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Hunted: Mining Colony 415 (2nd Edition) thumbnail

Hunted: Mining Colony 415 (2nd Edition)

Hunted: Mining Colony 415 (2nd Edition) Rulebook

Table of Contents

Table of Contents

  • Components
  • Winning and Losing
  • Setting Up the Game
  • Suggested Setup
  • Gameplay
  • Decks
  • Activating Cards
  • Equipment, Crew, and Weapon Cards
  • Location and Event Cards
  • Alien Cards
  • Fighting
  • Grenades
  • Reaching the Landing Pad
  • Endgame Scoring
  • 2 Player Mode
  • Reference Card

Components

  • Hunted deck of 65 cards and 2 starting weapon cards.
  • Location deck of 17 cards.
  • 26 tokens, itemised on the printed component page as: 3 key tokens; 7 ammo tokens (printed as "PERO", shown with the ammo icon); 1 reroll token (printed as "RETOS"); 3 flame tokens; 2 hit tokens; 8 shot tokens; 2 grenade tokens; 3 laser tokens; 1 large test token; 1 small test token. (The printed headline says 26 tokens, but the itemised counts do not add up to 26; they are transcribed as printed.)
  • 3 tracking cubes.
  • 2 double-sided large alien cards.
  • 1-player player board.
  • Two-player card (Terrance).
  • Reference card.

Winning and Losing

To win, move through the colony and return to your ship at the landing pad. If you run out of time, or your health drops to zero, you lose.

Setting Up the Game

  1. Place the player board in front of you with one cube on the space for six health, the other cube on the space for twenty time, and the two test tokens on the board in their designated spaces.
  2. Place the pulse rifle card to the right of the player board, then place three ammo tokens and four shot tokens on the card.
  3. Find the three alien cards with a star in the top-left corner and set them aside to use later.
  4. Shuffle the Hunted deck and place it on top of the player board.
  5. Remove the Landing Pad card from the Location deck. Draw fourteen Location cards and shuffle them (discard the rest). Draw the top two cards of the deck without looking at them. Shuffle these cards together with the Landing Pad card and place the three cards on the bottom of the Location deck. Place this deck on top of the Hunted deck.
  6. Place the large alien card inside the lid of the game box, and place the box next to the Location deck, leaving room for the main row next to the Hunted deck. Use the side with a circle for normal mode, or the side with a square for hard mode.
  7. Place the reroll token next to the player board, and the rest of the tokens within reach.

The game is now ready to begin. The next page includes a diagram of a suggested play area.

Suggested Setup

The printed diagram is labelled: "Suggested setup"; "Large alien card inside the box"; "Main row"; "Starting weapon" (with "3x ammo tokens" and "4x shot tokens" on the card); and "Return token".

Gameplay

On your turn, you have a choice of two actions: draw a card from the Hunted deck, or hide.

Draw a card: Draw the top card of the Hunted deck and place it face up in the row above your player board. The revealed card has icons showing which actions are available to you; the various cards in the Hunted deck are described in more detail in the Hunted deck section. There is no limit to the number of cards that can be in the row. If the Hunted deck ever runs out of cards, shuffle the discard pile to create a new draw pile and keep playing.

Hide: The hide action is used if you want to clear the current row. To complete this action, discard all the cards in the row to the discard pile and reduce the time track by one.

Using the hide action can help you avoid fighting aliens by getting rid of the cards with bells before they draw attention, and by getting rid of alien cards before they activate to attack. However, it costs you time.

Decks

There are two main decks in the game: the Hunted deck and the Location deck.

Hunted deck: Made up of several types of cards, including weapons, equipment, crew, and alien cards. These card types are described in more detail in their individual sections.

Location deck: Made up of various locations throughout Mining Colony 415.

The icons that appear on each card indicate the different actions, activations, and bonuses available for you to use.

Activating Cards

Action icons:

  • Move
  • Search
  • Key
  • Noise (bell)
  • Item
  • Weapon
  • Crowd
  • Location
  • Test
  • Alien strength (the number shown on an alien card)
  • "From card" (star icon)

When you choose the draw action, the top card of the Hunted deck is placed face up in the row above your player board. You can then make decisions based on the action icons available on the cards.

The action icons are used to activate cards in the row to gain the benefits of the activated card. When all of a card's action icons have been used to activate it, move that card to the discard pile. Activating weapon, equipment, or crew cards moves them into your inventory, while activating door and corridor cards lets you draw Location cards to move to different parts of the colony and get one step closer to the landing pad.

Note that only one card can be activated at a time, and that you can use only one action icon on a card when you discard it. However, you can activate any number of cards (if you can) during a turn.

Example: You have drawn three cards and have a Runner, a Grenade, and an Ammo in the row. The Ammo and the Grenade each provide one Move action, and the Runner provides a Search action. The Runner costs two Move actions to activate.

  • A. You may discard both the Grenade and the Ammo, which provide two Move actions, to activate the Runner card.
  • B. When the Runner is activated, you get its benefit: discard the Runner card and draw a Location card. (You are getting closer to your ship!)

Or, instead, you may choose to discard the Runner card to get a Search action, and use it to place the Ammo in your inventory. (Those aliens are going to pay!)

Key tokens: Some cards give you key tokens. You may discard one of these tokens at any time to activate a card in the row that requires a key icon.

Equipment, Crew, and Weapon Cards

As you move through the colony, you have the chance to recover weapons and equipment and, with luck, find the missing crew members, which will help you escape to the landing pad. When activated, these cards are placed in your inventory, located to the right of the player board. Note that there is no limit to the number of cards that can be added to your inventory.

Any card in your inventory can be discarded to gain the benefit shown on the card.

Equipment: Recovered equipment can be used to avoid aliens, search for crew members, heal, and so on.

Crew: It is important to rescue the crew members you find while exploring the colony, as they are also being hunted by the aliens, and they will be used as hosts if you cannot save them. Each time a crew card is discarded for any reason, instead of placing it in the discard pile, remove it from the game and shuffle one of the three additional alien cards (set aside during setup) into the Hunted deck.

Some alien cards have a crew icon on their left side. If you take damage from one of these aliens in a fight and you have a crew card in your inventory, then instead of moving your health cube, remove the crew card from the game and shuffle one of the three additional alien cards into the Hunted deck.

Each crew card has a benefit shown at the bottom of the card. To gain this benefit, flip the crew card face down and take the indicated token(s). Cards that give you shot and grenade tokens must be flipped during a fight, and the tokens must be used during the current turn.

Crew card anatomy: A. The actions the card gives access to. B. The card type. C. The actions it costs to add the crew member to your inventory. D. The token gained when the crew member in your inventory is activated (flipped).

Weapons: When a weapon is placed in your inventory, place the indicated number of ammo tokens and shot tokens on the card. Shot tokens indicate how many shots you can take before the magazine is empty, and ammo tokens represent how many magazines the weapon has before it runs out. When you use shot tokens while fighting aliens, they are removed from the weapon.

Weapon card anatomy: A. The actions the card gives access to. B. The card type. C. The actions it costs to add the weapon to your inventory. D. The number of times you can reload. E. The number and type of shots used.

[Source gap: the opening words of the sentence that continues onto this line are missing from the PDF text layer. What is printed reads:] "...card and cannot be used again until it is reloaded."

To reload a weapon, discard one ammo token, reduce the time track by one, and place back on the card shot tokens equal to the value indicated for the weapon.

Each time you use a weapon, reduce the time track by one.

Location and Event Cards

Activated Hunted cards may ask you to draw cards from the Location deck. Door and corridor cards have location icons in the top-right corner. When these cards are activated, they let you draw one Location card for each location icon, up to a maximum of two Location cards.

  • If you draw one card, you must complete that card's action (unless it is designated as optional).
  • If you draw two cards, you must choose one card to play and discard the other.

Many Location and Event cards require you to attempt a test. Any drawn card that requires a test must be resolved before any other action is taken.

To resolve a test, you toss a token (based on your current health, which is noted at the top of the player board) and try to make it land inside or touching the yellow circle/square on the alien target card in the game box. See the text of the specific card for the results of a successful or failed test.

Several cards instruct you to draw from the top of the Hunted deck looking for a specific card. When this happens, draw cards one at a time and stop if you find the indicated card, then shuffle the other cards you have drawn back into the deck.

For example, if a card says, "Draw five cards, and if you find an alien card, it attacks you," draw the cards one at a time. If an alien card is revealed, you must fight it, but you do not have to draw any additional cards after revealing the alien card.

Event cards that make you fight an alien do not clear the row.

Some cards also force you to fight an alien if you fail a test. No card represents this alien, but the fight is carried out normally.

Event card example (ARMORY): The example card's printed English text reads: "You may pay 1 time to draw cards until you find a [icon] card. Place it into your inventory. Reshuffle the rest back into the deck." (The icon is not reproduced here.) The callout on the printed example marks it as an "Event that activates when a card is drawn."

Alien Cards

In the hurried retreat through the colony, encountering aliens is inevitable. When you draw cards from the Hunted deck and an alien card appears, it is placed face up in the row with any other revealed cards.

  • With only one alien card in the row, you have the opportunity to hide (as described above) to discard all the cards in the row, including the alien card, at the cost of one time.
  • If there is ever an alien card in the row along with two cards that have a bell icon in the top-left corner, you must discard all the cards in the row and fight the alien.
  • If there is an alien card in the row and another alien card is drawn, you must discard all the cards in the row and fight the stronger alien, discarding the weaker one. The card with the greater number of aliens is considered the stronger one. If the number of aliens is the same, you choose which alien to fight and discard the other.

Alien card anatomy: A. The number of hits needed to defeat it. B. Aliens with this icon attack the crew in your inventory first. C. Triggers when two or more bell action icons are in the row, or when a second alien card is drawn.

Fighting

To fight an alien, you must toss shot tokens and/or grenades at the alien target card that was placed inside the game box lid during setup. The number of shots is limited by the weapon type, the ammo, and the number of shots you want to attempt. If you have several weapons in your inventory, only one of them may be used during a combat round.

Once the encounter with the aliens has begun, first decide how many shot tokens will be used for the initial assault. This number represents how many bullets will be fired at the alien. Tossing more tokens increases your chance of killing the alien, but also uses up ammo faster. You can only toss as many shot tokens as the current weapon has on its card.

Once the number of shots has been determined, take that many tokens and toss them all into the box lid at the same time. To toss the tokens, you must release them before moving your hand over the box; the tokens cannot simply be dropped onto the box. Any token that lands inside or touches the alien's yellow circle/square counts as a hit.

You must score enough hits to equal the alien card's strength value. If you score enough hits, the alien card is defeated.

  • Each time you make a toss during a fight, reduce the time track by one.
  • You may discard the reroll token at any time while fighting to re-toss any or all of the tokens you just threw. You do NOT lose time for a re-toss.
  • If you do not defeat the alien, you lose one health point by moving the health cube on the player board to the next lowest number.

The fight process repeats until the alien is defeated, your health reaches zero, you run out of time, or you run out of ammo. If you run out of ammo and cannot attack during a fight, the aliens will kill you and the game ends.

If the alien is defeated, place it on the discard pile, and you may draw cards from the Hunted deck again.

Grenades

Grenades can be used alone or to boost a weapon's attack during a fight. To use a grenade, discard the grenade card from your inventory to get a grenade token. You can toss the grenade token by itself, or add it to a toss of shot tokens in the fight.

Reaching the Landing Pad

It is never as simple as returning to the ship. Of course, there is a giant, angry alien queen waiting for you at the landing pad. Once you draw the Landing Pad card, you immediately enter one final fight.

The alien queen requires three hits to be defeated. If you are able to hit her three times without dying and before time runs out, you escape and win the game.

Endgame Scoring

Although there is only one way to win, you can track your wins and compare your best score using the following scoring conventions:

  • +2 points for each health point you have left
  • +1 point for each unit of time you have left
  • +3 points for each face-up crew card in your inventory
  • +1 point for each face-down crew card in your inventory

In addition, experienced players can increase the difficulty of the game by starting with four health points and seventeen time points, and/or by using the "HARD" side of the alien card that goes inside the box lid.

2 Player Mode

The two-player mode lets you team up with a partner to face the aliens together! The players share time, but have separate health tracks.

Player 2 takes on the role of Hobbes or Terrance, who will work with you to help eliminate the aliens and return to the ship.

The game is played the same as in the one-player mode, but with a few key differences. To play with two players, set up the game normally, except that you start with only two magazine tokens for your pulse rifle, and remove the Hobbes or Terrance card from the magazine. [Source wording: "del cargador" (from the magazine). This is likely a translation slip for the deck, and is transcribed as printed.]

Shuffle the Hunted deck. You start with four health points, which is your maximum.

Then, give player two:

  • A pulse rifle card, two magazine tokens, and four shot tokens.
  • The health tracking card for "player 2" and a cube. Place the cube on space four.
  • A box lid with a large alien card inside, at the desired difficulty.

You will play exactly as in the one-player mode, but you alternate turns. On your turn, you have two options:

  1. Draw: When you choose the draw action, draw a card and place it in a row in front of you. You can now use it to interact with other cards in your row. Each player has a separate row of cards in front of them. A player cannot interact with cards in the other player's row. When you have finished any interactions with cards, it is the other player's turn.
  2. Hide: If you decide to hide, you lose time once and discard the cards in front of you. The cards in the other player's row are not affected. It is now the other player's turn.

Time: Each time either player does something that costs time, player 1 moves the time-tracking cube one space down.

Winning and losing: As in the normal game, if you reach the landing pad and defeat the Queen, you win. However, if either player's health tracker reaches zero, or if time runs out, both players lose.

The shared row: Since they work together, the players can place cards in a shared row that both can access. After performing a draw action, you may move a card from your row to the shared row. The card is then considered to be in both players' rows. This means that a card with a noise icon counts as noise for both players, and so on.

  • A player must perform a draw action before interacting with any card in the shared row.
  • If the cards in one player's row are discarded due to an alien attack or a hide action, all the cards in the shared row are also discarded. The other player's row is not affected.

Inventory: When you obtain a card from the row, place it in your inventory. At any time, if you want to give an inventory card to the other player, spend one time and place the card in their inventory.

Both players have access to the reroll token, and either of them may use it during the game.

Fighting: When a player enters a fight with an alien, the first round of the fight works the same as in the normal game. From the second round onward, however, the players may decide who will fight the alien in that round. (This also applies to the final fight with the Queen.)

Options: Whenever a choice needs to be made in the game (locations, events, etc.), the player who drew the card(s) has the final say.

Reference Card

The printed reference card reads (in English):

Move the time track cube to the next lowest number whenever you:

  • Toss a token to fire a weapon or use a grenade
  • Reload
  • Are instructed to do so based on an event or test
  • Hide

The reference card's icon legend shows: Move, Search, Key, Noise, Item, Weapon, Crowd, Location, Test.