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escape hatch

 

 

 

 

 

 

 

 

 

 

 

 

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attack, fuga dagli alieni nello spazio profondo

 

 

 

 

defence, fuga dagli alieni nello spazio profondo

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

scenario creation tool, escape from the aliens in outer space

THE SCENARIO EDITOR IS NOT UPDATED FOR THE NEW ULTIMATE EDITION!
You can still use the old scenario editor but some custom rules might not make sense in the new setup.

Players who want a new and unique challenge can use these special guidelines to create their own scenarios. We recommend that you play the standard game, as described in the Game Rules Manual, before creating your own scenarios.

OVERALL SCENARIO GUIDELINES

Select as many of the following rules as you want, and create a different game experience. All players must agree to the scenario rules before the game begins. Always determine all scenario rules before dealing the character cards to the players.

Some scenario rules are followed by a Text Box. When choosing one of these rules, you must also decide some specific information about that rule. For example, you choose to play with rule B4, you must specify which Escape Hatch Sector the Humans will begin the game in.

Any rules from the Standard Game that are not specifically changed by a scenario rule you have chosen to use remains in full effect.

 

Author:
Scenario Name:
Suggested # of players:
Description:

A.1) Players draw one Dangerous Sector Card even when moving into Secure Sectors.
A.2) Players can stand still in a Sector, but must declare it by saying “I donʼt move.”
A.3) Players do not declare when they have been eliminated by an attack. They are still eliminated, and take no further actions or movements for the rest of the game (each turn they must pretend to move by writing something in their Movement Record).
A.4) Players cannot move into Secure Sectors
A.5) Any player that is eliminated by an attack starts over in his Starting Sector at the beginning of his next turn.
A.6) Only Aliens can move into Secure Sectors

B.1) Human characters start the game in the Alien Sector.
B.2) Humans can move up to two sectors at a time instead of only one.
B.3) Eliminated Humans become Aliens, and continue the game from the Sector where they were eliminated.
B.4) Human characters start the game on one or more Escape Hatch Sectors (chosen by the players). You cannot escape from the ship using the Escape Hatch Sector you begin the game in.
B.5) Humans can attack, following the same rule as the Aliens. But, a human who successfully attacks another player does not increase his movement speed.
B.6) There are no Human players.

C.1) Aliens can move up to three Sectors per turn, or up to four if they have eliminated at least one Human.
C.2) Aliens increase their maximum movement per turn by one Sector for each Human they eliminate.
C.3) Aliens do not increase their maximum movement when they eliminate a Human.
C.4) Aliens that eliminate another Alien player increase their maximum movement per turn by one Sector for each Alien they eliminate.
C.5) When an Alien eliminates a Human, he can decide whether he will move on his next turn or stay still. If he stays still for one turn, he can then move up to three Sectors each turn for the rest of the game. If he does not stay still for one turn, his movement speed does not change.
C.6) Aliens start the game on one or more Escape Hatch Sectors (chosen by the players).
C.7) Aliens cannot be eliminated when attacked.
C.8) There are no Alien players. All Humans who can escape before 39 rounds have been played win.

D.1) Escape Hatch Sectors are always open and can be used by all Humans. Do not use the Escape Hatch Cards.
D.2) Escape Hatch Sectors are all open at the beginning of the game. Do not use the Escape Hatch Cards. But, each Escape Hatch Sector can be used by only one Human, and becomes blocked after use.
D.3) Aliens can move onto Escape Hatch Sectors. If they do, they can permanently block that Sector by attacking it.
D.4) Blocked Escape Hatch Sectors can be opened by using one or more Item Cards (chosen by the players). You can choose to require specific cards, or simply to discard any cards.
D.5) Players can try to open a blocked Escape Hatch Sector by drawing an Escape Hatch Card when they move into an Escape Hatch Sector. Since players must move every round, you can only attempt this every two turns.
D.6) All Escape Hatch Sectors are blocked at the beginning of the game. They open automatically after a number of turns have passed (chosen by the players).
D.7) All Escape Hatch Sectors are blocked at the beginning of the game. They are open only during specific turns (chosen by the players: e.g., only on odd-numbered turns, or turns in the 20’s, etc.).
D.8) Only one or some of the Escape Hatch Sectors (chosen by the players) are open (or openable, if combined with any of the rules above).

E.1) Only the last living Human survivor can leave the spaceship.
E.2) The Humans only win if all the Aliens are eliminated.
E.3) Any Player that eliminates at least a certain number of other players (chosen by the players) is a winner.
E.4) Any Human that survives a given number of turns (chosen by the players) is a winner.
E.5) All Humans that reach the Alien Sector win.
E.6) All Humans that reach the Human Sector win.
E.7) Any Alien that reaches an Escape Hatch Sector wins.
E.8) The Player that eliminates the most other players is the winner.

F.1) A Human receives 100 points for leaving the spaceship.
F.2) An Alien receives 50 points for eliminating a Human.
F.3) An Alien receives 50 points for eliminating another Alien.
F.4) A Human receives 200 points for killing an alien.
F.5) A Human receives 10 points for each turn he stays in the spaceship.
F.6) All Aliens receive 200 points for eliminating every Human on the spaceship.
F.7) Points can be used to buy Items before the next game.

G.1) Humans cannot use Items.
G.2) Aliens can use one or more Items (chosen by the players).
G.3) Humans start with one or more Items (chosen by the players).
G.4) Players do not declare when they use Items, with the exception of Teleport and Defense. The Item card is simply discarded without being revealed.
G.5) When a Human draws one or more Items (decided by the players) he becomes an Alien (e.g., if a Human draws a Clone card, he becomes an Alien, or when drawing his third Item, etc.).
G.6) All Item Cards work as if they were a specific Item type (decided by the players—e.g., all Item Cards are treated as Attack cards).
G.7) Attack cards can be bought, before starting the game, for 220 points.
G.8) Defense cards can be bought, before starting the game, for 300 points.
G.9) Teleport cards can be bought, before starting the game, for 190 points.
G.10) Spotlight cards can be bought, before starting the game, for 100 points.
G.11) Adrenaline cards can be bought, before starting the game, for 150 points.
G.12) Sedatives cards can be bought, before starting the game, for 150 points.
G.13) Clone cards can be bought, before starting the game, for 300 points.
G.14) Sensor cards can be bought, before starting the game, for 150 points.

H.1) The Captain does not draw a Dangerous Sector Card the first time he moves into a Dangerous Sector
H.2) The Psychologist begins the game in the Alien Sector.
H.3) If the Pilot draws a Teleport card, he can use it up to three times without discarding it.
H.4) The Soldier can carry up to four items at a time.
H.5) The First Alien can use the Teleport Item Card.
H.6) The Second Alien can use the Sedatives Item Card.
H.7) The Third Alien can use the Adrenaline Item Card.
H.8) The Fourth Alien is immune to all Attacks.
H.9) The Captain may only use Defense, Attack, Teleport, and Spotlight cards.
H.10) The Psychologist may only use Teleport, Adrenaline, Spotlight, and Sedatives cards.
H.11) The Pilot may only use Defense, Teleport, Adrenaline, and Sedatives cards.
H.12) The Soldier may only use Defense, Attack, Adrenaline, and Sedatives cards.
H.13) The Executive Officer can stay still during his turn once during the game
H.14) The Co-Pilot starts with the Teleport item (he does not need a card).
H.15) The Engineer draws two Escape Hatch Cards when he reaches an Escape Hatch Sector and chooses which one to use.
H.16) The Medic can force any other player to reveal his identity once during the game.
H.17) The Fifth Alien is immune to the Sensor Item.
H.18) The Sixth Alien can choose to stay still and attack in his Sector without moving.
H.19) The Seventh Alien can move up to three sectors on his first movement of the game.
H.20) When the Eighth Alien draws a Silence Dangerous Sector Card, he behaves as if he had drawn a Noise In Any Sector card.
H.21) The Executive Officer may only use Clone, Attack, Teleport, and Sensor cards.
H.22) The Co-Pilot may only use Sensor, Teleport, Adrenaline, and Sedatives cards.
H.23) The Engineer may only use Sensor, Attack, Adrenaline, and Sedatives cards.
H.24) The Medic may only use Teleport, Adrenaline, Clone, and Sedatives cards.

I.1) The Captain and the Executive Officer may only move 1 sector at a time.
I.2) The Captain and the Executive Officer can move up to 2 sectors at a time.
I.3) The Captain and the Executive Officer cannot die.
I.4) The Captain and the Executive Officer can attack just like Aliens do.
I.5) The Captain and the Executive Officer start in one or more Escape Hatch Sectors (chosen by the players). *.

J.1) The Humans play as a team. Their goal is to help the Captain and the Executive Officer reach the winning condition. If the Captain or the Executive Officer is able to reach the winning condition, the entire human team wins the game.
J.2) After a given number of rounds have been played (decided by the players), everyone must declare their exact location Coordinates. *
J.3) On one or more specific rounds (decided by the players), everyone must declare their exact location Coordinates (e.g., on turns 10, 20, and 30). *
J.4) Item Icons on Dangerous Sector Cards are ignored. Instead, Item Cards are drawn every time a player draws a Silence card.

 

 

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