New skills in Cry Havoc: Aftermath

Aftermath expansion comes with 15 new Structures and 20 new skills. We discussed Structures in the previous article, today let me talk about new skills – in Aftermath each Faction gains 1 new Default skill and 4 standard ones.


Distraction is their new Default skill. It allows Trogs to choose any Battle objective to pick it as resolved first. Order of some battles becomes uncertain for opponents. With Withdrawal skill, Trogs can move their forces from Battle Regions and with Kidnapping, they can discard the card from hand to take enemy Unit from matching terrain as a prisoner. From the Shadows allows them to grab enemy Units from adjacent Regions and also hold them as prisoners! Finally, Ancient Crystals allow Trogs to pick one Region and make it worth +3 VP in the next scoring.
As you can see, some abilities to surprise the enemy in battles, some skills to gain prisoners and some to get more VP. All kind of tricks!


Recon Team is their default skill. They can discard a card from hand to draw 1 Exploration token. Very cool, and thematic way to gain more bonuses than opponents. Air Drop allows Humans to deploy more Units – just discard a card and deploy that many Units as shown on the card in any of your occupied Regions. Move it, move it also make Humans more flexible – they get +1 ‘move’ for each card spent on the move action. They are now really fast and can react on board immediately. Medic Team will save their killed units in chosen Battle Region, and Special Forces… Well, Special Forces let you remove from board 2 or 4 Human Units and then, add 1 or 2 Units in any Battle Region.
We wanted Humans to remain freaking awesome marines, that can react fast and be super mobile. Playing them is always great fun.


Their default skill, Nuclear Battery looks not impressive but used well, can make a huge difference. It gives 1 ‘wrench’ on any Machines action. Just 1 wrench… Used well during movement or recruitment, it makes a huge difference, if you know how to use your cannons. Recycling skill allows them to change killed Units into ‘wrenches’. Bombardment changes the order of chosen Battle – this Battle starts with Attrition objective. Data Processing gives Machines VP for each Structure activated, and Additional Processors give them 4th (yes, fourth!) action in the round!
With Machines, we went for diversity, there is the ability for each important aspect of the game – they can score, they can kill, they can have more actions in the round.


Data Transfer in Pilgrims deck allows them to score VP depending on how many Regions they control. We encourage Pilgrims to go after more regions and get the advantage for that with this skill. Nomads ability let Pilgrims grab 1 Crystal from Region if they lose control in this Region. Direct Extraction is even more straightforward – take any number of Crystals from Region you control. Recognition Cell allows you to spend Crystal in a very efficient way – you can take a card from your discard pile back into your hand. And last but not least – Crystal Link let you pick one structure from any enemy. Each time they activate the structure, Pilgrims get VP.
With these abilities we went into two directions – give Pilgrims tools to get more Crystals, and then give them more tools to spend them!


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And yet, we don’t write books… we don’t make movies. We don’t make those things, because we make games. We make games that tell stories.

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