A semi-cooperative game in which 1 to 5 players will try to survive on a spaceship that is simply teeming with hostile life forms. Bluff and betrayal, unexpected events and stunning plot twists await you, and stylish design and detailed miniatures will help you immerse yourself in this exciting science fiction adventure with horror elements.
Semi-cooperative fantasy horror
The astronauts wake up after hibernation. After reading the report, you learn that due to an emergency situation, the ship cannot fly any further. You need to identify the damage, eliminate it and direct the ship to Earth. However, one of your colleagues is dead. Someone broke into his hibernation chamber and pulled out his body. Meanwhile, some eerie sounds are coming from the labyrinth of corridors. You have never heard anything like it. Will you trust your fellow crew members in the face of unspeakable horror?
To win, you need to complete one of the two tasks given at the beginning of the game, and then return to Earth alive. On your way, you will encounter all sorts of obstacles. Be prepared for swarms of aliens, the failure of many onboard systems, conflicts with other crew members pursuing their own goals, and sometimes just cruel tricks of fate.
Gameplay
A game consists of a series of consecutive rounds. The game continues until at least one of the end conditions is met:
- The token reaches the last division of the time track. At this moment, the ship makes a hyperjump. All characters on board who are not in hibernation die due to the extreme acceleration of the ship.
- The token reaches the last division of the self-destruct track OR a 9th fire token or a 9th malfunction token must be added to the field. The ship explodes, its fragments fly apart. All characters on board die.
- The last living character on board who is not in hibernation dies, goes into hibernation, or flies away in an escape pod.
Game round. Player phase
- Take action cards. All players take action cards from their decks until each has 5 cards in hand. If the deck is exhausted, you need to shuffle the cards from the discard pile (which may already contain infection cards) and create a new deck.
- Pass the first player`s token to the neighbor on the left.
- Player moves. Players take turns, clockwise, until everyone passes. On their turn, a player can perform 2 actions. Each action (main action, compartment action, action on an action or item card) has its own cost - this is the number of action cards that must be discarded from their hand.
Basic Actions:
- Move. Move your character to an adjacent compartment, following all basic movement rules. If a character moves to a compartment where there are no other characters and/or aliens, he must roll for noise. The action of moving in combat – this is an escape action, you must play the attack of the alien with whom the character was in combat.
- Careful movement. The action of moving without a noise roll. After moving the character to an adjacent compartment, place a noise token in any corridor leading to that compartment.
- Taking 1 heavy object. Take 1 heavy object in the compartment where your character is. This can be a character corpse, alien remains, or an alien egg.
- Exchange. Start an exchange of items and/or objects between all characters in your compartment.
- Create an item. Discard 2 item cards with blue component symbols that match the gray symbols on the item card that make up the item, and take that item card.
- Shot. The player attacks the alien with a weapon in their character`s right or left hand slot, discarding 1 ammo token from that card. They roll a combat die and apply the result. The player may inflict a certain type of wound on the alien or miss the target altogether. After inflicting a wound, the player places a wound token on the alien`s base, then reveals the alien`s attack card and compares the total number of wounds of that alien with the number on the card. If the number of wounds is greater than or equal to this number, the alien dies.
- Hand-to-hand combat. The player attacks the alien with his bare hands. It is played like a shot, but the player takes 1 infection card each time and puts it in his discard pile.
Event phase
- Advance the token one space on the time track (and also the self-destruct track, if this process has been triggered).
- Alien attacks. Each alien in combat with the character attacks him. Reveal and play 1 alien attack card: If the type of the attacking alien matches the alien symbol on the revealed card, apply the effect described on the card. Otherwise, the alien does not hit the character.
- Fire Wound. Each alien in a compartment with a fire token suffers 1 wound.
- Take and play 1 event card. The event card indicates which aliens are moving and through which corridors. Then apply the event card`s effect.
- Take and play 1 alien token from the bag. Depending on the type of token, players add a new alien token to the bag, make a noise roll, etc.
Noise Roll
If a character moves to a compartment where there are no other characters and/or aliens, he must make a Noise Roll. He rolls a Noise die and applies the result: 1, 2, 3, 4 – places a Noise token in the corresponding corridor; moves aliens from adjacent compartments if the roll is "Danger"; does nothing if the roll is "Silence". If a Noise token must be placed in a corridor where there is already a Noise token, the player must play a Collision.
Collision
In the event of a Collision, the player discards all Noise tokens from all corridors leading to his compartment. He then takes 1 Alien token from the bag and places the corresponding Alien figure in the compartment. If the number on the alien token is greater than the number of cards in the player`s hand, the alien makes a surprise attack.
End-of-game Victory Check
- Engine Check. If the ship is not destroyed, players check the top engine tokens in each compartment. If 2 of the 3 engines are damaged, the ship explodes and all hibernating characters die. All aliens also die and the nest is destroyed.
- Coordinate Check. If the ship is not destroyed, open the coordinate map and determine where the ship is headed based on the current space on the course marker. If the ship is not headed to Earth, all hibernating characters die.
- Contagion Check. Each living character (whether hibernating or leaving the ship in an escape pod) checks all of his infection cards using the scanner. If he finds at least 1 card with the word «INFECTED» among these infection cards or if there is a larva figure on his character board, the player shuffles all of his action and infection cards to form a new action deck, then draws the top 4 cards from it. If there is at least 1 infection card among these cards (regardless of whether it is labeled «INFECTED»), his character dies. Otherwise, the character survives.
- Checking the task. Each player with a living character checks whether he has successfully completed his task. Players reveal their task cards and check the requirements on them.