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Swarm Intelligence

EXPANSION OVERVIEW PILO


T
Play when an Alien Variant is
placed. Roll the Alien die.
1-3: Add one Alien token to the
e
In thyoe upmipay reveal a card:
Alien Variant’s swarm.

ALIEN VARIANT
“We are on an express elevator to hell, going down!” Hudson hollers as
4-5: Add two Alien tokens to the

at io n m be r of BLIP TOKENS x4
Alien Variant’s swarm.
O n Act iv t any nu t pi le fo r
Ex ha us
the ship plummets. What sort of chickenshit organization did you sign up
6: Add two Alien tokens to the
us
Yo u m ay ar ch th e Ex ha an d ad
d it Alien Variant’s swarm, then move
en se or ss
le
ca rd s, th at co st s on e the Alien Variant three spaces.

with? Your commanding officer looks as green as your salad and your an Ev en t th
ha nd .
to yo ur Ca rd .
local expert is telling you that there are man-eating aliens down there! or
Dr aw a
TM & © 20CS 2023

No one is batting an eye, so maybe it’s just some technical error in the
HIVEMIND
comms tech. Shit, man, you were short. You were going to be living the EXPERIENCE CARDS x16 CARDS x9 BLIP
high life after this mission. Then, Ferro comes over the comms, “We’re in TOKENS x6
the pipe, five by five”. At least your pilot knows what she’s doing.
: SURVIVE

Aliens: We’re in the Pipe, Five by Five expansion adds two more characters, updated

ROUTE B
TM & © 20CS 2023

missions, Alien variants, new experience paths, and new hive cards to spice up your games.
This expansion is not a standalone game. It needs a copy of Aliens: Another Glorious Day
in the Corps and Aliens: Get Away From Her You B***h! expansion to use this expansion.

ROUTE A
COMPONENTS
TM & © 20CS 2023

Place Air Duct


Entrances here

Place Computer
TM & © 20CS 2023
Place Blip tokens here Marine starting spaces Place the Exit token here
token here

Set Up Key
DROPSHIP / AIR DUCTS
Place Facehugger
Place Spawn Points here Ripley starting space Newt starting point
tokens here

GAMEBOARD
Players may place two
Place Barricade
Place a Crate token here Sentry Gun tokens on Set Turn Dial to 1

Cpl. Colette Ferro


tokens here
the board

PASSIVE MISSION CARDS x2


Whenever you play an card you
may recycle one card.

END OF ACTIVATION
You may Reveal a card:
Put that card into your hand.
or Recycle three cards.

“We’re in the pipe, five by five.”

AIR DUCT ENTRANCE AIR DUCT EXIT


TOKENS x6 TOKENS x8
TM & © 20CS 2023

Cpl. Collette Pvt. Daniel


WHAT’S NEW
CHARACTER CARDS x2
Ferro Spunkmeyer
CHARACTER MODELS x2

MORE CHARACTERS ALIEN VARIANTS


& FIRETEAMS The four alien variants, Brute, Guard,
You get two more Marine characters in Scout, and Skulker, each add to the
this expansion. Corporal Collette Ferro, characters’ challenges. Each variant
the dropship pilot, and Private Daniel has its own deadly capabilities, whether
Spunkmeyer, her crew chief, expand your sneakiness or sheer nastiness.
fire team options, either as Heroes or
Grunts.
UPDATED MISSIONS
This expansion updates the Aliens
EXPERIENCE CARDS campaign in Aliens: Get Away From Her
As you play through a campaign, or You B***h!, adding the dropship as the
survive a bug hunt, players can gain destination for the APC Chase mission and
Experience cards. These give players extra the air ducts escape scene from the movie
abilities to use in their games. to Mission 3: Survive.
This expansion adds two new Experience
Alien Alien Alien Alien Paths: Pilot and Quartermaster. NEW HIVEMIND CARDS
Skulker Brute Scout Guard New Hivemind cards allow the Alien Hive
player to place and control the new Alien
ALIEN VARIANT MODELS x4
Variants. The rules for Hivemind cards are
found in the Aliens: Get Away From Her You
B***h! rulebook.
FIRETEAMS EXPERIENCE CARDS
At the start of a mission, the players choose A BALANCED FIRETEAM Experience cards add new abilities players can use in their games. You can add Experience
up to six Characters to field in their Fireteam. cards to your campaign, allowing your Characters to learn new tricks.
It is a good idea to have a mix of combat
The players then each choose which and supporting Characters in your
Characters they want to play, flipping them Fireteam. An imbalanced Fireteam can lead
from their Grunt side to their Hero side. EXPERIENCE PATHS
to defeat. Too many fighters may leave you There are two new Experience LEVEL PATH
Any remaining Characters are not in the short of technical support, slowing you Paths in this expansion you
game and are held in reserve for later down when you hit challenges. Too many can choose from:
missions. You can change which Characters heavy weapons can burn through your
are in reserve at the start of a new mission. Endurance deck too fast. On the other PILOT TITLE
hand, too few fighters or heavy weapons
may get you overrun by swarms of Aliens. QUARTERMASTER
NEWT Choose wisely!
These add to the eight
Newt must be fielded in Campaign Missions,
Experience Paths you
unless she has been captured or killed,
can find in Aliens: Ultimate
or the mission states otherwise. Newt is
Badasses expansion.
fielded in addition to the six Characters
you select for the mission. COMPANY MAN
Newt is not used in Bug Hunt Missions. HERO
GAME-TEXT
GUNNER
LEADER
Once a card is taken, no other player may
ALIEN VARIANTS SMARTS
TACTICIAN
choose that card. If more than one player
wants the same card, the player with the
highest rank chooses who gets it.
To add Alien Variants to a Campaign or ALIEN VARIANT TRACKER
Bug Hunt game, mix the four Alien Variant MOVEMENT
Blip tokens into the Blip pool and place this Most Alien Variants do not move the SUPPORT MIX AND MATCH PATHS
rulebook with the back page showing in standard six spaces that other Alien models When picking Experience cards you can
easy reach of all players. Each Path has three Level 1 cards, three
move. Instead, each Alien Variant moves the choose cards from any Path. Picking from
Level 2 cards, and two Level 3 cards.
Speed shown with it’s special rules. multiple paths will give you a well-rounded
Alien Variants act as normal Aliens, aside
Character, while progressing down a
from the following changes.
GAINING EXPERIENCE CARDS single Path will give you a more focused
ALIEN VARIANT Character. The choice is yours.
SPECIAL RULES During a campaign each player gains
ALIEN VARIANT BLIPS one Experience card at the start of each
Alien Variant Blips act like normal Alien Each Alien Variant has special rules that
mission. During a bug hunt each player
Blips until revealed. Once revealed, replace change thier behavior, detailed on the
gains one Experience card at the start of
LOSING/CHANGING
it with the Alien Variant model with enough back of this rulebook.
the Marine Phase on every fifth turn (i.e.
CHARACTERS
Alien tokens match the Swarm Size shown turn five, ten, fifteen, etc.). When your Character dies or you change
their card. Each Alien Variant only appears Characters, your Experience cards
once. After revealing it, place the Alien A player can choose a Level 1 card from transfer to your new Character. This
Variant Blip aside without mixing it back any of the Paths. To gain a Level 2 card represents your new Character stepping
into the Blip token pool. they must already have a Level 1 card from up to fill the vacant role.
the same Path for each Level 2 card they
want. So if a player already has a Level 2
For Example, an Alien Scout is Gunner card and wants a second Level 2
revealed. The Alien Scout has a Gunner card, they must have at least two
Swarm Size of three. Replace the Blip Level 1 Gunner cards. To gain a Level 3
token with the Alien Scout model with card they must already have a Level 2 card
two Alien tokens under it. from the same Path. You can never have
two Level 3 Experience cards.
UPDATED MISSIONS
ENTERING THE AIR DUCTS
: Chase A Character in a space with an Air Duct
Entrance token can move one space to
The Mission 2.5: Chase replaces the APC move to the space on the Air Duct board
Chase mission in Aliens: Get Away From Her with the matching Air Duct Exit token.
You B***h! This version of the mission adds
the Dropship as the destination for the If the matching Air Duct Exit token has TM &
TM &©© 20CS
20CS 2023
2023

fleeing survivors. not yet been placed, find that Air Duct
Exit token, then shuffle the remaining Air
MOVING TO AND FROM THE Duct Exit tokens. Then roll the Alien dice
DROPSHIP to determine which Air Duct Exit space on
the Air Duct board the entrance leads to. If
Characters on the Dropship board may
the rolled exit is already occupied by an Air
only enter or exit the Dropship through
BUG HUNTS
Duct Exit token, roll again until you get an ALIENS IN THE AIR DUCTS
the doors marked Loading Zone. The APC
empty space. Place the Air Duct Exit token
may enter the Dropship by driving under Aliens can enter and exit the Air Duct
on the rolled space. You can use the Air Ducts and Dropship in
the Pilot’s cockpit and aligning its end with board using any pair of Air Duct Entrance Bug Hunt missions.
the both Loading Zone doors. and Exit tokens that have been placed by
EXITING THE AIR DUCTS
Character movement, but cannot place new
A Character in a space on the Air Duct AIR DUCTS IN BUG HUNTS
Air Duct Exit tokens.
board with an Air Duct Exit token (other To add the Air Ducts to a Bug Hunt mission,
: SURVIVE than a Tunnel token) can move one space BARRICADING AIR DUCT place the six Air Duct Entrance tokens
to the space on the main game board with ENTRANCES making sure that no Entrance token is
This updated mission card replaces the the matching Air Duct Entrance token. within ten spaces of a starting space or
Mission 3: Survive mission in Aliens: Get Air Duct Entrance tokens can be another Entrance token.
Away From Her You B***h! This version If they enter an Air Duct Exit space that Barricaded and Broken Through from
of the mission adds the air ducts escape does not yet have an Air Duct Exit token, either side in the same way as Doors. Air
DROPSHIP IN BUG HUNTS
ROUTE B

TM & © 20CS 2023

scene from the movie. pick an unused Air Duct Exit token at Duct Exit tokens cannot be Barricaded.
random and place it there. They may then To add the Dropship a Bug Hunt, place the
Place Blip tokens here Marines starting spaces Place Spawn Points here
exit through this route.
Place the Exit token here
ATTACKING THROUGH EXITS Dropship so that the end with the Pilot
SETTING UP THE AIR DUCTS
Set Up Key

spaces touches one of the other game


Place the six Air Duct
Set Turn Entrance
Dial to 1 tokens
Ferroon
starting space If a Tunnel token is placed, Characters
Spunkmeyer starting
space
Place Crate tokens here Each space with an Air Duct Entrance boards and place four Crate tokens on
the game boards as shown on the Mission. cannot use this route to return to the main token is adjacent to and has line of sight blank spaces inside the Dropship.
Place the eight Air DuctPlaceExit APC tiletokens
here (six gameboard, and if Aliens are spawned at to its matching Air Duct Exit token. Models
that match the Air Duct Entrance tokens Tunnel tokens, they will spawn here.
TM & © 20CS 2023

can Attack from one space to the other,


and two Tunnel tokens) face down and TM & © 20CS 2023

but otherwise there is no Line of Sight and


shuffle them. characters cannot Attack through Air Duct
Entrances and Exits.
ROUTE A

CREDITS
GAME DESIGN PROJECT MANAGEMENT SCULPTING
Place Air Duct
Entrances here ANDREW HAUGHT CHRIS TOWNLEY ALEŠ POTOČNIK
ASSISTANT GAME DESIGN PRODUCERS ARCHON STUDIOS
Place Blip tokens here
Place Computer
token here
Marine starting spaces Place the Exit token here PHIL YATES PETER SIMUNOVICH GAME BOARD ARTWORK
JOHN-PAUL BRISIGOTTI
Set Up Key

Place Spawn Points here Ripley starting space Newt starting point
Place Facehugger
tokens here
GRAPHIC DESIGN HENNING LUDVIGSEN
Place a Crate token here
Players may place two
Sentry Gun tokens on
Place Barricade
Set Turn Dial to 1
VICTOR PESCH PLAYTESTERS
the board
tokens here
PETER KATELAAN, LEONARD LANDRY,
STUART LAPWOOD

Game Design © Gale Force Nine 2023. Aliens™ & © 2023 Twentieth Century Fox Film Corporation.
All rights reserved. Gale Force Nine is a Battlefront Group Company.
ALIEN VARIANTS SPECIAL RULES
ALien Brute ALien Scout
SPEED SWARM SPEED SWARM

When the Alien Brute attacks, the The Alien Scout breaks through a
character being attacked must roll two Barricaded Door on a roll of 3+.
Marine dice, taking the higher result
for their Defense roll.

ALien Guard ALien Skulker


SPEED SWARM SPEED SWARM

If the Alien Skulker cannot attack this


turn, it will move to be out of Line of
Sight of all Characters, then stay out of
sight while it moves. If an Alien Skulker
If the Alien Guard would be killed, roll started its movement out of Line of
an Alien die. Of a roll of 4+, it survives Sight of a Character, they cannot use
unharmed. Defensive Fire against it.

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