Factory Invaders

The Board Game featuring the monsters from the Blosky Smith toy collection and much more. Epic and cartoony action for 2 to 4 players. In this game two factions fight over the control of a magic toy factory, in order to win you will have to deploy crazy warriors and cast awesome spells.

An all new magical steampunk world

Blosky Smith presenting Factory Invaders along with all the toys from the same universe

Some of the characters

The Game


- Main goal and mechanics

- The cards and the board

- Preparation

- How to play; The turn

- Deployment

- Movement

- Casting Spells

- Attacking

- Rules for more than 2 players

- Glossary

- About the Author

Main goal and mechanics

Main goal and mechanics

The main goal is to invade the enemy´s side of the board and destroy one of his Core engines. The first player to destroy an enemy Core Engine wins. The main mechanics are:

- Managing a resource called fuel, which allows you to deploy units into the board and cast spells

- Choosing the appropriate cards according to the situation and deploying them into the board

- Moving your cards strategically throw the board

- Attack the enemy cards

The Cards and the board

The cards

Cards represent units or spells. Each card is folded into a little pamphlet. This way each card contains an explanation of its own specific rules and skills. This format is highly optimized to improve the user experience and his interaction with the rules, making the game quicker and more fluid.

Additionally each card has several heart icons representing its life points. These hearts are marked with play dough during the game to show damage in a simple and visual way.

This is just an example, the game is also available in English
This is just an example, the game is also available in English

The board is divided into squares to accurately measure distances and define areas.


Each player chooses a faction; Toy makers or Invaders. Then you build your deck. In order to build your deck you choose ten non-repeated cards. Then you reshuffle the deck and place it in the appropriate spot facing down. Before you start the game you pick the top 4 cards from your deck, those for 4 cards are your Hand Cards. Repeated cards are not placed in your deck, they are placed in their appropriate spot. When you start the game the only cards on the board are the core engines (placed with half of the card outside the board graphic 1).

*Core Engines are not part of your deck

How to play; The turn

How to play; The turn

Players take turns. In each turn the player can do the following actions in any order he wants:

- Move his cards

- Deploy new cards from his hand

- Attack with his cards

- Cast spells from his hand

- Use any other special skills your cards may have

Factory Invaders is a pretty versatile game where the player is free to organize his turn as he wants. In fact the order of the actions is meant to be used strategically. For example you may want to eliminate an specific enemy card before you deploy a card in your hand. You can deploy as many cards and cast as many spells as long as you have enough fuel. There are also a few other limitations, such as the fact that each card can only move and attack once per turn.



To deploy is to put one of the cards in your hand into the board. Each time you deploy a card you grab the next card from the top of your deck in a way you always have 4 cards in your hand. When one of your units dies it goes back to the bottom of your deck. When repeated units die only one of the copies goes to the deck.

There are 2 limitations when deploying cards; Your deployment area and your fuel.

- Deployment area; Players can only deploy units in their side of the board. (unless the specific rules of a particular card say otherwise)

- Fuel : In your turn you can deploy as many cards from your hand as your fuel allows. At the beginning of the game each player starts with 6 points of fuel, each turn the players gains 2 more points. Every time you deploy a card you spend some fuel. Different cards have different costs. You can see the fuel cost on the top right corner of each card. Some cards deploy multiple units. These cards allow you to deploy several identical cards for the same fuel cost (take the extra cards from the repeated cards spot, the repeated cards are not in your deck, only one of the copies is in your deck or hand). The fuel of one player must be visible for the opponent. You do not have to deploy units every turn, you can save fuel.

Another restriction related to fuel is that the total amount of fuel cost put together by your cards in your deployment area cannot be more than 12 at a time. Multiple units count as one. Summoned units or core engines do not count for this limitation. This avoids the accumulation of cards in one side. A player can remove his own cards from the board at any time to avoid exceeding the limit, but he will not recover the fuel he spent on the removed card



During your turn you can move your cards (as many cards as you want). Cards can only move forward or backwards. Each card can move up to 3 squares forward or 1 backwards per turn. Each card moves once per turn. Cards cannot pass through each other or occupy the same squares with the exception of flying units. Flying units can pass through and occupy the same squares as earth units and viceversa.

Units can NOT move the turn they are deployed. (they wait until the next turn, this way units that were already on the board have a little advantage)

Casting Spells

Casting spells

A player can cast spells with the spell cards in his hand. Spells do not deploy units into the board, instead they have different effects. Once you cast a spell you put the spell card in the bottom of the deck, and then you pick the next card from the top of the deck. Spells also have a cost in fuel. Spells can be cast in any area of the board, not just in your deployment area. Spells can be cast in either empty squares or in squares occupied by other units. Spells never affect in a negative way to the player that cast them (for example an explosion spell will only damage enemy units)



Hand to hand combat units can attack enemies located in adjacent squares, (two units can attack each other if they are touching, even if it is just by one corner of the card). Each card can attack just one enemy per turn. When a card attacks, the damage it causes equals his damage attribute plus a random extra amount. To calculate the random extra amount you throw a dice and you check the following table. Some units are labelled as ¨weak¨, weak units use a different column in the table to calculate damage.

* You can check the damage attribute of each unit in the bottom right corner of the card, near the icon of a sword (or an arrow for long range attacks)

The life points of each unit are represented by the heart icons on the card. When a unit receives damage you mark as many life points as points of damage it has received (use the play dough to mark). Units that run out of life points are removed from the board and return to the bottom of the deck. Remember that when multiple units die only one of the copies goes back to the deck. Units that die could be later deployed if they end up in your hand again.

Long Range attack units

Some cards are labelled as long range attack units. These units can attack enemies that are farther away, not just adjacent. Its range it is measured in squares, check each card to see the range. However long range attack units always have to attack the closest enemy within range, they cannot choose their target. Like any other unit long range attack units can only attack once per turn.

Long range attack units can shoot forward or backwards in a 3 column wide range area. See the graphic 7 to fully understande how the range is calculated.

- Long range attack units are vulnerable in hand to hand combat. This means that when they are forced to attack an adjacent enemy they do not throw the dice to calculate random extra damage, they just inflict damage equal to their damage attribute plus nothing. Long range attack units cannot attack and move backwards on the same turn.

The following graphic explains how long range attacks work. For this example we are going to use the Gaming saurus, whose range is 4 squares:

In this case his range is represented by the red and green squares. The Gamingsaurus can only shoot enemies within the red or green areas, and he always have to shoot the cloest one. The Gaming saurus does not inflict random extra damage to enemies located in the red squares (remember each card takes up 2 squares, so he is vulnerable to any enemy unit that is partially standing in the red area).

More than two players

More than two players

- 4 players: 2 vs 2. Deployment areas are divided in half. In the deployment area of your ally you can only deploy units that cost 3 points of fuel or less. Each individual player has his own turn.

- 3 players : 2 vs 1. Same as 4 players for the team of 2. However the single player starts the game with 12 points of fuel and gains 4 points every turn instead of 2. Also he has a deck composed of 20 cards instead of 10 and he always has 8 cards in his hand instead of 4. Additionally the total amount of fuel cost put together by his cards in his deployment area cannot be more than 18 at a time (instead of 12)


- Core engines: These are the only cards on the board at the beginning of the game. They are always on the board and cannot be in your hand nor your deck. They are buildings so they can not be moved. As soon as you destroy an enemy core engine you win the game.

- Deck: These are the 10 cards (warriors and spells) you choose before the game.

-Hand or hand cards: The 4 cards you always must have on your hand. These are visible to you and not to your enemy. They are the units and spells you are free to use in your turn. You grab them from the deck.

- Deploy: To put one of the cards in your hands into the board.

- Deployment area: Area of the board where you are allowed to deploy, see graphic 4.

- Fuel: Key resource. You need it to deploy units and cast spells.

- Units: Most card represent warriors.

- Spells: Some cards represent spells, spells have different effects.

- Hand-to-hand combat: Attacks that take places among 2 cards that are touching each other. Hand to hand combat units need to be touching their enemies in order to attack.

- Long range attack units: Some warriors are able to attack distant enemies, although they are vulnerable in hand-to-hand combat.

- Damage attribute: The minimum and constant amount a unit inflicts while attacking. You can check each unit´s damage attribute in the bottom right corner of the card. To this attribute you have to add the random extra damage

- Random extra damage: The additional amount of damage units inflict while attacking. To calculate this random extra you throw a dice and check the table in the attack section. The total damage is calculated by adding the random extra plus the damage attribute.

- Summoned units: Some warriors have the special hability to summon other cards. This summoning does not cost fuel.

- Multiple units: Some cards deploy multiple units. This means that when you deploy a multiple unit card you put into the board not just that card on your hand, but also a few more copies of such card. The copies are not kept in the deck nor in your hand, they are left aside for this situation. The deck can never contain repeated units.

- Flying units: Flying units can occupy the same squares as earth units. Additionally they can only be attacked by long range attack units or by other flying units.

- Life points: Represent the amout of damage each unit can receive before dying. They are represented by the heart icons in the card. Use play dough to mark the damage.

About the author

I am Pablo Alonso Lasagabaster, aka Blosly Smith, an independent artist producing his own collection of art toys. I started designing 3D printable figures, creating a world of steam, magic, and crazy characters. I used all my experience as a videogame artist to create Factory Invaders, a board game where all my creatures had a place.

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