Now available as a PDF in the files section
Rules changes-
Cowering
Cowering only heals 2 health, unless at Airducts or Mess Hall where it heals 3 as previously.
Time Passes
Time starts at 2000 hours and finishes at midnight, there are 4 hours in the game.
Winning the Game
You win the game by-
- Finding the colonists in Command
- Causing the reactor in the Atmospheric Processor to meltdown in the Reactor Coolant location
- Evacuating with the Dropship.
Dropship
When a Dev card shows "Signal Dropship for evac" for your time, you may draw the next Dev card, looking for the location shown on the new Dev card. The Dropship has landed in this location, you have until midnight to reach it. Reaching the Dropship before completing the first two objectives is a loss, with only completing one objective, a minor victory.
If the specified location has not yet been placed on the map, discard the Dev card and draw another until this is no longer the case.
Alien Queen
When a Dev card shows "Alien Queen" for your time, the Queen appears in your location. She is indestructible and must be run away from. She will move into your square each turn until you reach the Dropship and escape, or die.
Outside tiles-
ZIMP = AIMP
Garage = Landing Grid= Start
Yard = Dorms
Garden = Mess Hall = +1 health if cowering
Patio = Entrance = Transfer to interior areas of the Atmosphere Processor
Graveyard = Command = Resolve a new card to find colonists
Sitting Area = Side Road
Yard = Barren area
Yard = Main Road
Inside tiles-
Foyer = Elevators
Bedroom = Corridor
Dining Room = Stairwell = Transfer to Hadley's hope outside areas
Family Room = Intersection
Bathroom = Bathroom
Evil Temple = Reactor Coolant = Resolve a new card to damage coolant tubes
Storage = Medlab = May draw a new card to find an item
Kitchen = Airducts = +1 health if cowering
Cards-
Item | 2000 | 2100 | 2200 | 2300 | Location
Flamethrower | Something is creeping up on you | Item | 6 Aliens | Signal Dropship for evac | Landing Grid
Flare | You think you hear something | You find some rations +1 health | 4 Aliens | Alien Queen | North Lock
First Aid Kit | Found spare slap-patch +1 health | Item | 4 Aliens | 5 Aliens | Mess Hall
Smartgun | 2 Aliens | Find survivor - may move to Airducts if available | 5 Aliens | Signal Dropship for evac | Entrance
Knife | Slip in nasty goo -1 health | 3 Aliens | Signal Dropship for evac | 5 Aliens | Command
Pistol | Item | 4 Aliens | Game over man! Game over! -1 health | 7 Aliens | Side Road
Pulse Riffle | 3 Aliens | Acid drips on you - loose an arm -2 health and only one weapon can be held | 6 Aliens | Signal Dropship for evac | Barren area
Shotgun | Item | 3 Aliens | Uh..I'm gettin' lot's of movement ... multiple signals ... somethin's movin' and it ain't us! -1 health | Item | Main Road
Spare Ammo | 3 Aliens | Lock does not cycle - discard the next Dev card | Item | 5 Aliens | Landing Grid
Interior:
Exterior:
Dev:
Counters:
Last edited on 2008-09-25 20:31:46 CST (Total Number of Edits: 23)





















































