Lifeform
Lifeform Rulebook
Table of Contents
Table of Contents
Components
- 1 Gameboard depicting the ISMV Valley Forge
- 10 Player boards – 9 Character (double-sided) and 1 Lifeform
- 9 Character disks:
- Captain - Solomon
- Drilling Technician – Motoko Umezaki
- Engineering Technician – Palmer
- Executive Officer – Cameron
- Geologist – Bennings
- Navigation Officer – Scott
- Medical Officer – Chandra
- Mine-Corp Rep – Davis
- Science Officer - Durrant
- 1 Ship's Cat disk
- 1 Android figure
- 3 Lifeform Image figures
- 139 Cards:
- 46 Crew cards
- 1 Flamethrower card
- 1 Mining Laser card
- 42 Lifeform cards
- 6 Secret Objective cards
- 10 Ship's Cat cards
- 10 SIS-TER Mainframe cards
- 3 Stowaway cards
- 20 Terror cards
- 5 Tracker tokens:
- 1 Android Status tracker token
- 1 Cocoon tracker token
- 1 Hostility tracker token
- 1 Malfunction tracker token
- 1 Self-Destruct tracker token
- 19 Large tokens:
- 4 Data tokens
- 4 Halon Gas Blast tokens
- 3 Heat Analyzer tokens
- 3 Lifeform Identifier tokens
- 1 Remora token
- 3 Vent tokens
- 1 Mining Laser token (optional use)
- 104 Small tokens:
- 1 Cocoon Chamber token
- 6 Hostility tokens
- 1 Hull Breach token
- 56 Mission tokens
- 1 Overheating token
- 10 Power Outage tokens
- 2 Pumped Coolant tokens
- 1 Security Door token (Full-Lock side / Half-lock side)
- 6 Skill tokens
- 1 +/- Stowaway token
- 8 Survival tokens
- 10 Terror tokens
- 1 Vent Chamber token
All game components are intentionally limited to the number provided.
Valley Forge Blueprint
The Valley Forge is divided into three areas - A-Deck, B-Deck, and C-Deck.
Each chamber of the Valley Forge may have one or multiple of the following attributes:
- A colored border - known as an objective chamber, it may be referenced by a Secret Objective card. Examples: Observation Blister (B-Deck), Maintenance (C-Deck), and Particulate Shielding Subsystem (C-Deck).
- Mission number (bottom-right corner) indicates how many Mission tokens are placed in this chamber during setup.
- Lifeform icon - known as a lifeform-start chamber, it's where a lifeform image may start the game.
- Circuit board icon – a character may execute a Circuit Board action when in this chamber.
- Cocoon chamber - players may execute Cocoon actions here.
- Vent chamber - the lifeform uses vent chambers to spring surprise moves and actions.
- The chamber cannot contain Power Outage or Terror tokens. Example A: Shuttlebay (C-Deck). Example B: The Power Transfer Conduit chamber (B-Deck) is both a cocoon chamber and a vent chamber.
- Other elements of the Valley Forge (as noted by the key in the top right corner of the game board) include:
- Corridors, Tunnels. Provide connections between chambers.
- Android A.I Path. Indicates the automated route that the android will take, once activated, from the Hypersleep chamber (A-Deck) to the Remora escape shuttle.
Access to the Remora shuttlecraft is via the Shuttlebay (C-Deck). The Remora is considered a chamber but has some specific rules associated with it, detailed in the Token Reference (page 48).
Important: All tokens and movable entities on the Valley Forge can only ever be positioned in chambers, never in corridors or tunnels. The only exception to this is the Security Door (page 28).
Character Boards
These boards represent the characters that the crew control on the Valley Forge.
A character board has two sides - one for use in a 2-player game (as shown), the flip side for 3-player and 4-player games. It has the following features:
- Name
- Ongoing Ability (usually only on the 2-player portrait side)
- Skill Ability (if they have one), with its two linked spaces: a. Skill Inactive Slot - when the Skill token is here, the Skill ability is inactive. b. Skill Active Slot - when the Skill token is not here, the Skill ability is active.
- Survival Ability (if they have one), with its two linked spaces (marked by the bloody hand icon): a. Survival Inactive Slot - when the Survival token is here the Survival ability is inactive. b. Survival Active Slot - when the Survival token isn't here, the Survival ability is active.
Lifeform Board
The lifeform board has the following features:
- Hostility track
- Hostility track player aid
- Survival Inactive Slot
- Three Survival Activated Slots: a. Android Kill. b. Move Alien 3. c. Hull Breach.
The rules pertaining to the Hostility track and Survival abilities are detailed in the Lifeform Board Reference (page 44).
Card Summary
Crew Cards
The crew use these cards. Players cannot show each other the Crew Cards in their hands, but they may discuss their capabilities in suitably vague thematic terms. They feature:
- Action icon groups - when played during the Starship stage, the crew member chooses which group of action icons to execute.
- Showdown icons – used to defend during the Showdown stage.
Flamethrower Card
A crew member can add this to their hand by placing a Mission token on the Flamethrower icon space on the Improvised Weaponry column in the Shuttle Loadout. Once in hand, it's used just like a Crew card.
Mining Laser Card
The first crew member to have one of their characters enter the Engineering chamber (C-Deck) adds this card to their hand. It allows use of the Shoot the Mining Laser activity during the Starship stage, or may cancel a lifeform attack during the Showdown stage.
Secret Objective Cards
The crew as a group receives a selection of these during setup, keeping them secret from the lifeform. They must collectively satisfy their requirements before they can attempt to win the game by launching the Remora.
Ship's Cat Cards
2-player game: the Ship's Cat starts the game in play, controlled by the lone crew member. As much as any cat can be controlled anyway.
3- and 4-player game: A crew member with no surviving characters can introduce the Ship's cat to the game, and controls it.
These one-use-only cards allow its controller to execute actions on their turn.
Sis-ter Mainframe Cards
3- and 4-player game: A crew member with no surviving characters can introduce the Sis-ter mainframe to the game, and controls it.
These one-use-only cards allow its controller to execute actions on their turn.
Lifeform Cards
The lifeform uses these cards. They feature:
- Action icon groups - when played during the Starship stage, the lifeform chooses which group of action icons to execute.
- Showdown icons – used in fights during the Showdown stage.
Stowaway Cards
When the Self-Destruct tracker reaches the 20-minute mark, the lifeform will secretly choose one of these cards, indicating their expectation that the Self-Destruct tracker will be within the range prescribed on the chosen card when the crew launches the Remora.
Terror Cards
These event cards are drawn and resolved when a character enters a chamber containing a Terror token.
Tokens
The Token Reference (page 48) identifies and explains the use of the various tokens in the game.
Common Terms
Character: A crew member starts the game with two characters, each with their own character board. The Ship's Cat and the Mainframe are not characters, nor are the lifeform or the android.
Crew Member: A player belonging to the Crew.
Lifeform Image: The lifeform markers on the board indicating the three potential positions of the real lifeform.
Moveable Entities: These include characters, lifeform images, the android, and the Ship's Cat.
Real Lifeform: Defined by the lifeform's chosen Lifeform Identifier token, this is the only lifeform image that can initiate attacks.
Sensor Ghost: These are the lifeform images that are not the real lifeform.
Setup
To set up a game of Lifeform, firstly agree on who will play the lifeform. The other players will form the crew of the Valley Forge, and are known as crew members. Where the rules reference the number of players in the game, this will include both the lifeform and each crew member who started the game. Example: If two crew members start the game, this is a 3-player game.
Follow these steps in order.
- Place the Valley Forge gameboard in the centre of your play area.
- Fill the white-halo spaces around the Valley Forge as follows: a. Place the Remora token faceup in the space linked to the Shuttle Bay (C-Deck). (The space linked to the Remora is left empty - it will be used to store the lifeform's chosen Stowaway card later in the game.) b. Place the Mining Laser card and token faceup in the space linked to Engineering (C-Deck). c. Place the Flamethrower card faceup in the space linked to the Improvised Weaponry column of the Shuttle Loadout. d. Shuffle the Terror deck and place it face down in the standalone space near the A-Deck.
- For every chamber containing a mission number (found in the bottom right corner, Example: "[2]"), place that number of Mission tokens in that chamber. There will be 10 tokens left.
- Place each of the tracker tokens on the "[Start]" positions on their respective tracks: a. Malfunction. b. Android Status. c. Cocoon: i. 2-player game: on the Cocoon 2P track. ii. 3- or 4-player game: on the Cocoon 3P/4P track. d. Self-Destruct: i. 2-player game: [25] space. ii. 3-player game: [28] space. iii. 4-player game: [START] space.
- Place the android on the "Android Malfunctions!" space on the Malfunction track.
- 2-player game: Place the Overheating token on the "2P" space in the Coolant column of the Shuttle Loadout.
Crew Setup
The crew perform the following setup:
- Shuffle the Crew deck, and deal each crew member 3 cards face down, forming their hand. Place the Crew deck facedown to one side of the gameboard, with room beside it for a discard pile.
- Shuffle the twelve character disks, and deal each crew member three character disks facedown. Each crew member secretly picks two of these character disks. When all are ready, reveal the chosen character disks (hereafter known as characters). Remove the non-chosen disks from the game.
- Each crew member takes the two character boards matching their chosen characters, and places their character disks in the Galley (A-Deck). Ensure the character boards are showing their correct side, per the number of players in the game (i.e. the 2-player side in a 2-player game, and their flip side otherwise). On each character board: a. Place one Skill token in the Skill Inactive Slot. b. Place one Survival token on the Survival Inactive Slot.
- Each crew member takes one Heat Analyzer token, placing it in their personal supply.
- 2-player game: The crew member: a. Takes all the Ship's Cat cards, placing them faceup in their personal supply. b. Places the Ship's Cat disk in any vent chamber.
Lifeform Setup
The lifeform performs the following setup.
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Take the lifeform character board: a. Place the Hostility tracker on the appropriate starting space for the number of players in the game. b. Place a Survival token on the Survival Inactive Slot.
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Shuffle the Lifeform deck and draw 3 cards into your hand. Place the Lifeform deck facedown to one side of the lifeform character board, with room beside it for a discard pile.
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Take the three Stowaway cards, and place them face up beside the lifeform character board, ready for later use.
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Take one Vent token and place it in your personal supply. (4-player game: take two Vent tokens instead).
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Following the placement rules defined in the Token Reference (page 48), place one Power Outage token in a chamber on A-Deck, one in a chamber on B-Deck, and one in a chamber on C-Deck. 4-player game: Repeat this placement process - ending with two Power Outage tokens on each Deck, all six in different chambers.
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Place any two of the lifeform image figures in two different lifeform-start icon chambers, placing the third lifeform image to one side for later use. Take the three Lifeform Identifier tokens and perform a Reality Calibration.
Reality Calibration: This process will be performed at various points throughout the game, so when you see it referenced in the rules, remember it's defined here! Secretly choose which of the lifeform images on the Valley Forge is to be the real lifeform (the others on the board are known as sensor ghosts) and place its matching Lifeform Identifier token face down beside your lifeform board, unseen by the crew. This may be the same or a different choice from that chosen previously in the game. Place the other Lifeform Identifier tokens facedown to one side, unseen by the crew, for later use.
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Place one Terror token in a chamber on C-Deck, following the placement rules defined in the Token Reference (page 48).
Play Area Setup
As a team, the crew draw one Secret Objective card for each crew member. All crew members should secretly read these without revealing them to the lifeform. If any say "Decide Immediately" (Example: Here, Kitty, Kitty!), reveal and resolve them one at a time (the crew chooses the order). Place the remaining drawn cards in the crew playing area. Remove all non-drawn Secret Objective cards from the game, unseen by the lifeform.
Place all unused tokens in a token pool, to one side of the gameboard. Place all other components to one side for potential later use.
Gameplay
Gameplay Overview
Lifeform is played in two stages separated by a launch sequence, resolved in the following order:
- Starship stage: Players execute actions aboard the Valley Forge, with the crew attempting to load the shuttle Remora and launch it before the Valley Forge self-destructs, and the lifeform hindering and killing them all the while. The lifeform is impossible to kill or wound during the Starship stage.
- Launch the Remora sequence.
- Showdown stage: If the Remora is launched with the lifeform aboard, there is a climactic fight to the death!
The Starship stage continues until one of the following end-conditions is met:
- The Valley Forge self-destructs before the Remora is launched. This destruction occurs when the Self-Destruct tracker reaches the explosion space. The lifeform immediately wins the game! Anything on board the Remora at this point is caught in the fiery inferno!
- There are no surviving characters. When the last surviving character dies, the lifeform immediately wins the game!
- The Remora is launched. The crew may choose to do this as long as the launch requirements are met. If the lifeform has not stowed on board the Remora, the crew immediately win the game!
However, the lifeform is able to stow on board the Remora in the following circumstances:
a. the crew launch the Remora without all surviving characters on board, b. the lifeform kills the last surviving character on the Valley Forge, or c. the lifeform correctly guesses the time period in which the crew decides to launch the Remora.
If the lifeform successfully stows on board, the Showdown stage commences, and the winner of the resultant conflict wins the game.
Rare: If all surviving characters are aboard the Remora but the shuttle cannot be launched (as all the criteria have not been met), the lifeform immediately wins the game! The survivors cannot leave the Remora once boarded… they can only wait helplessly while the self-destruct timer counts down and the Valley Forge spectacularly explodes, taking the Remora with it (page 35).
Strategic Summary
The Starship stage centres around the Valley Forge. Each crew member starts with two characters on board. During the Crew Activity phase, each crew member will perform an activity, usually to draw cards or to use a card to move their character(s) around the starship … or shoot anything that gets in their way. Their primary focus will be to collect Mission tokens as fast as possible and place them in the Shuttle Loadout. When the Shuttle Loadout is full enough, and all the Secret Objectives have been met, the crew can launch the Remora.
The lifeform begins the game with two lifeform images on board, and has the opportunity to gain a third by advancing the tracker on the Cocoon track. During setup, the lifeform secretly chooses which of these is the real lifeform. Each other lifeform image on the gameboard is known as a sensor ghost. Of course, the crew don't know which is which (damn glitchy scanners!), and if a character enters a chamber with the real lifeform and the crew member doesn't have a reaction card in hand to escape, they're instantly killed. Which, as you may have gathered, is not a great result for the crew.
In the Lifeform Activity phase, the lifeform will either draw cards or execute an action, which will usually be to move lifeform images into chambers they think the crew might like to go to, or to initiate attacks against the crew using the real lifeform. (A sensor ghost can't attack after all!) If the lifeform thinks they're not going to kill all the characters fast enough, they'll want to advance the Self-Destruct timer as quickly as possible, and also correctly predict where the Self-Destruct timer will be when the crew launch the Remora. In this way, the lifeform will get to stow away on the Remora and move the game to the Showdown stage.
Note that the Self-Destruct track is not a turn-based timer - it only progresses as a result of player actions. There are some important points along the Self-Destruct track where certain events become possible (like Launching the Remora) and others where options become no longer available (such as using Heat Analyzer and Vent tokens). The Self-Destruct Track Reference (page 46) provides further details.
For the Showdown stage, the lifeform will want to keep as many cards in hand as possible. In the final conflict, the lifeform will be able to initiate one fight for each card they have in hand. If the crew member being fought doesn't have the right cards and tokens to either cancel the fight or match every fight icon, they're eliminated from the game. And if every crew member is eliminated, the lifeform wins! But if just one crew member survives the final fight, the crew wins!
Starship Stage
The Starship stage is played over a series of rounds. In a round, the following three phases are performed in order.
- Crew Activity Phase
- Android Phase
- Lifeform Activity Phase
Rounds continue until one of the end conditions described in the Gameplay Overview has been met.
Crew Activity Phase
Starting with the crew member to the left of the lifeform, and continuing in clockwise order, each crew member has one turn this phase. A turn consists of two steps, performed in the following order:
- Step 1: Collect Mission Tokens
- Step 2: Perform Activity
At any point during their turn, the active crew member (with the agreement of all other crew members) can launch the Remora, as long as all criteria to do so are currently met. These are detailed in the Launch the Remora sequence (page 35). If they do launch, the Starship stage immediately ends, and the Launch the Remora sequence begins.
After each crew member has had one turn, the phase ends.
Important: If the active crew member has all their surviving characters on board the Remora, their turn will always skip Step 1 and will only perform Step 2 when they are executing the Use Remora Energy Cell activity, but they are still considered to have had a turn, or they may launch the Remora if all criteria are met! Other than that, pretty much their only contribution during the remainder of the Starship stage is to implore their crewmates to get on board faster, and taunt the lifeform (if they deem it safe).
Step 1: Collect Mission Tokens
Assess each of your non-hidden characters one at a time, in the order of your choosing. If the character is in a chamber on the Valley Forge that has one or more Mission tokens on it, you must collect one Mission token from that chamber.
Collecting Mission Tokens: Whenever a Mission token is collected during the game, the collecting player must immediately place it on one of the five columns of the Shuttle Loadout. The chosen column must have at least one empty space, and the Mission token must be placed on the bottommost empty space in that column. There is no set order in which the columns must be filled, and there's no requirement to choose the column with the most empty spaces.
For its associated rules and an explanation of its iconography, please refer to the Shuttle Loadout Reference (page 46).
Filling the Shuttle Loadout with Mission tokens is the main focus of the crew during the Starship stage, because the Remora can only be launched if the Shuttle Loadout is adequately filled with Mission tokens, as defined in the Launch the Remora Sequence (page 35).
Step 2: Perform Activity
You must perform one of the following activities:
- Equip
- Use Heat Analyzer
- Shoot the Mining Laser
- Activate Skill
- Play a Crew Card
- Use Remora Energy Cell*
* Using a Remora Energy Cell is a special action which can only be performed by a crew member already aboard the Remora (page 48).
When your activity has completed, your turn ends.
Equip
"Time's running out. Do we really need this stuff?"
You must choose one of the following two options:
- Draw two cards and advance the Self-Destruct tracker one space, or
- Draw three cards and advance the Self-Destruct tracker two spaces.
After drawing your cards, if you have more than six cards in hand, you must choose and discard cards until you have only six cards in hand (per Hand Size rules, page 43).
Use Heat Analyzer
This activity can only be performed if you have a Heat Analyzer token. Each crew member receives one Heat Analyzer token during setup, so normally each crew member will only be able to perform this activity once per game.
Remove your Heat Analyzer token from the game to draw two Crew cards. Then, if a lifeform image is within a two-chamber range (via corridors and/or tunnels, ignoring any Security Door token) of one of your characters, the lifeform draws a Lifeform card. Some crew skills, and Terror Cards, utilize the Heat Analyzer.
Note also that all Heat Analyzer tokens are removed from the game when the Self-Destruct tracker reaches the 10-minute mark (page 48).
Shoot the Mining Laser
Acquiring the Mining Laser Card: The first time any character moves into Engineering (C-Deck), the crew member controlling that character picks up the Mining Laser card and adds it to their hand.
This activity can only be performed if you have the Mining Laser card in hand, your shooting character is not hidden (more on that later), there's an eligible target, and there's no Power Outage token in your shooting character's chamber, nor in the target's chamber.
Choose one of your characters to be the shooting character. It must shoot one of the following targets:
- Lifeform image in chamber adjacent to the shooting character (via corridor or tunnel). You must move the lifeform image to a chamber adjacent to the chamber it's in (other than the shooting character's chamber) and the lifeform must discard their hand of cards. (The lifeform does not reveal whether the lifeform image represents the real lifeform or a sensor ghost.)
- Android in the shooting character's chamber or a chamber adjacent to the shooting characters (via corridor or tunnel). The Android Status tracker is placed on the "destroyed" space, and the android is destroyed. Remove it from the game.
Place a Power Outage token in the chamber where the target was shot. (Reminder: But not in the Shuttlebay (C-Deck) - that chamber never receives a Power Outage token.) Advance the Hostility tracker one space. Finally, remove the Mining Laser card from the game. Meaning that this activity is only able to be performed once during the game, by the crew member that picks the card up.
Activate Skill
This activity can only be performed if the Skill token on your chosen character board is in the Skill Inactive Slot.
Choose one of your characters. Activate the Skill ability on its character board, indicated by shifting the Skill token to the Skill Active Slot. If it's a one-use-only ability, resolve it now. If it's an ongoing ability, it's now active for the remainder of the game.
Play a Crew Card
"We need to do something. Anything. Now!"
Choose a Crew card from your hand and play it, choosing one group of action icons on that card to activate. Each icon within the chosen group represents an action that can be taken. These actions are explained in the Crew Action Reference (page 24). An example of an individual Crew card is provided below.
Note: Icons featuring a lightning bolt are reactions, not actions. Reactions are always in their own group, and you cannot chose to execute them in this phase. Reactions are explained in the Crew Reaction Reference (page 30).
Example: This Crew card has five groups of action icons, printed down its left edge.
- Move 2 Characters (each moves one chamber away).
- Flamethrower-Android (advance the Android Status tracker to indicate damage to the Android).
- Flamethrower-Cocoon (reset the Cocoon tracker to its start space).
- Flamethrower ; Move 1 Character (to an adjacent chamber).
- Flamethrower ; Draw 2 Cards ; Self-Destruct.
The showdown icons along the bottom edge are not used until the Showdown stage.
An action group can only be chosen if at least one of the actions within that group will change the game state. Each action in a group must be executed if possible AND it must be executed in a way which changes the game state if possible.
Example: You can't choose an action group with only the Flamethrower-Android action icon (which advances the Android Status tracker one space) if the Android Status tracker is already on the last space. But if it isn't, you must advance the Android Status tracker one space.
The action(s) within the chosen group must be executed in the order given, from left to right, unless the action icons are separated by a "/", in which case they can be executed in either order.
Example: Andrew has a character in the Hypersleep chamber (A-Deck). Sarah (the lifeform) has a lifeform image in the Science Lab (A-Deck), two chambers distant. Andrew plays his Flamethrower card and first executes its Flamethrower icon action. He targets the lifeform image in the Science Lab, and moves it two further chambers into the Infirmary (A-Deck). Andrew then executes the Move action icon on the card moving the character that fired the flamethrower into the adjacent Mess (A-Deck).
If an action is from the standpoint of a character, then the action must be executed through one of your characters, and the action's rules are carried out with respect to that character.
Example: if you're executing the Flamethrower action, then you must choose which of your characters is shooting the Flamethrower.
Once all actions in the chosen action group have been executed, the card is placed on that card type's discard pile.
2-Player Game: The Ship's Cat
In a 2-player game, the Ship's Cat starts in play, controlled by the lone crew member. Once during each turn, at any point in that turn, you may play a Ship's Cat card from your personal supply. Upon completion, the played card is removed from the game. After the last Ship's Cat card is played, pick up the Ship's Cat and place it on the Remora.
Alternatively, at any point during your turn, you may remove all remaining Ship's Cat cards from the game and place the Ship's Cat on the Remora. Once on board the Remora, the Ship's Cat takes no further part in the Starship stage. In the Showdown stage, it can be used to cancel a lifeform's fight icon (page 40).
Android Phase
Our Andromech 580-A "Demigod" class Android has been invaluable to the smooth running of the ship during the long haul to Thedus and back. But something's gone wrong. We're not sure if it's been damaged by the constant power outages, or whether some program to protect Mine-Rep's investment has been triggered, but it seems to be on a mission to damage the Remora. Our survival may depend on stopping it.
If the android is inactive or destroyed, skip this phase.
In this phase, the android attempts to move to the next adjacent chamber along the Android A.I Path (which starts at the Hypersleep chamber (A-Deck) and moves towards the Remora.)
If there are one or more non-hidden characters in the android's chamber, the android does not move. A character usually becomes hidden by executing a Hide reaction to a lifeform attack … more on that later.
Android Activation: The android starts the game inactive. When the Malfunction tracker reaches the "Android Malfunctions!" space, the android becomes active and is placed in the Hypersleep chamber (A-Deck).
Characters vs Android: A character in the android's chamber can't leave the chamber. Per the upcoming Action/Reaction Reference sections, the presence of an android prohibits use of Move actions and Run! actions/reactions. Because the presence of a character means the android can't leave the chamber either, either the android must be destroyed or the character must be killed for the other to move on.
Hint: While the android won't directly attack a character, the fact that you can't exit makes it easier for the real lifeform to maneuver towards and attack the stuck character. The presence of the android also means your only available anti-attack reaction is the Hide reaction. In short, best not to be in the android's chamber unless you can destroy it, or it's deemed necessary to sacrifice a character to stop the Android getting to the Remora! To destroy the android, the crew will need to execute Shock-Prod or Flamethrower actions (to advance the Android Status tracker towards the "Destroyed" space), or perform the Shoot the Mining Laser activity.
If there are no non-hidden characters in the android's chamber, and the Android-Pathway-Deviation HAS NOT been executed by the lifeform yet, then:
- If there is no Security Door blocking the android's progression to the next chamber along the Android A.I. Path, the android moves to that chamber.
- If a Security Door is blocking the android's progression to the next chamber along the Android A.I. Path (a Security Door can be established by the crew through an action), the android does not move. Instead:
- If the Security Door token has its Full-lock side up, flip the Security Door token to its Half-lock side up. The android is working on bypassing the door's controls.
- If the Security Door token has its Half-lock side up, return the Security Door token to the supply. The android has bypassed the door's controls and is ready to move onwards next round.
If there are no non-hidden characters in the android's chamber, and the Android-Pathway-Deviation action HAS been executed by the lifeform previously (it's a once-per-game ability, but which then lasts for the duration of the game), the lifeform decides the android's action. It must either:
- Move to an adjacent chamber via a corridor that is not blocked by a Security Door, or
- If the Security Door token is blocking a corridor leading from its chamber, it may instead undertake the same Security Door bypass procedures explained above, regardless of whether the Security Door is on the Android A.I. Path, or blocking the most direct route to the Remora.
Note: The android does not interact with lifeform images - they may move into and through each other's chambers without affecting the other.
If the android has not entered the Remora, the phase ends.
Android Enters the Remora
If the android enters the Remora, the lifeform removes a number of Mission tokens from the Shuttle Loadout equal to that specified by the Android Status tracker's space, and returns them to the token pool. The lifeform can remove Mission tokens from any combination of the five columns, but within each column, tokens are always removed from the top first. If there are an insufficient number of Mission tokens to remove, the excess is ignored.
Finally, move the Android Status tracker to the Destroyed space, destroying the android.
Lifeform Activity Phase
At this point, the lifeform is encouraged to sound out, in a suitably automated type voice, the Self-Destruct timer position.
Example, "You have T-minus twelve minutes to reach minimum safe distance."
In the Lifeform Activity phase, the lifeform has one turn.
On your turn, you must perform one of the following activities:
- Lurk
- Use Vent
- Play a Lifeform Card
Once done, the phase ends.
Lurk
This activity may only be taken if you have fewer cards in hand than the lifeform's maximum hand size (as set by the position of the Cocoon tracker on the Cocoon track.)
Draw cards from the Lifeform deck until you have cards in hand equal to the lifeform's maximum hand size. Before drawing, you may discard cards equal to the relevant life cycle evolution number on the Cocoon track. The final space is Evolution 3, in addition to the actions and lifeform image bonus.
Use Vent
This activity can only be performed if you have a Vent token in your personal supply. Note that you gain a Vent token when the Self-Destruct tracker reaches the 20-minute mark.
Remove one of your Vent tokens from the game, and execute a Vent action. (See Lifeform Action Reference, page 26).
With the Cocoon tracker token on the spot shown to be high-lighted in red the lifeform's maximum hand size would currently be 8.
Play a Lifeform Card
Choose a Lifeform card from your hand and play it, choosing one group of action icons on that card to activate. Each icon within the chosen group represents an action that can be taken. These actions are explained in the Lifeform Action Reference (page 26).
Note: Icons featuring a lightning bolt are reactions, not actions. Reactions are always in their own group, and you cannot choose to execute them in this phase. Reactions are explained in the Lifeform Reaction Reference (page 32).
Example: This Lifeform card has four groups of action icons down its left edge.
- Group 1: Cocoon
- Group 2: Move (one lifeform image up to two chambers)
- Group 3: Mission Removal, then Move (one lifeform image)
- Group 4: Move (up to three lifeform images)
The showdown icons along the bottom edge are not used until the Showdown stage.
The same rules that govern the playing of a Crew card and executing its actions apply to the playing of a Lifeform card.
Once all actions in the chosen group have been executed, place the card faceup on the lifeform deck's discard pile.
Starship Stage - General Rules
These are detailed in three sections, roughly in the order in which they'll present themselves to the players throughout the game:
- A reference section for crew actions and lifeform actions, with their associated rules (page 24). Many of these actions reference movement and attacks. Rather than repeat their rules within each action, they're consolidated in....
- Movement and attack sections (page 28 & 29). Once an attack has been initiated, the crew may play reactions, so next is....
- A reference section for crew reactions, followed by a section for lifeform reactions (page 31 & 32) which are always reactions to crew reactions, and hence last in order.
Crew Action Reference
| Action | Description | Requirement |
|---|---|---|
| Circuit Board | Either: complete a Secret Objective which requires execution of a Circuit Board action, or gain one Data token of your choice from the token pool, placing it in your personal supply. | Your character is in a chamber containing the icon. |
| Draw 2 Cards | Draw 2 Crew cards. Remember to check your hand size (page 43) after drawing both cards. | |
| Explore | Either: collect a Mission token from your character's chamber, or remove one Terror token from an adjacent chamber (via corridor). | |
| Flamethrower | Target a lifeform image either one or two chambers away from your character (via corridors and/or tunnels). Move that target twice (you decide where), but a move must not be through or into a chamber containing a character, the ship's cat, or a lifeform image, and must not pass through a Security Door. Advance the Hostility tracker one space. | Your character is not hidden. NOTE: if the target lifeform image is in the Shuttlebay, or Docking Hubs-1 & 2, you may move the target through other lifeform images. |
| Flamethrower-Android | Advance the Android Status tracker one space. | Your character is not hidden, and is in the android's chamber, or adjacent to the android's chamber (via corridor only), or is two chambers away from the android's chamber (via corridor only) where the linking chamber does not contain a character, a lifeform image, or the Ship's Cat. |
| Flamethrower-Cocoon | Set the Cocoon tracker to the start position on the Cocoon track. The lifeform must immediately comply with their new hand size limit, and must remove one of their sensor ghosts if they have three lifeform images on the board. If your chamber has a Cocoon Chamber token, return it to the token pool. Advance the Hostility tracker one space. | Your character is not hidden, and is in a cocoon chamber. |
| Mission-Maintenance | Take a Mission token from the supply and place it on the Maintenance chamber (C-Deck). | |
| Mission - SIS-TER Mainframe Interface | Take a Mission token from the supply and place it on the SIS-TER Mainframe Interface chamber (A-Deck). | |
| Move | Either one or two characters make one move each. (Movement rules are detailed on page 28). | |
| Move | One character makes either one or two moves. | |
| Run | One character makes either one or two moves. | Cannot move from, through, or to a chamber containing a Power Outage token. Must stop on entering a chamber containing a Terror token. Cannot move into a chamber containing a lifeform image. |
Lifeform Action Reference
| Action | Description | Requirement |
|---|---|---|
| Android Pathway Deviation | In all subsequent Android phases, the lifeform directs the movement of the android and may move it to any adjacent accessible chamber (via corridor only) following the rules detailed in the Android phase (page 19). Playing this action also gives the android an immediate bonus move - which must be a deviation from the AI pathway. | The Self-Destruct tracker has reached or passed the 10-minute mark. This action has not been previously executed. The effect is ongoing once activated, so it's only executed once-per-game. |
| Attack | Attack all non-hidden characters in a chamber adjacent (via corridor or tunnel) to the real lifeform. | |
| Cocoon | Advance the Cocoon tracker one space. | A lifeform image is in a cocoon chamber. |
| Force Move | Move a character one or two chambers. If the character moves into the real lifeform's chamber, the move stops and the lifeform initiates an attack against the moved character. All character movement rules must be adhered to. Here, Kitty, Kitty, Kitty! | Characters that are hidden, or in the android's chamber, or in the Ship's Cat chamber, cannot be chosen. The chosen character cannot be moved into or through a chamber containing a sensor ghost or the Ship's Cat. |
| Kill Hidden Character | Kill one hidden character in the real lifeform's chamber. If there are multiple, you choose which is killed. Any other hidden characters in that chamber are unaffected. Well, other than an overwhelming sense of dismay and despair at the loss of a crewmate and friend. | |
| Malfunction | Advance the Malfunction tracker one space. | |
| Mission Removal | Remove one Mission token from a chamber occupied by a lifeform image, returning it to the supply. | |
| Move | One lifeform image makes one move. (Movement rules are detailed on page 28). | |
| Move | Either one or two lifeform images each make one move. | |
| Move | One lifeform image makes either one or two moves. | |
| Move | Either one, two, or three lifeform images each make one move. | |
| Power Outage | Place a Power Outage token in an eligible chamber. (Placement rules are defined in the Token Reference, page 48). | |
| Scanner Malfunction | Choose a lifeform image in a chamber adjacent to a character (via corridor or tunnel), pick it up and place it in a different, character-free chamber adjacent to that same character. Any Security Door is ignored. This effectively allows a leapfrog! |
Movement
Movement in the game only occurs as a result of actions or reactions being executed. Each move is always to an adjacent chamber. An adjacent chamber is one which is connected to the entity's current chamber by a corridor or tunnel through which the entity is allowed to move, where that corridor/tunnel is not blocked by a Security Door token.
Corridors. All moveable entities (characters, lifeform images, the android, the Ship's Cat) are allowed to move through a corridor.
Tunnels. Only lifeform images and the Ship's Cat are allowed to move down a tunnel. They're mostly ducts, with access panels, which are too small for a character or an android to fit through.
Chambers that appear to share a wall, but aren't connected by a corridor or tunnel, are not considered adjacent.
If an action allows for multiple moves by the same entity, each of those moves is assessed separately and independent of the previous, however the entire movement is considered to have happened as one continuous process.
Example: A Run! action allows a character to make two moves. The first move is to an adjacent chamber, and then the second, which may well be back to the original chamber, as that's now an adjacent chamber.
If an action provides for multiple entities to move:
- they don't need to start in the same chamber,
- they don't need to end in the same chamber, and
- they are considered to move simultaneously.
Character Meets Lifeform Image
When a character moves into a chamber containing a lifeform image, the lifeform must reveal the identity of the real lifeform. If the lifeform image in the chamber is:
- A sensor ghost: advance the Self-Destruct tracker one space, and then place the sensor ghost in the character-free chamber nearest to the real lifeform (if multiple, lifeform's choice).
- The real lifeform: then the real lifeform immediately initiates an attack on the character.
In both cases, upon completion, the lifeform performs a Reality Calibration (defined in setup, page 10).
Character Meets Terror
Whenever a character is in a chamber containing a Terror token and no lifeform image (meaning it must first deal with any "Character Meets Lifeform Image" repercussions after a move), return the Terror token to the supply, draw a Terror card, and follow its instructions.
Example: In response to an attack, a character uses a Run! reaction to escape to another chamber, which has a Terror token. It's returned to the supply, and the top card of the Terror deck is drawn and resolved.
Movement Restrictions
Movement restrictions for characters are:
- A character cannot move out of the android's chamber.
- A character cannot move into a chamber containing both a lifeform image and the android. Other circumstances may result in all three being in the same chamber however.
- A character cannot enter the Remora unless the Self-Destruct tracker has reached or passed the 20-minute mark.
- A character cannot leave the Remora.
Movement restrictions for lifeform images are as follows:
- Lifeform images cannot use move actions to enter a chamber containing characters. Only the real lifeform (i.e. not a sensor ghost) can enter a chamber containing one or more characters, and it only does so by initiating an attack (not a move).
- A lifeform image cannot enter a chamber occupied by another lifeform image.
- A lifeform image cannot enter the Remora.
Attack
A lifeform can initiate an attack via various means (usually as the result of an action), but only if the real lifeform is in a chamber adjacent to the character(s) it's attacking. There may be other circumstances (such as a character move) which result in a non-hidden character being in the same chamber as the real lifeform, and in these cases an attack is also immediately resolved. But to initiate an attack, the real lifeform must start its attack from an adjacent chamber. An attack cannot be initiated against a hidden character.
The attack sequence is as follows:
- The lifeform must first confirm that the attacking lifeform image is the real lifeform by revealing their chosen Lifeform Identifier token to the crew,
- The lifeform moves each sensor ghost to the nearest character-free chambers adjacent to the attacked chamber (if multiple, lifeform's choice). Remember: there can only ever be one lifeform image per chamber.
- The real lifeform is moved into the attacked chamber.
- Each crew player with non-hidden characters in the attacked chamber may respond to the attack by initiating one reaction each, in any order (a reaction is initiated by playing a Crew card with that reaction icon on it, see Crew Reaction Reference, page 30). a. As each reaction is initiated, the lifeform may respond to it by executing an eligible reaction of its own (see Lifeform Reaction Reference, page 32). Example, it may respond to a crew member playing a Shock-Prod reaction by playing a Shock-Prod-Cancel reaction. b. If the crew reaction isn't cancelled, execute the crew reaction and advance the Hostility tracker one space.
- If the attack has not been cancelled entirely (Example: by a Shock-Prod reaction), all characters that were not able to avoid the attack are killed. (The process for this is detailed in If A Character Is Killed, page 33).
- The lifeform performs a Reality Calibration.
Example of attack without reactions: Jacob has a character in the Hypersleep chamber (A-Deck). Sarah (the lifeform) has two lifeform images: one in the Mess and one in the Living Quarters. Sarah plays a Lifeform card and executes its attack action to attack Jacob's character. She can't attack from the Living Quarters (A-Deck) because that lifeform image is a sensor ghost, but she can attack from the Mess chamber (A-Deck) as that's the real lifeform. After revealing her chosen Lifeform Identifier token to confirm this, Sarah moves each of her lifeform images into different character-free chambers adjacent to the Hypersleep chamber (A-Deck) and re-chooses her real lifeform. Unfortunately Jacob has no reaction cards, and his character is killed.
Crew Reaction Reference
Crew reactions are played in response to a lifeform attack (or in the case of Run!, may also be played in response to a Hull Breach) by playing a card with the chosen reaction icon. After resolution or cancellation, the card is placed on its deck's discard pile.
In an attack, a crew reaction can only be played by a crew member controlling an attacked character. Each crew member can play a maximum of one crew reaction in each Lifeform Activity phase.
Example: Within a Lifeform Activity phase, if the lifeform orchestrates more than one attack against the same or different characters controlled by a single crew member, that crew member will only be able to play a maximum of one reaction to just one of the attacks. Not one per character, and not one per attack.
After a crew reaction is resolved, if it wasn't cancelled by a lifeform reaction, advance the Hostility tracker one space.
Hide (Reaction)
This reaction allows an attacked character (controlled by the crew member playing the reaction) to avoid the attack. It doesn't stop the attack repercussions for other attacked characters though. After the attack, the lifeform image and the character remain in the same chamber but the character is now hidden.
A hidden character:
- Can co-exist in the same chamber as a lifeform image. This is the only means by which this can happen!
- Cannot collect Mission tokens.
- Cannot initiate reactions.
- Cannot use Flamethrower, Flamethrower-Cocoon or Flamethrower-Android actions.
- Cannot use the Mining Laser card.
- Cannot make a Panic Move.
- Cannot be targeted by an attack.
- Cannot be targeted by the lifeform's Force-Move action.
- Cannot be killed by the lifeform's Android Kill Survival ability.
Any reference to a character outside these bounds makes no differentiation between hidden and non-hidden characters - both will satisfy.
A hidden character remains hidden until they leave their chamber, or until there is no lifeform image in the chamber, whichever happens first.
Example of attack with reactions: Andrew and Jacob both have a character in the Astrometrics chamber (A-Deck). Sarah plays an attack action, and moves her real lifeform into the chamber. Andrew plays a Hide reaction, Jacob plays nothing. Jacob's character is killed, but Andrew's character is now hidden and remains in the chamber with the lifeform image (which may or may not be the real lifeform anymore, as Sarah has re-chosen which lifeform image is her real lifeform). On his next turn, Andrew uses his Heat Analyzer token and draws two cards. On Sarah's turn, she could have killed Andrew's character if she had a Kill-Hidden-Character action, but moves one of her other lifeform images instead. This leaves Andrew's character and a lifeform image in the Astrometrics chamber together, meaning Andrew's character remains hidden. On Andrew's next turn he plays a card with a Run! action, moving two chambers away - Andrew's character is no longer hidden.
Example of in-and-out attack: If a hidden character is alone in a chamber with the real lifeform, the lifeform on their next turn may play a card that has a group of actions containing a Move action (to leave the chamber) followed by an Attack action, which would be legitimate as the character is no longer hidden!
Run! (Reaction)
This reaction allows a character (controlled by the crew member playing the reaction) to avoid an attack or a Hull Breach. The character immediately makes either one or two moves, which:
- must stop if entering a chamber containing a Terror token,
- cannot be through the same corridor that the lifeform image used to enter the chamber (if in response to an attack),
- cannot be through a Security Door,
- cannot enter or pass through a chamber containing a lifeform image, and
- cannot enter or pass through a chamber containing a Power outage token.
If the attack was generated by the lifeform's Vent action, and the lifeform image executing the action was in an adjacent chamber to the attacked character, the character cannot move through a corridor connecting those two chambers (not even to reach a different chamber via that corridor).
A Run! reaction cannot be used:
- In a chamber containing a Power Outage token.
- In the android's chamber.
Example: Andrew has one character and Jacob has two characters in the Primary Heat Exchanger (B-Deck), which the lifeform attacks. Andrew plays a Hide reaction for his character, and Jacob plays a Run! reaction for one of his characters, moving it two chambers over to the Ore Refinery (B-Deck) – he couldn't Run! into the Mining Equipment chamber (B-Deck) because the attack originated through the connection to that chamber. Jacob's other character is killed. This leaves Andrew's character alone in the chamber with a lifeform image, hidden (page 30)!
Shock-Prod (Reaction)
This reaction cancels an attack, leaving all characters in the attacked chamber safe. The attacking lifeform image is moved back the chamber from which it moved, via the same corridor/tunnel.
If the attack was generated by the lifeform's Vent action, the attacking lifeform image can be moved to any adjacent character-free chamber (as chosen by the crew member) where access is not blocked by a Security Door. If this is not possible, the Shock-Prod reaction cannot be played.
A Shock-Prod reaction cannot be used:
- In a chamber containing a Power Outage token.
- In the android's chamber.
Example: Andrew and Jacob both have a character in the Engineering chamber (C-Deck). Sarah attacks the chamber. There's no Power Outage token in the chamber, so Andrew plays a Shock-Prod reaction and the attack is cancelled. The attacking lifeform image is returned to the chamber it attacked from.
Lifeform Reaction Reference
This section describes the function of each reaction icon found on the Lifeform cards.
There is no limit to the number of reactions the lifeform can play on their own turn.
| Action | Description | Requirement |
|---|---|---|
| Run! Cancel | Cancel a Run! reaction played by a crew member. The Run! reaction card is discarded with no effect. | Cannot cancel a Run! action, only a Run! reaction. Cannot be used to prevent a crew member escaping a Hull Breach. |
| Shock-Prod Cancel | Cancel a Shock-Prod! reaction played by a crew member. The Shock-Prod! reaction card is discarded with no effect. | Cannot cancel a Shock-Prod! action, only a Shock-Prod! reaction. |
Example: Andrew and Jacob both have a character in the Engineering chamber (C-Deck). Sarah attacks the chamber. Andrew plays a Shock-Prod reaction, but Sarah plays a Shock-Prod Cancel reaction. If no further cards are played, both characters are killed. Andrew's not allowed to play any more reactions to this attack, but Jacob can and plays a Run! reaction. He moves his character two chambers distant, leaving Andrew's character to be killed.
Example of Attack after a Force Move: Sarah targets Andrew's character in the Cockpit chamber (A-Deck), and forcefully moves the character two chambers into the Computer Core chamber (A-Deck) where the real lifeform awaits. She shows that this is the real lifeform by revealing her chosen Lifeform Identifier token, and places each of her sensor ghosts into adjacent character-free chambers – this has become an attack. If Andrew does nothing, the character is killed. If he plays a Shock-Prod-reaction, (and it's not cancelled), then he may move the lifeform image into an adjacent chamber. If he plays Run! he may move two chambers away – unless the only adjacent chambers contain sensor ghosts, in which case there's no escape and the character is killed. If Sarah is particularly cunning, she'll force-move the character into a chamber containing a Power Outage token where the only reaction Andrew can play is a Hide. After resolution, Sarah performs a Reality Calibration to re-choose the real lifeform (page 11).
If a Character is Killed
Blood-curdling screams fill the corridors and passageways of the starship via the intercom system … not good.
When a character is killed, remove its character disk and character board from the game. Then, advance the Hostility tracker two spaces. Next, the lifeform player must make a decision: was the kill Noisy or Silent.
A silent kill undertakes no further game process - move onto Taking Control.
A noisy kill means that the victim's screams trigger a Panic Move!
Panic Move!
Each surviving non-hidden character on the Valley Forge (not the Remora) must undertake a Panic Move, instantly moving into an adjacent chamber. No Crew cards are played to do this move. The crew collectively decide the order in which the Panic Moves will be undertaken, and the crew member controlling each character decides which of the eligible adjacent chambers their character will move into. A Panic Move cannot be into:
- a vent chamber,
- a chamber containing a Power Outage token,
- a chamber containing a Terror token,
- a chamber containing a lifeform image, or
- the android's chamber.
If there is no eligible adjacent chamber for a character to move into, or if the character is in the same chamber as the Android, it doesn't do a Panic Move and remains where it is.
If multiple characters are killed simultaneously, only one Panic Move is triggered for each surviving character - not one for each killed character.
Character Note: Motoko may ignore all panic moves. But may do them if she wishes!
Taking Control
When a crew member has one of their characters killed, they continue playing with their remaining character.
When a crew member's last remaining character is killed, meaning they have no characters on board the Remora nor the Valley Forge:
- 2-player game: the lifeform immediately wins the game!
- 3- or 4-player game: the following section applies.
The crew member takes control of a character from a crew member who still has two surviving characters, taking its character board, and maintaining its current state, but no other cards or tokens are exchanged between the crew members.
If no crew member has two surviving characters, they instead:
Discard their hand of Crew cards. (If the Mining Laser and/or the Flamethrower cards were in hand, they're removed from the game).
Then:
- 3-player game: take control of either the Ship's Cat or the SIS-TER Mainframe for the remainder of the game.
- 4-player game: take control of either the Ship's Cat, or the SIS-TER Mainframe for the remainder of the game, whichever hasn't been taken yet.
In this manner, no crew member is individually eliminated from the game during the Starship stage.
The Ship's Cat
Of course there's a Ship's Cat ...
When this role is chosen, the crew member:
- Returns all tokens from their personal supply to the token pool.
- Places all ten Ship's Cat cards in their personal supply, faceup. They're not secret.
- Places the Ship's Cat disk in any vent chamber that contains no characters and no lifeform images.
When it's this crew member's turn during the Crew Activity phase, instead of resolving a normal turn, their turn consists of either passing or performing one or more of the following optional steps. If they perform both steps, they must be performed in the order given.
Step 1. They may move the Ship's Cat to an adjacent chamber. (Reminder: The Ship's Cat can move through tunnels as well as corridors.)
Step 2. They may play a Ship's Cat card from their personal supply, executing the card text. Upon completion, the played card is removed from the game.
The Ship's Cat is NOT a character, and as such cannot be attacked or otherwise affected by lifeform images or the android. It cannot collect Mission tokens.
Note: Unlike in the 2-player game, the Ship's Cat cannot be moved directly to the Remora by discarding all its cards.
Hint: The Ship's Cat must be on board the Remora for it to be launched. The crew can use it to cancel a lifeform's fight icon during the upcoming Showdown stage, but it does not require a space suit!
The Sis-ter Mainframe
The mainframe's higher functioning has been immobilised by a virus program uploaded by the malfunctioning android; SIS-TER comes back online at the exact moment a crew member takes control of it. Unfortunately, you have no means to stop or delay the self-destruct mechanism - the reactor cooling units cannot be switched back on!
When this role is chosen, the crew member:
- Returns all tokens in their personal supply to the token pool, with the exception of any Data tokens they may have - these are kept.
- Places all ten SIS-TER Mainframe cards in their personal supply, faceup. They're not secret.
When it's this crew member's turn during the Crew Activity phase, instead of resolving a normal turn, their turn consists of either passing or playing a SIS-TER Mainframe card from their personal supply. It's encouraged to read cards aloud in a suitably measured robotic voice! Upon completion, the played card is removed from the game.
If the crew member has no SIS-TER Mainframe cards remaining in their personal supply, their only option is to pass. Their next contribution to the game will be making decisions on when to use Data tokens during the Showdown stage to cancel lifeform fight icons.
Last Man Aboard!
When one or more crew members are onboard the Remora (but haven't launched), and one solitary crew member is still alive onboard the Valley Forge:
If the lifeform kills that character, the Stowaway card selection is ignored as the lifeform will automatically stow on board and Ending C is auto-enabled.
Note: all normal Remora launch requirements remain unchanged.
Launch the Remora Sequence
The criteria to commence this sequence are:
- at least one surviving character is on board the Remora (the Ship's Cat doesn't count),
- all Secret Objectives have been completed (if you're playing with them),
- the Shuttle Loadout is prepared for launch:
- Improvised Weaponry: each space below the "Minimum" red bar in this column contains a Mission token.
- Coolant:
- 2-player game: each space below the Overheating token in this column contains a Mission token.
- 3- or 4-player game: each space below the "Minimum" red bar in this column contains a Mission token.
- Energy Cells: each space below the "Minimum" red bar in this column contains a Mission token.
- Spacesuits: contains one Mission token for each surviving character aboard the Remora. The Ship's Cat is not a character, and is not included in this requirement.
- if at least one surviving character is on the Valley Forge, the Self-Destruct tracker has reached or passed the 9-minute mark, and
- the Ship's Cat (if in play) is aboard the Remora.
- all crew members agree to launch!
If all criteria are met, the Remora is launched! There are three possible endings to the game at this point:
Endings
Ending A
If the Self-Destruct tracker hasn't reached or passed the 9-minute mark, and all surviving characters are on board the shuttle (see Last Man Aboard! page 34), the crew has successfully escaped the doomed Valley Forge.
Read aloud:
You sit gasping, each breath a quiet roar of defiance against the death you have so narrowly escaped. You wearily go through the basic training steps of closing down all non-vital equipment, and lay down in your gel pouches to absorb the stress of acceleration and the blast wave. You are the survivors. That is your badge of honour. Your dreams shall be your burden.
The crew has won the game!
Ending B
If the Self-Destruct tracker has reached or passed the 9-minute mark and all surviving characters are on board the Remora, the crew has escaped the Valley Forge's destruction. But … do they have an unwanted intruder on board?
Read aloud:
With moments to spare, you hurl yourself through the airlock, hit the purge buttons and grab a support strut as the ship explodes behind you, throwing the shuttle into a lunatic spin on both axes. Soon the shuttle's thrusters slowly regain control of the shuttlecraft. Battered and bruised from being thrown through space, you are exhausted beyond reason, but somehow find the strength to begin to check the dark shadows of the shuttle for any trace or remnant of the horror you hope you left behind.
The lifeform reveals their chosen Stowaway card. If the minute-mark of the Self-Destruct tracker's space is within the range (inclusive) prescribed on the chosen Stowaway card, the lifeform has correctly guessed when the Remora would launch. If the lifeform has collected the Stowaway token, they may add or subtract 1 to the minute-mark (without actually moving the tracker) if it helps move the number within the required range. Either way, the token is then removed from the game.
If the lifeform guessed incorrectly - the crew has won the game!
If the lifeform guessed correctly:
- If the chosen card was the 1-2 Minute Stowaway card, the lifeform keeps it for use during the Showdown stage (even if the +/- Stowaway token was required to move the tracker number within its range). Otherwise the chosen Stowaway card is removed from the game.
- Proceed to the Showdown stage.
Ending C
If the Self-Destruct tracker has reached or passed the 9-minute mark, and there are surviving characters on both the Remora and the Valley Forge (or the lifeform killed the last the remaining character on the Valley Forge), the crew has escaped the Valley Forge's destruction. But they definitely have an unwanted intruder on board!
Read aloud:
"We all knew it had to be done." In your mind, you hear the screams of those you've deserted being torn apart by the creature, or consumed by the ship's explosion. You whisper a silent prayer as you gaze out the rear port; your face bathed in orange light as the last of the starship's fireball vanishes. Behind you, you hear a sound that sends unholy crawling shivers down your back. You slowly turn to face your living nightmare….
The lifeform removes their chosen Stowaway card from the game, then may discard any unwanted Lifeform cards equal to the evolution number reached on the Cocoon track, and draws new Lifeform cards back up to their maximum hand size.
Proceed to the Showdown stage (page 38).
Showdown Stage
It's time for the climactic confrontation between the desperate survivors of the commercial mining vessel Valley Forge and the hostile lifeform intent on their grisly deaths.
In the Showdown stage, the lifeform initiates a series of fights against the crew members that have surviving characters. A fight consists of the lifeform targeting a surviving crew member, and playing a Lifeform card and/or tokens with showdown icons. If the targeted crew member can't cancel each showdown icon (by playing matching Crew cards and/or tokens), they're eliminated from the game. If all crew members are eliminated, the lifeform wins the game! If at least one crew member survives the last fight that the lifeform can muster, the crew win the game!
Firstly, complete the following six-step Hibernation sequence:
Crew Setup
- Determine the number to the left of the highest placed Mission token in the Improvised Weaponry column in the Shuttle Loadout. The crew collectively draw this many Crew cards and, without looking at them, share them amongst the crew members that have at least one surviving character, in any proportions they agree on, adding them to their existing hand of Crew cards. One crew member may take them all, or they may be divided in any manner.
- Each crew member retrieves their surviving characters from the Remora, and places them on their respective character boards.
- Form the crew pool (a shared pool of tokens the crew members use to defend themselves): a. Remove the Remora token from the gameboard and add it to the crew pool. b. For each compartment (i.e. not space) in the Halon Gas column that's fully covered by Mission tokens, add a Halon Gas Blast token to the crew pool. c. 2-player game: Add one more Halon Gas Blast token to the crew pool.
Lifeform Setup
- Determine the highest valued number in the Energy Cell column not covered by a Mission token. The lifeform draws this number of Lifeform cards, picks one, adding it to their hand, and discards the rest. The topmost number in the column, "1", can't be covered by a Mission token so they'll always draw at least one.
- Kill each character still aboard the Valley Forge. Remember to advance the Hostility tracker by two spaces for each, and to remove the killed characters from the game. The price of death is how quickly we forget.
- Determine the number on the highest numbered red claw icon space reached or passed by the Hostility tracker on the lifeform's board. The lifeform collects this many Hostility tokens.
Important: All hand size restrictions remain in force during the Showdown stage. Being six cards for each crew member, and that defined by the Cocoon tracker for the lifeform.
Example: Andrew and Jacob have done well, launching the Remora at the 6-minute mark on the Self-Destruct tracker with three surviving characters between them. Unfortunately for them, the 6-minute mark was within the range on the Stowaway card chosen by Sarah (the lifeform) and the lifeform has managed to get on board the shuttle!
Both crew members have three Crew cards in hand. They managed to place Mission tokens on the first five spaces of the Improvised Weaponry track meaning they'll draw three new Crew cards between them. They agree on the division, and Andrew draws two Crew cards and Jacob one. Andrew now has a hand of five cards (six including the Mining Laser card), and Jacob has a hand of four cards. If the extra cards from the Improvised Weaponry track had given them more than their maximum hand size of six, they would have had to choose and discard cards from their hand to get back down to their limit.
Andrew takes his two surviving characters from the Valley Forge and places them in front of him, and Jacob takes his. They then assemble the crew pool, made up of 1 Halon Gas Blast token and 1 Remora token.
Sarah is holding two cards and has four Hostility tokens. Because the crew only managed to place Mission tokens on the first six spaces of the Energy Cells track, Sarah draws four cards (the highest value number not covered by a Mission token). She has a hand size limit of seven (she managed to advance the Cocoon tracker one space during the game), and does not need to discard any surplus cards (page 43).
During the Showdown stage, the crew participate as follows:
- Surviving Crew Member: A crew member with at least one surviving character is known as a surviving crew member and can be targeted for elimination by the lifeform.
- Ship's Cat player: In a 3- or 4-player game, if a crew member has taken control of the Ship's Cat, they are not a surviving crew member. If the Ship's Cat was not on board the Remora when it launched, the crew member is eliminated from the game. Otherwise, the crew member gets to choose when to use the Ship's Cat to match a showdown icon on a surviving crew member's behalf, after which they're eliminated from the game.
- SIS-TER Mainframe player: In a 3- or 4-player game, if a crew member has taken control of the SIS-TER Mainframe, they are not a surviving crew member. Their only function is to choose when to use their Data tokens to match showdown icons on a surviving character's behalf. When all their Data tokens have been used, the player is eliminated from the game.
Only the showdown icons along the bottom edge of Lifeform and Crew cards are used during the Showdown stage (not the action icon groups). There are five different Showdown icons.
All five appear among Crew cards, but only four of them appear among Lifeform cards – the Harpoon Gun only appears in the Crew deck.
Fight Sequence
The lifeform initiates a fight, performing the following sequence:
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The lifeform declares which crew member they're targeting. The crew member must have at least one surviving character. If this isn't the first fight, then the targeted crew member must be different player from that targeted in the last fight, unless of course there's only one surviving crew member, in which case they must be the target.
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The lifeform determines which showdown icons will form the fight:
- They must choose and play one of their Lifeform cards facedown, unseen by the crew, adding its showdown icons to the fight. This is known as the lifeform fight card.
- They may add any number of Hostility tokens from their personal supply; each added Hostility token adds one red claw icon to the fight.
- They may add the 1-2 Minute Stowaway card, adding its showdown icons to the fight.
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The crew may discard one of the following items to cancel this fight, but all crew members must agree:
- A Halon Gas Blast token from the crew pool.
- The Remora token from the crew pool.
- The Mining Laser card from any surviving crew member's hand.
If they do, all cards and tokens used in this fight by the lifeform are revealed and discarded, and this fight is over. Ignore the remaining steps in this fight sequence.
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Reveal the lifeform fight card. If the number of showdown icons added to the fight in step 2 exceeds five, the lifeform chooses which five will be the fight icons (the excess are lost), otherwise all showdown icons added to the fight in step 2 will be the fight icons. This allows the lifeform to bluff a little in regards to what and how many fight icons they've brought to the fight.
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To survive the fight, each fight icon must be matched. The options to do so follow. Each option may be taken multiple times per fight.
- Play a Crew card. The targeted crew member may play a Crew card from their hand. Each showdown icon on a played card may be used to match a fight icon of the same type. (Other players cannot add cards during this fight.)
- Two-for-One. Any two crew showdown icons (same or different, from cards and/or tokens) can be combined to auto-match one fight icon. Example: if Andrew can't match Sarah's two blue claw tokens, he could use any four showdown icons to match them instead.
- Harpoon Crew card (featuring the Harpoon Gun icon): The targeted crew member can play this to auto-match any three fight icons.
- Harpoon token. The targeted crew member can discard a Harpoon token from their personal supply to auto-match one fight icon.
- Data token: The targeted crew member, or the SIS-TER Mainframe player if they're in the game, can discard a Data token from their personal supply to auto-match two fight icons that are identical to those on the Data token. A Data token can't be used to auto-match just one fight icon. Example: Jacob, as the mainframe player, discards a Data token to match two blue claw icons during the fight against Andrew, meaning Andrew no longer has to worry about matching them using another option.
Any excess icons (eg from played cards) and any excess auto-match capability (eg the Harpoon card was only needed to auto-match two fight icons) are lost, and do not carry over into future fights.
- If one or more fight icons were not matched, the targeted crew member is eliminated from the game. Remove all their characters, unused cards, and unused tokens from the game.
- Discard all cards and tokens used during the fight.
If there's still a surviving crew member, and the lifeform still has a Lifeform card in hand, the lifeform initiates another fight using this combat sequence.
The game continues in this fashion until:
- The lifeform cannot play a Lifeform card, and at least one surviving crew member has not been eliminated. The crew has won the game! The alien is sucked out of the airlock!
- The last surviving crew member is eliminated. The lifeform has won the game! And continues its solitary travel through space...
Example: The combat begins with Sarah choosing to target Jacob. She plays one of her six Lifeform cards facedown on the table and adds one Hostility token. After consulting with Andrew, Jacob decides to use the Halon Gas Blast token. Sarah reveals and discards her card [five purple stinger icons] and Hostility token. The crew have chosen wisely!
Sarah next targets Andrew, laying her second card facedown on the table. The crew members don't know it, but this card only has [the green eye icon]. Andrew uses his Mining Laser card to cancel the fight. Hmm.
Sarah returns to targeting Jacob with a facedown card featuring [the green eye icon] and adds one Hostility token [the red claw icon]. Jacob decides not to cancel the fight with the Remora token. Sarah's fight card is revealed. Andrew plays one card from his hand featuring [the green eye icon] and [the red claw icon]. Jacob has matched each fight icon and the fight is over.
Sarah plays her fourth fight card and two Hostility tokens against Andrew, who also decides not to use the Remora token. The card is revealed, featuring [the red claw icon]. Andrew plays a card featuring [the red claw icon], leaving him to still match the remaining [two red claw icons]. If he can't match the last two icons, he'll be eliminated from the game, though he'll still share a victory if Jacob survives all remaining fights. Andrew's remaining cards all have a single showdown icon them, and he uses all of them to do the 2-for-1 option twice – the four showdown icons auto-match the remaining two [red claw icons] - the fight is over.
Sarah turns her attention once more to Jacob – she has only two cards left to fight with, but the crew still has the Remora token left. Jacob uses it, cancelling the fight.
Sarah can't win at this point, with only one fight left and two surviving crew members to eliminate. But she lays down her last fight card [the green eye icon] against Andrew, who cannot match all of the icons, and has only one 'surplus' surviving character (which can match any icon) and no other available options. Sarah must be satisfied at least with eliminating Andrew from the game.
The crew of the Valley Forge have collectively won the game! The lifeform is forcefully evacuated off the Remora, shrieking as it tumbles into deep space.
Roll credits.
Gameplay Additional Rules
2-player vs 3-player vs 4-player: This is assessed at start of game, and once set, does not change if players are eliminated.
Example: A 3-player game remains a 3-player game even if one of the players has no surviving characters or is eliminated during the Showdown stage.
Card Text: If card text directly contradicts the rules, the card text takes precedence.
Communication: Crew members are encouraged to discuss their strategy, especially those whose characters are all aboard the Remora or have no surviving characters left. But unless the rules call for a collective crew decision, the crew member whose turn it is makes the final decision regarding all aspects of their turn.
- Players are allowed to know how many cards of each card type a player has in their possession.
- Crew are free to discuss the merit and order of reactions before playing them.
Decks: When a card deck (there are three - Crew, Lifeform, and Terror) is empty, immediately shuffle its discard pile and form a new draw deck.
Discard (card): When a card is discarded, it is placed in the discard pile belonging to its deck. If the card doesn't belong to a deck (Example: The Mining Laser card and the Flamethrower card), it's removed from the game instead.
Discard (token): When a token is discarded or removed from the gameboard, it's returned to the token pool.
Discard Piles: The crew (but not the lifeform) are allowed to look through the crew discard pile. The lifeform (but not the crew) is allowed to look through the lifeform discard pile. When a deck is empty, shuffle the discard pile and form a new draw deck.
Hand Size: When a player adds cards to their hand, if they have more cards in hand than their maximum hand size, they must choose and discard cards until they have cards in hand equal to their maximum hand size. If a player receives multiple cards (Example: Draw 2 cards), then all cards are received before the choose and discard process is undertaken.
- Crew Member. The maximum hand size for each crew member is six. Only Crew cards, the Mining Laser card, and the Flamethrower card count towards a crew member's hand size.
- Lifeform. The maximum hand size for the lifeform is defined by the space occupied by the tracker on the Cocoon Track. Only Lifeform cards count towards the lifeform's hand size.
As such, tokens, Secret Objective cards, Ship's Cat cards, SIS-TER Mainframe cards, and Terror cards do not count towards hand size.
Played Card: While a card is being played, it is neither in hand nor in the discard pile.
Example: Andrew has 5 cards in hand. He plays one and executes its Draw 2 Cards action to draw 2 cards. With only 4 cards in hand now, he can keep both cards. Then the played card is placed in the Crew discard pile.
Ownership: Cards and tokens are owned by the crew member, not by their characters. Cards and tokens cannot be exchanged between crew members nor donated to other crew members (not even if they have characters in the same chamber) unless specifically allowed by card text or a rule.
Hint: There are some strategic benefits to teaming up. Multiple characters in the same chamber can collect Mission tokens at a faster pace. Some Terror cards can be safely overcome by two characters (belonging to the same crew member) moving together. Also, multiple characters belonging to different crew members in the same chamber increases the chances of having and playing a Shock-Prod reaction to cancel the whole attack. On the downside, it makes for a juicier target for the lifeform, and particularly for its deadly Hull Breach ability!
Character Note: Emma has an ability that can be triggered if she's in the same chamber as another character.
Reference Guide
Lifeform Board
Hostility Track
The Hostility track represents the savagery, unknowable intelligence, and belligerence of the lifeform.
Advance the tracker by one space each time:
- The Flamethrower action is executed by a crew member.
- The Flamethrower-Cocoon action is executed by a crew member.
- The Shoot the Mining Laser activity is performed by a crew member.
- A crew reaction is executed, and not cancelled.
Advance the tracker by two spaces each time:
- A character is killed.
When the tracker reaches or passes these spaces, perform the associated task:
- Draw a card icon: The lifeform draws a Lifeform card.
- Terror icon: The lifeform places one Terror token. (Placement rules are defined in the Token Reference, page 48).
- Red claw icon: Nothing happens during the Starship stage, but the number on the highest numbered such space reached or passed by the tracker defines how many Hostility tokens will be drawn by the lifeform at the beginning of the Showdown stage. These will be used during the final conflict.
Survival Abilities
A maximum of one of these will be activated during the game by the lifeform, by executing the Survival action. From left to right on the lifeform board, they are:
Android Kill: Kill each non-hidden character in the android's chamber. This is not considered an attack, and as such, no crew reactions can be played to it. Oh my god, it's powering up its mining drill!
Move Alien 3: One lifeform image makes up to three moves. Its movement cannot end in the chamber where it started.
Hull Breach: The lifeform self-inflicts a wound, allowing corrosive fluid to pour from its flank and melt through the starship hull!
Perform a Hull Breach by executing the following steps in order:
- Place the Hull Breach token on a chamber adjacent to a lifeform image. The targeted chamber:
- cannot contain a lifeform image,
- cannot be the Remora,
- cannot be the Shuttlebay (C-Deck) or any chamber adjacent to the Shuttlebay, and
- cannot be an objective chamber.
- In the order the crew decides, for each character in the targeted chamber, its crew member has the opportunity to play one Run! reaction to save one of their characters – diving into an access corridor, just as an emergency bulkhead slides closed behind them, sealing the ship from the breach in the hull.
- Remove all other tokens from the targeted chamber (the Ship's Cat automatically moves safely into an adjacent chamber), and kill each character remaining in the targeted chamber - sucked out into deep space!
- The targeted chamber is now impassable to all moveable entities, and no path can be traced through it.
If the Hull Breach token results in one or more characters being trapped in a chamber because the only exit is blocked by a Security Door, return the Security Door token to the supply.
Valley Forge Track References
Malfunction Track
The Malfunction track represents the escalating issues caused by the lifeform being onboard. As the tracker reaches each space, perform its associated task:
- The lifeform places a Power Outage token. It's draining power to surge into the Android!
- "Android Malfunctions!": The android becomes active. Place it on the Hypersleep chamber (A-Deck).
- Advance Self-Destruct tracker one space.
The Malfunction tracker can still be advanced even if the android has been destroyed.
Android Status Track
The Android Status track represents the crew's progress towards destroying the android.
When the tracker reaches the "Destroyed" space:
- The android is destroyed; remove it from the game.
- If the Security Door token is in play and is on its Half-lock side, flip it to its Full-lock side.
The text referring to the number of tokens indicates how many Mission tokens the lifeform may remove from the Shuttle Loadout when the android enters the Remora, as defined by the space the tracker is positioned on at the time. Once the tokens are removed, the tracker is moved to the "Destroyed" space, resulting in the android's destruction per above.
Cocoon Track
The Cocoon track represents the lifeform's growing control over the environment of the Valley Forge.
There are two Cocoon tracks, but only one of them is used each game:
- 2-player game: use the "Cocoon 2P" track.
- 3- or 4-player game: use the "Cocoon 3P/4P" track.
On the track, the text referring to "MAX HAND" prescribes the lifeform's maximum hand size, which is set to the size defined by the space the tracker is on. Above this is the Evolution number, which indicates how many cards you may discard before completing a Lurk activity.
When the tracker reaches the final space:
- 2-player game: Move the Overheating token up one space on the Coolant column in the Shuttle Loadout. This defines the new minimum number of Mission tokens that must be on that track before the Remora can be launched.
- 3- or 4-player game: The lifeform performs these three steps in order (as represented by the icons shown on the final space):
- If the third lifeform is not on the Valley Forge: Place the third lifeform image in a character-free Vent chamber.
- Perform a Reality Calibration.
- Remove one Mission token from a chamber on the Valley Forge (i.e. not the Shuttle Loadout) and return it to the token pool.
Self-Destruct Track
The Self-Destruct track represents how many minutes remain before the Valley Forge self-destructs.
When the tracker reaches or passes each space, perform its associated task as defined by its number and icons (if any):
- The lifeform may place a Terror token. (Placement rules are defined in the Token Reference, page 48).
- 20-minute mark:
- The lifeform gains a Vent token.
- The lifeform must secretly choose one of the three Stowaway cards. The chosen Stowaway card is placed facedown on the white halo space linked to the Remora. The other two Stowaway cards are removed from the game, unseen by the crew.
- Characters are now permitted to enter the Remora.
- 10-minute mark:
- All Heat Analyzer tokens are removed from the game.
- The lifeform is now permitted to execute the Android-Pathway-Deviation action.
- 9-minute mark: From hereon, the Remora can be launched even if characters remain on board the Valley Forge.
- Explosion: The Valley Forge self-destructs. The lifeform immediately wins the game!
Shuttle Loadout
The Shuttle Loadout represents the crew's progress towards gathering enough equipment aboard the Remora to allow them to survive long enough to be rescued.
The Shuttle Loadout contains five columns - Improvised Weaponry, Coolant, Energy Cells, Halon Gas, and Spacesuits. When a crew member collects a Mission token, they choose a column with an empty space and place the Mission token on the bottommost empty space within that column.
When a Mission token is placed on a space with one of the following bonuses, the crew member placing the token performs its associated task:
- Picks up the Flamethrower card from the linked white-halo space and adds it to their hand.
- Remove a Power Outage icon: Removes a Power Outage token from the gameboard, returning it to the supply.
- Move a Power Outage icon to Adjacent Chamber: Chooses a Power Outage token on the gameboard and places it in an adjacent chamber, via corridor or tunnel. (Placement rules are defined in the Token Reference, page 48).
- Draw a Card: Draws a Crew card.
Example: Andrew places the fourth Mission token on the Improvised Weaponry column. He immediately picks up the Flamethrower card from the gameboard, adding it to his hand.
If Mission tokens are removed from the Shuttle Loadout (Example: by the android reaching the Remora), and it uncovers bonus spaces, placing Mission tokens on these spaces will provide the bonus again. Exception: The Flamethrower card can only be picked up once.
Coolant track: The space marked 2P indicates where the Overheating token is placed during setup in a 2-player game, and this defines the minimum launch requirement. The space marked "3P/4P" is a reminder that in 3- or 4-player games, the red bar is used to define the minimum launch requirement.
Energy Cells: The numbers 4, 3, 2, and 1 are used at the beginning of the Showdown stage. The highest value not covered is how many Lifeform cards the lifeform will receive at that point.
Halon Gas: This column consists of three compartments - the bottommost consists of two spaces, the middle three spaces, and the topmost four spaces. At the beginning of the Showdown stage, the crew will receive one Halon Gas Blast token for each full compartment, and each token allows them to win a fight during that final Showdown (page 38).
Example: If the Halon Gas column contained four Mission tokens, the bottommost compartment would be full, and the middle compartment would contain two of the three Mission tokens required to fill it.
Token Reference
Large Tokens
| Token | Description |
|---|---|
| Data | These are collected by a crew member when they execute the Circuit Board action. They may be used during the Showdown stage to cancel fight icons. |
| Halon Gas Blast | The crew acquire these at the beginning of the Showdown stage, one per each compartment filled by Mission tokens in the Halon Gas column of the Shuttle Loadout. They're used to cancel a fight during the Showdown. |
| Heat Analyzer | Each crew member receives one Heat Analyzer token during setup. They may use it to perform a Heat Analyze activity. All Heat Analyzer tokens are removed from the game when the Self-Destruct tracker reaches or passes the 10-minute mark. Character Note: Overman and Villalobos have abilities that use Heat Analyzer tokens in different ways. |
| Lifeform Identifier | These tokens are used by the lifeform when they perform a Reality Calibration. They're used to identify which lifeform image represents the real lifeform, and which are sensor ghosts. The lifeform may examine their chosen Lifeform Identifier token to confirm the identity of the real lifeform at any time. |
| Remora | During the Starship stage, the Remora is docked at the Shuttlebay (C-Deck). During the Showdown stage, it can be used to cancel a fight. Suck it out of the airlock! Whilst docked at the Shuttlebay, the Remora token is considered a chamber, but only for the purposes of movement. Tokens cannot be placed on the Remora. Lifeform images cannot move into or attack into the Remora. No character is permitted to enter the shuttle before the Self-Destruct tracker reaches or passes the 20-minute mark. The android and the Ship's Cat have no such restriction. Characters cannot leave the Remora once aboard, but they can divert power from the shuttlecraft. On their turn, a crew player may discard a card, and remove an energy cell from the loadout, to do one of two things: (1) ELECTRIFY DECK PLATING to move all lifeform images on the Shuttlebay and Docking Hub-1 to adjacent chambers; or (2) SHUT EMERGENCY BULKHEAD DOOR to place the security door token on the Docking Hub-1 exit - remove this token at the start of their next turn. |
| Vent | The lifeform receives these during setup. She may use one to perform a Use Vent activity (which executes a Vent action). When the Self-Destruct tracker reaches or passes the 20-minute mark, the lifeform gains an additional Vent token. |
Small Tokens
| Token | Description |
|---|---|
| Cocoon Chamber | This token is placed by the lifeform through the resolution of a specific Secret Objective card by the crew. It's placed on a chamber, which becomes a cocoon chamber (whilst keeping all other attributes the chamber may have). It allows the lifeform to execute Cocoon actions in that chamber. If the chamber is subjected to the Flamethrower-Cocoon action, remove the token from the game. |
| Harpoon | These are gained through various character's Survival abilities. They may be used during the Showdown stage to cancel part of a fight. |
| Hostility | These tokens are acquired by the lifeform at the beginning of the Showdown stage, dependent on where the Hostility tracker ended. They are used during the Showdown stage to increase the lifeform's strength during a fight. |
| Hull Breach | This is placed on a chamber by the lifeform when they use their Hull Breach Survival ability. No entity can move into that chamber, nor can a path be traced through it. |
| Mission | These represent equipment, tools, supplies, and spacesuits. These are placed on chambers during setup, and by other various means, and are collected by the crew and placed on the Shuttle Loadout to allow the Remora to be launched. Mission tokens cannot be collected by hidden characters. The only limit to the number of Mission tokens in a chamber is the number of Mission tokens in the game. If a Mission token needs to be placed but there are none in the token pool, no token is placed. |
| Overheating | This is only used in the 2-player game, and is placed during setup. It sets the minimum requirement for the number of Mission tokens needed on the Coolant track on the Shuttle Loadout for the Remora to be launched. |
| Power Outage | These represent dangerous, darkened areas aboard the starship Valley Forge. They're placed on chambers by the lifeform by various means, but it's possible for the crew to remove them. Placement rules are: They can only be placed on Valley Forge chambers, and only those chambers not containing the Mission-number icon. Example: Shuttlebay (C-Deck). They cannot be placed on the Remora. If the rules say to place a Power Outage token in a chamber, but that chamber already has one, no token is placed. The chamber keeps its existing Power Outage token. A chamber either has power or it doesn't! If a Power Outage token needs to be placed but there are none in the token pool, no token is placed. |
| Pumped Coolant | These are introduced by, and their rules governed by, Terror cards that reference them. |
| Security Door | This is introduced by a crew member executing a Security Door action. They place the token on one corridor or tunnel with its Full-Lock side faceup. This door is known as a Security Door. The Half-Lock side will only be used when the android is halfway through their attempt to pass through the door. The token can be removed by the lifeform executing the Security Door Removal action. Regardless of which side is faceup, no moveable entity may move through this door. The Security Door token cannot be placed on the corridor between the Shuttlebay (C-Deck) and the Remora. |
Card Reference
Secret Objective Cards
The Secret Objective cards drawn during setup belong collectively to the crew, rather than to individual crew members, and are kept secret from the lifeform until they're resolved. Any crew member can inspect the Secret Objective cards at any time.
Immediately any one objective on a Secret Objective card has been completed (some cards have one objective, some have two), the card is revealed, shown to the lifeform, and removed from the game.
All drawn Secret Objective cards must have been completed and removed from the game before the Remora can be launched!
Character Note: Overman has an ability to immediately complete an objective.
The following rule clarifications are provided for specific cards.
Torch cocooned crewmates: This card requires that this objective be completed in a Cocoon chamber before the players can launch the shuttle. The may be executed even if the Cocoon tracker hasn't moved from its starting position (page 45).
Terror Cards
Dragging its victims into the cooling shafts card: This card may have two killed characters placed upon it. It's played to initiate a special fight at the start of the Showdown stage, at which time:
- if one character has been collected by the lifeform, the card will be worth one claw icon;
- if two characters have been collected, the card will be worth three claw icons.
The card does not count towards the lifeform's hand size.
Credits
Game Design: Mark Chaplin and Toby Farrands
Publishing & Production: Tristan Hall
Art & Graphics: Víctor Pérez Corbella, Nicoleta Stavarache, Gary Simpson, and Chechu Nieto
Starship Blueprints: Gary Simpson
Rulebook Layout: Chris Clement, Tristan Hall
Rules Development: Mark Chaplin
Rules Editing: Patrick Brennan and Toby Farrands
Extra special thanks: Andrew Reid, Mark Lowe, Andy Leach, and Andrew Davis.
Special thanks: Roger Corman, Alan Dean Foster. Ron Cobb, Dan O'Bannon, Ronald Shusett, HR Giger, and Ridley Scott.
Playtesting: Elsa Bartley, Bryan Hoadley, Tristan Hall, Simon Rippin, Matt Goodwin, Christopher Jarvis, Tom Bailey, Luca Zanoli, Sam Lawton, Dave Chappell, Mike Barnes, Heather Leach, Marie Breedon-Jones, Harry Clifford, Martin Steventon, Paul Newton, Matthew Suker, Jace Burrett, Simon Haas, Hannah Weatherill, Corvayn Esdren, Kate Hooley, Ellie Farrands, Alex Foster, Kathryn Caple, Robert Feyerabend, Elaine Clifford, Leigh Caple, David Ainsworth, Aleksis Williams, Scott Moore, Jon Merrifield, Katie Strong, Ilyas Jalisi, Chris Pownec-Ward, Everyone at Fan Boy Three, Paul Kellett, Daniel Higham, Tom Marland-Griffiths, Judgement Dave, Giles Pound and Robert Fairlie-Cuninghame.
We would also like to thank the insightful, courteous, and encouraging BoardGameGeek.com community.