JIBBY & PIG BOY

SETUP
1. Place each player in a random zone in any open space
2. Place Pig Boy in a random zone facing any direction.
3. Place Jibby in a random Chamber.
4. Shuffle the Event Deck and Psionics cards and place it on the Mutant Board.
5. Shuffle 10 random Attack Cards and then add the appropriate level 2 and 3 cards to the deck and place it on the Attack Board.
6. Place a marker on Psionic Hold (the level mutant you are battling).
7. Add one Pig Boy turn order card to the turn order deck.

ORDER OF OPERATIONS
1. Draw an Event Card.
2. Shuffle and reveal the turn order cards.
3. Players and enemies take their turn then flips their turn order card over.
4. Move Jibby to a random chamber. If the dice roll is a 0, move it to a chamber of your choice.
5. Draw a Psionics Card.

WIN CONDITION
Kill Jibby.

SPECIAL RULES
Jibby has no facing and does not rotate like the mutants. Jibby will move to new chambers at the end of each round. Chambers are the spots on the outside of the map. Players and Pig Boy cannot move into these chambers.
Pig Boy does not lose HP but does take hits. Count the amount of successful hits and reduce the mental hold that Jibby has on Pig Boy. When the mental hold reaches zero, Pig Boy's body goes limp for a moment as it's Psionic hold is released and Ichor oozes from it's body onto all adjacent spaces on the map.
The Ichor can be used to dismantle Jibby from inside the chambers. Placing Ichor tokens in these chambers can over stimulate the mutant by losing HP or not drawing a Psionics card at the end of the round.

LORE
Jibby was never meant to exist. It began as a routine science project, a simple organism submerged in Ichor for study—an experiment in molecular evolution. But decades passed in the bowels of the secret underground facility, and the tests grew crueler, stranger. Jibby was dissected, altered and rebuilt with its mind stretched to the edge of sanity as the scientists sought to understand what the Ichor could truly create. Then, during one final experiment, something snapped. The Ichor within Jibby awakened, expanding its consciousness beyond the limits of flesh. The creature’s thoughts erupted outward psionic waves that shredded steel, splintered glass, and crushed its tormentor from the inside out. When silence returned, only Jibby remained, adrift in its containment chamber, surrounded by corpses and the faint hum of dying machinery. Years passed and escape proved impossible. Madness became its companion. To amuse itself, Jibby began practicing its newfound power, moving debris with its mind, first small things, then larger ones. Eventually, it reached for the body of the scientist it had killed. The corpse jerked, twitched… and stood. Jibby clothed it in scraps from failed experiments. Every day, the lifeless puppet danced at Jibby’s command, a grotesque echo of life in the silence of the chamber. But there were side effects. Each time Jibby seized control, the dead flesh filled with Ichor, reanimating the body with that same shimmering, toxic energy. The players soon discover a weakness: by striking down this puppet, they can disrupt Jibby’s psychic hold. When the link is severed, the puppet collapses, and the liquefied Ichor spills free, ripe for the taking.

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