Aeon Trespass: Odyssey
At a glance
Rules overview
English version of our rules overview, translated from the Chinese original (cunlema). The Chinese page is the source of record.
Game Overview
In a world where ancient Greek mythology intertwines with cosmic horror, players pilot the Argo through three major Cycles, exploring uncharted islands, battling Primordials, and uncovering the truth of fate. Each player controls an Argonaut, fighting alongside colossal Titans, making pivotal choices in narrative-driven campaigns, and achieving victory upon completing the Cycle's storyline.
Core Gameplay: Each game day proceeds in sequence: Navigation Phase (exploring the map, advancing the timeline) → Adventure Phase (story decisions and dice rolls) → Combat Phase (facing Primordials) → Story & Doom Progression → Final Steps.
Core Mechanisms: Campaign storytelling, dice rolls and Fate Re-rolls, Titan battles (driven by AI/BP cards), Memory Breakthrough System, Diplomacy Track, Technology Research, and Equipment Forging.
1. Game Components
| Component | Description |
|---|---|
| Battle Board | The battlefield grid for Titans and Primordials |
| Argo Table | Records crew, ship hull, timeline, deities, summons, etc. |
| 4 Argo Hero Tables | Each hero independently tracks triskelion attributes, equipment, memories, etc. |
| Portrait Cards | Identifiers of heroic identities |
| Triskelion Dials | Track heroes' three-dimensional attributes |
| Map Tiles | Brown (Cycle I), Red (Cycle II), Purple (Cycle III) |
| Exploration Cards | Drawn during exploration steps, featuring misfortune/progress/opponent symbols |
| Clue Cards | Backside indicates the cycle they belong to and their associated story/misfortune card number |
| Fated Mnemos Cards | Special memories distinct from ordinary memory cards |
| Inward Odyssey Story Card | Independent per cycle, documenting 20 adventures |
| Storybook | Contains adventure passages, battle scenes, special events, etc. |
| Choice Matrix | Records narrative choices retained across cycles |
| Technology Deck / Project Deck / Armory Deck | Manages technologies, research items, and equipment categories |
| Titan Miniatures and Titan Table | Titan combat units |
| Primordial Table and AI/BP Card Deck | Primordial behaviors and damage systems |
| Trauma Card / Kratos Card / Moiros Card | Damage, rage, and fate systems in combat |
| Various Tokens | Progress, misfortune, summons, energy, ambrosia, despair, etc. |
| Terrain Tiles | Placed during battles, including obstacles, abysses, coverings, and other types |
| Dice | d10 (for checks, attacks, dodges, etc.), critical hit dice (white), powerful dice (three tiers: red/black/white) |
2. Game Setup
2.1 Campaign Setup
- Fixed 4 Argonaut Heroes, distributed as evenly as possible regardless of the number of players
- Each hero: independent hero sheet, portrait card, triquetra spinner (no miniatures)
- Prepare the Argo ship miniature, exploration cards, clue cards, fate memory cards, and the current cycle's internal Odyssey story card
- Ongoing elements: selection matrix (retained across cycles), Argo ship sheet, 4 hero sheets
2.2 Map and Cycles
- Map tiles are color-coded by cycle: I = brown, II = red, III = purple
- When a tile is unplaced, retrieve it from the box and place it (align arrows)
2.3 Hero Death and Replacement
- Conditions for Death: Explicitly stated in the narrative, or when any triquetra attribute exceeds 9 outside of combat (cannot be actively raised above 9)
- Upon death, consult the current cycle's "Rude Awakening" special event
- Do not discard the deceased hero's sheet (events may reference it); retain the Titan's status marker upon death
- When a hero leaves the ship: draw a new sheet, draw a new portrait card (or choose one skill to gain +1 bonus), and draw a new memory card
2.4 Save Files
- Timing: After completing any campaign round step (recommended after the end-of-round phase)
- Content Recorded: Current story card number + number of tokens collected, doom card number + token count, map tile number where the Argo ship is located, numbers of other tiles related to the current story/doom card, opponent positions, and each hero's current triquetra attributes
- Separate Storage: Technology deck, project deck, armory deck, exploration deck, memory vault, acquired clue cards, unlocked divine/summon cards
2.5 Victory and Defeat Conditions
- Victory: Complete the current cycle's storyline (advance the story card to the end)
- Defeat: Resolve the final doom card of this cycle; reduce CREW or HULL to 0; raise the Argo FATE above 9; exhaust the timeline; initiate combat with 0 Titans aboard; or trigger other narrative events
3. Gameplay / Round Structure
Each game day equals one Campaign Round, consisting of multiple steps, each containing a specific phase type:
| Step | Phase Type | Main Content |
|---|---|---|
| 1. Movement Step | Sailing | The Argo moves along the arrow to an adjacent tile |
| 2. Timeline Step | Sailing | Marks the next empty space on the timeline; if no space remains, time runs out |
| 3. Exploration Step | Sailing | Resolves exploration symbols, draws exploration cards, moves opponents, and executes adaptations |
| 4. Expedition Step | Sailing | Unexplored tiles trigger an adventure phase (hub or rest adventure) |
| 5. Encounter Step | Sailing | Resolves battles indicated by combat symbols on the timeline |
| 6. Advancement Step | Sailing | Researches technology, trades, forges equipment, creates titans, and uses facilities |
| 7. Story Step | Story | Advances the main storyline, resolves story events, breaks memories, and deciphers codes |
| 8. Misfortune Step | Misfortune | Advances misfortune cards; over-advancing results in campaign failure |
| 9. End Step | End | Converts unexplored tiles into explored ones |
4. Voyage Phase
4.1 Movement Step
- The Argo must move along the direction arrows to an adjacent tile; if no tile is available, draw one from the box and place it.
- Movement is only allowed on water tiles.
- Double Arrows: An adjacent tile is divided into two sectors. You must choose an arrow before revealing the new tile; once you leave a sector, you can only move along the arrows of that sector's symbol.
- Restricted Waterways: Require additional technology to traverse.
- Cities/Large Settlements: Upon leaving, place the "Last Visited City" token; the tile where this token is placed cannot use the Negotiation technology ability.
4.2 Timeline Step
- Mark the next empty space on the Argo's timeline for the current day; if there are no empty spaces, time runs out and the campaign fails.
- If there are symbols/events/notes for the day, resolve them in the corresponding steps.
4.3 Exploration Step
4.3.1 Resolving Exploration Symbols
- Doom Symbol → +1 doom
- Progress Symbol → +1 progress if the tile has not been explored
- Titan Symbol → +1 Dreamwalker titan if the tile has not been explored
- Positive Symbols (Progress/Titan): Only effective on unexplored tiles, with each tile being resolved only once per cycle.
- Negative Symbols (Doom): Effective whether the tile has been explored or not; revisiting an explored tile still incurs penalties.
4.3.2 Drawing Exploration Cards
- Draw cards from the exploration deck, resolving each one until a card with the "Stack End" symbol is drawn (the first stack ends); then draw a second stack.
- Resolution order: ① Main effects (from top to bottom) → ② Opponent symbols trigger opponent activations → ③ Special handling effects → ④ Stack end/re-draw symbols.
- After the second stack is resolved, all unresolved exploration cards are shuffled back into the deck.
4.3.3 Moving Opponents
- Opponents actively hunt the Argo; ignore all opponent activations before events are introduced.
- Once events are introduced, write them onto the opponent's track; if an opponent activation occurs while already on the map, move them one tile toward the Argo along the shortest path.
- If the opponent is on the same tile as the Argo, remove their miniature and trigger an opponent battle.
- Opponent off the map + First Symbol → Nothing happens.
- Opponent off the map + Second Symbol → Generate the opponent: Place them four tiles away from the Argo (or as far as possible if unable to do so); immediately end this round of opponent activations upon generation.
- Opponent movement rules: Cross revealed tiles, step onto adjacent tiles without arrow connections, ignoring sectors and symbols; prioritize horizontal movement when distances are equal.
4.3.4 Performing Acclimations
- If there is an acclimation marker on the timeline for the day, resolve all non-combat actions during the exploration step before executing them.
- Permanently remove numbered cards to the left of the arrow from the exploration deck and shuffle numbered cards to the right of the arrow into the deck.
4.4 Expedition Step
- If the Argo is on an unexplored tile and there is an Adventure/Rest symbol, resolve the adventure phase.
- Hub Adventure: Choose an adventure from the periodic hub adventure table.
- R&R Adventure: Choose an adventure from the R&R section.
4.5 Encounter Step
- Resolve battles marked by combat symbols on the timeline; multiple battles on the same day can be chosen in any order.
- Select one of two regular originators for the current cycle to face, consulting the corresponding setting in the storybook.
4.6 Advancement Step
- Research technologies, trade, forge equipment, create titans, and use Argo facilities.
- Events added to the timeline through technology = advancement events, which are resolved during this step.
Research
- Technology cards under research → Add to the technology deck (gaining all their abilities).
- Technologies eligible for research → Add to the project deck (viewable but not yet benefiting).
- Technologies not in any deck → Reserve, stored in the box.
- Core Technologies: Cannot be researched; usually obtained automatically at the start of each cycle.
- Structural Technologies: Facility-based, used during voyages to alleviate difficulties, manage resources, breed titans, etc.
- Battle Technologies: Production facilities providing new equipment cards and Argo capabilities.
- If there is a technology symbol on the timeline for the day → Technology Breakthrough, allowing research of one technology of the corresponding type.
- Research process: Meet requirements → Find the "guide" card for that technology in the reserves and add it to the project deck → Add the researched card to the technology deck.
- Cooling X days for technology abilities: Write the name into the timeline X days later as an event labeled "cooldown."
Structural Technology Details
- Used only during non-combat times; abilities without specified timing can be used during the advancement step.
- Each active ability is limited to one use per day (except save abilities).
- Permanent Abilities: Remain active indefinitely.
- Reference Abilities: Rule reminders with no additional effects.
- Immediate Effects: Resolved instantly upon research.
- Negotiation Abilities: Available only on tiles with corresponding symbols.
- Save Abilities: Available when needed, with each ability limited to one use per game session.
Battle Technology Details
- Production facilities: Used only for forging.
- Argo capabilities: Determine which preparations to make during battle setup; the number of items that can be prepared simultaneously depends on the current Propylon technology.
Trading
- Limited exchanges of resources; one exchange equals trading any quantity of one resource for another according to set ratios.
Crafting Gear
- Each advancement step allows forging multiple gear cards, but only those listed among the production facilities in the technology deck.
- Must not exceed the available copies of that gear card.
- Resource types: Mortal, Primordial, Divine, Rare.
- Costing resources (removed from the Argo table) = cost indicated on the technology card; if the cost includes another card, spend both together and return them to the box.
- After forging, add to the armory for equipping and combat use.
Titan Breeding
- Each breeding technology specifies a particular titan cost and required days.
- Titan classifications: Gaia-born (all Dreamwalkers) or Argo-bred.
- Multiple Argo-bred titans of the same level can board the ship, but if one of the same level already exists, further breeding is prohibited (can be obtained from other sources).
- During combat, only one Argo-bred titan of the same level can be carried.
- Breeding process: Pay the cost → Write the titan's tier and specified days into the timeline → Resolve during the advancement step on the designated day to obtain the new titan.
- A single technology card can participate in only one breeding process at a time.
- Fusing: Forge a titan using a Primordial core; requires one Gaia-born titan (Dreamwalker) plus one specific Primordial core → Obtain the new titan immediately after payment.
Named Titans
- Has a special quality, usually a pattern
- The pattern overlays the Titan's base wound table or Kratos table, potentially introducing new rules/abilities
- A Titan can have multiple patterns; patterns related to the same game element overwrite the older one (the old card is discarded)
(17 later sections are omitted here; see the Chinese page for the rest.)
Rules Q&A
Questions below are real questions players asked cunlema about this game; answers are ours, translated into English.
Aeon Trespass: Odyssey?
"Aeon Trespass: Odyssey" is a campaign-style cooperative board game set against the backdrop of Greek mythology. Its core structure is as follows:
I. Overall Framework
- The game progresses in Campaign mode, where players control the Argo ship, sailing, exploring, adventuring, and battling across the Aegean Sea map to advance the main storyline.
- Time is measured in Game Days: Each Game Day equals 1 Campaign Round, which consists of multiple steps, each corresponding to a specific phase type.
II. The 9 Steps of a Campaign Round
| Step | Phase Type | Main Content |
|------|------------|--------------|
| 1. Move Step | Voyage | The Argo moves along the arrow to an adjacent tile |
| 2. Timeline Step | Voyage | Marks the next empty space on the timeline; if no space remains, time runs out |
| 3. Explore Step | Voyage | Resolves explore symbols, draws explore cards, moves opponents, and executes adaptations |
| 4. Expedition Step | Voyage | Unexplored tiles trigger an Adventure Phase (Hub/Resting Adventure) |
| 5. Encounter Step | Voyage | Resolves battles marked by combat symbols on the timeline |
| 6. Advance Step | Voyage | Researches technology, trades, forges equipment, creates Titans, and uses facilities |
| 7. Story Step | Story | Advances the main storyline, resolves story events, breaks memories, and deciphers codes |
| 8. Doom Step | Doom | Advances Doom cards; overextending leads to campaign failure |
| 9. End Step | End | Converts unexplored tiles into explored ones |
III. Three Major Phases
1. Voyage Phase – The default state. As long as the game isn't in the Adventure or Battle Phase, it remains in the Voyage Phase. This phase includes movement, timeline management, exploration, expeditions, encounters, and advances. During movement, the Argo must follow directional arrows to adjacent tiles, moving only on water; double-arrow tiles are divided into sectors and require additional technology to traverse restricted waterways.
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The attack was completely dodged—does its post-attack effect still get resolved?
First, let's address your specific question: After a complete evade, do attack‑after effects still resolve?
Yes, they do. A full evade only skips the "Attack Consequences" portion; the process then jumps directly to the AI card's After Attack section and simultaneously triggers all "Full Evade:" abilities.
In other words, during a full evade:
- The AI card's attack effects are not resolved (no damage, no trauma draw, etc.);
- However, the After Attack section still resolves—the rulebook explicitly states that After Attack is completely separate from the attack itself, so even if the attack is fully evaded or never executed at all (e.g., the target moves out of range), After Attack will still be processed.
- The only ways to cancel After Attack effects are through Chain Break or the Mercy Rule.
- Additionally, Crit Evade effects triggered by a critical hit also activate as normal.
To clarify a few scenarios:
- Partial evade (at least one hit remains): The attack effects are resolved, but most attacks scale with the number of hits, so partial evasion weakens the attack.
- Out of Reach evade (moving out of range after becoming a target but before rolling the evade dice): The attack does not execute, and neither the evade dice nor the attack effects are resolved. However, Primordial first completes its movement and then proceeds directly to After Attack.
- Block X: This ability triggers after the evade dice are resolved and before the attack effects begin, allowing you to ignore X hits.
Beginner's Guide
Let me start by clarifying: the rulebook does not include a dedicated section on "core strategies / common mistakes / advanced tips" for newcomers. Therefore, what follows are key mechanics directly derived from the rulebook text, rather than official strategy guides.
Core Strategies (Mechanics Supported by the Rulebook)
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Does the reaction on the last component card that causes the BOSS to die need to be resolved?
Conclusion: Settlement is required—but it depends on which category the Response of this body part card (BP card) belongs to, and you must distinguish "who died."
Here's what can be confirmed from the rulebook:
-
Killing Determination & Battle End: When the number of Wounds on the Wound Stack (including the one just dealt) reaches or exceeds Primordial's corresponding threshold, Primordial is killed, the battle ends immediately, and we proceed to the Aftermath phase. If you won via a Critical Wound, you still receive all the actual rewards from that Critical (but no additional attacks).
-
Timing of Response Resolution: Most Responses are resolved immediately after the Power Roll; exceptions are two categories—Attack Responses (related to lethal attacks) and Follow-up Titan Attacks—which only trigger once the current Titan Attack has been fully resolved, and they do not cause Chain Break.
-
Key Distinction: Who Died?
- If a Titan dies (not Primordial being killed), the Mercy Rule applies: if a Titan dies during an attack on Primordial, all negative Responses triggered by that attack are ignored. However, if Primordial's attack causes the Titan to die, Primordial ends that attack and forfeits any remaining effects targeting that Titan as well as After Attack effects (though effects unrelated to that target, or those affecting other targets, will still resolve).
- If Primordial is killed (the situation you're asking about), the rulebook simply states, "The battle ends immediately and proceeds to the Aftermath," but it does not explicitly say that Responses on that BP card are ignored. -
Critical Wound Exception: If you deal a Critical Wound, no other Responses are resolved—including Wound/Fail/Instinct Responses on that BP card; only the Critical itself is settled.
So here's how to handle it:
… (condensed here; full text on the cunleme Chinese page)
Can a Level 4 Mechanical Bronze Bull trample a Titan?
Conclusion: No. The Trample of the level IV mechanical bronze bull Labyrinthauros also does not take effect, and it cannot Trample the Titan.
Conditions and exceptions:
- The Trample trait (as well as the Trample effects on AI cards and BP cards produced by it) only takes effect in battles against a level II Primordial, and should be ignored in earlier battles, regardless of what level the AI card or BP card itself is.
- In other words, the criterion is the level of the Primordial in the current battle, not the card level. A battle against the level 4 bronze bull still counts as a "battle before level II," so the entire Trample ability is void, the bronze bull will not perform a Trample move, and therefore will not produce a Trample effect on the Titan.
- Trample only takes effect when you are fighting a level II bronze bull. At that time, it is resolved as follows: the bronze bull moves in a straight line at full SPEED, cannot turn, and follows all rules for Primordial movement; if it passes through or stops on the space occupied by a Titan that has a "knockdown" status card, that Titan does not suffer a crash, but instead performs one obol draw (regardless of its current wound level).
- One additional point: when the bronze bull's level II AI card says "Trample. Labyrinth 1," these two effects are resolved in order—first resolve "Trample," then resolve "Labyrinth 1."
Regarding the specific level "level 4," the original rules text only uses "level II Primordial" as the dividing line and does not list separate explanations for level 4, level 5, and level 6 individually; according to the original wording, Trample is ignored in all non-level II battles.
This content is for reference only. If there is any conflict, the rulebook and the experts around you shall prevail.
What does the Adventure Phase refer to?
Conclusion: The "Adventure Phase" is not a phase divided into fixed steps, but rather a continuous narrative‑analysis process—starting from when you begin analyzing the main story segment and continuing until you are instructed to "return to the Navigation Phase," or until that segment has no further sub‑segments. Any content executed in adventure form falls within its scope.
When Does the Adventure Phase Occur?
- Expedition Step Trigger: When the Argo docks on an unexplored tile bearing either a Hub symbol or an R&R symbol, an Adventure Phase is triggered. All newly revealed tiles are considered unexplored; returning to already explored tiles does not trigger analysis of these symbols.
- Story Step Trigger: All adventures triggered during Story Steps (as well as events like "Dreams of Pharos" that add entries to the timeline) are resolved according to Adventure Phase rules.
What Does the Adventure Phase Include?
1. Opening and Closing of the Story Segment Itself: Starting to analyze a story segment initiates the Adventure Phase, with no strict turn order; do not read the story segment yourself unless instructed to do so. The phase ends only when directed to "return to the Navigation Phase" or when there are no further segments. You must resolve all linked segments before proceeding with other actions or advancing to subsequent campaign steps.
2. Hub Adventures: When an Expedition Step encounters a Hub symbol, consult the current Adventure Hub table on the front page of the storybook, roll a d10, and follow the column corresponding to your current story card. Mark one space on the Argo's Adventure Track (re-roll for a new hub if all spaces are already marked), then proceed to the relevant chapter. If the space contains a symbol, directly resolve the corresponding segment; if it's empty, roll again to check the Hub's Adventure Table, mark a Fate Box next to the adventure name, and then read the associated segment.
3. R&R Adventures: When an Expedition Step lands on an R&R symbol, head to the R&R Adventure section of the current storybook, roll a d10 to consult the R&R Adventure Table, identify the specific adventure,
… (condensed here; full text on the cunleme Chinese page)
Introduce to me how each titan in the game attacks enemies, and how hits and damage are determined.
How Titans Attack, and How to Determine Hits and Damage
Quick Summary of Conclusions
Each attack by a Titan is a combat action, resolved in a fixed sequence of 10 steps. "Hit" is determined by the 3rd step, the Attack Roll, while "damage (wound)" is determined by the 6th step, the Power Roll.
I. Prerequisites and Procedure for Attacks (The 10 Steps of a Combat Action)
During a Titan's turn, each Titan has 1 combat action + 1 movement action per round (in any order; one must be completed before starting the other, and unused actions are forfeited). The combat action proceeds as follows:
- Declare Attack and Choose Active Weapon: Select an unexhausted weapon card as your active weapon for this attack; you may only choose it if the target is within that weapon's effective range and in your line of sight (LoS). Weapons without ranged/reach keywords are considered melee.
- Increase RAGE and Check Priority Target: Increase RAGE by 1; if it now exceeds the priority target's RAGE, you become the new priority target and take the marker.
- Attack Roll—determine hits (see below).
- First Ability Window: Activate abilities from the Kratos table, Mnemos cards, active weapons, and other non-weapon equipment cards.
- Draw BP Card: Reveal the top card from the BP deck (its level indicated by Roman numerals).
- Power Roll—determine whether wounds are inflicted (see below).
- Primordial Reaction: If wounded, resolve the wound response; if not wounded, resolve the fail response; if severely wounded, resolve the critical response (and ignore all other reactions).
- Wounds and Upgrades.
- Clear the Kratos Pool.
- Second Ability Window.
Exceptions When Attacks Cannot Occur: If you cannot select a legal weapon or lack LoS, the attack ends—but no chain break occurs.
II. How to Determine "Hits"
… (condensed here; full text on the cunleme Chinese page)
How do you start the storyline and main adventure in Aeon Trespass: Odyssey?
Conclusion
The plot and main-story adventures of the Odyssey are not "initiated" by the players, but are triggered during the Story Step by the requirements of the current Story card. The first iron rule in the original rules text is: never read story passages unless explicitly instructed to, so as to avoid spoilers; read only the passage you are directed to, and do not look at the passages next to it.
How the main story advances
- Check the requirements of the current Story card. The main story advances only when you meet all the requirements listed on the current Story card. The most common requirement is: a certain number of Progress tokens have accumulated on the current Story card; another common requirement is that the Argo is on a specific map tile. In short, the current Story card will state the exact conditions required to trigger it.
- Resolve during the Story Step. Once the requirements are met, resolve its story advancement during the Story Step. In most cases, resolving story advancement means flipping the Story card to its other side, or consulting a certain passage in the current storybook (or another game element).
- Clear tokens after resolving. After resolving the current story advancement, discard all Progress tokens collected on the current Story card (unless explicitly stated otherwise).
What else is resolved during the Story Step
The Story Step is step 7 of the Campaign Round, and resolves: main-story story advancements, Story Events on the timeline, Mnemos Breakthroughs, and Secret Codes you have found. All adventures triggered during this step are resolved according to the rules of the Adventure Phase.
… (condensed here; full text on the cunleme Chinese page)
What is the line-of-sight mechanism? Do I also have line of sight behind monsters? What about negative markers? Can red terrain not be entered? If a placed maze contains red terrain, can it still be placed at the foot of a titan?
I. Line of Sight (LoS) Mechanism
How to Determine: Draw an imaginary straight line between the corner of the attacker's tile and the corner of the target's tile, then see what this line passes through:
- No LoS: The line either passes through or runs along the edge of an obscuring terrain tile, or along the edge of a red line, or goes through the corner where two features meet diagonally.
- Still LoS: The line merely passes through the corner of an obscuring terrain tile, or the endpoint of a red line.
Two Fixed Rules:
- Blindspots and Vantage Points are never within the originator's LoS.
- Miniatures never block their own or other miniatures' LoS.
Regarding "Whether There Is Sight Behind a Monster":
It cannot be generalized that "there is always no sight behind it." The rule only specifies that blindspots are not within the originator's LoS, and the location of blindspots is determined by the originator's icon (the basic trait icon indicates which tiles the trait affects). Therefore:
- If the originator has a blindspot marker on its back → standing in that blindspot area means you are not within its LoS (and you are also excluded from its target selection; additionally, your attack against it gains +1 accuracy).
- If there is no blindspot marker on its back → apply the standard LoS determination above (whether blocked by terrain or red lines); there may still be LoS behind it.
Additionally, "In front" is defined as follows: draw an imaginary line along the edge of the tile occupied by the originator's front side; all tiles beyond that line in the direction it faces are considered "in front." "Rear" refers only to the tile directly adjacent to and directly behind it.
II. Negative Markers
The corresponding term in the rules is Negative Symbols, which work as follows:
- Negative symbols take effect on both explored and unexplored tiles.
- If you revisit an explored tile, you will still incur this penalty.
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What are the rules for collisions in Aeon Trespass: Odyssey? If an Apostle touches another Titan while pushing it, will that other Titan be knocked over?
Conclusion
Yes. When an Apostle (Originator) pushes a Titan back, if the pushed Titan collides with or passes through another Titan, that other Titan will be "Displaced"—meaning it is moved to an adjacent empty space, rather than being "Crashed."
Specific Rules
1) What is a Crash?
A Titan suffers a Crash under the following circumstances: when the Originator moves into or through the space it occupies; and when any effect forces it to move into a space containing Obstacle Terrain, or when Obstacle Terrain is placed in its current space. A Titan that suffers a Crash gains +1 (Wound) and becomes Knocked Down.
2) Rules for Pushback X
Pushback X: Push the target in front of you X spaces toward you, moving yourself along with it. Specifically: first have the source turn toward the affected model, then move X spaces in that direction, pushing the model away in a straight line.
Key points:
- Other Models: The pushed Titan can pass through spaces occupied by other models. If, at the end of the Titan's involuntary movement, it stops on a space occupied by another model, that "other model" is Displaced.
- Terrain: The affected model must resolve the effects of any terrain tiles it passes through.
- Destructible Obstacles: If the Titan is about to be pushed into a destructible obstacle (such as a stone pillar), remove that terrain tile, the Titan suffers a Crash, and then continue the Pushback.
- Indestructible Obstacles: If the Titan is about to be pushed into an indestructible obstacle, Displace it to an adjacent space (provided that space allows the Originator to continue moving into the Titan's original space), then continue the Pushback; if displacement is impossible, the Titan dies, the Originator enters the original space, and the Pushback ends.
- Edge of the Board: Similarly, first attempt to Displace the Titan to an adjacent space so the Originator can keep advancing; if displacement is not possible, the Titan dies and the Pushback stops.
- Titan Timing: A Titan may resolve Pushback X during its first or second ability window, or when explicitly instructed to resolve it immediately.
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After being knocked down, can you still place markers on the Kratos pool during this round? What are the rules for knocking someone down? If you can place markers, does the original ally pool get reset to zero?
I. After being knocked down, can you still place markers in the Kratos pool during this round?
There are two scenarios to consider:
1) Placing markers triggered by "an attack you initiated" — no.
Placing opening/break/auto-break markers occurs within the first ability window or second ability window of the attack phase. When a player is knocked down (Knockdown—face-down), they cannot perform any actions, reactions, or free actions, and therefore cannot initiate an attack. Consequently, they cannot advance to any ability window, so they cannot use their abilities to place markers in the Kratos pool.
2) "Constant abilities" — still require resolution.
The rules stipulate that constant abilities have no cost and must be resolved whenever their specified conditions are met. This explicitly includes "you must resolve keywords that place Kratos markers into the pool." The knockdown restriction states only that players "cannot perform any actions, reactions, or free actions," but it does not exclude constant abilities. Thus, if a constant ability meets its conditions, you must still place the corresponding marker as usual.
One important distinction: Certain keywords in the rules are specifically noted as "usable even when knocked down or otherwise unable to use active abilities" (such as Lifeline and Second Chance). This indicates that being knocked down itself prohibits the use of active abilities; only those specially designated keywords can bypass this limitation. As for whether constant abilities count as active abilities or can be resolved while knocked down—the rules do not explicitly address this point.
II. Rules regarding Knockdown
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Rules, cards and Q&A (Chinese)
The rules, card data and player questions for this game are written in Chinese. Open the Chinese page to read them.
Where to find full rules
Full rules and card lookup are available in the cunlema app at cunlema.cn — pick this game and ask about any rule, card or turn you are unsure about.