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A GAME ROUND CHARACTER ACTIONS

1. All players refresh their hands to 5 cards, and the First Player Token is given to the next player MOVEMENT Gain the SLIME Marker Place a FIRE Marker in
2. Characters take turns (2 actions / 1 action & pass / pass) until everyone has passed 1. If you are in combat → each Intruder in combat with you Attacks you immediately unless you already this room unless there
Any number of cards may be discarded when passing (including Contamination Cards) have it already is one
2. Move to another room that is connected to your current room with a corridor
3. An Event Phase is resolved Close the DOOR that Place a MALFUNCTION Marker
3. If the room is previously unexplored → reveal the Exploration Token and the Room Tile, and resolve the token
1. If there is a CSS Token for this round, resolve it (Characters in the active CSS pods are out of the game) you used unless in this room unless there
4. If you are alone (no Characters or Intruders) → make a Noise Roll SOLO GAME: it is destroyed already is one
2. Advance the Time Token and check if any of the following happens:
- the first white space was reached? → the Isolation Room opens Item counters are
halved, rounded up If you have the Slime Marker → resolve DANGER instead
- the yellow Autodestruction Token was passed? → flip it to red and move it 3 slots forward also, the Main Gate opens
CAREFUL MOVEMENT SILENCE – nothing happens (do not make a Noise Roll)
- the red Autodestruction Token or the Alert Procedure Token was passed? → the GAME ENDS!
With Careful Movement, you DO still place a Noise Marker
- the final red space was reached? → the GAME ENDS! 1. Move to another room that is connected to your current room with a corridor
- a blue Power Threshold was crossed? → flip the highest active Power Token You can NOT choose a destination room that has a Noise Marker in all corridors that connect to it
DANGER – execute the Noise Roll effect of the same name
- a red Power Threshold was crossed AND the Time Token is on its red side? → flip the highest active Power Token 2. If the room is previously unexplored → reveal the Exploration Token and the Room Tile, and resolve the token
3. Sections with power → remove Noise from all corridors (not Technical) that are not connected to a room with Characters Do NOT perform the final step of the movement action
3. If you are alone (no Characters or Intruders) → place a Noise Marker in any one connecting corridor
4. Intruders Attack Tiebreakers for choosing the target: 1st = Character with the fewest cards in hand 2nd = Player order that does not already have one
5. In each room (lowest numbered first) with a Fire Marker → 1 Injury to each Intruder and 1 Egg gets destroyed
6. Draw an Event Card PICK UP HEAVY OBJECT
SHOOT MELEE ATTACK Take a Character Corpse, an Intruder Carcass, or an Egg from
i. All Intruders that are not in combat AND that have their symbol on the card move to the direction shown on the card
1. Choose an Intruder in combat with you as the target 1. Choose an Intruder in combat with you as the target your room and place it in one of your hand slots
If an Intruder enters the Technical Corridors, remove its figure from the board and add a matching token to the bag
ii. Resolve the card’s effect and then discard the card (unless noted otherwise) 2. Discard 1 Ammo (if you are out of Ammo, you cannot Shoot) 2. Gain 1 Contamination Card
7. Draw 1 token from the Intruder Bag: 3. Power? → roll an Advantage Die Dark? → roll a Combat Die: 3. Roll a normal Combat Die: TRADE
All Characters in your room may give any number of Items and
LARVA becomes an ‘Adult’ CREEPER becomes a ‘Breeder’ You miss 1 Injury to any target You miss Heavy Objects to each other
Ammo cannot be given without giving the weapon as well
ADULT or BREEDER is returned to the bag, and then each Character who is not in combat makes a Noise Roll 2 Injuries to any target or 1 Injury to any target

QUEEN: If there are Characters in the Nest, do as if this token was drawn as an Encounter in the Nest 1 Injury to a Creeper or smaller – miss against bigger targets 1 Injury to a Creeper or smaller – miss against bigger targets
CRAFT ITEM
If not, return this token to the bag and add 1 Egg to the Nest-slot of the Laboratory Board Discard Items from your inventory to generate the two blue
1 Injury to an Adult or smaller – miss against bigger targets 1 Injury to an Adult or smaller – miss against bigger targets
“Components” needed for the Item that you want to craft
BLANK: Return this token to the bag and add an ‘Adult’ token to the bag +1 Injury to any target IF YOU DISCARD an Action Card 4. If you miss → suffer 1 Serious Wound
Then, gain the resulting Crafted Item

NOISE ROLL (roll a Noise Die) INTRUDER ATTACKS (if several Intruders would attack simultaneously, the largest ones attack first)
Card effects following the -icon are resolved only for Characters in darkness When a Larva attacks:
1-4 = Place a Noise Marker in the corresponding corridor OR
if there already is a Noise Marker in that corridor → trigger an ENCOUNTER 1. Gain 1 Contamination Card
2. Place the attacking Larva on your Character Board OR if your board already has a Larva → remove the attacking Larva
SILENCE = Nothing happens, but if you have the Slime Marker → resolve DANGER instead INTRUDER INJURIES & RETREATING
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DANGER = Move all neighboring non-combatting Intruders into your room OR When a Creeper or an Adult receives Injuries, draw an Intruder Attack Card When any other Intruder attacks:
if there are none to move → place a Noise Marker in each connecting corridor When a Breeder or the Queen receives Injuries, draw 2 Intruder Attack Cards 1. Draw an Intruder Attack Card
that does not already have one 2. If the symbol of the attacking Intruder is on the card → the attack effect of the card is resolved
-------------------------------------------------------------------------------------------------------------------------------------------------------------------- Then do the following:
If the symbol is not on the card → the attack misses and nothing happens
ENCOUNTER (draw 1 token from the Intruder Bag) 1. If any of the Intruder Attack Cards show an arrow in the “Blood” icon,
the Intruder RETREATS → draw an Event Card and move the Intruder 3. Discard the Intruder Attack Card
BLANK: (card symbols do NOT need to match)
1. Place a Noise Marker in each connecting corridor that does not already have one
2. If the Intruder has Injuries equal to or more than the “Blood” number on
2. If the bag is empty → place an ‘Adult’ token in the bag the card(s), it is killed → place an Intruder Carcass Token in this room CONTAMINATION CARDS
3. Return the ‘Blank’ token to the bag 3. Discard all Intruder Attack- and Event Cards drawn during this Injury check Gained Contamination Cards go to your discard pile
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ANY OTHER TOKEN: While in your hand, they cannot be used to pay for actions, but they do count as “Action cards” for other game effects
When a Larva receives any number of Injuries, it is automatically killed and ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
1. Discard Noise Markers from all connecting corridors does not leave an Intruder Carcass Token behind SCANNING FOR INFECTION
2. Place this token aside and place a corresponding miniature in this room
When you scan your Contamination Cards and find out that you are “Infected” → place a Larva on your Character Board
3. Compare the number on the token (dark? → higher number) with the number of cards in your hand; Inventory
if the number on the token is higher, the Intruder executes a Surprise Attack However, if you start a new scan while you already have a Larva on your board, discovering an “Infected” card will instantly
• Each Heavy Item takes up a hand slot kill you unless the scanning action specifically instructs you to ignore or remove your infection
4. If this is the first Intruder-Encounter → players choose their final Objective Cards
• Normal Items (not Heavy) can be kept hidden until they If you die like this → spawn a Creeper in the room along with a Character Corpse Token
are used, and any number of them may be carried
Eggs Fire • During a Character’s turn, they may always drop their
• Eggs do not count as Intruders, but they may be chosen as the • Every time a Character ends their turn in a room with a Fire Items and Heavy Objects (this is not an action) END OF THE GAME
target for attack actions, grenade throws, etc. Marker, they suffer 1 Light Wound o Dropped Items are discarded
o Dropped Heavy Objects are placed in their room The game may end when the Time Token moves, or due to too many Fires / Malfunctions, or when the last Character leaves the game
• All Eggs in one room are a single target • Intruders take Fire damage only during the Event Phase
-------------------------------------------------- - When the game ends, if the Alert Procedure Token is on the time track, the Alert Procedure is considered to happen
• Each Injury destroys one Egg Ammo: X/Y If a Fire- or a Malfunction Marker should be placed - When the game ends, if the Autodestruction Token is on the time track (either side up), the Autodestruction sequence finishes
• When Eggs are attacked, the attacker does not gain • X = Ammo in the weapon when it is found or crafted but there are none left in the reserve, the GAME ENDS! - If both tokens are on the time track when the game ends, both events are considered to happen
Contamination or Wounds, but they must make a Noise Roll
• Y = The maximum amount of ammo that the weapon may contain Upon a Character death At the end of the game, all Characters who did not get to safety are killed – additionally, if the facility Autodestructs, or if the game
after each action that threatens Eggs
-------------------------------------------------- ended due to Fires or Malfunctions → all Characters in the Isolation Room and all Intruders are killed as well
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Wounds • A Character Corpse Token is placed in their room --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
Doors
• 3 Light Wounds convert to 1 Serious Wound • All of their Heavy Objects are placed in their room WINNING (checked only if at least one Character is still alive after the “End of the Game” event)
• A closed Door prevents movement and grenade throws
• When a Serious Wound is “dressed” is gets flipped face down • All of their Items are discarded 1. Contingency check: The active Contingency Token is revealed and resolved
• When one or more Intruders try to move through a closed
• The effects of multiple identical Serious Wounds do not stack • Their Contingency Tokens are placed to the neutral pool 2. Contamination check: All “Infected” Characters (those without a Larva must scan all of their cards to find out if they are infected)
Door, they destroy the Door instead of moving
shuffle all of their Action- and Contamination Cards together and draw 4 cards → if any Contamination Cards are drawn, they die
• If a Character has 3 Serious Wounds, any subsequent effect that • Their game is over!
• A destroyed Door is ignored, and it cannot be closed again 3. Objective check: Any surviving Characters may now win the game if their Objectives are met
would cause any Wounds (Light or Serious) will kill them • If this is the first Character death → the Main Gate opens
BOARD SETUP
Place the special Room Tiles: ”Isolation Room” → Section 3, away from the elevator, orange side up ”Backup Power Supply” → Section 3, next to the elevator ”Repository” → Section 1

Place Room Tiles I and II face down randomly, and place a face down Underground Exploration Token on top of each

Place the Elevator next to the Elevator Room of Section 2 Place the Main Gate to the facility entrance, connected to room 001 Place the Rover outside of the facility, next to room 001

Shuffle the Power Tokens and assign them randomly; one for each Section and one for the Elevator
Place tokens 1 and 2 with their blue side up (the power is active), and 3 and 4 with their red side up (no power – darkness)

Shuffle the CSS Tokens, return one of them to the game box, and place the rest face down in the slots next to the time track

Set the Laboratory Board next to the main game board and place 5 Eggs in its Nest-slot Shuffle the Weakness Cards and place 3 on the Laboratory Board – set the first (leftmost) Weakness face up, and the others face down

Create the initial Intruder Bag with the following tokens:


1 Blank
4 Larvae
1 Creeper
3+X Adults (where X is the number of players)
1 Queen

Shuffle the Item-, Event-, Intruder Attack-, Contamination- and Serious Wound decks

Shuffle the Computer Action deck, place it in its slot on the board, and reveal the top card from it – if “Lock-down” was revealed, reveal another card and shuffle “Lock-down” back into the deck

Place the Time Token on the green space of the time track with its red side up

CREW SETUP
Assign player numbers (1…X) randomly and give each player a Help Card and a card holder corresponding to that number FULLY COOPERATIVE GAME MODE
Gather the two Objective Card decks, remove cards that don’t support the current number of players, and give each player a random card from each deck Players win if all of their Objectives are met and at least one Character survives
SOLO GAME: Instead of the normal Objective Cards, draw 2 Solo / Coop Objective Cards One Character may complete multiple Objectives, but if several Objectives require
FULLY COOPERATIVE, X PLAYERS: Instead of the normal Objective Cards, draw X Solo / Coop Objective Cards the signal to be sent, those Objectives must be completed by different Characters

Shuffle the Contingency Tokens, place one on the Active Contingency slot and the rest to the neutral pool (next to the Alert Room) – then: REVIVE:
At the start of a round, if there is a Character Corpse in the Emergency Room,
SEMI-COOPERATIVE, 3+ PLAYERS: Give each player one Contingency Token from the neutral pool
the Character whose corpse it is gets revived and continues playing the game
SEMI-COOPERATIVE, 1 - 2 PLAYERS: Give each player 2 Contingency Tokens from the neutral pool
Their Light Wounds are healed, and their Serious Wounds get dressed
FULLY COOPERATIVE: Reveal one Contingency Token from the neutral pool – whenever a player takes a token from the neutral pool, it is revealed for everyone
This only works when the room actions of the Emergency Room are available
Shuffle the Character Draft deck and then, in player order, each player goes through the following procedure to choose their Character:
Draw 2 Character Draft Cards, choose one to keep (this Character will be yours for the game), and shuffle the other back into the deck

Each player takes the following components for their Characters: Character Board Miniature Action Cards Starting Item Card – if available (with full ammo) Quest Item Card (horizontal side up)

‘Facility workers’ (Hacker, Janitor, Sentry and Xenobiologist) start from the “Repository”, and they place their Knowledge Token on space 1 of the Laboratory Board knowledge track with its inactive (empty flask) side up

‘Nemesis crew members’ (Lab Rat, Medic and Survivor) start from the “Isolation Room”, and they place their Knowledge Token on space 3 of the Laboratory Board knowledge track with its inactive (empty flask) side up

Give the First Player Token to player number ‘1’

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