Legendary Encounters Rules - Alien

Legendary Encounters Rules - Alien
™
™
“I can’t lie to you about your chances. But
you have my sympathies.” – Ash, Science
Officer USCSS Nostromo
Game Summary
Welcome to Legendary ™ Encounters: An
Alien™ Deck Building Game. In this fully
cooperative game for 1-5 players, each
player starts with a Role such as Gunner or
Medic and a deck of basic Character cards.
At the start of your turn, take a card from the
Hive deck and place it face down onto the
board to show how the aliens are creeping
through the Complex. Then play cards from
your hand to generate Attack, Recruit Points,
and special abilities. Use Attack to kill aliens
or scan the Complex and use Recruit Points
to gain new Characters for your deck. At the
end of your turn, each alien that made it to
the Combat Zone attacks you.
Whenever your deck runs out of cards,
shuffle your discard pile to make a new
deck, including all of the new Characters
you recruited. This allows your deck to
get stronger over time. But beware – the
Hive deck also grows in power. You’ll face
progressively tougher aliens until you reach
the Final Enemy.
How to Win
Players must work together to complete
three Objectives such as “The S.O.S.”,
“They Mostly Come At Night”, or “Who’s
Laying the Eggs?”. As the game progresses,
aliens will attack and strike the players. If
a player takes strike damage equal to or
greater than their health, the player dies and
is out of the game. If all the players die, the
aliens win. If at least one player survives to
complete the final objective, the players win.
Your First Game
For your first game, follow the setup rules
on Pages 4-5, using the specific card stacks
listed there. This will allow you to simulate
the movie Alien™. After your first game
you can follow the instructions on page
23 to play through Aliens™, Alien3™ and
Alien: Resurrection™, or you can mix and
match Objectives, Characters, and Locations
from different movies to make your own
scenarios. Once you’ve mastered the game,
you can try Hidden Agenda mode which adds
in the possibility that one player is secretly
working against the others.
If You’ve Played
Legendary ™ : A Marvel
Deck-Building Game…
Legendary ™ Encounters has many things in
common with its Legendary ™ counterpart,
such as playing cards to gain Attack and
Recruit Points, generating combos with
cards of the same class or crew, and fighting
enemies as they move across the board. Here
are the major differences between
the games:
Hidden Enemies
When cards are drawn from the Hive deck,
they start off face down in the Ventilation
Shafts and must be scanned by players who
have enough Attack in order to turn them
face up. You might find an alien to kill, an
Event or Hazard (similar to Scheme Twists
and Master Strikes), or even a potential ally
who’s been hiding from the aliens.
Enemies Strike Players
When a card moves past the Airlock room in
the Complex, it drops down to the Combat
Zone where it’s immediately revealed if it
was not already revealed in The Complex. At
the end of each player’s turn, the enemies in
the Combat Zone strike that player causing
them to draw cards from the Strike Deck
equal to the number of those enemies. When
players take too many strikes they die.
Roles
Each player chooses one of ten roles at the
beginning of the game. Your role determines
how much health you have and gives you a
special Role Character card that starts in your
deck.
Alien Players
If a Facehugger is revealed, your team must
kill it quickly. Otherwise a player will become
“impregnated” and gain a Chestburster card
which will eventually kill them. If a player
dies in this manner, that player can re-enter
the game playing as a newly created Alien,
but this time playing against the rest of
the team.
Your First Game - Use These Cards
Location: The Nostromo
Objective 1/Hive 1: “The S.O.S.”
Objective 2/Hive 2: “No One Can Hear You Scream”
Objective 3/Hive 3: “A Perfect Organism”
Characters: Warrant Officer Ripley, Captain Dallas, Chief Engineer Parker,
icon.)
Navigator Lambert (Note: All of these characters have the
Player Roles: Gunner, Technician, Researcher, Medic, Scout (in a 4-player game,
leave out the Scout. In a 3-player game, leave out the Medic and Scout, etc)
Game Setup
Game Stacks
Player Cards
Give each player their own personal 12-card
deck made up of these cards:
• 7 Specialists
• 5 Grunts
Each player then selects one of the ten Roles
and takes the appropriate Role Avatar and
Role Character Card. (You can choose which
ones you like or you can randomly deal out
the Avatars. Another method is to give each
player two random Avatars and let them
choose one.)
Avatar Card
MEDIC
Name
The Avatar stays in
front of each player
during the game.
• Your Health determines how
much strike damage it takes 5 Defense
to kill you.
10 Health
• Your Avatar also
determines which
Battlefield Medicine
Role Character Card you get.
Each player should take that card and add it to
their deck as a 13th card.
• Your Defense 0
Value is only
used when you’re playing with the Advanced Rules (see pages 19-20 for more info.)
AVATAR
You start the game with
Battlefield Medicine in your deck.
Note: Only the Sergeant, Strikes, Hatchery,
Location, Objective, Hive and Barracks spaces
on the board are used to setup the game. The
other spaces will be used once the game begins.
Shuffle the 10 Sergeant cards together and
place that stack face down on its space on
the board.
Shuffle the 40 Strike cards together and place
that stack face down on its space on the board.
Place the 14 Hatchery cards face up on
Hatchery space on the board. Those cards
don’t need to be shuffled. They are used when
specific effects happen during the game.
Location and Objectives
(See page 23 for how to simulate playing
through each of the four Alien™ films.)
Pick one Location and put it on the
Location space.
ALIEN TM & © 2014 FOX. ©2014 UDC. ENCOUNTERS.
The NosTromo
LOCATION
medic
Draw a card.
Heal a Strike from any player.
Role Card
Hazard 1: Brought Something Back
Add two Hive cards.
Hazard 2: It’s Loose
Put the top card of the Hive into the Combat Zone.
Hazard 3: Self-Destruct
Leave the Hazard card face up where it was revealed. It moves
like an Enemy. If it reaches the Combat Zone, discard it and each
player draws three strikes.
on any turn to discard it.
Pay 8
ALIEN TM & © 2014 FOX. ©2014 UDC. ENCOUNTERS.
Objectives are marked as either “1”, “2”, or
“3.” Each game uses exactly one ‘1’, one ‘2’,
and one ‘3’ objective.
ALIEN TM & © 2014 FOX. ©2014 UDC. ENCOUNTERS.
Pick a ‘1’, a ‘2’, and a ‘3’and place them on
the Objective space with Objective 1 on the
top and Objective 3 on the bottom. (Players
have to complete Objectives in order, from
Objective 1 to Objective 3.)
The S.O.S.
Objective #
OBJECTIVE 1
No oNe CaN Hear You SCream
A Perfect OrgAnism
OBJECTIVE 2
OBJECTIVE 3
Objective: Find both parts of the S.O.S.
Event: Rough Landing
You and the next player each draw a strike.
Objective: Block the Ventilation Shafts.
Objective: Kill The Perfect Organism.
Event: People Are Disappearing
The next player discards two random cards from their
hand.
Event: It’s Hunting Us
Move the leftmost Enemy or hidden card in the
Complex to the Combat Zone.
ALIEN TM & © 2014 FOX. ©2014 UDC. ENCOUNTERS.
ALIEN TM & © 2014 FOX. ©2014 UDC. ENCOUNTERS.
ALIEN TM & © 2014 FOX. ©2014 UDC. ENCOUNTERS.
The Hive
Each of the Objectives you picked above has
a corresponding “mini-deck” of Hive cards.
The mini-decks are stacked on top of each
other with Objective 1’s mini-deck on the top
and Objective 3’s mini-deck on the bottom.
EGG
EVENT
EnEmy - AliEn
HAZARD!
The S.O.S. - 1
ALIEN TM & © 2014 FOX. ©2014 UDC. ENCOUNTERS.
This Alien does not move or strike.
Event: Kill this Alien and put a Facehugger
from the Hatchery in front of you.
The S.O.S. - 1
ALIEN TM & © 2014 FOX. ©2014 UDC. ENCOUNTERS.
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The S.O.S. - 1
ALIEN TM & © 2014 FOX. ©2014 UDC. ENCOUNTERS.
There are also 24 Drone
cards which are shuffled
into the mini-decks
depending on how many
players there are. In a oneplayer game, you’ll shuffle
one random Drone card into
each mini-deck. In a twoplayer game, you’ll shuffle
two random Drones into
each mini-deck. And so on.
EnEmy - AliEn
Death: Each player kills one of their characters.
Drone Deck
The Barracks
There are 16 different Characters in the
game. There are 14 cards for each character.
To build the Barracks, pick four Characters
(at random or your choice) and shuffle all of
those characters’ cards together for a total of
56 cards.
There are four different Ripley characters
(one for each of the four films), and each one
has its own suite of 14 cards. You can build
a Barracks with any or even all of the Ripley
Character cards if you want.
Acid-sprAy Xenomorph
ALIEN TM & © 2014 FOX. ©2014 UDC. ENCOUNTERS.
Here’s how to build the Hive deck:
• Find Objective 3’s thirteen card mini-deck. Shuffle one randomly selected Drone card into it for each player. Then put that stack face down on the Hive space on the board.
• Find Objective 2’s eleven card mini-deck. Shuffle one randomly selected Drone card into it for each player. Then put that stack face down on top of Objective 3’s mini-
deck that’s already on the Hive space.
• Find Objective 1’s nine card mini-deck. Shuffle one randomly selected Drone card
into it for each player. Then put that stack
face down on top of Objective 2’s and Objective 3’s mini-decks that are already stacked on the Hive space.
So when you’re done, you’ll have one Hive
deck with the Objective 1 cards on the top
and the Objective 3 cards on the bottom.
Note: Don’t look at the Drone cards you
shuffle in – it keeps things more suspenseful!
2
Starting the Game
•
•
•
Put the top five cards of the Barracks into the five spaces of the Headquarters (HQ).
Each player shuffles their own personal deck of 13 cards and draws a hand of 6 cards from it.
Choose a player to go first. Players take turns in clockwise order.
On Your Turn
During your turn, complete the
following phases in order:
1. Hive Phase: Draw a Hive card (keeping it face down) and add it to the Complex.
2. Action Phase: Play cards from your hand, using them to recruit, scan, and fight.
3. Strike Phase: Each enemy in the Combat Zone Strikes.
4. Cleanup Phase: Discard your hand
and all cards played and then draw six new cards.
Hive Phase: Add a Hive
Card to the Complex
At the beginning of your turn, without
looking at it put the top card of the Hive face
down into the closest space in the Complex.
The aliens are coming!
Push Other Cards Forward
If Necessary
Each of the five rooms in the Complex can
only hold one card. Whenever a card enters
a Complex room, if there’s already another
card there, the existing card gets pushed
one space toward the Airlock to make room
for it. So a single card entering the Complex
sometimes causes several cards to get
pushed forward.
•
•
Remember: Only push a card forward if it needs to move to make room for another card entering that space.
Cards move the same way whether they’re face down or face up.
Xenomorph Swarmer
EnEmy - AliEn
Reveal: Add a Hive card.
The Lost Colony - 1
ALIEN TM & © 2014 FOX. ©2014 UDC. ENCOUNTERS.
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A Card Might Get Pushed to the
Combat Zone
If a card is on the Airlock room and gets
pushed, it leaves the Complex and enters the
Combat Zone. If it’s face down, immediately
turn it face up. (See page 10 for what
happens when a card turns face up.)
The Combat Zone can hold any number
of cards. Each time a new one is added,
slide the existing ones over to the right.
Each enemy in the Combat Zone will attack
a player at the end of that player’s turn
starting with the enemy that has been in the
Combat Zone the longest (farthest right) and
resolving cards from right to left.
Action Phase: Play cards from your
hand, using them to recruit, scan,
and fight.
Your deck is made up of Character cards.
Here are the different parts of a character:
Character Card
Crew Icon
Name
Sleep When You Die, Man
JOHNER
Character
Class Icon
Character Name
Recruit Points:
Use these to recruit
more heroes
Attack:
Use this to scan
rooms & kill enemies
1
1
Coordinate
ALIEN TM & © 2014 FOX. ©2014 UDC. ENCOUNTERS.
Special Ability
2
Cost: How many
Recruit Points it
costs to recruit
this character
After you add a Hive card, you play cards
from your hand. Some of your cards produce
“Recruit Points” that let you recruit more
characters. Other cards produce “Attack”
that let you scan rooms and kill enemies.
Some cards give you special abilities like
drawing cards or healing. Here’s what
you do:
• Play each card in your hand in any order, one at a time.
•Each time you play a card, do what that card says immediately. (Some cards say “Once this turn” which means you can wait until later that turn in order to use that effect.)
•You get any Recruit Points listed in the Recruit icon on the card, but you don’t have to use those Recruit Points right away.
•You get any Attack listed in the Attack icon on the card, but you don’t have to use that Attack right away.
•Some cards say something like “2+” inside their Recruit or Attack icon. The “2” means that you always get
at least 2 from that card. The “+” symbol means you might get more Recruit Points or Attack based on what the card says in its special ability.
• Keep the cards you play face up in front of you until the end of your turn.
• You don’t have to play every card in your hand. Some cards are very powerful in the
right circumstances but risky or even harmful in the wrong ones.
Class and Crew Abilities
• Some characters have an ability with a
Class Icon and a colon, like
: You get +2
•You can only use a Class ability if you’ve already played another card of that class earlier in your turn.
•A card’s class is shown with the class icon on the card’s upper left and also in the color of the card’s border.
•You can only use a card’s Class ability once even if you played two or more cards of the required class earlier in
the turn.
•
You must use the Class ability if you
can (unless the ability says “You may...”).
• Some characters have an ability with a Crew Icon such as
or .
•These work the same way as Class abilities.
•A card’s crew icon is on the card’s upper left hand corner.
Example of a Class Ability:
•
•
•
“Captain of the Ship”, captain of the ship
shown here, always gives you 2 Attack
when you play it, even if you don’t have any other
cards.
If you have already played another
2+
card earlier in the
4
turn, then you can
use Captain of the Ship’s class ability to get an additional 2
Attack for a total of 4 Attack.
If you play two copies of Captain of the Ship as your first two cards of the turn, you won’t get to use the Class ability of the first one, but you will get to use the Class ability on the second one. So you would get 6 Attack total from those two cards.
Captain Dallas
: You get +2
.
ALIEN TM & © 2014 FOX. ©2014 UDC. ENCOUNTERS.
Recruiting Characters, Scanning
Rooms, and Fighting Enemies
In-between playing cards from your hand,
or after you’ve played all of your cards, you
can recruit any number of characters, scan
any number of rooms, and fight any number
of enemies. You can do any or all of that as
many times as you’re able and in any order.
How to Recruit a Character
The HQ section of the board has five spaces,
each of which contains exactly one face-up
character from the Barracks.
To recruit a character from the HQ, spend
Recruit Points equal to that character’s cost
(found on its bottom right corner) and then
put it into your discard pile. When your deck
runs out and you shuffle your discard pile to
make a new deck, you will soon draw that
new character and be able to use its abilities.
Whenever there is an empty space in the
HQ for any reason, immediately refill it with
the top card of the Barracks face up. For
example, you might recruit a character, see
what new character appears in its place, and
then recruit that new character if you have
enough Recruit Points.
You can also recruit a Sergeant from the
Sergeant stack. To do so, spend 3 Recruit
Points and put the top card of the Sergeant
stack into your discard pile. Sergeants always
cost 3 Recruit Points and there are Sergeants
for each of the five character classes. (You
won’t know which one you get until you
recruit it.) Besides being different classes, the
Sergeants are identical.
Some special abilities instruct you to “gain”
a character. Whenever you gain a character,
unless the effect says otherwise, it goes to
your discard pile.
How to Scan a Room
During the game there will be hidden (face
down) cards in the Complex. It’s usually a
good idea to scan those cards in order to turn
them face up. That way, if you find an alien,
you can try to kill it before it moves into the
Combat Zone and starts attacking you.
Each of the five rooms in the Complex has a
Scan Cost. To scan a room that has a hidden
card, spend Attack equal to that room’s Scan
Cost. Then turn the hidden card face up.
There are also special abilities in the game
that let you scan a room. In those cases you
don’t have to pay the Scan Cost to scan the
room.
Turning a Hidden Card Face Up
A hidden card turns face up when its room
is scanned or when it enters the Combat
Zone. Depending on what kind of card it is,
different things happen when it’s turned face
up.
Revealing an Enemy
Enemies make up the majority of the cards
in the Complex. Enemies include aliens as
well as humans or androids who are working
against the players. Here are the different
parts of an Enemy card:
Enemy Card
Name
Xenomorph Swarmer
EnEmy - AliEn
Card Type &
Descriptor
Special
Ability
Attack: You must
Reveal: Add a Hive card.
The Lost Colony - 1
ALIEN TM & © 2014 FOX. ©2014 UDC. ENCOUNTERS.
2
have this much
Attack in order to kill
this enemy.
When an enemy is revealed, it stays where it
is and continues to move through the complex
the same way a face-down card moves.
Some enemies have “Reveal:” abilities.
When an enemy is turned face up its reveal
ability triggers once and then can be ignored
afterwards.
Revealing an Event
Each Objective card has an Event ability.
When an Event is revealed, follow the Event
ability located on the current Objective and
then put the Event card into the Discarded
Hazards/Events space.
At the beginning of the game you’ll be on
Objective 1 so when you reveal an event
it will trigger the ability on that objective.
Later in the game, after you’ve completed
Objective 1, you’ll be on Objective 2, so any
events that get revealed will trigger that
card. Eventually if you make it to Objective 3,
events will trigger that card.
(See Completing Objectives on page 11 for
more info on Events)
Revealing a Hazard
Each Location card has three Hazard
abilities numbered 1, 2, and 3. The first
time in the game when you reveal a Hazard
card it triggers the first Hazard ability on
the location. Then put the Hazard in the
Discarded Hazards/Events space.
The second time you reveal a Hazard card it
triggers the second ability on the location,
and the third time you reveal a Hazard it
triggers the third ability on the location.
Revealing a Character or
Special Cards
Sometimes you’ll find a Character or Special
card. These cards will always have “Reveal”
abilities that tell you what to do. (Often,
something good will happen if you find one
of these cards before it gets pushed to the
Combat Zone.)
How to Fight an Enemy
Once an enemy has been turned face up
you can fight it. You can fight any number of
enemies, one at a time, that are in either the
Complex or the Combat Zone. To fight
an enemy, spend Attack equal to that
enemy’s Attack value in order to kill it. Then
put that card onto the Dead Enemies space
on the board.
You can only fight an enemy if you have
enough Attack to kill it. If somehow an
enemy has 0 Attack, it will die immediately
when you attack it.
After you kill an enemy, if you have more
Attack leftover, you can use it to scan rooms
and/or fight more enemies.
Some enemies have a “Death” ability. When
that enemy dies, follow the instructions of
its Death ability.
Strike Phase: Each Enemy in the
Combat Zone Strikes
From right to left each enemy in the Combat
Zone strikes you one at a time. When an
enemy strikes, you must draw a card from
the strike deck.
Most strikes have an Attack value that
represents the damage of the Strike. Put
those strikes next to your Role Avatar. If you
ever have strike damage greater than or
equal to your Role Avatar’s health, you have
died and are out of the game. You no longer
take turns and remove all of your cards from
the game. It’s now up to your teammates to
avenge you!
Some strikes have additional effects, some do
nasty things instead of causing damage, and
a few are “misses” (which don’t hurt at all).
Sometimes other game effects can force you
to draw strikes. These work just like when an
enemy attacks.
Fortunately some effects allow you to heal
strikes. When a strike is healed or otherwise
discarded, put it into the Discarded Strikes
space on the board.
Cleanup Phase: Discard Your
Hand and Draw Six New Cards
•
•
At the end of your turn, put all the cards you played this turn into your discard pile. Also, discard any cards in your hand that you didn’t play this turn. (You can look through your discard pile at any time to see what’s in there.)
Then draw six new cards from your deck.
•
•
If you don’t have enough cards left in
your deck and you still need to draw
more, shuffle your discard pile to form a new deck. Then draw the rest of the cards you need.
Don’t shuffle your discard pile into a new
deck until your deck has completely run out AND you still need to draw or
reveal more cards from your deck. (Sometimes this can lead to your deck being temporarily empty.)
Completing Objectives
There are many different types of Objectives.
Some require you to find and reveal certain
cards. Some require you to attach special
cards to a room in the Complex. And some
require you to kill a specific alien.
The players can only be on one “current
objective” at a time. Whenever an Objective is
completed, immediately put it on the bottom
of the three Objective cards. Players can then
work toward completing the next Objective.
Players must always complete Objective
1 before they can complete Objective 2,
and must complete Objective 2 before they
can complete Objective 3. When the third
Objective is completed, the game is over and
the players have won.
Some Objectives have “Setup” text. Follow
these instructions immediately when it
becomes the current objective.
On your first time playing with an Objective
it might not be immediately clear how to
complete it. However, you’ll always be
able to figure it out as you make your way
through the Hive.
Objective Goal Cards
Some Objectives require you to do
something with cards you’ll find in the Hive.
The cards are marked as a goal for Objective
1, 2, or 3. If one of these cards has an ability
on it where you can spend Recruit Points,
you can only use the ability if you’re on the
proper Objective.
SENTRY GUNS
MISSION
Final Enemies
Each Objective
3 requires the
players to kill one
or more specific
aliens. These aliens
say “Final Enemy” on them. You may not
fight a Final Enemy until you’re on Objective
3. (If you haven’t completed Objective 2
yet when a Final Enemy shows up, you’re
probably in trouble.)
Reveal: Move this to Operations.
• That player can now play a copy of the
card you coordinated with them. (See Copying a Card on page 16)
• At the end of that player’s turn, put the card you Coordinated into YOUR discard pile.
You can only Coordinate one card to each
player on their turn. However, multiple
players can each coordinate one card to the
player whose turn it is in order to give that
player a huge advantage.
When you Coordinate a card to a player, they
can choose not to play a copy of it. Either
way you still draw a replacement card.
Operations: Pay 2
Attach this to any clear
room that doesn’t already have a Sentry Gun.
Complex: Enemies in this room have -2
Find it and Kill it
.
The Company’s orders
Chief engineer Parker
Francis “85” aaron
They Mostly Come At Night - 2
ALIEN TM & © 2014 FOX. ©2014 UDC. ENCOUNTERS.
2
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Keyword Abilities on Characters
There are four keyword abilities found on
Characters:
Coordinate
Coordinating allows you to let another player
“borrow” one of your cards. It is a critical
way to help your teammates kill tough
enemies. It’s the most common keyword
found on characters in the Barracks, and all
Sergeants have Coordinate.
During another player’s turn you can
Coordinate with them like this:
• Set aside a Coordinate card in your hand face up, and then immediately draw a new card to replace it. While it is set aside, it’s considered “out of play.”
2
Coordinate
4
Coordinate
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Example of coordinating: It’s Player A’s turn.
Player B decides to Coordinate the card “Find
It And Kill It.” Player B sets aside the card
face up, draws a replacement card, and tells
Player A. Player C decides to Coordinate as
well. Player C sets aside “The Company’s
Orders”, draws a replacement card, and tells
Player A.
Player A now copies both of the Coordinate
cards, gaining 2 Attack from the first one and
2 Recruit Points from the second. Even better,
card that
since “Find It And Kill It” is a
allows him to trigger his “First Aid” survival
ability which heals a strike from any player.
At the end of Player A’s turn, the card Player
B coordinated goes to Player’s B’s discard
pile and the card Player C coordinated goes
to Player C’s discard pile.
Vigilant
body armor
Vigilant characters can stay
in play longer than one turn.
When you play a Vigilant
character, leave it in play in
front of you like a normal
card. However, at the end of
your turn, when you discard
your cards and draw a new
2
hand, leave your Vigilant
cards in play.
Most Vigilant characters let you discard them
in order to get an effect such as gaining
Attack or avoiding a Strike.
On the turn you play a Vigilant character
it helps you trigger Class or Crew abilities.
However, on later turns while a Vigilant card
remains in play, it won’t help you trigger
those abilities.
If an effect says to do something to one of
“your” characters, this includes characters in
your hand, characters you played this turn,
and any Vigilant characters that you have in
play. If you need to “show” a character for
an effect, you can show one of your Vigilant
characters.
private hudson
Vigilant: If you would draw a strike, you
may discard this to avoid it.
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Sacrifice
BAIT FOR THE BEAST
Some cards allow you
to sacrifice them to get a
special effect. Play the card
as normal. Then any time
on your turn you can kill the
card, putting it into the Dead
Characters space, to get its
2+
Sacrifice effect.
4
When you Sacrifice a card,
you still get to keep any Recruit Points, Attack,
or “Once this turn” abilities it generated that
turn. It also still counts for the purposes of
triggering other cards’ Class or Crew abilities.
SiSter ripley
Sacrifice: You get +2
.
ALIEN TM & © 2014 FOX. ©2014 UDC. ENCOUNTERS.
Mobilize
I Mostly Just Hurt PeoPle
A Mobilize character grants
you a special ability as soon
as you gain the character.
When you recruit or
otherwise gain a character
with Mobilize, after you refill
the HQ, you get its Mobilize
3
text immediately. (You must
use the Mobilize ability
unless it specifies “You may...”.)
Once you gain a Mobilize character you
ignore its Mobilize text from then on.
JOHNER
Mobilize: Choose a player. They may kill a
card in their discard pile.
: Choose a player. They may
kill a card in their discard pile.
ALIEN TM & © 2014 FOX. ©2014 UDC. ENCOUNTERS.
Facehuggers and Chestbursters
6
Facehuggers work differently than other
aliens. Whenever one is revealed, it gets
placed right in front of the player whose turn
it is. This represents the Facehugger trying to
attach itself to that player.
That player can fight and kill it that turn if
possible. If that player can’t kill it, the next
player is allowed to fight it on their turn.
If neither player can kill it, the Facehugger
“impregnates” the initial player: The
Facehugger dies and goes to the Dead
Enemies space. Then that player puts a
Chestburster card from the Hatchery into his
or her discard pile.
If there’s only one player left in the game and
that player reveals a Facehugger, they will
have this turn and the next one to kill it.
Facehuggers can’t be moved by player
effects (like the Electric Prod).
If multiple Facehuggers impregnate a player
at the same time, they all die, but the player
only gains one Chestburster card.
Beware: Facehuggers can show up from
unexpected places, without warning!
When you gain a Chestburster the following
things happen:
• Enemies will no longer strike you. (You’re part of the family now.)
• If a Facehugger would be placed in front of you, it moves onto the next player.
•That player still only has this turn and the next one before he or she
gets impregnated.
•If there is no other player to move onto, the Facehugger dies.
• The moment you draw the Chestburster, it
claws its way out of your chest and you die horribly.
•If you’re playing with the “Alien Player” advanced rules (see page 19), you now get to re-enter the game as an Alien. Otherwise, you’re simply out of the game.
Example of a Facehugger + Chestburster:
Player A expends some Attack to scan the
Med-Lab. This reveals the hidden card there
and it’s a Facehugger! Player A puts the
Facehugger right next to his avatar. Player A
realizes he doesn’t have enough Attack to kill
it and starts to panic. He takes the rest of his
turn and then looks at the next player (Player
B). “Hey, can you kill this thing?”
Player B takes her turn. She realizes she
doesn’t have enough Attack to kill the
Facehugger. “I’m sorry – I can’t help you...”
At the end of Player B’s turn, the Facehugger
impregnates Player A. The Facehugger
dies and goes to the Dead Enemies space.
Then player A puts a Chestburster from the
Hatchery into his discard pile.
If the players can find a way to remove the
Chestburster from Player A’s deck or discard
pile he’ll be all right. Otherwise, when he
draws it, he immediately dies.
Additional Rules
Players Fight Players
Sometimes a player might want to fight
another player. (The main reasons to do this
are when playing with the Advanced Rules for
Hidden Agendas or Alien Players.)
During your turn, you can fight another player
by spending Attack equal to that player’s
Defense value. That player must then draw a
Strike card. You can attack another player as
many times you like on a turn as long as you
can spend enough Attack each time.
“Your Characters”
If an effect refers to “your characters” this
includes any character in your hand as well
as any characters you’ve played this turn.
(It also counts any Vigilant characters you
have -- see page 13.)The characters in your
deck and discard pile do not count. Copies
of characters (such as a card that was
coordinated to you) also do not count.
“Kill”
In addition to spending Attack to kill enemies,
there are many effects that say to “kill”
certain cards. Killed enemies go to the Dead
Enemies space and killed characters go to the
Dead Characters space. If a Chestburster gets
killed, put it back into the Hatchery. And if
somehow a Hazard or Event gets killed, put it
into the Discarded Hazards/Events space.
If a card says to kill “one of your characters”
you can kill a character in your hand or one
you’ve already played this turn. If you kill one
you’ve already played this turn, you still get
to use the Recruit Points, Attack, and special
abilities the character produced, including
“Once this turn” abilities. It also still
counts for the purposes of triggering
another card’s Class or Crew ability.
Killing some of the Basic Colonial Marines
(Specialists and Grunts) you start with
can actually be very good for you, since it
means you will draw your more powerful
characters more often, instead of drawing
the weaker Marines.
Marines
The Specialists and Grunts you start with, as
well as the Sergeants you recruit all have the
Crew symbol. Specialists and Grunts have
no character class, but there are Sergeants
with each of the five character classes.
“Gaining” Cards
When you gain a card, put it into your
discard pile. After you shuffle your deck,
you’ll be able to draw that new card.
Running Out of Cards in the
Hive Deck
Often the Hive deck will run out while the
players are struggling to defeat the Final
Enemy. If you need to add a Hive card and
the Hive deck is empty, take all of the cards
in the Dead Enemies space, shuffle them
together and make a new Hive deck.
In the unlikely event that the Hive deck runs
out a second time, the aliens have overrun
the players and the players all die. (As
above, this happens when you need to add a
Hive card and there isn’t one left.)
Running Out of Cards in the
Barracks Deck
If the Barracks runs out, keep playing
normally except the HQ will no longer refill.
And once there are no longer cards in the
HQ you will no longer be able to recruit
characters (other than Sergeants).
Running Out of Cards in the
Sergeant Stack
If this stack runs out, keep playing normally
except you will no longer be able to
recruit Sergeants.
Running out of Cards in the
Strike Deck
When this deck runs out, immediately shuffle
all of the discarded strikes to make a new
Strike Deck.
Special Abilities On Cards
•
•
•
•
•
Cards can override the rules of the game.
If one card says you can’t do something and another tells you to do it, “can’t”
beats “can.”
If a card tells you to do something and you
can’t do all of it, then do as much as you
can. For example, if a card tells you to discard two cards from your hand and
you only have one card, just discard the one card.
If a card requires a choice and it’s not clear who should make the choice, then the player whose turn it is makes the choice.
If a card instructs “you” to do something and it’s not clear who it refers to, it refers to the player whose turn it is.
“Show” a Card
This just means to show the other players
that you have a particular card. You don’t
have to play or discard the card. You can also
show a card that you already have in play
(including Vigilant cards).
“Once this turn”
Get Him to medical
bishop
Most card abilities take
place immediately when
you play the card. However,
some say “Once this turn”
which means that you can
2
choose to use that ability
later on during your Action
2
Phase instead of right away.
However, once you get to the Strike Phase
part of the turn it’s too late to use it.
Once this turn, if the Med-Lab is clear, you
may heal a strike from any player.
ALIEN TM & © 2014 FOX. ©2014 UDC. ENCOUNTERS.
“Next Player”
Some effects refer to the next player. Usually
this means the player who is next to act.
However, if there’s only one player left in
the game (whether because you’re playing
solo or because everyone else is dead), then
“next player” refers to you. For example, if
an effect says “you and the next player each
draw a strike”, you would draw two strikes.
Enemy gets -2 Attack
Some effects reduce an enemy’s Attack. It
can never go below 0. When you fight an
enemy, if its attack is 0 you can kill it without
using any Attack.
“Attach” to a Room
Some cards tell you to “attach” it to a
room. In this case put it in that room of the
Complex but slide it up a bit. This way other
cards can still go into that room on top of the
attached card, but the attached card’s name
is still visible. The attachment doesn’t count
as being “in”that room.
SENTRY GUNS
MISSION
“Clear” Room
A room is considered “clear” if there is
no card in that room. A room that has an
attached card can still be clear if there is no
other card in it. If a room gets “blocked” by
an effect it is removed from the game and
never counts as being “clear”.
Copying a Card
Some effects allow you to copy a card.
Whenever you copy a card, pretend as
though you just played that card. You get
all of its Recruit Points, Attack, and special
abilities including any Class or Crew abilities
it has and keywords such as Sacrifice. A copy
of a card can’t be killed or discarded.
“Does Not Move”
Some enemies don’t move. If another card
tries to enter its space, leave it where it is,
and have the other card skip to the next
space.
“Does Not Strike”
Some enemies don’t strike. Just ignore that
enemy during the Strike Phase.
Double Strike and Triple Strike
When an enemy with Double Strike strikes
you, you draw two Strike cards instead of
one. If it has Triple Strike, you’ll draw three
Strikes instead of one.
“Strike” Abilities
Some enemies have
“Strike” abilities.” When
these enemies strike
at you, in addition to
drawing a Strike, follow the
instructions on the card.
Xenomorph Screecher
EnEmy - AliEn
Strike: When you draw a new hand at the end
of this turn, draw one fewer card.
The Beast Is Out There - 2
ALIEN TM & © 2014 FOX. ©2014 UDC. ENCOUNTERS.
Reveal: Move this to Operations.
Operations: Pay 2
Attach this to any clear
room that doesn’t already have a Sentry Gun.
Complex: Enemies in this room have -2
.
They Mostly Come At Night - 2
ALIEN TM & © 2014 FOX. ©2014 UDC. ENCOUNTERS.
3
Area Abilities
Deck Labels
Most cards in the game have a label on
them that makes it easier to tell where
a card belongs. This is especially useful
when you’re cleaning up and reorganizing a
finished game.
Some cards have abilities which are
only active while the card is in a certain
area. They look like this: “Complex:”,
“Operations:”, or “Combat Zone:”
“Event” Abilities
Some enemies have
abilities that trigger when
an Event is revealed.
When an Event is
revealed, first resolve
the Event trigger on the
Objective and then resolve
it on any enemies in play.
EGG
EnEmy - AliEn
EVENT
FACEHUGGER
FLESH WOUND
EnEmy - AliEn
Acid-sprAy Xenomorph
STRIKE
EnEmy - AliEn
This Alien does not move or strike.
Event: Kill this Alien and put a Facehugger
from the Hatchery in front of you.
The S.O.S. - 1
ALIEN TM & © 2014 FOX. ©2014 UDC. ENCOUNTERS.
3
“Special” Hive cards
Some cards in the Hive are marked as
“Special.” Just follow the instructions on
these cards when they’re revealed.
Reveal: Put this in front of you. Any player
can fight it on their turn. If it’s still alive at the
end of the next turn, kill it and gain a
Chestburster from the Hatchery.
The S.O.S. - 1
Hatchery Deck
ALIEN TM & © 2014 FOX. ©2014 UDC. ENCOUNTERS.ALIEN TM & © 2014 FOX. ©2014 UDC. ENCOUNTERS.
Death: Each player kills one of their characters.
3
Strike Deck
ALIEN TM & © 2014 FOX. ©2014 UDC. ENCOUNTERS.
1
Drone Deck
ALIEN TM & © 2014 FOX. ©2014 UDC. ENCOUNTERS.
2
Timing
Abilities
If a card tells multiple players to do
something at the same time, first the player
whose turn it is does it then the other players
go in clockwise order.
Grown in a Lab
If multiple cards are moved to the Combat
Zone at the same time, turn the first one face
up (if necessary) and resolve any Reveal
triggers or its Hazard or Event ability. Then
turn the next card face up, and so on.
Pay
Some cards allow you to “pay”
in order
to get an effect. In this case, just spend the
and follow the instructions.
Grown in a Lab becomes a clone of another
card you played this turn. In this case, it
gains the stats, text, class, crew, character
name, etc. of the card you’re cloning.
However, it also still counts as a Ripley card
(for the purposes of cards like Acid Blood or
The Newborn).
Ventilation Lock
One card, Ventilation Lock, can block the
Ventilation Shafts. When this happens,
that room no longer exists. Put the current
Objective Card (No One Can Hear You
Scream) on that room and then put the
whole Hive deck on top of it.
If multiple effects occur at the same time, and
it’s not clear what order to resolve them in,
the player whose turn it is chooses the order.
Character Classes
Crews
Intel characters are the best at gaining
information, scanning rooms, and
drawing cards.
Nostromo: “We’ll move in pairs.
We’ll go step by step and cut off every
bulkhead and every vent until we have it
cornered. And then we’ll blow it out into
space.” – Warrant Officer Ripley
Leadership characters excel at
generating extra Recruit Points and gaining
extra characters.
Strength characters are great at
generating Attack and killing cards you
no longer want in your deck.
Survival characters can avoid drawing
strikes and can heal players.
Tech characters are jacks of all trades
who can dabble into the effects of the other
classes as well as do some unique things
like move enemies or copy other cards you
played this turn.
Sulaco:“We got tactical smart missiles,
phase-plasma pulse rifles, RPGs, we got
sonic electronic ball breakers. We got nukes,
we got knives, sharp sticks…”
– Private Hudson
Fury-161:“You’re all gonna die. The
only question is how you check out. Do you
want it on your feet? Or on your knees…
begging? I ain’t much for begging. Nobody
ever gave me nothing. So I say $%&# that
thing! Let’s fight it!” – Brother Dillon
The Betty:“Hey, Ripley. I heard you, like,
ran into these things before. So, like, what did
you do?”
“I died.” - Johner and Ripley No. 8.
Colonial Marines:“All right,
sweethearts, you’re a team and there’s
nothin’ to worry about. We come here, and
we gonna conquer, and we gonna kick some,
is that understood?” – Sgt. Apone
Advanced Rules
These are rules you should only use once
you feel like you have mastered the game.
Advanced Rule: Player Aliens
“There’s a monster in your chest. It’s a really
nasty one. And in a few hours it’s gonna
burst through your ribcage, and you’re
gonna die. Any questions?” – Ripley No. 8
In the standard rules, when a player dies to
a Chestburster they’re out of the game (just
like if they die from Strike damage). With
this optional rule, when a player dies to a
Chestburster they get to re-enter the game
on their next turn as an Alien Player.
Here’s how it works:
Warrior Xenomorph
Xenomorph Screecher
ALIEN AvAtAr
Once during each of your turns,
choose a player to draw a strike.
ALIEN TM & © 2014 FOX. ©2014 UDC. ENCOUNTERS.
Xenomorph Swarmer
EnEmy - AliEn
6
8
EnEmy - AliEn
Strike: When you draw a new hand at the end
of this turn, draw one fewer card.
The Beast Is Out There - 2
ALIEN TM & © 2014 FOX. ©2014 UDC. ENCOUNTERS.
3
Reveal: Add a Hive card.
The Lost Colony - 1
ALIEN TM & © 2014 FOX. ©2014 UDC. ENCOUNTERS.
2
• When you die, remove your avatar and all
your cards (deck, hand, etc.) from the game.
• Choose a random Alien Avatar.
• Shuffle the 36-card Alien Player deck and draw a hand of 6 cards.
• You now have a new goal: Kill the rest of the players.
• Do the following on each of your turns, in this order:
1. Play any number of cards from your hand.
2. Discard each card you played and any that are left in your hand, and draw a new hand of 6 cards. (You don’t do anything else on your turns like having a Hive or Strike Phase.)
•
•
•
•
•
•
•
If your deck runs out, reshuffle it just like you would as a regular player.
Players can fight you by spending Attack equal to your Defense number. Each time you’re attacked this way, draw a Strike. Ignore any text on that strike, but if it has a damage number of 1 or higher put it next to your Avatar.
If you ever have Strike damage greater
than or equal to your health, you die. Remove your deck, hand, and discard pile from the game, but leave any cards that you might have put onto the board.
You no longer count as a “player” for the purposes of game effects. If an effect says something happens to the “next player” and that would have been you, it skips you
and goes on to the next player. Note:
Some cards refer specifically to an
“Alien Player.”
If an Event or Hazard is revealed, treat it as
though the next player revealed it. (It
refers to them and they make any decisions on it.).
If you would ever receive a Facehugger, give it to the next player instead.
If at any point all players in the game are Alien Players, the game ends.
Advanced Rule: Hidden Agendas
“You know, Burke, I don’t know which
species is worse. You don’t see them
screwing each other over for a goddamn
percentage.” – Ellen Ripley
As if a horde of aliens wasn’t enough, now
there might be a traitor in your midst. The
Hidden Agenda rules add an element of
secrecy and suspense among the players.
Agenda Cards
ENTHUSIASTIC
EVIL AGENDA
At the beginning of the game
after players have selected
their roles and built their
13-card starting decks, do the
following:
• Without looking at them,
randomly select one of
2
0
the ten “Good Agenda” character cards for each EFFICIENT
player but don’t give them out yet.
• Without looking at them, randomly select one of the
five “Evil Agenda” character cards
• Shuffle the one Evil card in with the Good agendas
2
0
cards, then deal one out to
each player. Put the remaining card back in the game box
without looking at it. It won’t be used
this game. If that was the Evil card it means
there’s no traitor this game… but the
players don’t know this yet.
• Players may now look at their Agenda cards to find out if they are Evil this game. Then each player puts their Agenda card face down underneath their Avatar. (They can look at it at any time during the game.)
You may not reveal your Agenda card to other players.
If you received a Good Agenda, you’re
playing the normal game. You win by
completing all three Objectives.
If you received the Evil Agenda, you’re
playing a very different game. You are
secretly working for “The Company”. By
any means necessary you want all the other
players to die so an alien specimen can be
Choose a dead Alien and put it into the
Combat Zone. Avoid all strikes you would
draw this turn.
Evil Agenda
ALIEN TM & © 2014 FOX. ©2014 UDC. ENCOUNTERS.
GOOD AGENDA
You may switch an Enemy or hidden card
with another Enemy or hidden card.
(Both must be in the Complex
and/or Combat Zone.)
Good Agenda
ALIEN TM & © 2014 FOX. ©2014 UDC. ENCOUNTERS.
acquired. Once everyone else is dead, you
must then call in the rescue team from The
Company. (See below.)
The name of each Agenda card describes the
personality of your character. For example,
you might be a “Ruthless Gunner” or a
“Fearless Scout.”
Secrets Revealed
•
SECRETS REVEALED
During Setup, set aside “Secrets Revealed” cards
equal to the number of players. Each of these replaces one of the Drone cards in the Hive decks you’ll use this game.
ALIEN TM & © 2014 FOX. ©2014 UDC. ENCOUNTERS.
• For example, in a three-player game, you would normally use a total of nine Drone cards. But in a three-player game with Hidden Agendas, you would use three Secrets Revealed cards and six Drone cards. (In a four-player game you’d use four Secrets Revealed cards and eight Drones, etc.)
• During the game, when a Secrets Revealed card is revealed, the player whose turn it is must reveal the Agenda card of any one player (including their own) that hasn’t been revealed yet. Then put the Secrets Revealed card aside for he remainder of the game. (It won’t be used again.)
• When a player’s Agenda card is revealed, two things happen:
1.It shows everyone else whether that player’s a traitor or not.
2.
That player then gains their Agenda character card. (It goes into their discard
pile and works just like a regular
character card.)
When a Player Dies
If a player dies and their Agenda hasn’t been
revealed yet, it gets revealed at that time.
When the Player with the Evil
Agenda Dies
The Good players don’t need to kill the Evil
player. They can win by completing their three
Objectives whether or not the traitor is still
alive. However, if the Evil player dies, not only
does that remove a big threat to the team, but
it buys the players some extra time: Shuffle
each enemy and hidden card in the Complex
together and put them on top of the Hive deck.
When Everyone but the Traitor Dies
Now all the traitor needs to do is play their
Agenda card to win the game. (This represents
The Company showing up to collect an alien
specimen and rescue the traitor.)
Alternate Victory: Agenda cards count as
Character cards, so it’s possible for them to be
killed. If the Evil player’s Agenda card gets killed,
he can still win the game. All other players must
be dead and the Evil player must complete all
three Objectives. (This represents the evil player
being left on his own by The Company such that
he must fight his way out to survive.)
When Everyone Dies
Sometimes the good players might kill the evil
player or vice versa, but then the aliens overrun
the survivors. In this case, everyone loses just
like in the regular game
When There’s an Alien Player and
a Traitor
In this case, things aren’t going great for the good
guys. The traitor doesn’t need to kill the Alien
Player in order to win the game. The Alien Player
has the option to try to hurt whomever it wants.
Gameplay Tips
At the beginning of the game you don’t
know who you can trust (unless you’re the
Evil player). You can attack other players if
you want, but you’ll risk hurting a potential
ally or possibly revealing something about
your Agenda.
When you reveal a Secrets Revealed card,
it’s great to try to find the evil player because
then everyone can start fighting him and the
Good players will now stop coordinating with
or otherwise helping him. But it can also be
beneficial to reveal yourself. Not only will you
get to put your Agenda character card into
your deck, but, if you’re Good other Good
players will know that you’re on their team.
We recommend playing several games of the
regular game without Hidden Agendas before
trying them. They often make the game much
harder as you’re not sure who to trust and at
any moment a player might betray everyone.
Table Talk and Etiquette
In the regular game players are allowed to
say anything they want and even show each
other their hands. When playing with Hidden
Agendas use the following etiquette:
• Players may not reveal their Agenda card or discuss any details about their Agenda card such as its name, stats, or game text.
• Players may not ask other players details about their Agenda card. It is okay to ask a
player if he’s Good or Evil (Although the player doesn’t have to answer.)
• Players may lie about their hand or intentions.
• Players must reveal each card they play during their turn.
• Each player’s discard pile is public information and can be looked through by anyone at any time.
Delayed Hidden Agendas
This is a variation of Hidden Agendas, where
players are not allowed to look at their own
Agenda card until after a Secrets Revealed
card is played on them. This way you might
not even realize you’re a bad guy. In this
variation, finding out you’re Evil represents
the Company sending special orders to you
to kill everyone else, right in the middle of
the game, after they’ve learned about the
alien’s existence.
Adjusting Difficulty
The game can be very hard, especially
for newer players. Some Objectives and
Locations are harder than others and some
combinations of characters and roles work
better than others. In addition to trying out
different combinations, here are some ways
to make the game easier or harder.
To make the game easier, do one or more
of these:
• During Setup, shuffle extra Drone cards into each Hive mini-deck. The more Drones you use, the easier the game. We recommend starting with one extra Drone per mini-deck.
• Treat each player’s Defense value as extra Health.
• Give each player one (or two) free “preparations” turn where they get to skip the Hive Phase.
To make the game harder, do one or more
of these:
• During Setup, don’t shuffle in as many Drone cards. The fewer drones, the harder
the game. We recommend starting by removing one Drone per mini-deck.
• During Setup, put cards from the Hive face down into the Complex. The more cards, the harder the game.
Scoring
If you’d like to keep score for your games,
use these rules. (These are especially good if
you play a series of Hidden Agenda Games
to determine an overall winner.)
Regular Game (No Hidden Agendas)
•
•
•
If the players lose, they score 0 points.
If the players win, they each score 1 point
for each player that survived. (Dead players still get their points unless they turned into Alien Players.)
Alien Players can never score points. Their goal is to deny everyone else points.
Hidden Agenda Game
•
•
•
•
•
If the good players lose, they score
0 points.
If the good players win and there was no player with an evil agenda, they score 1 point for each player that survived plus
1 bonus point for the difficulty of playing while paranoid.
If the good players win and there was a player with an evil agenda, the players score 1 point for each player that survived plus 5 bonus points for thwarting the
evil player.
If an evil player loses, he scores 0 points.
If an evil player wins, he scores 2 points for each good player that died.
Achievements
•
•
•
•
•
When you draw a new hand it has no basic cards in it.
When you combo three different class symbols on the same turn.
If you have all five different class symbols in your hand (or in front of you.)
If the HQ is all one class
If the HQ is all five classes
Playing Through the Movies
We suggest playing through the movies for
your first several games. To do so, use the
following cards:
Alien™
• Location: The Nostromo
• Objective 1 / Hive 1: The S.O.S
• Objective 2 / Hive 2: No One Can Hear You Scream
• Objective 3 / Hive 3: A Perfect Organism
• Characters: Warrant Officer Ripley, Captain Dallas, Chief Engineer Parker, Navigator Lambert
Note: All of these characters have the
icon.
Aliens
• Location: Hadley’s Hope
• Objective 1 / Hive 1: The Lost Colony
• Objective 2 / Hive 2: They Mostly Come At Night
• Objective 3 / Hive 3: Who’s Laying
The Eggs?
• Characters: Lieutenant Ripley,
Corporal Hicks, Private Hudson, Bishop
Note: All of these characters have the
icon.
Alien3™
• Location: Fiorina “Fury” 161
• Objective 1 / Hive 1: Where are
the Brothers?
• Objective 2 / Hive 2: The Beast is
Out There
• Objective 3 / Hive 3: Nobody Can Stop It
• Characters: Sister Ripley, Brother Dillon, CMO Clemens, Francis “85” Aaron
Note: All of these characters have the
icon.
Alien: Resurrection™
• Location: The Auriga
• Objective 1 / Hive 1: Breakout
• Objective 2 / Hive 2: You’re a Thing.
A Construct.
• Objective 3 / Hive 3: She’ll Breed.
You’ll Die.
• Characters: Ripley No. 8, Call, Johner, Christie
Note: All of these characters have the
icon.
Combining Legendary™
Encounters with
Legendary™
If you have Legendary ™: A Marvel DeckBuilding game, you can mix your Alien™ and
Marvel cards together in a variety of ways.
When Playing Legendary™
Encounters
• You can use Marvel Heroes in place of some or all of the Alien™ characters in the Barracks.
• You can use Villains and/or Henchmen in place of Drones.
Special Rules
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If a Marvel card says to gain a wound, draw a strike instead.
If a Marvel card says to KO a wound, heal a strike instead.
If a Marvel card has an “Escape” ability this happens when the card enters the Combat Zone.
If a Marvel card has an “Ambush” ability, it works like a “Reveal” ability.
If a Marvel card has a “Fight” ability, it work like a “Death” ability.
See below for more terminology swaps.
When Playing Legendary™
• You can use Alien™ characters in place of some or all of the Marvel Heroes in the Hero deck.
• You can use aliens and other Enemies in place of Villains/Henchman in the
Villain deck.
Special Rules
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If an Alien™ card says to draw a strike, gain a wound instead.
If an Alien™ card says to heal a strike, you may KO a wound in your hand or discard pile instead.
If an Alien™ card has a “Reveal” ability, it works like an “Ambush” ability.
If an Alien™ card has a “Death” ability, it works like a “Fight” ability.
If an Alien™ card has a “Strike” ability, it occurs when the alien escapes the city.
If an effect says to turn a card face down, ignore it.
Terminology Swaps
In either game, treat these terms as
the same:
• Barracks = Hero Deck
• Hive = Villain Deck
• Sergeant = Shield Officer
• The City = The Complex
• Kill = KO
• Character = Hero
• Enemy = Villain/Henchman
Class Symbols
The Symbols for each class are the same in
both games.
In either game, if some game text doesn’t
make sense, just ignore it. (Such as rescuing
a bystander in Legendary ™ Encounters or
completing an Objective in Legendary ™.)
Game Contents
Rulebook, game board and 600 cards.
• 10 Role Avatars
• 10 Role Character Cards
• 35 Specialists
• 25 Grunts
• 10 Sergeants
• 224 Character cards (16 characters with 14 cards each: each character has 1 rare, 3 uncommons, and 5 each of
two commons)
• 4 Locations
• 12 Objectives
• 132 Hive cards (12 different “mini-decks”)
• 24 Drone cards
• 14 Hatchery Cards
• 40 Strikes
• 4 Alien Avatars
• 36 Alien Player Cards
• 15 Agenda Cards
• 5 Secrets Revealed Cards
Credits
Game Design and Card Set Design:
Ben Cichoski and Danny Mandel (Super
Awesome Games)
Brand Management: Jason Brenner
Development Team: Jason Brenner,
Bubby Johanson, Mark Shaunessy,
Crystal Goggio.
Product Management and Art Direction:
Bubby Johanson
Graphic Design: Krista Timberlake
Project Management: Rachel Valverde,
Louise Bateman.
President, Upper Deck Company:
Jason Masherah
Director of Creative Services:
Mike Eggleston
Original Legendary ™ Game Engine Design:
Devin Low
Playtesters: Jason Brenner, Crystal Goggio,
Bubby Johanson, Matt Rogers,
Mark Shaunessy, Jenny Silva
and many more.
Super Awesome Playtesters: Gus Cichoski,
Drew Clark, John Earle, Mike Leoncavallo,
Eric Thomas, Ken Wyman
Quick Reference Guide
Setup
Note: Only the Sergeant, Strikes, Hatchery, Location, Objective, Hive and Barracks spaces on the
board are used when you set up the game. The other spaces will be used once the game begins.
Initial Setup
1.Each player chooses a Role Avatar and takes the Role Character card that goes with it.
2.Each player takes 7 Specialists, 5 Grunts, and their Role card, shuffles them to make a personal deck of 13 cards, then draws a hand of 6 cards.
3.Shuffle the Sergeants and shuffle the Strikes, then put them face down on their appropriate spaces.
4.Put the 14 Hatchery cards face up on the Hatchery space.
5.Choose a Location and put it face-up on the Location space.
6.Choose one Objective 1, one Objective 2, and one Objective 3 and put them face-up on the Objective space with Objective 1 on the top and Objective 3 on the bottom.
7.Find the three Hive mini-decks that match those Objectives. Shuffle in 1 random Drone card for each player into the Objective 3 mini-deck and put it face-down on the Hive space. Then repeat this process for the Objective 2 and 1 mini-decks so that you have one Hive deck with the Objective 1 mini-deck on the top and Objective 3 mini-deck on the bottom.
8.Choose four characters, shuffle all of those characters’ cards together and put them face down on the Barracks. (There should be 56 total character cards.) Then put the top 5 cards into the HQ face up.
On Your Turn
During your turn, you do the following:
1.Hive Phase: Draw a Hive card (keeping it face down) and add it to the Complex.
2.Action Phase: Play cards from your hand, using them to recruit, scan, and fight.
3.Strike Phase: Each enemy in the Combat Zone Strikes.
4.Cleanup Phase: Discard your hand and all cards played and then draw six new cards.
ALIEN™ & © 2014 Twentieth Century Fox Film Corporation. All Rights Reserved.
©2014 UDC. 2251 Rutherford Road, Carlsbad, CA 92008. All rights reserved. Printed in Canada.
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