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Unsettled: Zehronn

Expansion for Unsettled

Unsettled: Zehronn Rulebook

Table of Contents

Table of Contents

  • Quick Setup
  • Planet Primer
    • Bonded Consciousness
    • Attunement
    • Attunement from Discoveries
    • Attunement from Nodes
    • Attunement & Movement
    • Timeline Trigger: Cerebral Overload
    • Drawing Knowledge from Alien Consciousness
    • Knowledge Blueprints
  • Reference & FAQ

Quick Setup

  1. Shuffle and stack the alien memory, basic knowledge blueprint, and complex knowledge blueprint cards into face-down stacks, separated by type.
  2. Set aside mystery cards A and B (either in the area designated for planet-specific cards or in the planet box) until referenced.
  3. Place the Dimensional Destabilizer token in the area designated for planet-specific tokens.
  4. Place the purple-square trigger token on the second from last space of the timeline.
  5. Don't peek! Yes, there is something unique and different happening on the backs of the discovery chits. Before placing the discoveries into their display, place them on the table face-up (illustration up) and mix them around. Then, set them into their display tray without looking at their backs.
  6. Survival tasks on Zehronn sometimes have nodes that are "set apart." Refer to the rulebook index entry for this phrase if confusion arises.

Planet Primer

Bonded Consciousness

As you investigate this world, you will encounter living alien memories; each with unique emotional needs. Convince these memories you can be trusted, and they will allow you to draw them into pieces of crystal small enough for you to carry with you.

Attunement

The different types of alien consciousness vary in disposition. Your attunement to these mental states affects your interactions with this world. You gain "attunement" from properties found on environment nodes and anomalies (each discovery has an anomaly).

Example: "reason attunement" (REASON).

If you possess a property, you are "attuned" to that term. Many effects will refer to your attunement or a node's attunement. What it's really asking in thematic language is whether you possess this property.

Attunement from Discoveries

  • The properties on anomalies grant attunement.

When you gain a discovery, the memories in that crystal have bonded with you because you have earned their trust. Because of this:

  • On Zehronn, you may not transfer possession of discoveries between explorers.

Attunement from Nodes

  • Each node grants explorers on that node an attunement.
  • Attunement gained from nodes is lost the moment you complete a move onto an adjacent node, or an effect removes you from that node.

Attunement & Movement

Some node edges require you possess a specific attunement to pass through.

  • The attunements shown on node edges are required to cross those edges. You may not cross a node-edge attunement requirement if you do not possess that attunement.
  • If you reveal a new node through movement and one of these restrictions obstructs that movement, return to your original node and retake your MOVE or TRAVERSE action in a different direction (or take a different action altogether). The new node remains revealed.

Intricate Situational Nuance:

  • If the node you are exiting and the node you are entering have the same attunement, you may successfully pass through node-edge requirements of these nodes. In other words, you don't lose your attunement from the node you're leaving until the end of your movement.

Timeline Trigger: Cerebral Overload

Over time, your mind begins to crumble under the intense push-pull pressure of the crystal — alien memories are being pumped into your head, the crystal is trying to rip yours free — it's not great.

Stray too far into alignment with the alien consciousnesses without other members of the crew alongside and you risk losing track of your humanity and your mind.

When the time marker reaches the cerebral overload (purple) trigger token: if you possess an attunement that no other explorer possesses, gain a distress.

Drawing Knowledge from Alien Consciousness

In these alien memories lies thousands of years of knowledge. You will be attempting to puzzle together pieces of alien knowledge in such a way that you can obtain the information you seek.

Knowledge Blueprints

When prompted to reveal "knowledge blueprints":

  • Draw the number of cards indicated and place them face-up in a row accessible to all players.

To complete a blueprint you must fill each discovery-shaped space with a discovery that meets the connection criteria (lines).

  • Explorers at a node titled "the Archive" may contribute discoveries they possess to blueprints using the ASSESS MEMORIES action. A line of connection on the discovery must match the line(s) indicated on the blueprint.
  • Once contributed, discoveries cannot be reclaimed, but they can be freely re-arranged (rotated, reconfigured, etc).
  • A blueprint does not need to be completed all at once. They can be completed by multiple explorers over multiple turns.
  • When the final piece is placed the blueprint is complete. The explorer who placed the final piece immediately draws and resolves an alien memory card, placing it next to their dashboard for the remainder of the game.

Complex Knowledge Blueprint card text: "If you place the completing piece, draw an alien memory card:"

Reference & FAQ

  • The prismatic gateways and the Archive (or wherever they current lead) are not considered to be adjacent to one another.
  • Some effects on Zehronn refer to "the explorer on your left." This means the human sitting clockwise from you around the table.
  • You are "attuned" to a term if you possess an anomaly with that property or if you are on a node that grants it.
  • You don't lose your attunement from the node you're leaving until the end of your movement.