Sequence of Play
Interaction Sequence
Action Points Notes Move to another room 1 Move carrying controlled Intruder 3 Construct Weapon 3 Pick up Object 1 Max 3 small or 1 small and 1 large (cages, flamethrowers) Drop Object 0 Unlock Freezer 0 All unlocked rooms self lock at end of turn Unlock Arms Room 0 Command Officers only Unlock Computer Room 0 Command/Science Officers only
Cage Intruder 1-5 if asleep, 1-2 otherwise and only in Life Stage 1
Catch Animal 1-3, cannot have more than 1 small item
Cage Animal Two person operation using cage and caught animal
Open Airlocks Everything in airlock/shuttle lock evacuated except Intruder with fast reflexes (check for powers before open)
Attack Intruder Command/Engineers only
Prod Intruder Roll per life stage, uncontrolled if metamorphosizes
Inventory Animals Science only, 2nd phase only,
turn up 1 counter in not used box
Launch Shuttle Only if past self-destruct 3 box, 2nd phase only,
carries 4 persons
Activate Freezer (to capture/freeze intruder)
Put Animal in Permanent Cage Science only, 2nd phase only, move to caged
animals box
Start self-destruct 2nd phase only, Command only
Stop self-destruct 2nd phase only, Command/Science only
crew action / self defense attack Die
RollSleep
Dart
BlasterBlaster
(Resistant)
GasImprov.
WeaponsFlame
Thrower1 IS/IS IK/IK IK/IC IK/IK+CK IK/IC IK/IK+CK 2 IS/IS I/IC IK/- IK/IC -/- IK/IC 3 IS/- IK/- -/- IK/- -/- IK/IC 4 -/- -/- -/- -/- -/- -/IC 5 -/- -/- -/- -/- -/- -/CK 6 -/CK -/CK -/CK -/- -/- -/CK
IK = Intruder Killed
CK = Crewman under attack Killed
IS = Intruder Put to Sleep
IC = Intruder cowers, does not attack
Thu Jun 8 18:19:39 PDT 2000
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