Alone: Deep Expansion
Alone: Deep Expansion Rulebook
Table of Contents
Table of Contents
Contents
This Expansion contains:
- 7 New miniatures
- 3 New Character cards
- 6 New Mission cards
- 5 Special Creature cards
- 1 Special Room Actions Reference card
- 5 Special Creature tokens
- 1 Companion token
Special Creatures Module
This module gives the Evil players a new way to use the unique Creature miniatures.
Special Creature Card Anatomy
- Special Creature Name
- Special Creature Description
- Special Creature Stats
- Special Creature Power
Modified Setup
Add the following step of the setup procedure between step 11 and step 12 of the Evil Setup (see p.7 of the INTRO rulebook):
11a. Shuffle the Special Creatures cards, draw 3 of them and place them next to the Map. All 3 Special Creature cards must have different Creature icons. If 2 or more Special Creature cards you draw have the same Creature icon, discard one of them and draw another until a card with a different Creature icon is drawn. If any of the Special Creatures drawn are also present in one of the Mission Cards, discard that Special Creature card and draw another one until a card with a different Creature is drawn. It is possible that, in order to follow this step, you will have fewer than 3 Special Creatures in the game.
11b. Take the miniatures corresponding to the drawn Special Creature cards and place them next to the screen, so that the Hero knows which Creatures will be a menace in this game. Also, take the corresponding Special Creature tokens and place them next to the Map.
Spawning a Special Creature
As a Reaction, the Evil players may Spawn one of the Special Creatures available by playing a face up Reaction card showing the same Creature symbol as the Special Creature they intend to Spawn. If they do so, the regular and dangerous effects of the Reaction card they played are completely ignored.
This Reaction card must be played face up on the Reaction Track, and it is treated as one of the 2 possible Reaction cards that the Evil players may play in a Turn.
Spawning a Special Creature is considered a Standard Reaction, and it can always be played as a Reaction to any Hero Action.
When Spawning a Special Creature, follow the regular rules for Spawning Creatures.
Moving a Special Creature
Each Special Creature card shows the symbol of a regular Creature. A Special Creature may be moved using the same rules as moving regular Creatures:
- by playing a Standard Reaction,
- by playing a Move Reaction card with the matching Creature icon on it,
- by using an effect that makes Creatures move.
The Special Creature tokens are used like regular Creature tokens on the Map to keep track of the position, movements, and health status of the corresponding Special Creature.
Killing a Special Creature
Each Special Creature can only be Spawned once. If a Special Creature is killed, discard its card. The Evil players won't be able to Spawn it again during the game. When a Special Creature is killed, the Hero gains an Experience Point of the corresponding type (check the Creature icon).
Special Creature Stats
The stats of each Special Creature are shown on the corresponding Special Creature card in the same format as the stats of the regular Creatures from the Core game.
Each Special Creature also has a unique power that is activated as long as the Creature is on the Map.
Example: Spider from the Deep
Flavour text on the card: "The Cultists of the Worm dug too far into the depths of the planet, and they unleashed a previously unknown creature that dwells in the dark. Little is known about it, but its sheer mass is impressive."
Power: Paralizing Poison: If the Hero loses Life after an attack dealt by the Spider from the Deep, they cannot spend Adrenaline during the next Turn.
Transcription note: the Spider from the Deep card's stat line is printed on the card art at a size too small to read reliably at PDF resolution, so the stats are not transcribed here. Consult the card itself for the stats.
Special Room Actions Module
This module gives the Hero new Actions they can perform when they are in a Room Sector.
Modified Setup
Give the Special Room Actions reference card to the Hero.
Active Powers
Special Room Actions can only be used in the 5 Room Sectors that are not involved in one of the Missions.
Using a Special Room Action
Each Room Sector has a Special Room Action that can be used when performing a Scavenge Action while in that Room. Each Special Room Action may only be used once per game: when the Hero uses a Special Room Action, they must place a Charge token on the Scavenge icon next to that Room Sector on the Hero sheet, just like they do when drawing 3 cards instead of 1 while in a Room Sector.
This means that if the Hero uses a Special Room Action, they forfeit the option to do a Scavenge Action at full capacity (thus drawing 3 cards) and instead get the unique effect described on the Special Room Actions reference card.
Special Room Actions Reference Card
The Hero may only perform Special Room Actions in non-Mission Rooms (the Room icons are shown on the card). Special Room Actions are considered Scavenge Actions, but with the following effects instead:
- Revive a Companion: Draw 1 Character Card as a Companion. Also, draw 1 Item card.
- Find Stimulant Stash: Add 2 Adrenaline to your Adrenaline pool; you can use them as Adrenaline tokens. Also, draw 1 Item card.
- Activate Security Protocols: Remove all Danger tokens from 1 Floor of your choice. Also, draw 1 Item card.
- Activate Auxiliary Lights: Switch on the Lights in all Sectors containing or adjacent to an LCU on 1 Floor of your choice. Also, draw 1 Item card.
- Open Emergency Locker: Draw 6 Item cards and keep 2 of them (discard the rest). Upgrade those 2 Items for free.
- Activate Healing Tank: Recover 3 Life or 3 Self Control. Also, draw 1 Item card.
- Sync Holowatch with Mainframe: Gain 2 Experience Points. Also, draw 1 Item card.
- Poison the Ventilation System: All Creatures on chosen floor are Wounded. Also, draw 1 Item card.