Professional Documents
Culture Documents
Unf01 Learn to Play Eng v5-Compressed
Unf01 Learn to Play Eng v5-Compressed
The year is 1913. You are the passengers and crew aboard the steamship Unfathomable is a game of hidden loyalties, intrigue, and
SS Atlantica, a small passenger ship operated by Fairmont Shipping paranoia for three to six players. Some players are humans who are
Co. that is traveling across the Atlantic Ocean en route to Boston, fighting for the survival of the ship, its passengers, and its crew. But
Massachusetts. During the first days of the voyage, there are rumors some players are traitors, sent aboard the SS Atlantica by the Deep
that the lookouts have spotted large, dark shapes in the water following Ones to ensure the ship never reaches port! Because player loyalties
behind the ship. Some of the ship’s occupants have been behaving are hidden, determining who is friend and who is foe is critical to
strangely, making croaking sounds or staring unblinkingly at the open winning in Unfathomable.
sea. You, too, are not feeling quite yourself, your nights plagued by
dreams of eerie underwater landscapes teeming with shadowy figures. During the game, the human players arm themselves with items,
Tensions are high, nerves are frayed, and the ship is a powder keg ready fight Deep Ones, rescue passengers, and make sure that the ship
to explode. stays afloat. At the end of every human player’s turn is a crisis that
either poses a difficult decision for one player or challenges all
On the third night of the seven-day voyage, a passenger is found players to work together to overcome the crisis. If the humans can
murdered in the ship’s chapel. Her body is slumped over an ancient tome work together successfully, the ship will eventually reach port,
with ritual components laid out around her on the chapel’s altar. An resulting in a win for the humans.
illustration on the open page of the tome depicts a figure in the center of
a shimmering circle. Outside of the circle is a swarm of fleeing monsters. However, the traitors are hiding among the humans, secretly
You do not have long to contemplate the meaning of the image before sabotaging the ship and doing all they can to ensure its doom. If the
cries and screams of horror go up around the ship. Something has ship sinks before it can reach its final destination, the traitors win.
emerged from the water and is climbing aboard!
USING THIS BOOK
This Learn to Play is intended to teach Unfathomable to
new players. Read this book in its entirety before playing. The
accompanying Rules Reference contains more detailed rules and
should be used as necessary to look up specific situations as they
arise during play.
Dial Assembly
—2—
COMPONENTS
22 Monster Figures
(1 Mother Hydra, 1 Father Dagon,
10 Character Standees 1 Travel Track Token 1 Ritual Track Token 20 Deep Ones)
young age
, Jamie Tracks
From a wn. When Jam ht
ie’s ncing Rules
r heart. gro r brig Adva Brig
each skil
l check.
follow thei r had out ming thei ck : card to
itated to t their older siste ting trip, clai ie a hunting
Tra in the Brig 1 skill
never hes Rules Travel advanc
es,
you are e than s.
de Jam
Traitor el track water
tha a hun Traitor While add mor item card Inter ect .
Jamie haswear the dressesg the dresses on r mother ma the trav Activ vealed ities on ss an effior dSpac “Brig”)
aled h time monster in the back ating Monsters cannot
use abil of the Brig include the wor on on e Action Abilit
each unle
n/Unre ucture • You 1-2
liked to refused to brin mals away,
thei . Their
ily farm the Reve Father EacDagon
move each e toward Huma Turn Str ber and cannot Bridg
• YouAction: move out
e must 3 the acti e) ies
ther s e the ani on. fam Quick Draw traitor: to each Spawn 2 Deep space one spac w the num r cannot Risk it (effect by performingis in that spacChapel
bro ld scar ract att
enti k on the pick up es to lls: Dra cated on you • Youtoifi callyatallo
a passenge
ws
Brigr
a revealed than 1 skill card tor
Deep Ones Action:
colors wout would not att d to wor e had to sissippi g you are or on
space
Ones the. deck track advanc looks at
theinship eive Ski s indi spec
look the 2 a revealed trai Choose 1: a move
e the
top 5 Cargo Hold
e expecte and everyon ou of the Mis Action: Perform While mo re er she et adjacent toofFather trav
Dagon. el Cap tain deck, The 1. Rec of skill card cards ansofcan
the leav
mythos n ifor • Retreat ing e of
dress tha
e
er not bein
the
ings wer ng, bay cannot
add
your cha
ract Then move FatherWhen the
space,
the point k, One current player activates each typ er sheet. from • Hum waypoinspac e (eve
l check. • Brig
theorm
by perfa ritual track
total valu 1 space.
Action: Look at
their sibl was very you ting on the their fath sea and
the
ability of 1 of your action • You l check. ities on ities.the front the Arrive
Dagon 1 spaceof the way dec in each space in Deep charact 2 actions the Brig t deck. Place
skil
leave the sroll
Discard 1e lore of the item deck. the top 2 cards
Jamie and when Jamie preferred hun mother about the call of the
toward
ir abil 2 cards bottom of theThen the order of : Perform
1 card thethe
oning thata hav () card from Place 1 on the
Then perform 1 Weapon items. use abil of thetop their choice. : pass top can
of your hand
r skil
cannot use the If Father the ship. on the the other. track Each
ion
2. Act wing options less you and
that deckdand tors skill card die. If the result lve
plus .the card’s value to
reso bottom of the deck.
father left Jamie much ined to thei , “Papa heard action. Limit • You spaces. cards and humans. spawn Dagon is in the es 1Deep, space (un eale trai arding
1 on d. 6 or less, step1, you other in your play Place the
pla once per turn. chery r space.2 Deep Onesplac
lves travel Deep One resolves follo any ship tor • acti
Revbott
the and disc their han
om. hoslose hos card
sanity. After is area.
k. But com said .” e ship w trea be attacked
by
of you then reso n on the prioritized as follows: one effect, ve to trai on you r
diemyt
roll, advancer myt anc e. resolving the
slac en they farm, she erstand ; they wer it all can dra ability Then, if there are and in the Deep.
e the toke space. • Mo in the Brig). revealed e from ing
12 or mor a human, dur track iconwhich track to
s on you theadv
ritual track 1 space.
Delta. Wh help with theday, you will und a paddleboat ard and rode in • You ack and
can att not use the
action Ones in the Deep,4 ormov more
to the Star
Deep t 1. Attack a human are
a Deep
One or are on and ose s
to eyes on ey snuck abo ips anchored
k in the Deep One’s e. you
around answer. One first set
• You s can and all Deep Ones rollbac
a die and move Track
Father Dagon to2.the Defeat a passenge space. ack
• Att r space. your spac een • If acti
only the , the Cap
vati tain cho
to Th
n Jamie its grandeur. larger steamsh to be a sailor. • Human Struct
ure that skill from the DeepRitual
ances 3. r in the Deep One’s in you a passenger in s betw has as a 3
Traitor
he had whe Turn typ e ofmatches the result. to the water k adv
space g: space. of item If it
cam e with saw the and signed up and may al trac win Damage the Deep • Res
cue
trading e. Reveal 1-2ing
Sick 5
That day tely enthralled s. When they father and numberer sheet. You s. Then, the ritu orm the follo k and undamaged interiorOne’s space (if space is an ble the er
calling
,
ut their e to go w the card . When perf s in dec space). • Ena ers in your spac your charact a traitor: card. Bay et.
immediato New Orlean found their lls: Dra your charact of those cheMother ry card Hydra Cast space, as 4
lty Brig 7-8
ught abo abl eive Ski on ber trea Deep One ply. 4. Move based on the Deep One’s play on
tion:” r cards. reve al tist loya character she lty 6
the way knew they had often tho en Jamie was hing made 1. Rec s indicated w any num w, draw 1Damage ng opt
ions: urn all es to the sup Mother current location an “Ac e
• Useet or one of youof your spac traitor Wh 4ealCapta
en you
1 Hybrid
or Cul your led loya n.
n. They Wh Not en card not to
dra
did not
dra followi the ,interior
• Ret
you space water spac er Dagon and
• If in a water or
deck : in’sability on unrevea facedow
port, they home on the oceaon the waves. l beauty salons.of makeup. Wh choose h card you from the closest thetoBrigMother movement arrow. space, follow the she
the “Ac
tion:” or revealed 1. Rev reveal Cabin you6r p themGalle
at oating
Jamie felt might be fl sure in visiting
loca a bit ause of
nails and pel, it was becte residue
for eac
ion: Per
form 2 actions If you are(Ifinthat lspace
ce. a tota
edamaged
12Hydra.
valueisofalready
Hyd
ve Fath
pass
p.
• Mo ra to the Dee er token•inIf in an interior
eng space, move toward the
• Use less a Deep One
(un r space)..
Limit
once per
8 2. Res
olve the
Action:
characte anc
Choose athan 12, give
e is less
r and resolve
erwise,
kee
er. Oth Action: Draw up to rem
er play this
y
ove 7-8 Boiler Room
how he
too nd plea n painted s cha 2. Act ship spa s that havundama , damage the closest Defeat each e. closest undama
is in you ea If dist
3. skill to 1 oth These cards area and 5 skill cards.
they fou themself thain the Atlantica’ identified the arsenic.
whi ve to any l card ged interior space • spac eachhighest number.ged interior space with the per turn tor (if you hav
check.
cards move If the check r play can be drawn from Action: Discard
ore, Rain Fire • Mo st discard skilyou move. the highest number. re are with each deck character in space trai passes, the.chosencards from
title anyyou
non-trea chery skill deck(s). card from your 1 strength ()
ash more like murder ediately ingredie
nt: mu re before r space. Thren ce (if the ) eat each If there are no
Deep Ones on eal as a
• Revtor loyalty card hos card.
). Lose each
characte r to themyt hos e.Then roll a die. numbers. If the result plushand to roll a die.
them feel stigated the that they imm h a deadly Jeanne Lafarge When you reveal or mo human in you en in you
spa move Mother Hydra • Def k space.
on
in ritu
thethe
al
Deep), spawn the board (except
trai myt the
4.
card any Brig. the gam thanmay
from the disc
number
ardIfanythery
che
result
cardis less
is the card’s value
ns wit for to 6
g Space:
n 2 a
Jamie inve as a traitor, if a tok 1 space toward dec Deep Ones in the Deep. down 5. Dis g, you 1 food. treaof cards drawn, or less, lose
in salo face powder • Attack a passengerr space). of the e the toke t spac
if there
e. are 4 or more olve card
your feat not in the Briequlose ber of resolving the die1 fuel. After
Startin e spent you are not in r card s. the front Deep
Then movk to the Star die and move all monster Ones in the Deep, roll a
Then, thos: Res discard al num
that tim im’s teacup as the ship. it 3. My players l cards. roll, advance
each human and Brig, defeat
eat
Bridge • Defhumans in youon one of you hand lim s from the Deep : All are to draw an . the travel
If n to theHydra track bac space that matches card skil If
Sick Bay 6. of skill cards
you dee track 1 space.
in the vict your space.
passenger in no
an “Ac
tion:” dowMother is in the Deep, the result. to the water 4. Dis limit of 10 ing ring to
your stan
: • Use discard in the Deep. Then, if there spawn 2 Deep Ones hand Attack of 4+. traitor
g Item players a rollYou Add a
8
Lafarge
in the Deep, roll are 4
Startin card: All s. a die and move or more Deep Ones ated on is draw only 7. Brig
Jeanne
Full Steam Ah
ea
Raise
the De
4
d ad
Captain Keeper of the Tome Jeanne
Lafarge
Action:
Boiler If you are in
Ro the
Then ad om, lose 1 fue
track 2 vance the tra l. Ca
alm W
al
spa vel aters
at
this fea ces and rem
t from ov
You are the person in charge of the ship You are tasked with keeping the ancient the gam e
tome of spells found with the murdered e. Lose 1
and its operations. sanity Lose 2
passenger in the chapel. Reading from to gain fuel an
When the travel track advances to the 2 souls. d1 food.
Arrive space, look at the top 2 cards the book allows you to cast spells, but the
of the waypoint deck, place 1 on the results can be unpredictable.
bottom of the deck, and then resolve Action: Look at the top 2 cards of the
the other. spell deck. Place 1 on the bottom of
When a human player in the Brig draws the spell deck. Then resolve the other.
a crisis card with , you choose which Limit once per turn.
track to advance.
Will
total val m your hand nce ()
space. ue of 3 or mo that have a
e thi re to repair
mage
space. t each
human maged. Defea ce
spa
Action:
ural Da
being da s card in the
Y We
W apon
5 skill carDiscard up to
Z
hand. Th ds from your
number en draw an eq
in that
Action:
against Perform an att from any of skill cards ual
Struct
(Shuffl
Place thi
an skill de 1 non-treach
adjacen enemy in an ack
Action:
ck. ery
a water t space (inclu
damage
din
your diespace). Add 1 g
result. to
Passen
13 ger Ri
Y U AR
YO
E ot
HUMAA Frustra
ted
N passenge and scared
,a
out on rs are taking the group of
the
boiling, crew. Tensio ir anger
ns
quelled but perhaps the are near
with firm ir
discoursefears can be 9 Ship Damage 126 Skill Cards
.
20 Item Cards
Pass:
Draw 1
item car
d.
Cards (21 each of 6 types)
You fee
l
can nev like you are a 10+:
er kn huma
If you hav ow for sure... n, but you Lose 1
sanity.
cards, yo e only Huma
objectiv u win the gam n loyalty
e is me e if the Fail:
t. human Lose 1
sanity
and 1 sou
l.
—3—
1
FIRST GAME SETUP PREPARE GAME BOARD:
To set up your first game, perform these steps in clockwise order. The area
of the board referred to by each step is indicated by a matching numeral Place the game board in
on the board diagram. If this is not your first game, use the setup the center of the table.
instructions in Appendix IV of the Rules Reference.
8 8
CREATE CHAOS DECK: Take two
cards from each skill deck (except
treachery) and, without looking at
2
them, shuffle them together to create
the chaos deck. Place the deck in the
chaos deck space on the board. 7
Setup continues on page 6. Mother Father
Hydra Dagon
2 2
2 2 2
7 7
Deep Ones Passengers
7
PLACE MONSTERS AND PASSENGERS:
Place Father Dagon and Mother
Hydra in the Deep. Place six
additional Deep Ones and two
passenger tokens as shown.
—4—
2 3
SET TRACKS: Place the
SET DIALS: Set each
travel and ritual track
resource dial to its
tokens on the Start space of
starting value of 8.
their respective tracks.
Travel Track Ritual Track
Token Token
4
3 CREATE SUPPLY: Place the Deep One
figures, passenger tokens, traitor rings,
and eight-sided die next to the board.
Flip all passenger tokens facedown and
mix them thoroughly.
5
CREATE SKILL DECKS: Separate the
skill cards by type (influence, lore,
observation, strength, will, and
treachery), shuffle each type into its
own deck, and place each deck face
down beside the game board next to
the corresponding label.
ing
1 Comb
at 2
Train Combat Training
3
Strengt
h Rampage
Strength
Strength
4 Rampage
5 Shru
Action:
g ItChoose
Off 1:
Strength
attack
to
ing any Play during any attack to
Strength
4
• Perform up to 4 att
against enemies in Ramp
acks
Play durdie. your space. age
reroll a die.
reroll a
Action: Choose 1: • Perform the action Strength
acks
• Perform up to 4 att ability of one of your
against enemies in WeaponAc items
tion:upCh
When you would
your space. to 3 times. oose 1:
be defeated, play • Perfor
• Perform the action to m up to
your t yourself from against enemie 4 attacks
preven
ability of one ofbeing defeated. your spa s in
Weapon items up • Perfor
ce.
to 3 times. m
ability the action
of
Weapo one of you
n item r
to 3 tim s up
es.
6 5
Observation () Lore () Treachery ()
17
The Mother's Wrath
Hydra lets out a ferocious roar that Ope
18
rattles the ship to its bolts. It seems
you have made her mad. A magical
n the Gat
Mythos Deck
—5—
LEARNING GAME
SELECT CHARACTERS: Randomly select a player to be the
current player and give them the current player token. Then, Suggested Characters
starting with the current player and proceeding clockwise,
each player chooses one character to play and takes that These character combinations are suggested for
character’s sheet. The “Suggested Characters” sidebar has your first game.
a list of recommended characters to use for your first game
according to the number of players. • THREE PLAYERS: Jeanne Lafarge, Svetlana
Gedroits, William Bowleg
Return the remaining character sheets to the game box.
• FOUR PLAYERS: Arjun Singh, Jeanne Lafarge,
Samira Dualeh, William Bowleg
matches their chosen character that deck and 1 on 6 or less, lose 1 sanity. After resolving the
die roll, advance the ritual track 1 space. Limit once per turn.
the bottom.
label ().
11 cabin showed twenty minutes had p
Starting Item: he found his companion dead. Willi
Jeanne Lafarge
fact
Y Artiffa
Z
11 Binocu
lars
Pocket
Tool Kit Book of
Dagon
When you perform the
action ability of a lore ()
card, you may resolve its
effect twice.
Pistol Almanac
ol Z
Y To
T T ol
Y To
ly
Z
Jam Ti
can on
t. (You ent.) T me Z Gren n
Y To
vemen vem If there are no ade
12
12
—6—
DRAW SKILL CARDS: Each player 3
er
Less ment 1
Shrivelling Determ 2
Occult Training
13
skillthe
cards rd up to
se 1 a
increase skill chha
: C hoo dAroctllioa n:
d
l Deep One pglOne
Dee e , add 2 to the or decre
eck
ndto. Then from your
n an ov eisala a sin 6 or nuase that draw an eq
Actio y space enM emy at espace toresult. If the result is y. total by
The current player does not start 2. mbe
thth rspace. from r of sk
in an chosen d in 2 to nto more, defeat that
enem any 1 ill cards ual
e
If th One, adresu adltjaisce6 y. skill de
ck .
non-tr
eacher
p
Dee . If the that enem y
Disrupt Ritual
Captain title card to the player with the 1. Keilani Tatupu, the Captain
J
2. Arjun Singh, the First Mate
character who is highest on the Captain 3. Jeanne Lafarge, the Engineer
After a p
H
When a
Waypoint Deck Back of Captain defeated
Title Card 1 lore (
(
to preve
being de
CREATE SPELL DECK: Shuffle the spell Jeanne Lafarge When y
cards and give the deck and the 15 KEEPER OF THE TOME
you are
an unda
Oc
Keeper of the Tome title card to the
LINE OF SUCCESSION
your ch
1. William Bowleg, the Apprentice
and Sic
Action:
player with the character who is highest 2. Ishmael Marsh, the Exile
3. Beatrice Sharpe, the Mathematician
1 Influence look at t
2 Influence
2
Spell Deck Back of Keeper of the 1 Lore Observatio
n
D
Tome Title Card THE SHIP’S SURGEON
Jeanne Lafarge When y
you are
or retre
CREATE LOYALTY DECK: Create the loyalty deck by to 2 spa
combining the loyalty cards listed below according to LEARNING GAME
the number of players.
Loyalty Cards
T A
3 Lore
HE
2
PPRENTICE
Will
HY BRI D
U
YO
MH AN
HU
to take a turn. Until players are dealt a loyalty
card, they should assume (and play as though)
You begin to notice changes in your You feel like feel
Youayou
are never
you can
You feel tlike
like
hucan
are
m
bu ca
, hum
ananever
you
Yo
are
sure.If..for
...forknow
yo u fee
an,ayou
n nehuman,
know ver
sure...
you
l are
but lik eayohum
but you
u arean, but you
ow ..for a human, bu
forknsure.
they are loyal humans.
appearance and feel an inexplicable like neve
l can r sureIf youya
r know ltyyo
have u halty
only sure... t you
You fee ver knowIffoyou have
card
anHum lo caan
s,only
loya
Human m
Hum
anve loyalty
onlyan loyalty
compulsion to help the creatures
can ne If you
have only
um
ly Hwin
you
ththeerd
ehuifs,game
win yothe
theuhumifgam
wi
anHu ma loy
ifgathe nhum
attacking the ship. cards,
onyou you
obje m ifgam
win ob
theective jec theehuman
nthe alt
ha ves, e ga is tiv
met. e is met. me if than y
If the game ends before the human If you card
yo win th
is. met. is met.
objective
u ctive e huma
s, obje et n
objective is met, you win the game card ive is m
object
(even if you have 1 or more Human
loyalty cards).
—7—
FUNDAMENTAL CONCEPTS OBJECT OF THE GAME
This section contains the fundamental concepts for For players who are loyal humans, the object of the game is to usher
Unfathomable that provide context for players who are about to the SS Atlantica to safety at its destination port of Boston. How this
learn how to play the game. is accomplished is described later.
For traitor players, who are loyal to the Deep Ones, the object of the
LOYALTIES game is to prevent the SS Atlantica from completing its voyage. This
The concept of loyalty is central to Unfathomable, with players occurs if the ship is destroyed, overrun by Deep Ones, or depleted
secretly desiring different outcomes. Some players will be loyal to of any of its critical resources, all of which are described later.
the humans trying to reach dry land, and some will be loyal to the
Deep Ones intent on sinking the ship. RESOURCES
During the game, each player receives one or more loyalty cards, The Atlantica has limited supplies. There are four resources critical
which remain secret. These cards determine who is on which side. for the ship’s survival, which are tracked by the four resource dials
on the board. During the game, loyal humans must ration and
Y U ARE A
YO Y U ARE A
YO Y U ARE A
YO preserve these resources while traitors strive to deplete them.
HU MAN HY BRI D L IST
CU LT
You feel like you are a human, but you You begin to notice changes in your You have pledged your life to advancing
can never know for sure... appearance and feel an inexplicable the aims of the Deep Ones...but you still
If you have only Human loyalty compulsion to help the creatures cannot breathe under water.
cards, you win the game if the human attacking the ship. If the ship has traveled 12 or more
objective is met. If the game ends before the human distance and the game ends before
objective is met, you win the game the human objective is met, you win
(even if you have 1 or more Human the game (even if you have 1 or more
loyalty cards). Human loyalty cards).
For your first game, you will only use Human and Hybrid loyalty
cards. You will not use the Cultist loyalty card.
J SANITY (): This dial represents the sanity and morale of the
crew and passengers. Operating the ship becomes impossible if
MONARCHS those aboard lose their grip on reality.
J SOULS (): This dial represents the people aboard the Atlantica,
both passengers and crew. Operating the ship becomes
impossible if there are too few people.
—8—
SKILLS SPACES
Skills represent common abilities shared by the characters in the The portion of the board that depicts the SS Atlantica and the
game. Players use their skills to defend or sabotage the ship and to surrounding waters is divided into spaces. There are two types of
bring about resolutions to the crises that affect all players. spaces: water spaces and ship spaces.
There are six skills in the game: influence (), lore (), Water spaces are the outermost spaces on the board. Two of these
observation (), strength (), will (), and treachery (). spaces are numbered “1–4” and “5–8.” These two spaces make up
Each skill has its own deck of skill cards, but all skill cards share a the front of the ship. The water spaces at the opposite end of
common card back. A card’s skill type is presented by the skill icon the board are the back of the ship. Only monsters can move to
and colored border on its face. water spaces. Characters cannot move to water spaces.
Occult Training
SKILL CHECKS
Skill checks represent situations in which players work together as a
group to resolve crisis situations. Because the loyalties and goals of
each player are unknown, it is never completely clear who is working
to help overcome the crisis, and who is working to make it worse.
During a skill check, players can secretly add cards from their hand
Deck Spaces
to the check in an effort to cause the check to pass or fail. Players
cannot be certain who tried to help overcome the crisis and who Interior spaces each have a name and a brief description of
tried to sabotage that effort because players add their cards in secret, their game function. The complete text for these game effects is on
along with random cards from a chaos deck. the player reference sheets. Most interior spaces have one or more
numbers from 1 to 8. The two interior spaces without numbers, the
Brig and Sick Bay, have unique rules that are described later.
THE DEEP
The Deep is a portion of the board that represents the depths of
the ocean where the monsters muster and regroup. Monsters that
are in the Deep cannot be affected by player abilities.
The Deep
Interior Spaces
—9—
PLAYING THE GAME STEP TWO: ACTION
Unfathomable is played in a series of player turns. Starting with During a player’s action step, that player performs two actions of
the first player and proceeding clockwise, players continue to take their choice, one at a time. The player can perform the same action
turns until the game ends. The player who is taking their turn and twice. The actions a player can perform on their turn are: move,
has the current player token is the current player. attack, rescue a passenger, use an action ability, trade, or reveal as a
traitor.
A player’s turn comprises the following steps, which are performed
in order: MOVE
1. RECEIVE SKILLS
The player can spend one action to move their character to any ship
space on the board other than Sick Bay and the Brig. Multiple
2. ACTION characters can occupy the same space.
3. MYTHOS
Disrupt Ritual
ATTACK
Jeanne Lafarge When you reveal as a traitor, if
you are not in the Brig, advance
or retreat the ritual track up
to 2 spaces. 2 5
Persisten
ceTr
Will
ue Grit The player can spend one action to perform an attack against a Deep
2 Will
2
Will
Lore
3
THE APPRENTICE 3 LesserShrivell
rning
d LeaBanishm
ent ing One in the same space as the player. To perform an attack, the player
5 Force Lore
Lore
LoreAction: Dis
car
5 skill cards d up to rolls the die. If the result is a 4 or higher, the Deep One is defeated
fro
hand. ThenActiom your
dra
number ofLimit wn:anPerequ
fore an
y ca rds are
Action:
k. Choose ski1llenemy
deck.
ski Tds
from any 1 ll 1car
non -treachery
al
form
rue G 2 action
rit per s.
turn.
and removed from the board. Otherwise, the attack misses and the
Play be a skill checiner ce.
Deep One remains where it is.
to : Ch
ch any a spa and roll a die.
y espace
oos
added aAct ion
trea
non- allmIf Ones enemy is a
ho os e Mo ve co esthe
De ep chosen
C It be t spaDeep le 2 to the
pe.in ce toOne,
a singadd
skill ty tin skill.result.
tha
or gacent coun
sspa ce.tIf the result is 6 or
a supp rtadj ing skillmore, ill that enemy.
e skdefeat
(Suppo y toward th
sit ivel
po
total.)
check
Attack Example
William Bowleg draws three lore and
two will cards during each of his turns.
SICK BAY
Players who are in the sick bay are recovering from injuries and
therefore do not receive their full skill set of cards during their turn.
If a player is in the Sick Bay space of the board during their Receive
Skills step, they draw only one card of their choice from their skill
set.
Jeanne Lafarge attacks a Deep One in her space.
PLAYING SKILL CARDS She rolls a 4 on the attack, which is high enough
Each skill card has an ability on it. To use that ability, a player can to defeat the Deep One. The Deep One is
play that card from their hand during any player’s turn. After a skill returned to the supply.
card’s ability has resolved, that card is placed into the discard pile
for skill cards of that card’s type.
—10—
RESCUE A PASSENGER USE A SPACE’S ACTION ABILITY
Passengers, which are represented by passenger tokens, may be If the player is in an interior space, that player can spend one action
in danger while on the ship’s deck. If a passenger is defeated, it to use the action ability for that space, which is listed on the player
can cause the ship to lose souls and sanity. A player can rescue a reference sheets. The action for each interior space may only
passenger to move them to safety. be used once per turn. A player cannot use the action for their
space if there is at least one Deep One in that space.
If the player is in the same space as a passenger token, they can
Interior Space Action Abilities
spend one action to rescue that passenger. When a passenger is 1-2 Bridge 3 Chapel 5 Cargo Hold
rescued, its token is removed from the board and returned to the Action: Risk a passenger
to look at the top 2
Action: Choose 1:
• Retreat the ritual track 1 space.
Action: Look at the top 2 cards
of the item deck. Place 1 on the
cards of the mythos or bottom of the deck. Place the
supply of passenger tokens. If there is more than one passenger waypoint deck. Place
1 card on the top of
• Discard 1 lore () card from your hand to
roll a die. If the result plus the card’s value is
6 or less, lose 1 sanity. After resolving the
other in your play area.
that deck and 1 on
token in the space, the player can choose one of those passengers to the bottom. die roll, advance the ritual track 1 space.
Rescue Example 8
Action: Choose a
character and resolve this
skill check. If the check
passes, move the chosen
character to the Brig.
Action: Draw up to 5 skill cards.
These cards can be drawn from
any non-treachery skill deck(s).
Then roll a die. If the result is less
than the number of cards drawn,
lose 1 food.
Action: Discard 1 strength ()
card from your hand to roll a die.
If the result plus the card’s value
is 6 or less, lose 1 fuel. After
resolving the die roll, advance
the travel track 1 space.
Sick Bay
You draw only 1 skill card during
8 Brig
Characters in this space follow Brig rules.
your Receive Skills step. Action: Resolve this skill check. If the check passes,
move to any ship space.
Passenger
TRADE
Each player begins the game with the item card specified on their
character’s sheet. Items provide players with additional abilities that
they can use. Players can gain more items from the Cargo Hold.
William Bowleg rescues a passenger in his space, The player can spend one action to allow any number of players to
returning the token to the supply. trade items. Any number of items can be traded, and trades do not
require the current player to be involved, but all players involved in
a trade must be in the current player’s space.
REVEAL AS A TRAITOR
USE AN ACTION ABILITY This action option is described later.
An action ability is preceded by the word “Action:” and can
appear on character sheets and many types of cards, such as skill
cards and item cards. The player can spend one action to use one of
these action abilities. That ability must be on a card in the player’s Tracking Actions
play area or on a skill card in the player’s hand. To use an action
ability on a skill card, the player must reveal the card to everyone,
resolve the card by following its instructions, and then discard the
card. When a player resolves the action ability on a card in their play
area, they do not discard that card.
1. THE CRISIS: This provides the players with a problem that must Food Rationing
be solved.
With the ship in the midst of a crisis,
2. MONSTER ACTIVATION ICON: This causes one or more monsters to rationing would be wise but unpopular.
Tough choices such as these are part of a
activate. captain’s responsibility to the ship.
3. TRACK ICON: This causes one of the tracks on the game board to
advance.
Captain Chooses:
Hull Leak
Implement rationing: Lose 1 food.
Pass: No effect.
SKILL CHECKS
Skill checks present the players as a group with a challenge that, if
overcome, prevents the ship from suffering a negative effect. These
challenges are presented as skill checks. (The resolution of skill
checks is described on page 16). The mythos card details the
2 3 effects of passing or failing the skill check.
Anatomy of a Mythos Card:
Crisis (1), Monster Activation Icon (2),
and Track Icon (3) Flooding Compartment
—12—
COMBINATIONS MONSTER ACTIVATION ICONS
Some crises contain a combination of a choice and a skill check. The Atlantica is under assault by a number of Deep One monsters,
For these cards, the indicated player decides to either perform a led by the gigantic Mother Hydra and Father Dagon. When
skill check or resolve a negative effect. If they choose to resolve the monsters activate, they can move, damage the ship, defeat
negative effect, the skill check is not performed. Both options are passengers, or add more monsters to the board.
read aloud before the player makes their choice.
Bucket Brigade
16 The ship has taken on water due to
damage and storms, which is slowing Mother Hydra Father Dagon Deep One
the ship's progress. Bailing out some Icon Icon Icon
of that water would allow the ship to
reach greater speeds.
Each mythos card has an icon that indicates which monster
activates in the lower right corner. These icons represent Mother
Captain Chooses: Hydra (), Father Dagon (), and Deep Ones (). The rules
Pass:
Risk 2 passengers to advance the for activating each of these monster types are described later.
travel track 1 space.
Fail: Lose 1 fuel. Risk 2 passengers. TRACK ICONS
OR Each mythos card has an icon in the lower right corner that matches
Leave the water: Roll a die. If the either the travel track, the ritual track, or both. These tracks are
result is 6 or less, lose 1 fuel. described later. When resolving this icon, the current player
advances the token on the indicated track one space. The choice of
tracks icon (see below) allows the current player to choose which of
the tracks to advance.
13 Ship security rushes an injured more than 10 cards in hand chooses and discards cards from their
man into Svetlana’s sick bay. They hand until they have only 10 cards in hand.
believe this man planted an explosive
somewhere on the ship and they Then, the current player token is passed to the player to the left, who
can get the location out of him...if begins their turn.
he survives his injuries. However, he
refuses to be treated.
—13—
TRAVEL TRACK When resolving a waypoint card, the player with the Captain title
places it in a row next to the board, beside any other waypoint cards
The travel track indicates the SS Atlantica’s progress toward its next that were previously resolved. Then, the player resolves the text of
waypoint on its journey. Each time the travel track advances, that waypoint card. After the card is resolved, the token on the travel
primarily due to track icons on mythos cards, it moves the loyal track is reset by being placed on the Start space of that track.
human players closer to victory.
If a game effect instructs a player to “retreat the travel track,” they
move the token on that track the indicated number of spaces back
toward the Start space. If the token reaches the Start space before it
has moved the indicated number of spaces, the remaining spaces are
ignored. Do not move monsters in water spaces when retreating the
travel track.
Travel Track
As the ship steams ahead, the monsters attacking it from the water
fall behind. Each time the token on the travel track advances, all
monsters in water spaces are moved one water space toward the
Waypoints
3 2 4 3
back of the ship (the water spaces opposite the numbered water
spaces). Any monsters that were already in the water spaces behind 3 2 4 3
the ship are moved to the Deep. Smooth Sai
a ling
ai a e
an
Hurrican Stormy Seas a nstorm
ai
Rai
When the token on the travel track reaches the Arrive space on the
Either lose 1 fuel or damage passenger to roll a die.
Lose 1 fuel and 1 food. Lose 2 fuel. Damage the ship.
the ship twice. If the result is 5 or more,
gain 1 food.
track, the ship has reached its next waypoint in its journey. When a
waypoint is reached, the player with the Captain title draws the top Each waypoint card has a distance value of 2, 3,
two cards of the waypoint deck, chooses one to resolve and places or 4. After resolving these four waypoints that
the other on the bottom of the waypoint deck. add up to the target distance of 12, the game will
Sai
a in
ai
Smooth end ling humanan
avictory
aHurrican eStormy SeasRai
if the token onai nstorm
a the travel
Each waypoint card has a distance value at the top of the card. The
track reaches the Arrive space one more time.
higher the distance value, the more fuel the waypoint requires. The
Lose 1 fuel. You may risk a
players must travel to waypoints with a combined distance of 12 or Either lose 1 fuel or damage passenger to roll a die.
more and then reach the Arrive space once more to win the game. Lose 1 fuel and 1 food. Lose 2 fuel. Damage the ship.
the ship twice. If the result is 5 or more,
gain 1 food.
—14—
RITUAL TRACK The greater banishment spell has the following effects:
Before her murder, the original keeper of the tome had begun a J All Deep Ones in deck or water spaces are defeated and removed
ritual in the ship’s chapel to cast a greater banishment spell to from the board. Deep Ones in interior spaces are unaffected.
protect the ship from the approaching monsters. In the wake of her
death, some of the ship’s passengers have taken up the ritual in an
J Father Dagon and Mother Hydra are moved to the Deep.
attempt to protect the ship. The ritual track represents these J All passenger tokens in deck spaces are defeated. Flip each of
passengers’ progress toward casting the greater banishment spell these tokens faceup and reduce each resource dial by one for
and moves primarily by track icons on mythos cards. each icon matching that dial on those tokens. Then, remove
those tokens from the game.
After resolving the effects of the greater banishment spell, the token
on the ritual track is reset by being placed on the Start space of that
track.
Ritual Track
If a game effect instructs a player to “retreat the ritual track,” they
When the token on the ritual track reaches the Cast space, the
move the token on that track the indicated number of spaces back
ritual has reached a crescendo and all monsters, characters, and
toward the Start space. If the token reaches the Start space before it
passengers above deck and in the water surrounding the ship are
has moved the indicated number of spaces, the remaining spaces are
struck by the greater banishment spell.
ignored.
2. All Deep Ones in water and deck spaces are defeated and
removed from the board.
—15—
TITLES RESOLVING SKILL CHECKS
There are two titles in the game, the Captain and the Keeper of the A skill check is presented as a target number and two or three
Tome, represented by title cards. Each title confers its own powers skill icons. Each skill icon indicates that skill cards of that type
and responsibilities upon the player who holds the title. contribute positively to the skill check. These are supporting
skills. Each skill type that is not shown in the skill list contributes
Players can lose their titles, such as when they move to the Brig. negatively to the skill check. These are opposing skills.
When a player loses a title, it is given to the player who is highest in
the line of succession for that title (shown on the back of the title To resolve a skill check, players follow these steps, which are
card). Revealed traitors and players in the Brig cannot gain titles. performed in order:
Some ship spaces also cause skill checks to occur. These spaces
describe what happens if the skill check passes. If any of these skill
Keeper of the Tome Title Card checks fail, there is no effect.
Spell cards have powerful abilities, ranging from defeating Deep
Ones to recovering resources. However, these spells always come
with a price, most often the potential to lose sanity.
—16—
Skill Check Example
The current player draws the Food Stores Raid mythos card,
which initiates a skill check.
1
Opposing Skills
1. The Food Stores Raid crisis has a target number of 11 and
the supporting skills are influence () and strength Target
(). All other skills are opposing skills. Number
Food Stores Raid
4 Pass: No effect.
Chaos Deck
Skill Check Pile
2. 3 3
Two cards from the chaos deck are added to the skill Rampage Keen Insight
6
3
Strength Observation
check. Rampage
Action: Choose 1: Strength 1 Shrivelling
3. The player to the current player’s left chooses to add one 4• Perform up to 4 attacks
againstRampage
enemies in
Action: Choose 1:
Play before a die is rolled
to choose 1:
Lore
11
Action: Choose 1: • Perform the action
to 3 times.
The next player in clockwise order chooses to pass and • Perform up to 4 attacks
against enemies in Weapon items up
Hungry
Hungry passengers are storming the
ability of Influence
one of your If the chosen
Deep One,
ship’s
passengers
pantry
enemy is a are storming the
add 2in
to the
search of food. The
does not add any cards to the skill check. your space. to 3 times. ship’s pantry in search of food. The
result. If the result is 6 or
galley staff
more, defeat thathasenemy.
requested help in
• Perform the action
ability of one of your galley staff has requested
Play before any cards are help
defusing the in
situation.
5.
Weapon items up added to a skill check.
The current player is last to add cards to the check and to 3 times. defusing the situation.
All skill cards are added
faceup during this check,
chooses to add three cards. All cards added to the skill except for cards from the
chaos deck.
6. The shuffled skill cards are revealed and separated into Supporting
piles for supporting skills and opposing skills. SkillsPass: No effect. 8+: Lose 1 food.
—17—
ACTIVATING MONSTERS DEEP ONES ()
Monsters activate when resolving a mythos card, which can cause When the Deep Ones activate, all Deep Ones on the board—
them to move and attack or can cause new monsters to be placed except those in the Deep—activate. Each Deep One activates
on the board. If the players must place Deep One figures on the independently of each other Deep One. If there are multiple Deep
board and there are not enough figures in the supply to do so, Ones on the board, the current player chooses the order in which
the game ends. Ending the game is described later. they activate.
The icon presented on the mythos card determines which monsters When a Deep One activates, it attempts to defeat a character or
activate, but the location of these monsters also determines how the passenger, damage a space, or reposition itself. It resolves one of
activation is resolved. those effects, prioritizing them as follows:
3. DAMAGE the Deep One’s space. The Deep One can only damage
its space if that space is an interior space and is not already
damaged. Damage is described later.
Mother Hydra damages the Chapel (1) and then moves one • If the Deep One is in an interior space, it moves one space
water space toward the front of the ship (2). toward the closest undamaged interior space. If there are
multiple valid spaces for it to move toward, it moves toward
the space with the higher number printed on it.
FATHER DAGON ()
When Father Dagon activates, two Deep Ones from the supply are If there are no Deep Ones on the board (except for in the Deep),
placed in the deck space adjacent to Father Dagon’s space. Then, the current player adds two Deep Ones to the Deep. Then, if there
Father Dagon moves one water space toward the front of the ship are four or more Deep Ones in the Deep, the current player rolls a
(the numbered water spaces). die and moves all monsters—including Mother Hydra and Father
Dagon— in the Deep to the water space in front of the ship that
If Father Dagon is in the Deep, instead of activating him, the matches the result on the die.
current player adds two Deep Ones to the Deep. Then, if there are
four or more Deep Ones in the Deep, the current player rolls a die See page 20 for examples of activating Deep Ones.
and moves Father Dagon and all Deep Ones in the Deep to the
water space in front of the ship that matches the result on the die.
Father Dagon places two Deep Ones from the supply on the
adjacent deck space (1) and then moves one water space
toward the front of the ship (2).
—18—
DAMAGE DEFEATED
Monsters and crises can cause damage to the Atlantica. Monsters Throughout the game, characters, passengers, and Deep Ones can
damage specific spaces, but crises may instruct a player to damage be defeated in various ways. The rules for defeating the various
the ship instead. To apply damage for either situation, draw the top types of people and monsters are as follows:
card of the damage deck and resolve its effect.
J When a character is defeated, they are placed in Sick Bay.
Most damage cards are placed in the space that is being damaged, J When a Deep One is defeated, it is returned to the supply.
but some may be removed from the game after their effect is
resolved. J When a passenger is defeated, its token is flipped faceup. For
each icon presented on the passenger token, one resource of the
matching type is lost. When a resource is lost, that resource’s
Structural Damage dial is adjusted to show the new total. Then the passenger token
Place this card in the space is removed from the game.
being damaged. Defeat each
human in that space.
Action: Discard influence ()
J When a revealed traitor is defeated, they are placed in the Brig.
cards from your hand that have a Revealed traitors are described later.
total value of 3 or more to repair this
space. (Shuffle this card into the
damage deck.)
Example of
Fuel Leak Damaging The Ship
The current player must “damage the ship.” They
draw the top card of the damage deck, which is a
Lose 1 fuel. Then remove this card
from the game.
Structural Damage card.
While resolving an effect that damages the ship, if a Structural ural Damag
Struct card in the spac ch
is
e
t ea
e
Place th maged. Defea
Damage card is drawn, roll a die and place the card in the interior being da that space.
human
in
Di sc ard
e (
influenc have a
that
)
is
Action: m your hand e to repair th
space with the printed number that matches the result on the die. cards fro of 3 or mor into the
lue
total va huffle this ca
(S
space. deck .)
rd
age
dam
are ever six damaged spaces at the same time, the game ends. or more to repair this space. (Shuffle
this card into the damage deck.)
—19—
Deep One Activation Examples
EXAMPLE 1: Four Deep Ones activate. EXAMPLE 2: Two Deep Ones activate.
1. One Deep One attacks the character in its space. A player 1. The Deep Ones are in an interior space and there are no
rolls a die and the result is a 4, which does not defeat the characters to attack, so one of them damages the space. A
character. damage card is drawn and placed in the space. The space
is now damaged, so the second Deep One cannot damage
2. A second Deep One attacks and its roll is a 7, which is it again.
enough to defeat the character. There are no characters
Structur
left in the space for the remaining Deep Ones to attack. al Dama
Place this car ge
being dam d in the space
age
human in tha d. Defeat each
t space.
Action: Dis
card lore (
from your
hand that hav ) cards
value of 3 or e a total
mo
space. (Shuffl re to repair this
damage deck.)
2. The second Deep One moves toward the closest
undamaged interior space. The Boiler Room is already
damaged (has a damage card in its space) and Deep
Ones can never move to the Brig, so it does not move to
either of those spaces. Both the Galley and the Chapel
3. The third Deep One defeats the passenger in its space. (not pictured) are undamaged. The Galley has the higher
The passenger’s defeat results in a loss of one soul () and number printed in it, so the Deep One moves there.
one sanity ().
3
human in that space.
Action: Discard lore () cards
from your hand that have a total
4 damage deck.)
—20—
RISKING PASSENGERS TIME TO PLAY!
Passengers are sometimes put at risk of Deep One attacks. When Now you know enough about the game to start playing. Begin
a game effect instructs a player to “risk a passenger,” that player playing the game, and if you encounter a rule that you do not know
rolls a die and places a passenger token from the supply in the deck yet, consult the Rules Reference or simply ignore the rule for the
space that matches the die result. When instructed to risk multiple time being.
passengers, roll a die for each passenger risked and place the
passenger in the deck space that matches the die result. Continue taking turns until each player has had one turn. Then, it is
time to introduce traitors into the game! Read the “Dealing Loyalty
Card” sidebar and the rest of this Learn to Play book to learn about
ENDING THE GAME traitors.
The game ends immediately when any of the following conditions
are met: LEARNING GAME
J There are waypoint cards in play with a total distance of 12 or Dealing
more when the token on the travel track advances to the Arrive
space. Loyalty Cards
J At least one resource dial reaches 0. During each player’s first turn, all players were
working toward the survival of the humans.
J There are six damage cards on the ship at the same time. However, some players’ true loyalties lie with the
Deep Ones. Who those players are is determined
J Players must place Deep Ones on the board, but there are not by their loyalty cards.
enough Deep One figures in the supply to do so.
When one of these conditions is met, all players reveal all of their During a standard game of Unfathomable,
loyalty cards. If the first condition above was met, all players who players know their loyalties from the start. Now
have only Human loyalty cards win the game. Otherwise, all players that you have some experience with the game, it
with at least one Hybrid loyalty card win the game. is time to discover your true loyalties by dealing
out loyalty cards.
loyalty cards.
on a rol You Add a
One is
defeated traitor)
n or
is draw only 7.
your
1 skill
Receive Skills step. card during 8 Brig
• Deep cter (humaof 6+. Characters in this
space follow Brig
Ch ara a rol l Action rules.
• on : Resolve this skill
defeated move to any ship check. If the check
space. passes,
Rules
Adva
ncing
Trave
l Tra
ck
advanc
es,
player’s loyalty.
aitor el track h water
Acti
led Tr h time
the traver in eac
bacvati ng Monsters
Revea nst k
FatheEac r Dagonh mo toward the
move eac ce
itor: to each Spawn 2 Deep space one spa
ealed tra ll card p. deck es to at Deep Ones
are a rev re than 1 ski
Ones k advanc
—21—
TRAITORS PLAYING AS A TRAITOR
Traitors typically take the form of Deep One and human hybrids. A player who has a Hybrid loyalty card is loyal to the Deep Ones.
These hybrids look (mostly) human, but have Deep One genes, Their objective is to prevent the Atlantica from reaching its final
which can become expressed later in life. Hybrids have an destination. When a player receives a Hybrid loyalty card, they keep
instinctive loyalty to their underwater brethren and want to see the that card secret so that their loyalty is unknown to the other players.
Atlantica sunk. Any player who has at least one Hybrid loyalty card A player can play much or even all of the game with their loyalty
is a traitor. hidden and work to sabotage the ship in secret.
HU MAN HY BRI D traitor prefers a more confrontational approach, that player can
choose to reveal themself as a traitor. Doing so makes the player a
revealed traitor and allows the player to overtly sabotage the
ship. Once a player has revealed as a traitor, they cannot go back to
being a hidden traitor.
You feel like you are a human, but you You begin to notice changes in your
can never know for sure... appearance and feel an inexplicable
compulsion to help the creatures
Whether or not a traitor has revealed themselves during the game
If you have only Human loyalty
cards, you win the game if the human
objective is met.
attacking the ship.
If the game ends before the human
does not impact their eligibility to win the game. Having a Hybrid
objective is met, you win the game
(even if you have 1 or more Human
loyalty card means that the player must prevent the human players
loyalty cards).
from achieving their objective in order to win the game, even if they
never reveal as a traitor.
Human Loyalty Card Hybrid Loyalty Card
During the game, traitors have the opportunity to reveal themselves
to be a traitor, as described in the “Playing as a Traitor” section at Playing as a
the right. However, until a traitor reveals themself, they are treated
as a human for the purposes of all game effects—just like all
Hidden Traitor
players who have only Human loyalty cards. There are many ways a hidden traitor can
sabotage the humans, such as:
As guidance for the potential traitors, the “Playing as a Hidden
Traitor” sidebar gives some tips about how to covertly pursue a SABOTAGE SKILL CHECKS: Players are not required
Deep One victory as a hidden traitor. The sidebar “To Reveal or to add supporting skill cards during skill checks.
Not to Reveal” on the next page compares the advantages and They can add opposing cards instead to reduce
disadvantages of revealing yourself as a traitor. the group total for that skill check. Because
cards are added to a skill check secretly along
DEALING LOYALTY CARDS with two random cards from the chaos deck,
During a standard game of Unfathomable, each player is dealt it is possible for a traitor to sabotage a skill
a loyalty card during setup. Later each player is dealt an additional check without being caught. If more than two
loyalty card during the awakening phase, which is described below. opposing skill cards are flipped faceup, a traitor
must have played at least some of those cards.
When players are dealt a loyalty card, all players should look at their
card for 30 seconds—players can set a time or simply count to 30 PLAY INEFFICIENTLY: There are many ways in
out loud. During that 30 seconds, each player should look at that which a hidden traitor can play inefficiently, thus
card the entire time. It is important for players to avoid looking reducing the humans’ chance of survival. For
elsewhere so they do not accidentally reveal their loyalty through example, players can lie about what skill cards
facial expressions or body language. they have or if given the opportunity to arrange
cards in a deck, they can do so in a way that
After 30 seconds has passed, each player places their loyalty card favors the traitors.
facedown. Players should avoid looking at their loyalty card again
during the game as doing so could give away their loyalty to the ABUSE THE POWER OF A TITLE: A hidden traitor
other players. who has the Captain or Keeper of the Tome title
can significantly disrupt the humans’ strategy.
For example, the Captain can ensure that the
ship travels slowly by choosing waypoint cards
with low distance values, and the Keeper can
play spell cards from the spell deck that do more
harm than good to the humans.
—22—
AWAKENING PHASE
To Reveal or When the Atlantica has reached the halfway point in its journey, a
Not to Reveal number of people aboard the ship feel something they never knew
was there awakening inside them…
The decision about whether (and when) to reveal
as a traitor is an important one for traitors. A When the waypoint cards in play have a total distance of six or more,
traitor can reveal at any point during the game— the Atlantica is halfway to its destination. Immediately after
if they can take an action at that point—but resolving the waypoint card that brings that total to six or more,
after they are revealed, there is no going back. each player is dealt one loyalty card from the loyalty deck. A player
Here are some reasons why a player may want to who has both a Hybrid and Human loyalty card is loyal to the Deep
reveal and some reasons why they may want to Ones. Because there are no cards remaining in the loyalty deck, at
remain hidden. least one player is now a traitor loyal to the Deep Ones.
• The traitor can block humans from using the Either lose 1 fuel or damage
Lose 2 fuel. Damage the ship.
action ability in the space where the traitor’s the ship twice.
standee is located.
• The traitor can more easily escape the Brig. After resolving the effects of the Stormy Seas waypoint
card, the distance traveled is six or more, so the players
• If the traitor was dealt more than one Hybrid immediately resolve the awakening phase.
loyalty card, revealing as a traitor allows the
traitor to choose another player to become
their ally by passing their extra loyalty cards
to that player.
Revealed traitors, however, have some
limitations that they do not have as an
unrevealed traitor:
2. ACTION
When you reveal as a traitor, if Each step is described in more detail on the following pages.
you are not in the Brig, reset the
travel track.
STEP ONE: RECEIVE SKILLS
fluence Just like a human, a revealed traitor draws the number and type of
Reveal Ability for Arjun Singh skill cards shown in their skill set. However, they can choose not to
2 Strength draw any number of those cards. Then, for each card they did not
3. If the ship has traveled less than 12 distance, the player gives
ST MATE each of their unrevealed loyalty cards to one other player of
draw, they may draw a card from the treachery deck instead.
their choice. If one of those cards is a Hybrid loyalty card, this Treachery cards have abilities that only revealed traitors can use and
allows the player to choose another player to become their ally always count against skill checks.
in sinking the ship.
If any loyalty cards are given away, all players should take STEP TWO: ACTION
30 seconds to review their loyalty cards so that the player The player performs two actions of their choice one at a time. A
receiving the cards can look at them without being watched. player may perform the same action twice. The actions a player can
perform on their turn are: move, attack a human, defeat a passenger,
4. If the player has one or more titles, that player loses each of or use an action ability.
their titles.
5. The player removes their feat card from the game (if they still
have it). If they have any mythos cards in their play area, they
discard them. Then, they take a traitor reference sheet.
Traitor Rings
Revealed Traitor Rules Advancing Tracks Traitor rings are used to indicate which
While you are a revealed traitor:
• You cannot add more than 1 skill card to each
Travel Track characters are revealed traitors. When a player
Each time the travel track advances,
skill check.
• You cannot use abilities on your character sheet or on
move each monster in each water
space one space toward the back reveals as a traitor, add a traitor ring to that
ship spaces. of the ship.
• You can draw treachery cards and use their abilities.
• You can attack and be attacked by humans.
When the travel track advances to
the Arrive space, the Captain looks at
player’s standee as shown below.
• Humans cannot use the action ability of your space. the top 2 cards of the waypoint deck,
places 1 on the bottom of the deck,
Turn Structure and then resolves the other. Then
move the token on the travel track
1. Receive Skills: Draw the number and type of skill back to the Start space.
cards indicated on your character sheet. You may
choose not to draw any number of those cards. Then, Ritual Track
for each card you did not draw, draw 1 treachery card.
When the ritual track advances to the
2. Action: Perform 2 actions from the following options: Cast space, perform the following:
• Move to any ship space. If you are in the Brig, you • Return all Deep Ones in deck and
must discard skill cards that have a total value of 12 water spaces to the supply.
or more before you move. • Move Father Dagon and Mother
• Attack a human in your space. Hydra to the Deep.
• Defeat a passenger token in your space (if there are • Defeat each passenger token in
no humans in your space). each deck space.
• Use an “Action:” on one of your cards. • Defeat each character in each
3. Discard: All players discard down to the hand limit deck space.
of 10 skill cards. Then move the token on the ritual
track back to the Start space.
6. If the player is not in the Brig, they may discard any number of
skill cards from their hand to draw an equal number of cards
from the treachery skill deck.
—24—
MOVE
The player can spend one action to move to any space on the ship
INTERACTING WITH TRAITORS
With traitors wreaking havoc around the ship, the humans need
except the Brig or Sick Bay. They cannot move to a water space or some ways to handle them.
the Deep.
Any player who is not revealed as a traitor can spend one action to
If a player is in the Brig, they cannot move out of that space unless attack a revealed traitor. To do so, the attacking player must be in
they discard skill cards from their hand that have a total value of 12 the same space as the revealed traitor. Then,Interior Space
the attacking player Action A
or more. The player must discard all the skill cards at the same time rolls a die. If the result is 6 or greater, the revealed traitor is defeated
immediately before moving out of the Brig. 1-2 Bridge 3 Chapel
and sent to the Brig.
Action: Risk a passenger Action: Choose 1:
Players cannot use the ability in a named space if a revealed traitor is to look at the top 2 • Retreat the ritual track 1 space.
in that space. THE BRIG
cards of the mythos or
waypoint deck. Place • Discard 1 lore () card from your hand
Hidden traitors are more
1 card difficult
on the roll a die.
top of for other players toIfmanage
the result plus the card’s valu
6 or less, lose 1 sanity. After resolving th
ATTACK A HUMAN that deck and 1 on
because their loyalty is a secret. A player candie
the bottom.
attempt to imprison
roll, advance a track 1 space.
the ritual
The player can spend one action to attack a human in their space. player they suspect of being a traitor in the Brig by using the ability
To attack a human, the player rolls the die and if the result is 6 or of the Captain’s Cabin.
higher, the human player is defeated. 3 5
1-2 Sick
Bay
DEFEAT A PASSENGER 4 6
The player can spend one action to defeat a passenger token in their
4 Captain’s Cabin 6 Galley
space. They can only perform this action if there is not a human in
8
Action: Choose a Action: Draw up to 5 skill car
their space. If there are multiple passengers in the player’s space, character and resolve this These cards can be drawn from
they choose which passenger to defeat. skill check. If the check any non-treachery skill deck(
passes, move the chosen Then roll a die. If the result is
character to the Brig. than the number of cards draw
USE AN ACTION ABILITY lose 1 food.
The player can spend one action to use an action ability on a card in
their hand or their play area, but they cannot use action abilities on
their character sheet or in their space. Sick Bay
You draw only 1 skill card during
8 Brig
Characters in th
yourAction
ReceiveforSkills
the Captain's
step. Cabin Action: Resolve
4 Ransack move to any shi
Treachery When a player is moved to the Brig, they lose any titles they have.
Play at the start of your
Action step. The following rules apply to players while they are in the Brig (these
• If you are in the rules are summarized on the player reference sheet):
Chapel, lose 1 sanity.
• If you are in the
Galley, lose 1 food. J The player cannot leave the Brig normally.
• If you are in the Boiler
Room, lose 1 fuel. • A human must use the Brig’s action ability and pass a skill
Then end your
Action step.
check to leave.
—25—
SECRECY FUTURE PLAYS
A key element of Unfathomable is the uncertainty, intrigue and You now know the basics of playing Unfathomable. If you have
paranoia surrounding the identity of the traitors. To facilitate these questions during play, consult the glossary in the Rules Reference.
feelings, guidelines about how players can communicate are needed
to allow hidden traitors the opportunity to maintain their cover For the first teaching game, a handful of rules were changed
while trying to sabotage the ship. or omitted to make the game easier to learn. For future plays,
introduce the following rules for the complete experience:
The general guidelines for player communication are as follows:
J Each player is dealt one loyalty card during setup, instead of at
J Players are not required to tell the truth at any time, unless the end of the first round. This means that there can be one or
providing open information. For example, a player must reply more traitors in the game from the start. Players are still dealt a
truthfully when asked how many cards they have in hand. second loyalty card during the awakening phase.
J When a player has an opportunity to look at cards in a deck, they J When drawing starting hands during setup, each player except
do so in secret and cannot show or read those cards to the other for the first player draws any three cards of their choice from
players. their skill set, instead of drawing their full skill set.
J Players should speak in generalities about any hidden J In four- and six-player games, a special loyalty card, the Cultist
information they may be privy to so that those who are telling loyalty card, is added to the loyalty deck. See Object of the
the truth are indistinguishable from those who are lying. Game in the Rules Reference for details on this loyalty card.
J When players ask each other about hidden information, they can
only ask questions that can be answered with a “yes” or a “no.” CLARIFICATIONS
The player being asked does not have to reply truthfully or even
at all. TERMS TO KNOW
The following terms may come up on components during your first
J Players cannot ask another player directly about that player’s game:
loyalty. However, players may imply, insinuate, or outright
accuse their fellow players of being traitors. J ADJACENT: Two spaces are adjacent if they share a common
border. Spaces that share only a corner are not adjacent. A
J During skill checks, players cannot say what types and values of component is adjacent to the same spaces and components as the
cards they are adding to the skill check. They may give general space it occupies. Components in adjacent spaces are adjacent to
information, such as “I am helping a little” or “I am helping a lot.” each other.
When all of the cards in a skill check are revealed, players may
not say which of those cards they added to the check. J ENEMY: For a human, an enemy is either a Deep One or a revealed
traitor. For a revealed traitor, an enemy is a human.
These are not intended as strict rules. Rather, they are guidelines
provided to function as a starting point from which your group
can decide upon the rules that work best for you. Follow these IMPROVEMENT ITEMS
guidelines for your first game and then adjust them as you see fit. Some items have the Improvement keyword. These items have a
For more detailed guidelines to follow regarding communication, skill shown at the bottom. While that item is active, the skill shown
see Appendix III of the Rules Reference. on it is added to the player’s skill set.
Each player can only have one active Improvement item at a time.
An Improvement item is active if it is faceup in the player’s play area.
If it is facedown, it is inactive.
—26—
CREDITS EXECUTIVE GAME DESIGNER: Nate French
HEAD OF STUDIO: Chris Gerber
GAME DESIGN: Tony Fanchi
BASED ON GAME DESIGN BY: Corey Konieczka PLAYTESTERS
TECHNICAL WRITING: Adam Baker David Adams, Zachary Bart, Jean-Francois Beaudoin, Dane
PRODUCER: Molly Glover
Beltrami, Cady Bielecki, Joe Bielecki, Taylor Block, Frank Brooks,
Crista Burgoyne, Eddie “Flip” Burgoyne, Sarah Burt, Steve Caja,
EDITING: Jonathan Keith Daniel Lovat Clark, Rebecca Corner, Alex Davy, Alice Ding,
PROOFREADING: Calli Oliverius Jeremy M. Dobson, David Dueck, Jacob East, Marieke Franssen,
Kyle Friesen, Matt “Radix” Froese, Ben Hawks, Anita Hilberdink,
BOARD GAME MANAGER: Chris Winebrenner-Palo
Shane Hinerman, Stefanie Hofmann, Grace Holdinghaus, Sydney
ARKHAM HORROR STORY REVIEW: Kara Centell-Dunk, Hollingshead, Ryckie J. Holm, Kenneth Hoskins, Jeanette Jewell,
Philip D. Henry, and Matthew Newman Garrett Jones, Mark Jones , Richard “Padre” Jones, Lawrence
CULTURAL AND SENSITIVITY REVIEW: Maple Intersectionality Keohane, John Keyton IV, James Kniffen, Douglas Knight, Corey
Consulting and the members of the FFG Cultural Sensitivity Panel Konieczka, Christopher Kowall, Matthew Kuhl, Patrick Langlaiss,
Troy Lawrence, Brian Lewis, Jamie Lewis, Colin Looney, Emile de
CREATIVE DIRECTOR OF STORY AND SETTING: Katrina Ostrander Maat, Erik Miller, Bobby Moran, Carlos Morel, Conner Neufeld,
GRAPHIC DESIGN: Michael Silsby with Evan Simonet and Carlton Norris, Devon Norris, Sarah Norris, Brenden Nuttall,
WiL Springer Gabriel Nuttall, Joel Nuttall, Micah Nuttall, Ciaran O’Sullivan,
GRAPHIC DESIGN MANAGER: Christopher Hosch
Alex Porter, Ashlee Ramme, Neal Rand, Glen Saward, Eric Schuld,
Hannie Shih, Jan Niklas Seul, Ian Shlasko, Kevin Van Sloun,
COVER ART: Jokubas Uogintas Corbett Smith, Douglas Stover, Léon Tichelaar, Marjan Tichelaar-
BOARD ART: Henning Ludvigsen Haug, Mitch Turley, Jason Walden, Michael Webb, Josh Wiebe,
Chuck Williams, and Niels Wode
INTERIOR ART: Tiziano Baracchi, Joshua Cairos, JB Casacop,
Duallbrush, Guillaume Ducos, Aleksander Karcz, Special thanks to all our beta testers!
Romana Kendelic, Robert Laskey, Mark Molnar, Pixoloid Studios,
Isuardi Therianto, and Jokubas Uogintas
ART DIRECTION: Deborah Garcia and Jeff Lee Johnson
MANAGING ART DIRECTOR: Tony Bradt
SCULPTING: Rowena Frenzel
PLASTICS DESIGN TECHNICIAN: Kevin Van Sloun
SCULPTING LEAD: Adam Martin
QUALITY ASSURANCE COORDINATION: Zach Tewalthomas
STUDIO APPROVAL COORDINATOR: Jim Cartwright
PRODUCTION MANAGEMENT: Justin Anger and Tim Najmolhoda
VISUAL CREATIVE DIRECTOR: Brian Schomburg
SENIOR PROJECT MANAGER: John Franz-Wichlacz
TM/® & © 2021 Fantasy Flight Games. Fantasy Flight Games is located
at 1995 West County Road B2, Roseville, MN 55113, U.S.A., 1-651-639-
1905. Actual components may vary from those shown.
—27—
QUICK REFERENCE
ICONS ACTIVATING MONSTERS
SKILL ICONS DEEP ONES
Influence Strength The current player activates each Deep One in each space. Each
Deep One resolves one effect, prioritized as follows:
Lore Treachery
1. Attack a human in the Deep One’s space.
Observation Will
2. Defeat a passenger in the Deep One’s space.
Sanity Souls
FATHER DAGON
Spawn two Deep Ones in the deck space adjacent to Father Dagon.
LOYALTY CARD DISTRIBUTIONS Then move Father Dagon one space toward the front of the ship.
PLAYER COUNT 3 4 5 6 If Father Dagon is in the Deep, spawn two Deep Ones in the Deep.
Then, if there are four or more Deep Ones in the Deep, roll a die and
HYBRID LOYALTY CARDS 1 1 2 2 move Father Dagon and all Deep Ones from the Deep to the water
CULTIST LOYALTY CARDS 0 1* 0 1* space in front of the ship that matches the result.
Deep Ones
—28—