A Message From The Stars: Extinction Protocol
A Message From The Stars: Extinction Protocol Rulebook
Table of Contents
Table of Contents
Components
- 2 Cipher Consoles
- 9 Rule Cards (3 Trust, 3 Amplify, 3 Suspicion)
- 12 Alien Message Cards
- 12 Scientist Message Cards
Variable Cipher
This mode gives players a fresh puzzle each game by randomizing the Trust, Amplify, and Suspicion rules the Alien uses.
Setup
After normal setup, the Alien randomly selects 1 rule card of each type (Trust, Amplify, and Suspicion). Reveal the 3 selected cards to all players. The Scientists take a cipher console and check off the selected rules. The Alien then places the 3 cards behind their screen for their own reference.
Gameplay
Throughout the game, the Alien uses the randomly selected Trust, Amplify, and Suspicion rules to score each word, ignoring the printed rules on their screen. See Unique Rules below for clarifications on unique rules.
Hostile Alien
In this more challenging mode, the Scientists don't know the Trust, Amplify, and Suspicion rules and must work them out as they play.
Setup
After normal setup, the Alien randomly selects 1 rule card of each type (Trust, Amplify, and Suspicion). They secretly look at the 3 cards and place them behind their screen.
The Scientists take a cipher console but do NOT mark any of the rules.
Gameplay
The Alien and the Scientists work together as normal (even hostile Aliens want their messages understood). However, the Alien may not reveal the 3 cipher rules they are using to the Scientists.
The Scientists must work out which of the 9 possible rules are in play. They may keep track of rules they have eliminated or confirmed by marking their cipher console. The 9 possible rules, as listed on the cipher console, are:
- Trust: +1 (+1 for each present), +2 (+2 for each present), T=2 (Trust = 2 if present)
- Amplify: x2 (x2 for each present), +3 (+3 for each present), x (-2) (x (-2) for each present)
- Suspicion: (-) (negative if present), -2 (-2 for each present), =0 (total is 0 if present)
When guessing the cipher at game end, the Scientists also try to guess the 3 cipher rules. Each rule they guess correctly is worth 1 point, making a perfect score 15 points instead of 12.
Unique Rules
Trust T=2
If a word has 1 or more Trust letters, its Trust score is 2. Apply Amplify and Suspicion rules as usual.
Example:
- Trust T=2
- CHOPPER: 2
- HURRY: 2
- CLOROX: 0
Amplify x(-2)
For each Amplify letter a word has, multiply its score by negative 2.
Note: If the Suspicion rule "negative if present" is applied to a word score that's already negative, it remains negative.
Example:
- Amplify x(-2)
- CHOPPER: 2 x -2 = -4
- HURRY: 2 x -2 x -2 = 8
- CLOROX: 0 x -2 x -2 = 0
Suspicion =0
If a word has 1 or more Suspicion letters, its total cipher score is 0 (regardless of its Trust and Amplify letters).
Example:
- Suspicion =0
- CHOPPER: Final score: 0
- HURRY: Final score: 8
- CLOROX: Final score: 0
Team vs. Team
When playing either new game mode, both Aliens use the same 3 rules, but each team's Scientists get their own cipher console. In Hostile Alien mode, the Scientists may keep their cipher consoles secret.