A.D.E.L.E.: Alien Module
A.D.E.L.E.: Alien Module Rulebook
Table of Contents
Table of Contents
1.0 Components
- (34) Alien tokens
- (15) Contagion tokens
- (20) Spread tokens
- (25) Object tiles
- (5) Alien development tiles
- Alien board
- ADELE board
- Mission track board
- Alien miniature
- This rulebook
2.0 The Game
In this version of the game, one player takes the role of the alien creature and the rest take a crew member each. ADELE is controlled by the humans, who will use her resources to fight the alien. The goal of the alien is to take control of the ship. To achieve this, it must accumulate enough infection points (as shown on the Alien Board). It can also attack the crew members, hoping to kill one of them or contaminate them (see Contamination). If it manages to do either of these, it wins automatically. The crew players have to coordinate their efforts to accomplish all the steps necessary to spread the lethal virus through the ship that will eradicate all traces of the alien presence. To do so, they must find some objects around the ship and deliver them to designated locations, pretty much as in the normal game. This time, though, they can try to thwart some of the alien plans, deviating from the main mission but gaining precious time in the process. If they play their cards well, that is…
3.0 Setup
This scenario diverts quite from the normal game, so be sure to follow those steps carefully:
1 Place the main board on the table, in a central position where all players can reach it. You can choose either to play on the Deimos or the Phobos.
2 Choose a player at random (or by consensus) to take the role of the alien. This player gets the Alien Board, the alien development tiles and the alien, contagion and spread tokens. Use the cube of a non-playing crew member as a counter on the infection track (place it on the 0 space). Place all development tiles on their corresponding place on the alien board. Take 4 alien tokens at random, place them on their space in the alien board and put the rest on the bag. Shuffle the contagion tokens and left them aside in a face down pile, along with the spread tokens.
NOTE: In a 4-players game, take 3 evolve tokens from the bag and place them in the board in any way you want, following the normal placement rules for them (see 6.0 Alien). This can result in the activation of a development tile.
3 The remaining players take one Crew Board each (deal them out randomly or by consensus), along with the matching screen and cubes. One cube should go on the leftmost square of the life track and 4 on the action zone. In this scenario, the crew members don't start with an initial object.
4 Place the new ADELE Board near the crew players. Fill all spaces with the indicated hazard tokens. Place ADELE's energy token on the energy track, in the 0 position.
5 Pick up one copy of each of the following objects: space suit, NBQ suit, battery, flare gun and tracking drone. Place these objects face down on the box printed on the ship, near the engineering terminal. Shuffle the remaining 20 objects face down and put one in each location on the ship, still face down.
IMPORTANT: Only use the objects from this module. Leave all the basic game objects in the box: you will not need them.
6 For each crew member, roll the d20 and place their miniature on the matching location. Two players cannot start in the same place. If two players get the same die result, reroll the die until each player is in a different location.
7 The alien player then chooses an empty hatch location (i.e. with no crew member present) and places the alien miniature there, along with a spread token.
8 Place the Alert Terminals on the computers in locations 3 and 17.
9 Place the turn marker on the space assigned for the number of players present. Place the "No Return" marker on space 1.
10 Shuffle all Sector Mission tiles (except for the one marked X) face down and place one in each of the five spaces on the Mission Track. This new board replaces the base game Mission Track (place it over the base game one).
10 Then assign a cube from the designated player for each Mission tile, as indicated on this chart:
Chart (printed on the setup page; the top row is the two-figure icon, the bottom row the three-figure icon). Columns are the five Mission Track objects, left to right. Each cell gives the crew player number whose cube is assigned; "#1+2" means both.
| Players | Pistol-shaped object | Bottle-shaped object | Code | Wrench-shaped object | Engine-part object |
|---|---|---|---|---|---|
| Two-figure row | #1 | #2 | #1+2 | #2 | #1 |
| Three-figure row | #1 | #2 | #3 | #2 | #1 |
Editor's note: the chart's rows are not labelled with player counts in the printed text. The setup text confirms the four-player case uses the three-figure row ("In a four-player game…"), so the two-figure row is read as the three-player row. The object names are given by their icons only and are not spelled out on the chart.
11 Prepare the Event Deck. In a four-player game, remove the Silence events from the deck. Shuffle the remaining cards and place the resulting deck on its space on the board. Turn the first card face up.
Leave all remaining tokens near the board, for when they are needed.
4.0 The Game Turn
The game turn in this scenario proceeds the same way as in the base game, except the phase order changes as follows:
Event Phase. Same as in the base game.
Planning Phase. Same as in the base game.
ADELE Phase. In this phase, ADELE gains 2 energy. Record this on the energy track of her board. Now, crew members can agree to play one of the hazards (as detailed in 7.0 ADELE).
Alien Phase. The alien player conducts their turn now, following these three steps:
- Collection Step. The alien player gains 1 infection point per sector with a larva field token in it. Then he takes all evolve tokens in play and put them on the Alien Board, gaining new developments if so indicated.
- Action Step. The alien player can now spend their actions.
- Final Step. The alien player draws alien tokens until they have four again on their board.
Resolution Phase. The crew members remove their screens, showing the actions they have planned, and resolve any alien or ADELE tokens affecting them.
Actions Phase. Same as in the base game.
Upkeep Phase. Same as in the base game.
5.0 The Mission
In order to win, the crew members must infect the ship with a deadly virus that completely destroys the alien and all its creations. To do so, they have to find the five mission objects and deliver them to specific locations, pretty much as in the base game. All but the code (the mission object shown as the centre tile of the Mission Track) can be delivered in any order, but there should be no impact tokens on the ship, the turn must not be beyond the point of no return and all other mission objects have to have been already delivered so the code can be delivered and victory claimed.
6.0 The Alien
The alien player can win the game through three possible outcomes:
- The infection marker reaches the last space of the track.
- A crew member dies or is contaminated.
- The crew members fail to accomplish their mission by the end of the game.
The alien player can try to take control of the ship by placing spread tokens. He can only place this kind of token in the location the alien miniature is in but, once placed, it cannot be removed (except by ADELE or a certain object, as explained below) but if so, return it to the alien supply. There can only be one spread token in each location.
Alien tokens can be placed in any location with a spread token, even if the alien is not present, but only one alien token can be in a given location at the same time. The alien player starts with four of these tokens available on their board for the turn. The tokens are kept face down and only the alien player may look at them. However, they are always turned face up when placed on a location. In the final step, all used tokens are replaced from the bag so the alien player has four tokens available again next turn.
Each token provides different benefits:
- Larva Field. In every collect step, the alien player gains 1 infection point per sector of the ship (group of locations that share color) with at least one larva field on one of their locations. More than one of those tokens can be placed in the same sector (in different locations but of the same color) but only one of those will produce an infection point. If a crew member enters a location containing a larva field, destroy this token (leave it aside).
- Evolve. In each collection step, the alien player takes back every evolve token from the board and places them on the evolution display on his board. The player chooses which row he want to put each evolve token into and then uses them to fill the spaces indicated, always going from left to right. If all spaces to the left of a development tile are filled, this tile is moved to the corresponding space in the abilities section, overlapping previous tiles if necessary. This can either increase the number of actions available or the strength of the alien's attack. In the third row of the evolving display, the alien can gain extra infection points that are achieved in the same way as the tiles and must be recorded immediately. If a crew member enters a location containing a larva field, destroy this token (put it aside). This means that evolve tokens have to remain untouched on the board for one turn before they can be used for evolution.
- Vines. This alien token attacks any crew member that enters its location or starts the turn there. The player must roll two dice. If either die result is higher than the crew member's Spirit (or both), he suffers a wound. This alien token cannot be removed except with the Acid Cocktail object.
- Spores. This alien token attacks any crew member that enters its location or starts the turn there, by giving him a contagion token (see Contamination below). This alien token cannot be removed except with the Acid Cocktail object but can be avoided with the NBQ suit.
6.1 Alien Actions
During the action step, the alien player can use action points (ap) to move, attack or place tokens. He has 7 ap at the start of the game, but can gain more through evolution. Each action has a different cost:
- Move (2). Move to an adjacent room. The alien cannot pass through a closed door.
- Crawl (5). Move to any location on the ship (the alien crawls through the ship's passages).
- Spread (2). Place a spread token in the location where the alien is.
- Place alien token (1). Place an available alien token in a location that contains a spread token and no alien token. This can be done even if the alien is not present.
- Attack (3). Can only be done against a crew member in the same location as the alien. The crew player must make a Spirit roll for every point of strength the alien has and suffers a wound for every failure. He may also get a contagion token if the alien has evolved enough (this is independent of the Spirit roll result but is negated by an NBQ suit). No matter the outcome, the crew member may then escape to any adjacent room, if desired.
6.2 Contamination
Every time a crew member starts the turn or enters a room with spores, they get a contagion token. If the alien has evolved enough, its attacks also give contagion tokens. When either of these happens, the alien player draws a contagion token at random and places it in front of the affected player's board, face down. All players can see at any time how many tokens any one of them have but only the alien player may actually look at the tokens (and may do so anytime).
Those tokens come in two varieties: contaminated or not contaminated. During any alien phase, if a crew member has three contaminated tokens, the alien player can reveal them to claim victory.
Contagion tokens can be discarded in two ways: The Serum object discards two tokens at random. The Medical Terminal can be activated to discard all tokens from a crew member in its location. This action is instead of the normal use of the terminal unless activated by the Emma Ronzoni character, in which case she does both.
7.0 ADELE
The central AI is quite busy operating the ship but can still divert some energy to help the crew fight the alien. The hazards on the ADELE board can be activated and placed on the board by paying the amount of energy shown. As the tokens are played, the space uncovered may show an increase in the cost of the next token in the same row. The decision to place a token is made by consensus among the crew. Only one such token may be played in each ADELE phase.
Callout on the ADELE board illustration: "Players can activate and place on the board any of these hazard tokens by paying 5 energy."
ADELE gets two energy points in each ADELE phase. Additionally, crew members can do a special action at any computer during their turn to increase ADELE's energy by two (this is an additional option for the special action only for this scenario).
The effects of the hazards are different from the base game, as follows:
- Fire. Place this token on a location to remove all alien and spread tokens there. If the alien is present, it must move to an adjacent location (or crawl for free to any location if it cannot move). The fire stays until the end of the turn and prevents the alien from entering. Any crew member entering the room while the token is there must make a Spirit roll to avoid being wounded, as usual.
- Energy Shutdown. Place this token on a location without a spread token to prevent such tokens from being placed there. This hazard stays until the end of the game.
- Blocked Door. Place this token on any doorway. The alien cannot pass through this door. Crew members can cross through blocked doors unimpeded (ADELE opens it for them and closes them again). This hazard stays in play until the end of the game.
New Objects
The following objects are added by this module.
- NBQ Suit. While wearing this active object, you cannot receive contagion tokens.
- Acid Cocktail. You may remove the alien and/or spread token from an adjacent room.
- Serum. Remove two contagion tokens from a crew member in this location (can be yourself).
- Flare Gun. Use this object against the alien when it is in the same room as you to drive it into the passages (place the alien miniature outside the ship). On the alien's next turn, it must crawl back into the ship, to any location the alien player decides by expending the necessary action points.
- Service Robot. Place this tile on the Alien Board. In the next alien phase, the alien player must skip the collection step to remove this tile from the game. There cannot be more than one Fire Wall tile on the Alien Board at any time.
Source note: the last sentence of the Service Robot text is printed as "Fire Wall tile" in the source; it is transcribed as printed. The tile named on the sheet is the Service Robot.
The alien actions shown on the New Objects sheet (Move (2), Crawl (5), Spread (2), Place alien token (1), Attack (3)) are the same as those in 6.1 Alien Actions.