engagement (Damage Roll) only applies when an Avatar engages you during the Corruption phase [p.23 — Aggressive Engagement]
- Q: Can I access a Precursor Key without spending an action? — A: Yes, accessing the Key is free once the condition is met; only instructions in [ ] cost an action [p.14 — Accessing the Key]
- Q: What happens if I run out of Exploration markers? — A: Move one from another system on the board, permanently losing that Exploration [p.10 — Corrupt Systems]