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Unsettled: Vo'qorr

Expansion for Unsettled

Unsettled: Vo'qorr Rulebook

Table of Contents

Table of Contents

  • Quick Setup
  • Planet Primer
    • Overview: Schrödinger's Planet
    • Blocked Node Edges
    • Opportunities for Exploration and Discovery
  • Opening Passages
    • Short Passages
    • Long Passages
  • Moving Through the Caverns
  • Planet Primer, Continued
    • Reality Quakes
    • Properties & Discoveries
      • Cramped Property
      • Phased & Anchored Properties
      • Finicky Property Distinction
      • Discoveries Leaving Play
    • LUNA

Quick Setup

  1. Separate the environment cards by type—Cavern, Crystal, Flora, Rift and Unknown. Your chosen survival task will tell you which to use.
  2. Place the Rifting Reality card face-up where all players can easily read it.
  3. Place the temporary passage cards in the area normally reserved for anomaly cards. Vo'qorr has no anomaly cards, so you can stop looking for them.
  4. Set aside the investigated tokens, they are not used on Vo'qorr unless referenced.
  5. Place the reality quake (black double die roll) trigger on the 4th space of the timeline.

Planet Primer

Overview: Schrödinger's Planet

Vo'qorr is all about opening passages between caves, and contending with the environment's tendency to phase in and out of existence by anchoring (or unanchoring) it to your reality.

Blocked Node Edges

As you explore, you will find your way obstructed by cave walls. These "blocked" node edges are indicated by a new symbol, shown here.

→ Explorers and LUNA cannot cross a node edge with this symbol unless specifically told otherwise.

→ Nodes with this symbol between them are not considered adjacent.

Opportunities for Exploration and Discovery

Blocked node edges are not as impenetrable as they first appear, and can be tunneled through to create temporary passages. You must investigate for such opportunities!

On Vo'qorr, opportunities work differently than other planets; you can only perform the INVESTIGATE action on nodes with at least one blocked node edge symbol.

→ Once completed, opportunities instruct you to OPEN A PASSAGE, covering a local blocked node edge symbol (see next page).

→ Nodes with two blocked node edges can be investigated multiple times, but cannot have more than one moment marker at a time.

→ You may not investigate blocked node edges on adjacent nodes, only on your local node.

→ Discoveries gained go into your player inventory and no anomaly card is drawn.

Rifting Reality card. Once-Per-Your-Turn Free Action: Place a discovery from your inventory onto your node, or pick up a discovery from your node. Then, you may use one of the effects below (if its comprehension is present).

  • Collapse Tunnel (must be present): Dismantle a local passage and return it to the supply.
  • Attune to Reality (must be present): Gain: [symbol]. (The gain symbol on this card is an icon with no printed text; it is not reproduced here.)
  • Step Through a Rift (must be present): Place a local explorer on an adjacent node.

Opening Passages

You will find access to effects that let you OPEN A PASSAGE, usually—though not always—by completing opportunities. This will allow you to place passage cards and tokens onto the environment.

There are two types of passages, long and short, and each serves a distinct purpose:

Short Passages

When instructed to OPEN A PASSAGE, if the blocked node edge is next to (up against) another node, place a passage token between the nodes, covering the node edge on each.

Long Passages

When instructed to OPEN A PASSAGE, if the blocked node edge is not next to another node, place a passage token and two temporary passage cards out in one of these configurations: (the booklet shows a curved and a straight configuration; place either one).

When placing a long passage, the node at the other end is not revealed until a crew member moves through that passage.

Moving Through the Caverns

→ The crew explore like normal, moving (or being placed) into empty spaces to reveal new environment cards from the deck.

→ Passages are treated like node edges—the crew does not stop on them. Nodes connected by passages are considered adjacent.

→ If an environment card is revealed in a space connected to passages, slide it under them so those passages cover the aligned node edge.

→ Once placed, passages cannot be altered or removed unless specifically stated.

→ If you are out of passage cards and/or tokens, you cannot open more passages until components are returned to the supply. Too many passages would collapse reality.

→ If a move or effect reveals a node, and you would pass over a blocked node edge (see previous page) then whoops, you ran into a wall—return to your original node, leave the new node revealed. Your movement or effect is not consumed, you are free to try a different direction or do something else entirely. If a tunnel would cover that blocked edge, this does not apply.

Example: This explorer's node is adjacent to the other end of that passage, since the passage is just a big ol' node-edge. If an effect would place them "on an adjacent node" they could reveal an environment card at the other end of that passage and place themselves on it.

Planet Primer, Continued

Reality Quakes

Whenever the time token reaches the reality quake trigger the play area is altered by the effects of a reality quake.

→ Roll both discovery dice and add them together. Move the reality quake trigger that many spaces forward on the timeline.

→ Remove each node that is phased from the play area and shuffle them back into the environment deck. Resources and structures on these are returned to the supply.

→ If an explorer or LUNA are on a phased node it is NOT removed. Instead, all local explorers gain a distress. An explorer cannot gain more than 1 distress per quake.

→ Passages that become unconnected on both ends are returned to the supply.

Reality Shift card (distress). When gained: [symbol] unless more than one explorer gained distress this turn. Anytime: move this distress to another action space. (The symbol on this card is an icon with no printed text; it is not reproduced here.)

Properties & Discoveries

Vo'qorr's hazards are reflected in the properties of its environment and discoveries.

Cramped Property

Long-passages have the cramped property, which can only be moved through by a single explorer at a time. LUNA cannot pass through cramped spaces at all, unless enabled by an effect.

Cramped tile: "ONE EXPLORER, NO LUNA".

Phased & Anchored Properties

Locations on Vo'qorr are either phased or anchored, which determines how they react during reality quakes.

A node can swap between being phased and anchored by the use of discoveries.

→ Reminder: gained discoveries get placed in your inventory.

→ Discoveries can be placed or picked up from your node to change that location's property. Do this using the free action on the Rifting Reality card, which also grants a small bonus each time you do.

Finicky Property Distinction

On Vo'qorr, only the environment is considered to "possess" a property. Discoveries can grant a property to the environment by being placed on it, but an explorer carrying that discovery in their inventory is not considered to "possess" it. This is a very rules-y way of saying this: when reality quakes occur, discoveries in your inventory do not affect whether your node phases away. Only discoveries placed on the map have an affect.

Discoveries Leaving Play

If a discovery is ever removed from play, the discovery is not lost. Instead, it is placed in the discovery tray and its opportunity card is shuffled back into the opportunity deck.

LUNA

→ LUNA can help you place discoveries in hard to reach places, and doing so will also enable her to slip through passages she normally cannot.

Alter LUNA's Reality card. Place a discovery onto LUNA's node from your inventory. If you do, LUNA ignores cramped this turn.