Go through each page here and then click on the next button to walk through what you need to do next.
At the beginning of the game, and before any miniature s are deployed, both players must deploy alternatively, 1D3 Sewer Markers (each player). Start with the player with more Sewer Markers, if there is a draw, the players with more miniature s starts.
They can be placed anywhere in the playing area, 20cm or more from any other sewer and more than 5cm from the gaming area edges.
Entering and exiting the sewer.
To enter or exit
a sewer you must spend 2 SC and 1 MC (as payment for a Difficult Movement and Manipulate a manhole cover). Furthermore, in the round a character gets out of a sewer, its basic BMC is reduced to 0, so if they want to move they will have to use MC. A character can enter a sewer any time during their activation if you are they are in contact with a Sewer Markers and pay the Counter costs.
Remove the miniature from the play area and leave him visible to the side as a reminder that they are still inside the sewer system. Only one character per Band can be in inside the sewers at a time and must pass at least one full round while inside. At the next round you can pay again the same Counter costs and activate the character returning to the game by placing the miniature in contact with any Sewer Markers. Place the miniature next to a Sewer Markers, it can move and attack, if they still have Action Counters.
If a player has 1 or more miniatures in base contact with a Sewer Markers, the opposing player cannot use it to leave or enter the sewer. To block the passage to a “Big” character you must have at least 2 miniatures in contact with the Sewer Markers.
Note: A K.O character doesn't count to block a Sewer.
At the beginning of the game, and before any miniatures are deployed, both players must deploy alternatively, 1D3 Lamppost Markers (each player). Start with the player with more Lamppost Markers, if there is a draw the player with more miniature starts. They can be placed anywhere in the playing area, 20cm. or more from any other Lamppost Markers and more than 5cm from the edges.
The lampposts light a 10cm (radius) circle. Players should consider that light does not pass through solid obstacles (walls, fences, containers, etc.) and must decide the shade areas.
The Lamppost Markers can be the target of a Ranged Attack; they have a Defense value of 2.
If they receive a Damage Marker remove it from the game. Remember they can be Damaged by Crossfire rule.