How to Play

Cerebria: The Inside World

1-4 players 60-120 min 7.7 Board Game Geek Rating

In Cerebria, two teams control opposing Spirits representing Bliss or Gloom, battling for dominance over a mind's inner world. Players spend Willpower to move, deploy Emotion cards, and build Fortresses across different mental realms. Victory comes from scoring objectives to place permanent Fragments on the central Identity board, with the team controlling more Fragments winning.

Published 2018

Cerebria: The Inside World

Get Ready

Setup the game with these step-by-step instructions before diving into your turn.

1
Add Willpower to Origin Spheres
Place 8 Willpower tokens in each Origin Sphere instead of the standard 7
2
Remove Aspiration cards
Before placing Common Aspirations, remove the Reflection Aspiration and two other random Aspirations from the deck, leaving only 6 Common Aspirations
3
Determine turn order
Randomly determine turn order as usual, except Balance always plays third and sixth in the turn order
4
Distribute scoring reference cards
Give each team a Balance Scoring Reference card
5
Place Balance Spirits
Balance places their Spirits after Bliss and Gloom have placed theirs, on any Frontier space even if already occupied
6
Skip initial Emotions
Balance does not place starting Emotions unlike Bliss and Gloom
7
Prepare Balance team board
Place the Balance Team Board near the central board with the Intentions Wheel
8
Set up Emotion decks
Each Balance player has a deck of 8 Neutrality (Mild) Emotions, 2 of each Tone
9
Draw starting hand
Each Balance player draws 2 Mild Emotions to start
10
Collect starting resources
Each Balance Spirit begins with 1 Gloom Essence, 1 Bliss Essence, and 4 Willpower
11
Place Tone tokens
Each Balance player starts with 4 wildcard Tone tokens, all 4 Actions unlocked with wildcard tokens
12
Prepare Hidden Aspirations
All three teams shuffle their 8 Hidden Aspiration decks and place face-down on Team Boards
13
Arrange Strong Emotions
Place the 6 Balance Strong Emotion cards and Strong Emotion Tone markers near the player areas
14
Set up Identity Fragments
Place Balance's 5 Minor Fragments, 5 Major Fragments, and 1 Final Fragment nearby

On Your Turn

What you can do during your turn.

1
Move Spirit
Balance Spirits can share spaces with any other Spirit without obstruction
2
Invoke Emotion
Balance can invoke Emotions using either Bliss or Gloom Essence
3
Determine Alignment
When invoking a Neutrality Emotion, its Alignment matches the Essence type used (Bliss or Gloom)
4
Quell Emotion
Bliss and Gloom can quell Balance Emotions regardless of Alignment
5
Fortify
Balance uses its own Identity Fragments to build Fortresses on empty spaces
6
Raze
Balance can raze Bliss and Gloom Fortresses by paying the opposite Essence type
7
Exalt
Balance can only exalt its own Fortresses
8
Empower Emotion
Any Neutrality Emotion can become any of the 6 Balance Strong Emotions
9
Use Realm Actions
Reason uses all Realm Actions for 1 less Willpower regardless of control
10
Network of Thoughts
Balance Spirits can move Balance Emotions at normal cost but cannot move Bliss or Gloom Emotions
11
Land of Desires
Balance Spirits can intensify Balance Emotions using matching Essence type
12
Willow of Values
When Balance Spirits gain Essence, the player chooses Bliss, Gloom, or a combination
13
Absorb ability
Balance does not gain bonus Willpower from controlling adjacent Frontiers

Winning

How to claim victory.

1
Trigger Revelation
When an Origin Sphere empties of Willpower, a Revelation occurs
2
Reveal Hidden Aspirations
All three teams reveal their current Hidden Aspiration (top card of their deck)
3
Check Balance Aspiration conditions
Balance only checks its Hidden Aspiration with two conditions
4
Score Balance Fragments
If Balance meets one condition but not both, add a Minor Fragment
5
Score Bliss and Gloom Fragments
Each team checks their Hidden Aspiration and the Common Aspiration
6
Determine new Common Aspiration
The current Common Aspiration is flipped face-down permanently
7
Select new Hidden Aspirations
Each team returns their Hidden Aspiration to the box
8
Add Fortress to Identity
If the Fortress space adjacent to the emptied Sphere had a Fragment built before the current turn, add it to the Identity
9
Refill Sphere
Place 8 Willpower from the reserve into the emptied Sphere
10
End game triggers
The game ends when any team reaches 20+ points on their Intentions Wheel, any team must add a Fragment and has none of that type remaining, or after scoring the sixth Common Aspiration
11
Handle simultaneous Final Fragments
If multiple teams would add their Final Fragment simultaneously, the team that triggered the Revelation (or closest in turn order) places theirs
12
Calculate final scores
All three teams total points from Identity Fragments and Intentions Wheel

watch & Learn

Let the pros teach you with these top videos.

Cerebria | Partie Solo | Configuration et première session | Instructions | Mindclash Games

Cerebria | Partie Solo | Configuration et première session | Instructions | Mindclash Games

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FULL rules

Looking for the full details? Grab the complete rulebook as a downloadable PDF.

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