How to Play

Cry Havoc

2-4 players 60-120 min 7.1 Board Game Geek Rating

Cry Havoc features asymmetric warfare between four distinct sci-fi factions battling for territorial dominance. Players use faction-specific cards to command unique units and abilities across a large battlefield. Victory comes through strategic area control in this brutal futuristic conflict featuring custom miniatures and extensive artwork.

Published 2016

Cry Havoc

Get Ready

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

1
Place the game board
Put the board in the middle of the table, using the 2-player side or 3-4 player side as appropriate
2
Prepare Event tokens
Shuffle the 6 Event tokens face down and place one on each of the four Event spaces on the score track; remove unused tokens without looking
3
Organize Terrain Tactics cards
Separate cards by type (Mountain, Desert, Jungle, Ocean), shuffle each pile individually, and place face down on their respective board spaces
4
Choose factions
Each player selects a faction (Trogs only available in 4-player games)
5
Place Headquarters
Players randomly place their HQ tokens in the starting regions labelled "HQ"
6
Deploy starting units
Each player places 4 units on their HQ token
7
Trogs setup (4 players only)
The Trog player places their HQ on its marked space, places 2 units on their HQ, and places 4 Tunnel tokens (one in each of three indicated regions and one on the Trogs HQ)
8
Distribute faction components
Each player takes their Faction board and places Structure tiles next to it
9
Set up Skill cards
Place the 'Default' Skill card to the left of your Faction board; return remaining Skill cards to the box (experienced players may add 1-2 random Skill cards)
10
Remove Scouting card (2-3 players)
Remove the "Scouting" Human Skill card before setup
11
Prepare Tactics deck
Each player shuffles their personal deck of Tactics cards and keeps them face-down in their play area
12
Keep reserve units
All remaining units stay in each player's play area
13
Place Score tokens
Each player places their Score token on the 0 space of the score track
14
Establish Initiative order
Randomly place one Initiative token from each player on the Initiative track, then duplicate this order on the 'Upcoming Initiative' track
15
Place exploration tokens
Shuffle Trog War Party tokens and Exploration tokens face down, placing one of each type in indicated regions; keep remaining tokens including Trog Nest tokens nearby (Trog Nest tokens not used in 4-player games)
16
Place crystals
Put crystals in each marked region (green = 1 VP, yellow = 3 VP, red = 5 VP)
17
Prepare battle components
Place Battle tokens and Battle board nearby
18
Set Action marker
Place the Action marker on the 'I' position on the Round Actions space

On Your Turn

What you can do during your turn.

1
Complete six phases each round
The game proceeds through: 1) Events, 2) Draw Cards, 3) Actions, 4) Battle Resolution, 5) Prisoners, and 6) Scoring (if enabled)
2
Reveal Event tokens
Reveal the next stack of Event tokens on the score track and resolve them
3
Stack passed Events
If any player's score marker passes an unresolved Event token, stack it on top of the next unresolved Event token
4
Resolve multiple Events
If multiple Events are stacked, resolve them one at a time from top to bottom
5
Update Initiative
Change the Initiative track to match the Upcoming Initiative track order
6
Modify Upcoming Initiative
When changing position, remove your token, push other tokens right, then place your token in desired space
7
Refresh Skill cards
Rotate exhausted Skill cards upright so they can be used this round
8
Draw Tactics cards
Each player draws 4 cards from their personal Tactics deck
9
Enforce hand limit
After drawing, discard down to 7 cards if over the limit
10
Reshuffle when empty
If your deck is empty, shuffle your discards to create a new deck
11
Reset Action marker
Move the Action marker to the first space of the Action track
12
Take turns in Initiative order
Beginning with the first player, each player takes one action per turn for three total actions per round
13
Use card symbols for actions
Move, Recruit, and Build actions require playing cards for their symbols; ignore Tactics text during these actions
14
Understand HQ restrictions
Your HQ counts as a region but cannot have structures built, cannot be entered by opponents, and cannot be targeted by opponent abilities
15
Exclamation mark
Follow the card text after resolving the selected action
16
Star symbol
Earn 1 VP
17
Card symbol
Draw 1 card from your Tactics deck
18
Card with asterisk
Draw only 1 card regardless of how many of these symbols are played
19
Gain Movement points
Discard any number of cards to gain Movement points equal to the total arrow icons
20
Spend points to move units
Each Movement point moves one unit from one region to any adjacent region
21
Move units multiple times
A single unit can use multiple Movement points during one action
22
Respect movement restrictions
Never move units into an opponent's HQ or into a Battle region
23
Stop when encountering enemies
When entering a region with opponent units or Trog tokens, that unit must stop and cannot move again this turn
24
Send reinforcements
Additional units may still be moved into that region during the same turn
25
End movement
The action ends when all Movement points are spent or you choose to stop
26
Resolve Exploration tokens
Reveal and resolve any Exploration tokens in regions with your units
27
Resolve Trog tokens
Reveal and resolve Trog tokens (War Party/Nest) in any order; if no Trog units appear, remove one of your units from that region
28
Claim empty regions
If the region is empty after resolution, place your Control token there
29
Initiate battles
If enemy units remain, place the lowest-numbered available Battle token in the region
30
Use wrap-around movement
Some map edge regions connect to opposite sides as indicated by arrows
31
Identify Battle regions
Regions with Battle tokens are battle regions where no additional units can be added
32
Mark the attacker
Place an attacker's unit on top of the Battle token as a reminder
33
Structure restrictions
Structures cannot be built, activated, or moved into/out of Battle regions unless explicitly stated
34
Defender retreat option
The defender may move units out, but only in excess of twice the attacker's units (e.g., attacker has 2, defender has 5, only 1 can leave)
35
Gain Recruitment points
Discard cards to gain Recruitment points equal to the total unit symbols
36
Add units to HQ
Spend 1 Recruit point to place 1 unit from your reserve onto your HQ region
37
Gain Building points
Discard cards to gain Building points equal to the total spanner icons
38
Build Structures
Spend Building points to place Structures in regions you controlled at the start of your turn
39
Activate Structures
Spend Building points to use already-built Structures, including those built this turn
40
Check costs
Building and activation costs are printed on Structure tiles
41
Limit activations
Each Structure can only be activated once per turn but multiple times per round
42
No HQ building
Structures cannot be built in HQ regions
43
No duplicate Structures
Multiple Structures of the same type cannot be in the same region
44
Lost region Structures
If you lose control of a region, your Structure remains but cannot be activated until you regain control
45
Draw two cards
Take the top two cards from your deck or any Terrain Tactics deck
46
Keep one card
Add one to your hand and shuffle the other back into its appropriate deck
47
Play Enable Scoring card
Each player has one card that enables scoring; symbols cannot be used for other actions when used this way
48
Place reminder token
Put your Enable Scoring token on the Scoring Enabled space
49
One per round
Scoring can only be enabled once per round
50
Score regions
At round's end, the enabling player scores 1 VP per region they control (including HQ)
51
Score crystals
All players score 1 VP per crystal in regions they control
52
No scoring without enabling
Players do not score if scoring was not enabled (except the final round)
53
Activate Skill cards
On your turn, use any unused Skill cards; this does not count as an action
54
Exhaust used Skills
Rotate used Skill cards 90 degrees to show they are exhausted
55
Timing restriction
Skills can be used before or after an action, but never during
56
Resolve in order
Resolve battles starting with the lowest-numbered Battle token
57
Check for automatic victory
If one side has no units before battle, remove the Battle token and the remaining player takes control
58
Step A - Add crystal
Add 1 crystal to the Battle region
59
Step B - Place units on objectives
The attacker places all their units on any Battle Objective spaces, then the defender does the same
60
Step C - Play Tactics cards
Attacker plays exactly 1 Tactic card, then defender plays 1; alternate until one player passes, then the other may continue playing alone
61
Terrain card restrictions
Faction Tactics cards work in any battle; Terrain Tactics cards only work in matching terrain regions
62
Trog control (2-3 players)
The player to the left of the current player controls the Trogs, placing units and playing Tactics cards from their own hand
63
Step D - Resolve Region Control
The player with the most units here takes control and gains 2 VP; defender breaks ties; winner keeps control even if all units die
64
Step D - Resolve Capture Prisoners
The player with the most units captures one enemy unit from any battle board space as a prisoner; ties mean no capture
65
Step D - Resolve Attrition
Each player kills one enemy unit anywhere on the battle board per unit they have here; earn 1 VP per kill; resolved simultaneously
66
Step E - Return survivors
The winning player's surviving units return to the region
67
Trog victory (2-3 players)
When Trogs win, remove their units and place a face-down Trog Nest token in that region
68
Step F - Loser retreats
The losing player moves to an adjacent non-Battle region they control; if none exists, units return to reserve
69
Trog retreat (2-3 players)
When Trogs retreat, remove units and place a Trog Nest token in any adjacent uncontrolled region
70
Step G - Remove Battle token
The battle is resolved; continue with remaining battles
71
Score for prisoners
Each player earns 1 VP per prisoner in their play area
72
Ransom prisoners
In Initiative order, players may spend 2 VP per prisoner to return them to their reserve; the captor cannot refuse
73
Minimum VP required
Players with 1 or 0 VP cannot ransom prisoners
74
Score regions
The enabling player scores 1 VP per controlled region
75
Score crystals
All players score 1 VP per crystal in their controlled regions
76
Stack passed Events
If a score marker passes an Event token, stack it on the next Event token
77
Reveal War Party tokens
When a Trog unit enters a region with a Trog War Party token, reveal it and place crystals and units as normal
78
Use Tunnel movement
Trogs may move between regions with tunnels as if adjacent
79
Resolve battles normally
Trogs fight like other factions, ignoring Trog Nest token rules
80
Score half crystals
During Scoring, Trogs score half the total crystal points (rounded up) from their controlled regions
81
Score other VP normally
Trogs earn VP from all other sources like other factions

Winning

How to claim victory.

1
Play maximum five rounds
The game lasts up to 5 rounds
2
Final round scoring setup
At the start of the last round, place the white 'Scoring Enabled' marker on the Enable Scoring space; no player can enable scoring manually
3
Final round scoring
All players score 1 VP per crystal in their controlled regions; region control is not scored
4
Determine the winner
The player with the most VP wins
5
Break ties with prisoners
If tied, the player with the most prisoners wins
6
Break further ties with Initiative
If still tied, the player later on the Initiative track wins

watch & Learn

Let the pros teach you with these top videos.

Conociendo Cry Havoc - Zacatrus

Conociendo Cry Havoc - Zacatrus

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Hoe speel je Cry Havoc? (#448 )

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FULL rules

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