Escape the Dark Sector: Mission Pack 2 – Mutant Syndrome
Escape the Dark Sector: Mission Pack 2 – Mutant Syndrome Rulebook
Table of Contents
Table of Contents
How to Use This Pack
Mission Pack 2: Mutant Syndrome is an expansion pack for Escape the Dark Sector, introducing new rules and content to enhance your adventures. The following pages will explain how to incorporate this into your games.
You'll need a copy of the Escape the Dark Sector core set, and we recommend being familiar with how to play it before adding any expansion content.
Changes to Setup
For maximum variety each time you play, all content in the Escape the Dark Sector range is designed to be mixed together.
Before setup, add the new chapter cards, crew cards, item cards, and boss card contained in this pack to their corresponding decks in your existing Escape the Dark Sector collection (the core set and any other expansions you may have).
Also add the MUTATION cards to the item deck, place the MUTATION die with the chapter dice from the core set, and set aside the rules reference card.
Then follow the normal rules for setup.
Mutations
When playing with MUTATIONS in the item deck, each time you would draw an item card you must first choose carefully which player will draw it - any one of them could be a MUTATION!
If you draw a MUTATION card, your crewmember spontaneously mutates - their flesh rips, their bones crack and splinter, and they buckle in agony as a grotesque new formation of muscle and tissue bursts forth.
While MUTATION usually results in an immediate loss of hp, it can also make crewmembers more powerful and grant them useful abilities to draw upon during the mission. MUTATION cards have a dual-orientation design, and the roll of the MUTATION die will tell you which way up the MUTATION card comes into play. The player who drew the card must immediately roll the MUTATION die and apply the following to their crewmember (in a solo game, the result is applied to the crewmember designated as you):
Activating a Mutation
If a MUTATION card comes into play with the...
...edge at the top, the MUTATION has granted the crewmember a new ability to draw upon during the mission. The text on the card will tell you what the ability does and when it can be activated.
To activate some MUTATION abilities, the MUTATION card must be rotated 180 degrees. These rotate abilities can only be used once per game. Other MUTATIONS grant the crewmember a permanent ability, which does not require rotation to activate and can be used for the rest of the game whenever it is applicable.
If a mutation card comes into play with the...
....edge at the top, the mutation has not granted the crewmember a new ability this time - only a reduced inventory capacity!
Transcription note: the publisher's text prints both orientation cases above as "edge at the top", with the "...." lead-in marking the second. Which edge is shown in each case is pictured on the printed page and is not recoverable from the text, so the wording is transcribed as printed; the first case is the new ability and the second is the reduced inventory capacity.
Removing a Mutation
MUTATIONS can only be discarded by taking the cut it out action:
CUT IT OUT - Between chapters, deduct 3HP from your crewmember and discard one MUTATION card from their inventory.
New Alien Crewmembers
Mixed Doubles
All three of the new crewmembers contained in this pack have a new kind of symbol on their character dice – the MIXED DOUBLE.
Even though it is made up of two different traits, this result still counts as a DOUBLE whenever the rules require a DOUBLE to be rolled, and both traits should be applied. A MIXED DOUBLE also counts as a BLOCK in Close Combat, just like a normal DOUBLE.
Cybernetic Upgrades
This pack includes a new cybernetic implant which can be found in the item deck during missions. Crewmembers can rip out their current implant to install this new one by taking the INSTALL CYBERNECTIC action:
INSTALL CYBERNECTIC - Between chapters, deduct 1HP from your crewmember to discard their current cybernetic implant and replace it with another.