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ADELE Rulebook-V2.1

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A GAME BY ART BY

ALBERT REYES JOSÉ SOTO

“ADELE, open the bay door!”


“Sorry, Emma, I’m afraid I can’t do that…”

After many years or careful planning, the first manned expedition to Mars takes flight. All humanity bids farewell to
the Deimos, the first spacecraft of its generation, a whole new design equipped with the best systems technology
can provide, including a super AI that supervises it all: an Advanced Device of Electronic-Living Engineering, most
commonly known as ADELE. A new era for humanity and their relationship with space has begun!

Just a few days after leaving Earth, peculiar incidents start to happen… Small things, to begin with: a system disconnected
at an inopportune moment, a mistake in programming, nothing serious. It is when one of the crew members almost dies of
asphyxiation while sleeping in her own room that they are forced to accept the hard truth: ADELE, the central AI, has become
hostile. The race for survival starts. Can the crew disconnect the rogue AI? Or would it be best to escape the ship on a
shuttle? What’s clear is that they need to be as subtle as possible or ADELE will figure out their intentions.
Will they manage to survive or will they end up floating in space, where no one can hear you scream?

COMPONENTS

1 Main Board 1 ADELE Console 4 Crew Boards 4 Crew Screens

28 Cubes 4 Astronaut 1d20 and 1 Energy


27 ADELE cards 25 Event Cards (6 of each color + 4 white)
Meeples 4d6 Cube

6 Hatch 4 Impact
52 Hazard 19 Mission 32 Object 6 Anomaly 16 Charge Closed 2 Alert
Tokens Tiles Tiles Tiles Tokens Tokens Terminal Tokens
Tokens
1 Cloth 1 Rulebook + 2 Player Aids
Bag + 1 Solo Rulesheet

8 Inventory 1 Turn 1 “No Return”


Disabled Tokens Marker Marker
1.0 THE GAME: HOW TO WIN
In ADELE, all players (except one) will play the role of crew members who try to find the necessary items to complete one
of the two possible missions: either disconnect ADELE or escape the ship. The remaining player will take the role of the
rogue AI that tries to impede the other players’ mission.
Both missions require specific objects to be delivered to specific locations on the ship. The knowledge of where to deliver each
object is fragmented among the crew members, so it is important they coordinate to find the objects and bring them to the
appropriate locations, always trying to hide this information from ADELE. Every mission also requires a specific condition to be
met to succeed. If time runs out before completing one of the missions or one of the crew dies, ADELE wins.

2.0 SETUP
For a game with 3 to 5 players, follow these instructions (for 2 players, see 11.0 and for 1, see the separate Solo Rulesheet):
1 Place the main board on the table, in a central position reachable for all players. You can choose either to play on
the Deimos or on the Phobos. Both ships are divided in five different sectors (with 4 locations in each one, for a total
of 20) identified by colors: yellow, blue, red, green and gray.
2 Choose a player at random (or by consensus) to take the role of ADELE. This player gets the ADELE console (and
must use the side of it that matches the number of players), the hazard tokens, the ADELE deck and her energy
counter. This player (referred to as ADELE from now on) must choose 4 anomaly tiles at random and place them
on their space on the console. Discard the rest of the anomaly tiles back into the box. Put all hazard tokens in the
bag, draw 4 and place them in matching spaces on the console, as much to the left as possible. Finally, remove
the 2 extra special cards ( ) , shuffle the rest of the deck and draw 4 cards. and place the energy counter on its
starting position. If you are an experienced player, instead of removing the extra cards, you may remove any 2 other
special cards instead.
3 The remaining players take one Crew Board each (deal them out randomly or by consensus), along with the mat-
ching screen, dice and cubes. Place 1 white cube on the leftmost space of the life track and 4 player color cubes
on her action zone. The remaining cubes will be used to mark knowledge of certain mission locations, as explained
later. Finally, each player takes the object printed on their board and places it there, face down.
PLACE ALERT TERMINALS ON THE
2 COMPUTERS IN LOCATIONS 3 AND 17 6
ADELE CHOSES
4 ANOMALY TILES
AT RANDOM
AND PLACES
THEM ON HER
CONSOLE

6 4

RESOLUTION
SPACE
9 6
9
EVENTS
DECK

ADELE DRAWS 4 HAZARD


2 TOKENS FROM THE BAG AND
PUTS THEM IN THE MATCHING
SPACES ON HER CONSOLE, 1
MAIN BOARD
AS MUCH TO THE LEFTMOST
AVAILABLE SPACES

ADELE’S CONSOLE 2 2 ADELE’S DECK

2
4 Select 1 copy of each of the following objects: fire extinguisher, space suit, flashlight, battery and tracking dro-
ne. Place those 5 objects face down on the box printed on the ship. Select the 7 mission objects, 2 copies of the
object parts, 1 battery object and add 10 of the remaining objects, selected randomly and without looking at them.
Shuffle these 20 objects face down and then put one in each location on the ship, still face down. Return all remai-
ning objects, without looking at them, to the box.
5 For each crew member, roll the d20 and place their miniature on the matching location. Two players cannot start in
the same place. If this happens, reroll the die until each player is in a different location.
6 Place the Alert Terminals on the computers in locations 3 and 17.
7 Place the turn marker on the space assigned for the number of players present. Place the “No Return” marker on space 1.

8 Shuffle all Sector Mission tiles (except for the one


marked X) face down and place one in each of the
5 spaces on the Mission Track (one in the central
space and one in each of the two spaces to the ri-
ght and left of that. The ones at each extreme have
fixed locations already printed on the track). Then
assign a cube from the designated player for each
Mission tile, as indicated in this chart >

Return all remaining Mission tiles to the box, except for the one marked X, without looking at them.
Keep this last tile (with the X) near the Mission Track.

9 Prepare the Event Deck. In a 4- or 5-player game, remove the Silence event cards from the deck. Shuffle the remai-
ning cards and place the resulting deck on its space on the board. Turn the first card face up.
10 Leave all remaining tokes near the board, for when they are needed.

PUT 1 SECTOR MISSION TILE IN


4
EACH OF THE 5 SPACES ON THE PLACE THESE FIVE
8 MISSION TRACK OBJECTS FACE DOWN
ON THE BOX PRINTED
ON THE SHIP
KEEP THE SECTOR MISSION TILE
8 MARKED “X” NEAR THE MISSION
TRACK
8
ASSIGN A CUBE FROM THE
8 8 DESIGNATED PLAYER FOR EACH
MISSION TILE, AS INDICATED IN THE
8 CHART

5 “NO RETURN” MARKER

4 7 3 EACH PLAYER TAKES THE


OBJECT PRINTED ON THEIR
BOARD AND PLACES IT
HERE FACE DOWN

3 CREW SCREEN

7 WHITE CUBE ON THE 3


LEFTMOST SQUARE CREW BOARD
OF THE LIFE TRACK
4 ACTION CUBES
3 CREW DICE
3.0 THE GAME TURN
The game is played over a fixed number of turns, depending on the number of players. On each turn, phases are played in this order:

EVENT PHASE. Place the first card from the event deck on the resolution space, covering the previous one, if any.
This event will be active on this turn. Some produce an immediate effect, while others apply for the whole turn. Re-
member to turn the first card of the event deck face up, so everybody can see what will be the event for the next turn.

PLANNING PHASE. All crew members must cover their boards with their screens and then assign their 4
action cubes to the various available actions.

ADELE PHASE. In this phase, ADELE manages her console and places hazards and anomalies on the
board through these steps:
1 Draw as many hazard tokens as indicated on the console and place them on their matching
spaces, starting with the least expensive (i.e. from left to right).
2 Play as many cards as desired, in any order, to place available hazard tokens on the board by
expending the necessary energy. Anomalies can also be played as long as all costs are paid (see
section 8.0 ADELE for details).
3 Discard as many cards as desired and then draw up 4 cards. Also, increase the available energy
by the amount indicated on the console.
RESOLUTION PHASE. The crew members remove the screens, showing the actions they have planned.
Then, all hazards in crew member locations resolve their effects.

ACTIONS PHASE. The crew members, in the order they desire, resolve the actions they have program-
med (one player has to resolve all their actions before another can start).

UPKEEP PHASE. Reduce the charge of all objects by one and remove all the tokens in the game that stay
“until the end of the turn”. Move the turn marker one space down.

4.0 THE MISSIONS


In order to win, the crew members must accomplish one of the two possible missions, either deactivate ADELE (blue
mission) or escape the ship (red mission). To succeed in either, they have to use 4 specific objects in 4 specific places
on the ship and also meet this condition:

DEACTIVATE ADELE ESCAPE THE SHIP


There must be no impact The turn marker cannot be beyond
token on the board the “no return” marker.
(see event Impact in 6.1 Events) It can be in the same space (see event Drift in 6.1 Events)

IMPORTANT: As you can see on the Mission Track, the Retina Lens is common to both missions (it must be delivered,
no matter the mission) and the locations where the last object of each mission must be delivered (the Helmet for the
red mission and the Axe for the blue one) are fixed and printed on the track.

The location where the first 3 objects needed to complete each mission have to be delivered is secret, defined by the
Sector Mission Tile on its space. Beside each of those objects, there will be a cube that defines which crew member
knows this information. This player can look at this Sector Mission Tile at any time but cannot show it to anyone. If two
crew members are, at any time, at the same location, both can allow the other to look at their Sector Mission Tiles but,
once they split again, they should remember what they saw, as they cannot look at each other’s tiles until they meet again.
The first 3 objects in a mission can be activated in any order. To do this, a crew member carrying the object has to be
successful on a special action (see actions, in section 7.0) in the correct location. If this happens, reveal the object and his
matching Sector Mission Tile to prove the action was taken in the correct place. Leave the tile face up and return the object
to the box. Objects from both missions can be successfully delivered, as both missions can be attempted at the same time.
The fourth object of each mission (the Axe in the blue mission and the Helmet in the red one) can only be delivered
after the other 3 objects have been successfully delivered and the condition for this mission is met. If this happens,
the crew members win. If, by the end of the turn numbered 1, this is not accomplished, ADELE wins the game.

4
5.0 THE SHIPS
Both the Deimos and the Phobos are divided into 20 locations. Each one of these has a computer where special ac-
tions can be performed. There are 6 special locations on the ship that also have a terminal. Each of these terminals
allows the crew to perform some very powerful actions that can only be performed there (see 10.0 Terminals). Also,
some rooms have a hatch that can be used to go out into space (see 7.3 Moving outside the ship).

TERMINAL TERMINAL

DOOR COMPUTER
FRAME

COMPUTER HATCH

6.0 EVENT CARDS


On the first phase of each turn, the event on the top of the deck becomes active, unless it has been deactivated (see
special actions in 7.0 The crew). If the event has an immediate effect, it is resolved now. If it creates a continuous
effect, this effect is active until the end of the turn.
Some anomalies are triggered when certain icon appears on the event card (as described in 8.2 Anomalies). The co-
lored hex on event cards is only relevant for an ADELE special card or if the Selective Attack anomaly is active. Events
also affect players outside the ship.

6.1 THE EVENTS

STRESS EVASIVE MANEUVER


The oppressive atmosphere is The ship lurches suddenly. All
unbearable. All crew members crew members must succeed on
modify their Spirit by -1 until the a Spirit roll or suffer a wound.
end of the turn.

MALWARE DRIFT SILENCE


ADELE overchar- The ship drifts Nothing happens
ges the onboard from its course. this turn (noti-
computers. All spe- The “No Return” ce that certain
cial actions require marker advances anomalies can be
an extra action 1 space up. triggered anyway).
cube this turn.

IMPACT
Something hits the ship. Roll the d20 to determine the impacted location and place an impact
token on it. Crew members in this location suffer 1 wound. The computer and terminal (if any) in
this location cannot be used until the impact token is removed but the location is otherwise una-
ffected (it can be entered, objects there can be picked up, hazards can be placed, etc). A location
cannot have 2 impact tokens (roll again if necessary).

5
7.0 THE CREW
Every crew member has their own board.
Every crew member can carry up to 4 objects and they already have one at the beginning of the game (as indicated on their
board). If, at any time, a crew member is carrying more objects than their capacity (because they have picked one up or
because they have received a wound and, because of this, reduced carrying capacity), they must discard all excess objects
(player’s choice) in their current location, always face down.
All crew members have 6 spaces on their life track. Every time they suffer a wound, they must move the cube one space to the right.
If a crew member suffers enough wounds to reach the last space of his life track, he dies and the whole crew loses the game.
The Spirit value is very important to avoid being wounded and to succeed on some actions. Every time a situation
requires a Spirit roll, the player affected must roll his d6. If the result is equal to or less than his Spirit, the roll is
a success and the crew member has managed to avoid the wound or succeed on his action. If the number rolled is
higher, he has failed and must face the consequences.
Each crew member has 4 action cubes to distribute
CHARACTER INVENTORY
ABILITY STARTING OBJECT among the five possible actions during the planning phase
SPIRIT each turn. It is important that players hide this planning
with their screens to prevent ADELE from knowing their
intentions.
All the actions (except for special actions) require 1 ac-
tion cube to be performed, but more cubes can be added
to make the action more than once in the same turn or to
counter some adverse effect (like the Malware event, for
example). During the action phase, the active crew mem-
ber performs each action by discarding the corresponding
action cube, until he runs out of cubes or no longer wants
to use them (the use of the programmed cubes is never
mandatory).
LIFE TRACK Crew members can play in any order they desire, but the ac-
ACTION
SPACES ACTION CUBES
REQUIRED 4 ACTION
CUBES tive player must end their turn before another crew member
can become the active player and take their own turn.

THE ALLOWED ACTIONS ARE:


SEARCH: USE OBJECT:
Take a look Flip a non-mis-
at an object sion object you
in your are carrying
location. face up. From
You may now until you
ADVANCE: Move to an UNLOCK DOOR: move it to your inventory (this are forced to discard it, this
adjacent location as long Discard a “Blocked may cause you to have too object gives you the advantages
as the door that connects Door” hazard token from many objects and force you to listed in the object chart (see 9.0
to it is not blocked. a door at your location. discard another). Objects).

IMPORTANT: A door frame between locations is needed to consider them adjacent,


even for removing a hazard using a Special Action.

SPECIAL ACTION: By using this action, you can achieve one of these things:
If you are in the correct location, deliver a mission object.
Activate the effect of a terminal (see 10.0 Terminals).
Discard a “Espionage”, “Hypoxia” or “Darkness” hazard token from this location or an adjacent one.
If the “Hatches Closed!” anomaly is in effect, unlock a hatch in this location or adjacent to
the space section you are in.
If you are in a space section, remove an Impact token on an adjacent location.
The special action is a little different from the others. It cost you 3 action cubes to perform, but you may, as an option, try it for
just 2. If you do, you must succeed on a Spirit roll to perform this action successfully. Usually, you will prefer to secure the
action, but sometimes you need this extra cube for something or a hazard gives you no choice but to take the risk.

6
7.1 WOUNDS
Some elements of the game can cause wounds to the crew members, like events, hazards and anoma-
lies played by ADELE. If you suffer a wound, move your marker on the life track one space to the right.
At a certain point, wounded crew members start losing carrying capacity.
To reflect this, put a token on one of the spaces for objects in the
IF THE CUBE MARKER REACHES
THESE SPACES, THE CHARACTER personal board to mark that this particular space is unavailable.
LOSES ONE SPACE FOR CARRYING If the cube marker on the life track reaches the last space, the crew member
AN OBJECT IN HIS INVENTORY
dies and ADELE wins the game. By using the First Aid Kit or the terminal in the
infirmary, crew members can recover from wounds. To reflect this, just move
the marker on the life track as many spaces back to the left as needed. You
cannot heal more than what the life track shows. When you recover wounds, it
is very possible that you will also recover some carrying capacity. Remember to
IF THE CUBE MARKER REACHES remove the tokens from the object spaces to reflect this.
THIS SPACE, THE CREW MEMBER
DIES AND ADELE WINS THE GAME Note that there is a way to die without suffering wounds: if you are outside of the ship
and you are forced to discard your active space suit (see 7.3 Moving outside the ship).

7.2 COMMUNICATION BETWEEN PLAYERS


Crew members can talk as much as they want about the game, but they have to do it loud enough for everybody to
hear, ADELE included.
Two crew members in the same location can allow each other to secretly look at the tiles they know on the Mission
Track, show the other player the objects they carry and exchange them without restriction. It seems like a good idea
for crew members to try to meet during the game to share as much information as possible between them.
However, those two crew members cannot talk secretly, show anything to non-present crew members or show each
other sector mission tiles known from the other crew members, even if their content has been revealed to them on a
previous meeting.

7.3 MOVING OUTSIDE THE SHIP


A crew member with an active space suit can use an advance action to go through a hatch and move to the outside of
the ship. The exterior is divided into 4 sections. Some hatches allow movement to two different sections, while others
only have access to one of them. Once in space, the crew member can use another advance action to reenter the
ship via an adjacent hatch or to move to an adjacent section of space. They can keep moving and taking actions (like
removing impact tokens from adjacent locations) as long as the space suit remains active. If, for any reason, the suit is
discarded while the crew member is still on a space section, they die and ADELE wins the game automatically.
If the “Hatches Closed!” anomaly is active, all hatches are blocked and a special action is needed to remove the block
token and allow movement through it. This can be done in the same location as the hatch or from the outside, from an
adjacent section of space.

THROUGH SOME
THE BLUE PLAYER, HATCHES, YOU
WEARING A SPACE MAY MOVE INTO 2
SUIT, CAN USE AN DIFERENT SPACE
ADVANCE ACTION ZONES
TO MOVE INTO
ONE OF THE TWO
ADJACENT SPACE
AREAS. HE CAN
THEN KEEP MOVING
TO A NEW AREA OR
BACK TO THE SHIP
THROUGH A HATCH
HATCHES BLOCKED
BY THE HATCHES
CLOSED! ANOMALY
CAN ALSO BE
UNLOCKED FROM
THE OUTSIDE

7
8.0 ADELE
ADELE is not represented on the board but rather controls all ship systems from above. Unfortunately for her agenda, in order
to harm the crew members she must fight her programming and, because of this, she can only divert a limited amount of
energy and resources to her actions.
In every turn, ADELE gains a set amount of energy, hazard tokens and cards.
· Energy is needed to pay for all the actions she performs, be they placing hazards, activating anomalies or playing special cards.
ADELE starts the game already with 10/15 energy depending on the number of players (as her board indicates). At the end of
her phase, she adds 10/15 energy to the amount she had left over. (e.g she starts with 10 energy, uses 7, finish her phase at 3
and then gains 10 more, ending up with 13).
· The hazard tokens are the different ways ADELE has to mess with the crew members. When ADELE gets new tokens, she
must place them in matching spaces on her console, always the leftmost possible, i.e. the cheapest positions. However,
when ADELE places a token on the board, she must always use the most expensive of its kind, i.e. the rightmost one.
· The cards indicate which parts of the ship ADELE can affect. Besides some special cards, most of them show 2 specific
locations, identified by a number (and, to some degree, by the color). By playing one of these cards, ADELE may pay the
indicated amount of energy to place a hazard token from her console (remember, always the most expensive of its kind) on
one of the two locations shown on the card.
ADELE may play as many cards as she likes/can in the same turn, always limited by the energy she has and the hazard
tokens available. Some cards produce special actions that don’t necessarily place hazards on the board. Also, ADELE can
activate anomalies as part of her turn, as explained in 8.2 Anomalies.
Remember that, when she is done playing actions, ADELE may discard as many cards as she wants before drawing back to
4 cards. If there are no cards left in the ADELE deck, shuffle the discard pile to generate a new deck.

ENERGY ANOMALY ADELE’S


TRACK SPACES DECK

HAZARD
COSTS
HAZARD
SPACES

ADELE PHASE
REMINDER

8.1 HAZARDS
To place a hazard on the board, ADELE must first have the token on her console, play a card showing the location she
intends to play it on, and pay the energy cost listed on the console.
Most hazards are just placed on the indicated location, but others, like
the “Blocked Door” or the “Computer Failure” must be placed in a more
specific spot, as indicated in their descriptions.

Regardless, ADELE cannot place 2 identical hazards in the same place


(such as 2 “Hypoxia” in the same room, 2 “Blocked Door” on the same
door frame or 2 “Computer Failure” on the same computer or terminal).

ADELE can only put into play 1 hazard token per card (choosing one of ADELE PLAYS A CARD
WITH LOCATIONS 1/6TO PLACE AN
the numbers in it). If she wants to play 2 hazard tokens in a single location ESPIONAGE TOKEN ON LOCATION 1. TO DO SO,
ADELE MUST USE THE RIGHTMOST TOKEN
on the same turn, she must discard two different cards with that number, AVAILABLE IN HER CONSOLE AND SPEND
or do it via special effects (e.g. spreading a fire/hypoxia). THE REQUIRED ENERGY (3 IN THIS CASE).

8
ESPIONAGE: Place this hazard on the designated room. ADELE can secretly look at all the objects in this
room at any time. When a crew member enters this room or starts the Resolution Phase in it, ADELE can look
at all their carried objects and also attempt to discover one of the Sector Mission Tiles this crew member
knows (the ones with a cube of this player’s color beside them). To do so, ADELE takes both the tile she wants
to discover and the one marked with an X, shuffles them face down and secretly takes a look at one of them.
Afterwards, she shuffles them again and gives them to the player she’s spying on to place them back in their
places (so there’s a 50% chance that ADELE has seen the correct tile, but only she knows).

BLOCKED DOOR: Place this hazard on a door frame in 1


the designated room. No one can move through the door THIS TERMINAL IS DISABLED BY A
“COMPUTER FAILURE” HAZARD
until this hazard is removed.
2
HYPOXIA: Place this hazard in the designated room. All crew
members entering this room or starting the Resolution Phase in it 1 DOOR
FRAME
must discard one of their unused action cubes, if they have any. BLOCKED

FIRE: Place this hazard in the designated room. All crew


members entering this room or starting the Resolution Phase
DOOR FRAME
in it must succeed on a Spirit roll or suffer 1 wound.

DARKNESS: Place this hazard in the designated room. All actions performed in this room, including leaving
the room, have an extra cost of discarding an action cube. This cube can come from any programmed
action but, if the cube is not discarded, the action cannot be performed. If there is also a Fire hazard in the
same room, this hazard has no effect.
COMPUTER FAILURE: Place this hazard on a computer or a terminal to disable it. When a computer is
disabled this way, mission objects cannot be delivered in this room, no hazard tokens can be removed
using this computer and the hatch in this room cannot be unlocked. When a terminal is disabled this 2
way, its special action cannot be performed.
IMPORTANT: Discarded hazard tokens (either as a result of crew actions or because used to pay for an
anomaly) are put aside and not returned to ADELE’s bag.
8.2 ANOMALIES
At the start of the game, ADELE should randomly choose 4 anomaly tiles and place them in the reserved space on her
console, showing the reverse. These are the anomalies ADELE has available during this game. To activate any of the-
se anomalies, ADELE must discard 1 hazard from each of the sectors shown on the back of the tile and pay 5 energy.
The type of the hazard doesn’t matter as long as it is in a location of the correct color. Blocked Door hazards on a door
frame that connects rooms of different colors can be used as either. Remove all discarded hazards from the game.
When an anomaly is activated, flip it face up and move it to its space on the main board, to show that it is active from
now on. Every anomaly affects the game in its own way, as explained below:

HATCHES CLOSED! DEACTIVATED LOW BATTERIES: EXPLOSIONS: All PANIC: Once this SELECTIVE
Place a “Hatch Bloc- TERMINALS: All objects with Spirit rolls to avoid anomaly becomes ATTACK: Once ac-
ked” token on each The Alert Terminals charges get 1 getting a wound active, every time tive, in every event
hatch. This token become disabled as less charge when from a “Fire” ha- an event shows this phase, ADELE may
must be removed if they both had a activated. zard get a penalty anomaly icon, all play 1 hazard in a
with a successful “Computer Failure” of -2 to the Spirit crew members must location of the color
special action to hazard on them. Turn value. In any case, make a Spirit roll shown on the HEX
make move- both counters to the a roll of 1 is always to avoid suffering a of the event card.
ment through a red side to indicate a success. wound. This anomaly All costs, save for
hatch possible. that. triggers even if the playing a card, must
event is canceled. be met.

9
Example of ADELE activating an anomaly:

First, she pays 5 energy and selects which anomaly to play


from her board. She wants to activate the Hatches Closed!
one to trap a crew member in space.

Lastly, she places the anomaly face-up on the dedicated


space of the main board and activates its effect, thus clo-
sing all 6 hatches.
She discards a hazard from play (already placed on the
ship) for every sector color present in the anomaly tile. In
this case, 3 hazards: one from a green sector location (Fire
in #4), another one from a blue sector location (Espionage
in #17), and the last one from a gray sector location (Bloc-
ked Door between #8-#9, as it can be used as either color).

9.0 OBJECTS
At the start of the game, all objects in play may be in any of these 3 possible locations: in the possession of a crew
member, one in each location on the board, and 5 stacked in the laboratory. Unless an object is active, it should re-
main face-down at all times.

Using the Search action, a crew member can look at an object in a room and, if they so wish, move it to a space
in their inventory, on their personal board. This may result in exceeding their carrying capacity and, consequent-
ly, force them to drop another object. Suffering wounds may be another reason to be forced to drop an object.

Crew members cannot drop objects freely in a location. You can choose not to pick the object up after looking at it, in order
to leave it there for later (or for another crew member). You only drop an object if you already have the inventory full and
want to pick another object or if you take a point of damage that makes you reduce your inventory capacity.

9.1 TYPES OF OBJECTS


There are basically two kinds of objects: mission objects and utility objects.

MISSION OBJECTS provide no special advantages but are the key to winning the game. A crew member may
perform a special action, if they carry a mission object and are in the correct location (and the computer is not
disabled), to deliver the object. If the action is successful, turn the Sector Mission Tile face up to prove you are in
the correct room. Discard the object and leave the tile face up to show that this object has been delivered.
NOTE: If the location is not correct, turn the tile down again and keep the object in your inventory.

OBJECTS WITH CHARGE: when you use the Activate Object


action on an object with charges, turn it face up and then roll
your d6 to determine the number of charges it has >

Place a charge counter on the object to reflect this. From this moment on, this object is considered active and will provide
its carrier with certain special advantages, as listed on the Object Chart. Remove a charge from each active object on each
upkeep phase. If there’s no charge token left to remove, the object is discarded instead. Please, take note that the object is
not discarded along with the last charge, but the next turn, when there’s no more charges to discard.

ONE-USE OBJECTS: When you activate one of these objects, turn it face up, perform the associated action
.
and then discard it (unless the object description says otherwise)

PERMANENT OBJECTS: Objects of this kind also need to be activated with an action to become active but,
unlike the others, they stay in the inventory providing their advantages to the crew member carrying them.

10
IMPORTANT: When an object is active and is discarded, it doesn’t go to the location but is removed from play instead.
If players exchange active objects, the charges remain on the object.
If an object has to be discarded while in a space sector (outside the ship), it is removed from play instead.

9.2 CREATE OBJECTS


There’s a space in the laboratory that contains 5 objects at the start of the game. These objects can be created by two
possible ways:
1 By assembling 2 objects named “parts”, a crew member can secretly choose an object from the pile and put it in
their inventory. They must perform the Use Object action to achieve this but they can do it anywhere on the ship
(they only need one action although they’re technically using 2 objects).
2 By successfully using the Engineering Terminal (see 10.0 Terminals) in the laboratory, a crew member can look at
the remaining objects in the pile, secretly choose one and place it in their inventory.

1 2

10.0 TERMINALS
Besides the computer in each of the 20 rooms of the Deimos and the Phobos, 6 rooms also contain terminals that allow
the crew members to perform powerful special actions. Computers and Terminals are two different things. If ADELE
plays a Computer Failure hazard in a location containing both, she has to choose between disabling one or the other.

MEDICAL COMMAND COURIER ENGINEERING REPAIRING CENTRAL


TERMINAL TERMINAL TERMINAL TERMINAL TERMINAL COMPUTER
By successfully By successfully By successfully By successfully By successfully TERMINAL
activating this activating this activating this activating this activating this By successfully
terminal, a crew terminal, the terminal, a crew terminal, a crew terminal, a crew activating this
member can heal “No Return” member can give member can member can terminal, a crew
all wounds affec- marker retreats one of their objects create an object remove an Im- member can
ting themselves one space down, to another crew as explained pact token from remove a “Com-
or another crew but never below member located in 9.2 Create anywhere on the puter Failure”
member in this turn 1. anywhere in the Objects. ship. hazard from any
location. ship or get one computer or
object from them, if terminal.
both players agree.

ALERT TERMINALS: These are a special kind of terminal because they aren’t located in a speci-
fic room but rather move from one computer to another when activated. When a crew member
does so successfully, turn over the event card on top of the deck and roll the d20 to determine
the new location for that terminal (if the result puts it in the same room as the other Alert Termi-
nal, reroll). Next turn, in the events phase, this turned-over event will not take place and none of
its effects will be applied (but anomalies associated with the card can still be triggered). Keep in
mind that, unlike the other terminals, these work on the location’s computer and are therefore disabled by a “Compu-
ter Failure” hazard. Also, the “Deactivated Terminals” anomaly will render the computers these terminals are on use-
less. You can repair an Alert Terminal by normal means: using a Battery or activating the Central Computer Terminal.

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11.0 TWO-PLAYER GAME
In this version of the game, a lone crew member will face ADELE, the AI being controlled by his opponent. The setup of
the game varies slightly:

• Place the Blue Card on its space on the Mission Track.


This object is considered already delivered. Include another random
object in the step 4 of the setup to replace the Blue Card, as all loca-
tions must have a face-down object tile at the start of the game.

• The crew member player gets a copy of the tracking drone object
(discard all other copies from play). This drone starts the game activated, doesn’t take
up a space in the inventory and never runs out of charges (it is never discarded).
• Remove an Impact event card from the event deck.
• Don’t place cubes on the Mission Track. The crew member can inspect all of the sector
tiles at any time.

In addition to the changes to the setup, the Courier Terminal works a little different: by activating it, the crew
member can send any object in his inventory to a location of his choosing. This object will remain face down
in the location until the crew member picks it up again.

11.1 ADDITIONAL GAME RULES


In addition to the changes above, apply the following extra rules:
• The crew member gets 4 action cubes from another player color in addition to her own. The crew member can use
any or all of these cubes when performing her actions as extra cubes to be placed freely (like cubes gained with the
Stimulants object). Used extra cubes are lost for the rest of the game but unused cubes can be kept for future turns.
• Besides his initial object, the crew member can choose any non-mission object as an extra starting object.

GAME TURN
SEQUENCE
EVENT PLANNING ADELE RESOLUTION ACTIONS UPKEEP
PHASE PHASE PHASE PHASE PHASE PHASE

Designer · Albert Reyes


Art · Jose Soto
Graphic Design · Dossom Studio
Development · Pau Carles
www.dmzgames.es & Javi Caparrós

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