Rules reference, generated from the simulator’s own data.
Then the ship takes its turn: the clocks advance, every intruder in a room with a character attacks, fire injures intruders, an Event card resolves, and one token comes out of the Intruder bag.
| Action | Cost |
|---|---|
| Any basic action — move, shoot, melee, pick up, trade, craft | 1 card |
| Careful Movement | 2 cards |
| A room action | 2 cards |
| An action card | the card itself, plus its printed cost |
| An item action | the item’s printed cost |
Contamination cards sit in your hand like action cards but pay for nothing. They are the reason a bad deck gets worse.
Walk into an empty room and you roll the noise die. Walk into a room that already holds someone — crew or intruder — and you do not.
| Face | Count | Result |
|---|---|---|
| 1–4 | 4 of 10 | A Noise marker goes in the corridor with that number. If one is already there, an Encounter happens instead. |
| Danger | 3 of 10 | Every intruder in a neighbouring room walks in. If there are none, every corridor around you fills with noise. |
| Silence | 3 of 10 | Nothing. Unless you are slimed, in which case read it as Danger. |
No room has two corridors sharing a number, so a roll of 3 always means one specific corridor. Rooms with fewer than four corridors simply have rolls that go nowhere. The 12 technical corridor entrances all share one space: a noise marker there counts as being in every entrance on the ship at once.
An encounter clears the noise around the room, draws a token from the bag and puts that intruder in the room with you. Then it compares the number on the token with the size of your hand — fewer cards than the number and it gets a free attack before you can react. Holding cards is armour.
| Token | Attacks you below | Miniatures |
|---|---|---|
| Larva | 2 cards | 6 |
| Creeper | 3 cards | 3 |
| Adult | 4 cards | 8 |
| Breeder | 5 cards | 2 |
| Queen | 5 cards | 1 |
| Die face | What it does |
|---|---|
| miss (1 of 6) | Miss |
| weak (1 of 6) | Larva / Creeper only |
| medium (1 of 6) | Up to Adult |
| hit (2 of 6) | 1 Injury |
| crit (1 of 6) | 2 Injuries |
A hit puts injury markers on the intruder. Then you draw an Intruder Attack card and read only its blood value: equal to or below the injuries and it dies, above and it is still coming. Breeders and the Queen draw two and add them. Nobody ever knows how much more one can take.
Melee draws a Contamination card first and never deals more than one injury, and a miss costs you a Serious Wound. It is what you do when the ammo is gone.
Three Light Wounds become a Serious Wound. A 4th wound of any kind on a character already carrying 3 Serious Wounds kills them outright.
27 Contamination cards, 13 of them INFECTED, and you cannot tell which without a scan. Scanning an infected card puts a Larva on your board; a second one kills you and leaves a Creeper standing where you were. Reach the end of the game with contamination still in your deck and the final check may decide it for you.
The Time track runs 15 spaces. The hibernation chambers unseal at space 8; when the marker runs out the ship jumps and everyone still awake dies of the g-force.
The Self-Destruct track runs 6 spaces once armed. At space 3 it can no longer be aborted and every escape pod unlocks. At the end it takes the ship, the crew, the hibernating and the intruders with it.
There are 8 fire markers and 8 malfunction markers. Being told to place one you do not have ends the game there and then.
Winning takes two things: finish your objective, and survive — in a launched escape pod, or asleep in the Hibernatorium on a ship that actually reaches Earth. A pod always counts as arriving; a hibernation chamber only does if somebody set the right heading and at least two of the three engines still work.
2 pods at 1–2 players, 3 at 3–4, and 4 at 5. They start locked and unlock the moment anyone dies.
Eleven basic rooms are always aboard; five of the nine additional rooms are drawn each game, so no two ships are the same. Five rooms are printed on the hull and start explored. The Nest starts with 5 eggs.
A search draws from the deck matching the room’s colour — a white room lets you pick — and takes one item off the room’s counter. When the counter reaches zero the room is empty for good.
The turn structure, noise, combat, contamination, wounds, room actions, escape pods, the tracks and the victory check are transcribed from the published rulebook and are exact.
The deck plan — 21 rooms, 33 corridors and 12 technical corridor entrances — is read off the board diagram in that rulebook. Individual corridor numbers were only partly legible at that resolution and are reconstructed under the rule the printed board obeys, so the board plays correctly even where a given corridor carries a 3 rather than a 4.
Card text is not printed in the rulebook. The action, item, event, attack, wound and objective decks here match the published component counts and the effects the rules refer to by name, but their wording is reconstructed rather than transcribed.