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    I cant lie to you about your chances. Butyou have my sympathies. Ash, ScienceOfficer USCSS Nostromo

    Game SummaryWelcome to LegendaryEncounters: AnAlienDeck Building Game. In this fullycooperative game for 1-5 players, eachplayer starts with a Role such as Gunner orMedic and a deck of basic Character cards.At the start of your turn, take a card from theHive deck and place it face down onto the

    board to show how the aliens are creepingthrough the Complex. Then play cards fromyour hand to generate Attack, Recruit Points,and special abilities. Use Attack to kill aliensor scan the Complex and use Recruit Pointsto gain new Characters for your deck. At theend of your turn, each alien that made it tothe Combat Zone attacks you.Whenever your deck runs out of cards,

    shuffle your discard pile to make a newdeck, including all of the new Charactersyou recruited. This allows your deck toget stronger over time. But beware theHive deck also grows in power. Youll faceprogressively tougher aliens until you reachthe Final Enemy.

    How to WinPlayers must work together to completethree Objectives such as The S.O.S.,They Mostly Come At Night, or WhosLaying the Eggs?. As the game progresses,aliens will attack and strike the players. Ifa player takes strike damage equal to orgreater than their health, the player dies andis out of the game. If all the players die, thealiens win. If at least one player survives tocomplete the final objective, the players win.

    Your First GameFor your first game, follow the setup ruleson Pages 4-5, using the specific card stacks

    listed there. This will allow you to simulatethe movie Alien. After your first gameyou can follow the instructions on page23 to play through Aliens, Alien3andAlien: Resurrection, or you can mix andmatch Objectives, Characters, and Locationsfrom different movies to make your ownscenarios. Once youve mastered the game,you can try Hidden Agenda mode which adds

    in the possibility that one player is secretlyworking against the others.

    If Youve PlayedLegendary: A MarvelDeck-Building GameLegendaryEncounters has many things incommon with its Legendarycounterpart,such as playing cards to gain Attack and

    Recruit Points, generating combos withcards of the same class or crew, and fightingenemies as they move across the board. Hereare the major differences betweenthe games:

    Hidden EnemiesWhen cards are drawn from the Hive deck,they start off face down in the VentilationShafts and must be scanned by players whohave enough Attack in order to turn themface up. You might find an alien to kill, anEvent or Hazard (similar to Scheme Twistsand Master Strikes), or even a potential allywhos been hiding from the aliens.

    Enemies Strike PlayersWhen a card moves past the Airlock room inthe Complex, it drops down to the CombatZone where its immediately revealed if it

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    was not already revealed in The Complex. Atthe end of each players turn, the enemies inthe Combat Zone strike that player causing

    them to draw cards from the Strike Deckequal to the number of those enemies. Whenplayers take too many strikes they die.

    RolesEach player chooses one of ten roles at thebeginning of the game. Your role determineshow much health you have and gives you aspecial Role Character card that starts in yourdeck.

    Alien PlayersIf a Facehugger is revealed, your team mustkill it quickly. Otherwise a player will becomeimpregnated and gain a Chestburster cardwhich will eventually kill them. If a playerdies in this manner, that player can re-enterthe game playing as a newly created Alien,but this time playing against the rest ofthe team.

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    Your First Game - Use These CardsLocation: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.)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)

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    Name

    Avatar Card

    Defense

    HealthALIENTM& 2014 FOX.2014 UDC.ENCOUNTERS.

    You start the game withBattlefield Medicinein your deck.

    10

    5

    AVATAR

    MEDIC

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    0

    Draw a card.Heal a Strike from any player.

    MEDIC

    BATTLEFIELD MEDICINE

    RoleCard

    LOCATION

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    THE NOSTROMO

    Hazard 1:Brought Something BackAdd two Hive cards.Hazard 2:Its 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 moveslike an Enemy. If it reaches the Combat Zone, discard it and each

    player draws three strikes.Pay 8 on any turn to discard it.

    Game Setup

    Player CardsGive each player their own personal 12-carddeck made up of these cards: 7 Specialists 5 GruntsEach player then selects one of the ten Rolesand takes the appropriate Role Avatar andRole Character Card. (You can choose whichones you like or you can randomly deal outthe Avatars. Another method is to give each

    player two random Avatars and let themchoose one.)

    The Avatar stays infront of each playerduring the game. Your Health

    determines howmuch strike

    damage it takesto kill you.

    Your Avatar alsodetermines whichRole CharacterCard you get.Each playershould take thatcard and add it to

    their deck as a13th card. Your Defense

    Value is onlyused whenyoure playing with the Advanced Rules(see pages 19-20 for more info.)

    Game StacksNote:Only the Sergeant, Strikes, Hatchery,Location, Objective, Hive and Barracks spaces

    on the board are used to setup the game. Theother spaces will be used once the game begins.

    Shuffle the 10 Sergeant cards together andplace that stack face down on its space onthe board.

    Shuffle the 40 Strike cards together and placethat stack face down on its space on the board.

    Place the 14 Hatchery cards face up onHatchery space on the board. Those cardsdont need to be shuffled. They are used whenspecific effects happen during the game.

    Location and Objectives(See page 23 for how to simulate playingthrough each of the four Alienfilms.)Pick one Location and put it on the

    Location space.

    Objectives are marked as either 1, 2, or3. Each game uses exactly one 1, one 2,and one 3 objective.

    Pick a 1, a 2, and a 3and place them onthe Objective space with Objective 1 on thetop and Objective 3 on the bottom. (Playershave to complete Objectives in order, fromObjective 1 to Objective 3.)

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    ALIENTM& 2014 FOX.2014 UDC.ENCOUNTERS.

    Objective:Find both parts of the S.O.S.

    Event: Rough LandingYou and the next player each draw a strike.

    THE S.O.S.OBJECTIVE 1

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    EGGENEMY - ALIEN

    This Alien does not move or strike.Event:Kill this Alien and put a Facehuggerfrom the Hatchery in front of you.

    3TheS.O.S.-1

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    2

    Death:Each player kills one of their characters.

    ENEMY - ALIEN

    ACID-SPRAY XENOMORPH

    DroneDeck

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    EVENT

    TheS.O.S.-1

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    Objective:Block the Ventilation Shafts.

    Event: People Are DisappearingThe next player discards two random cards from theirhand.

    NO ONE CAN HEAR YOU SCREAMOBJECTIVE 2

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    Objective:Kill The Perfect Organism.

    Event: Its Hunting UsMove the leftmost Enemy or hidden card in theComplex to the Combat Zone.

    A PERFECT ORGANISMOBJECTIVE 3

    HAZARD!

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    TheS.O.S.-1

    Objective #Heres how to build the Hive deck: Find Objective 3s thirteencard mini-deck.

    Shuffle one randomly selected Drone card

    into it for each player. Then put that stackface down on the Hive space on the board. Find Objective 2s elevencard mini-deck.

    Shuffle one randomly selected Drone cardinto it for each player. Then put that stackface down on top of Objective 3s mini-deck thats already on the Hive space.

    Find Objective 1s ninecard mini-deck.Shuffle one randomly selected Drone cardinto it for each player. Then put that stackface down on top of Objective 2s andObjective 3s mini-decks that are alreadystacked on the Hive space.

    So when youre done, youll have one Hivedeck with the Objective 1 cards on the topand the Objective 3 cards on the bottom.Note:Dont look at the Drone cards youshuffle in it keeps things more suspenseful!

    The BarracksThere are 16 different Characters in thegame. There are 14 cards for each character.To build the Barracks, pick four Characters(at random or your choice) and shuffle all ofthose characters cards together for a total of56 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 builda Barracks with any or even all of the RipleyCharacter cards if you want.

    The HiveEach of the Objectives you picked above hasa corresponding mini-deck of Hive cards.The mini-decks are stacked on top of eachother with Objective 1s mini-deck on the topand Objective 3s mini-deck on the bottom.

    There are also 24 Drone

    cards which are shuffledinto the mini-decksdepending on how manyplayers there are. In a one-player game, youll shuffleone random Drone card intoeach mini-deck. In a two-player game, youll shuffletwo random Drones into

    each mini-deck. And so on.

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    ALIENTM&2014 FOX.2014 UDC.ENCOUNTERS.

    2

    Reveal: Adda Hivecard.

    ENEMY - ALIEN

    XENOMORPH SWARMER

    TheLos tColony-1

    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 anddraws a hand of 6 cards from it.

    Choose a player to go first. Playerstake turns in clockwise order.

    On Your TurnDuring 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 HiveCard to the ComplexAt the beginning of your turn, withoutlooking at it put the top card of the Hive facedown into the closest space in the Complex.The aliens are coming!

    Push Other Cards ForwardIf NecessaryEach of the five rooms in the Complex canonly hold one card. Whenever a card entersa Complex room, if theres already anothercard there, the existing card gets pushedone space toward the Airlock to make roomfor it. So a single card entering the Complexsometimes causes several cards to get

    pushed forward.

    Remember: Only push a card forward ifit needs to move to make room for anothercard entering that space.

    Cards move the same way whether theyreface down or face up.

    A Card Might Get Pushed to theCombat ZoneIf a card is on the Airlock room and getspushed, it leaves the Complex and enters theCombat Zone. If its face down, immediatelyturn it face up. (See page 10 for what

    happens when a card turns face up.)The Combat Zone can hold any numberof cards. Each time a new one is added,slide the existing ones over to the right.Each enemy in the Combat Zone will attacka player at the end of that players turnstarting with the enemy that has been in theCombat Zone the longest (farthest right) andresolving cards from right to left.

    Action Phase: Play cards from yourhand, using them to recruit, scan,and fight.Your deck is made up of Character cards.Here are the different parts of a character:

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    Name

    Character Name

    Character Card

    Crew Icon

    CharacterClass Icon

    Recruit Points:Use these to recruit

    more heroes

    Attack:Use this to scan

    rooms & kill enemiesSpecial Ability

    Cost: How manyRecruit Points it

    costs to recruit

    this character

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    SLEEP WHEN YOU DIE, MANJOHNER

    2

    Coordinate

    1

    1

    at least 2 from that card. The +symbol means you might get moreRecruit Points or Attack based on what

    the card says in its special ability. Keep the cards you play face up in frontof you until the end of your turn.

    You dont have to play every card in yourhand. Some cards are very powerful in theright circumstances but risky or evenharmful in the wrong ones.

    Class and Crew Abilities

    Some characters have an ability with aClass Icon and a colon, like: You get +2

    You can only use a Class ability ifyouve already played another card ofthat class earlier in your turn.

    A cards class is shown with the classicon on the cards upper left and also inthe color of the cards border.

    You can only use a cards Class abilityonce even if you played two or morecards of the required class earlier inthe turn.

    You must use the Class ability if youcan (unless the ability says You may...).

    Some characters have an ability with aCrew Icon such as or .

    These work the same way as Classabilities.

    A cards crew icon is on the cardsupper left hand corner.

    Example of a Class Ability:

    After you add a Hive card, you play cardsfrom your hand. Some of your cards produceRecruit Points that let you recruit morecharacters. Other cards produce Attackthat let you scan rooms and kill enemies.Some cards give you special abilities like

    drawing cards or healing. Heres whatyou 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. (Somecards say Once this turn whichmeans you can wait until later that turnin order to use that effect.)

    You get any Recruit Points listed in theRecruit icon on the card, but you donthave to use those Recruit Points rightaway.

    You get any Attack listed in the Attackicon on the card, but you dont have touse that Attack right away.

    Some cards say something like 2+inside their Recruit or Attack icon.

    The 2 means that you always get

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    ALIENTM& 2014 FOX.2014 UDC.ENCOUNTERS.

    CAPTAIN OF THE SHIPCAPTAIN DALLAS

    2+

    : You get +2 .

    4

    Captain of the Ship,shown here, alwaysgives you 2 Attackwhen you play it,even if you dont haveany other cards.

    If you have alreadyplayed anothercard earlier in theturn, then you canuse Captain of theShips class ability to get an additional 2Attack for a total of 4 Attack.

    If you play two copies of Captain of theShip as your first two cards of the turn,you wont get to use the Class abilityof the first one, but you will get to usethe Class ability on the second one. Soyou would get 6 Attack total from thosetwo cards.

    Recruiting Characters, Scanning

    Rooms, and Fighting EnemiesIn-between playing cards from your hand,or after youve played all of your cards, youcan recruit any number of characters, scanany number of rooms, and fight any numberof enemies. You can do any or all of that asmany times as youre able and in any order.

    How to Recruit a CharacterThe HQ section of the board has five spaces,

    each of which contains exactly one face-upcharacter from the Barracks.To recruit a character from the HQ, spendRecruit Points equal to that characters cost(found on its bottom right corner) and thenput it into your discard pile. When your deckruns out and you shuffle your discard pile tomake a new deck, you will soon draw thatnew character and be able to use its abilities.

    Whenever there is an empty space in the

    HQ for any reason, immediately refill it withthe top card of the Barracks face up. Forexample, you might recruit a character, seewhat new character appears in its place, andthen recruit that new character if you haveenough Recruit Points.You can also recruit a Sergeant from theSergeant stack. To do so, spend 3 RecruitPoints and put the top card of the Sergeantstack into your discard pile. Sergeants alwayscost 3 Recruit Points and there are Sergeantsfor each of the five character classes. (Youwont know which one you get until you

    recruit it.) Besides being different classes, theSergeants are identical.Some special abilities instruct you to gaina character. Whenever you gain a character,unless the effect says otherwise, it goes toyour discard pile.

    How to Scan a RoomDuring the game there will be hidden (facedown) cards in the Complex. Its usually agood idea to scan those cards in order to turnthem face up. That way, if you find an alien,you can try to kill it before it moves into theCombat Zone and starts attacking you.Each of the five rooms in the Complex has aScan Cost. To scan a room that has a hiddencard, spend Attack equal to that rooms ScanCost. Then turn the hidden card face up.There are also special abilities in the game

    that let you scan a room. In those cases youdont have to pay the Scan Cost to scan theroom.

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    Name

    Card Type &Descriptor

    Enemy Card

    Special

    Ability Attack: You musthave this muchAttack in order to kill

    this enemy.

    ALIENTM& 2014 FOX.2014 UDC.ENCOUNTERS.

    2

    Reveal:Add a Hive card.

    ENEMY - ALIEN

    XENOMORPH SWARMER

    TheLostColony- 1

    it will trigger the ability on that objective.Later in the game, after youve completedObjective 1, youll be on Objective 2, so anyevents that get revealed will trigger thatcard. Eventually if you make it to Objective 3,events will trigger that card.(See Completing Objectives on page 11 formore info on Events)

    Revealing a HazardEach Location card has three Hazardabilities numbered 1, 2, and 3. The firsttime in the game when you reveal a Hazard

    card it triggers the first Hazard ability onthe location. Then put the Hazard in theDiscarded Hazards/Events space.The second time you reveal a Hazard card ittriggers the second ability on the location,and the third time you reveal a Hazard ittriggers the third ability on the location.

    Revealing a Character or

    Special Cards

    Sometimes youll find a Character or Specialcard. These cards will always have Revealabilities that tell you what to do. (Often,something good will happen if you find oneof these cards before it gets pushed to theCombat Zone.)

    How to Fight an EnemyOnce an enemy has been turned face upyou can fight it. You can fight any number of

    enemies, one at a time, that are in either theComplex or the Combat Zone. To fightan enemy, spend Attack equal to thatenemys Attack value in order to kill it. Thenput that card onto the Dead Enemies spaceon the board.You can only fight an enemy if you haveenough Attack to kill it. If somehow anenemy has 0 Attack, it will die immediately

    when you attack it.

    Turning a Hidden Card Face UpA hidden card turns face up when its roomis scanned or when it enters the Combat

    Zone. Depending on what kind of card it is,different things happen when its turned faceup.

    Revealing an EnemyEnemies make up the majority of the cardsin the Complex. Enemies include aliens aswell as humans or androids who are workingagainst the players. Here are the differentparts of an Enemy card:

    When an enemy is revealed, it stays where itis and continues to move through the complexthe same way a face-down card moves.Some enemies have Reveal: abilities.When an enemy is turned face up its revealability triggers once and then can be ignoredafterwards.

    Revealing an EventEach Objective card has an Event ability.When an Event is revealed, follow the Eventability located on the current Objective andthen put the Event card into the DiscardedHazards/Events space.At the beginning of the game youll be onObjective 1 so when you reveal an event

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    After you kill an enemy, if you have moreAttack leftover, you can use it to scan roomsand/or fight more enemies.Some enemies have a Death ability. Whenthat enemy dies, follow the instructions ofits Death ability.

    Strike Phase: Each Enemy in theCombat Zone StrikesFrom right to left each enemy in the CombatZone strikes you one at a time. When anenemy strikes, you must draw a card fromthe strike deck.

    Most strikes have an Attack value thatrepresents the damage of the Strike. Putthose strikes next to your Role Avatar. If youever have strike damage greater than orequal to your Role Avatars health, you havedied and are out of the game. You no longertake turns and remove all of your cards fromthe game. Its now up to your teammates toavenge you!

    Some strikes have additional effects, some donasty things instead of causing damage, anda few are misses (which dont hurt at all).Sometimes other game effects can force youto draw strikes. These work just like when anenemy attacks.Fortunately some effects allow you to healstrikes. When a strike is healed or otherwisediscarded, put it into the Discarded Strikes

    space on the board.Cleanup Phase: Discard YourHand and Draw Six New Cards At the end of your turn, put all the cards

    you played this turn into your discardpile. Also, discard any cards in your handthat you didnt play this turn. (You canlook through your discard pile at any timeto see whats in there.)

    Then draw six new cards from your deck.

    If you dont have enough cards left inyour deck and you still need to drawmore, shuffle your discard pile to form anew deck. Then draw the rest of the cardsyou need.

    Dont shuffle your discard pile into a newdeck until your deck has completelyrun out AND you still need to draw orreveal more cards from your deck.(Sometimes this can lead to your deckbeing temporarily empty.)

    Completing ObjectivesThere are many different types of Objectives.Some require you to find and reveal certaincards. Some require you to attach specialcards to a room in the Complex. And somerequire you to kill a specific alien.

    The players can only be on one currentobjective at a time. Whenever an Objective iscompleted, immediately put it on the bottom

    of the three Objective cards. Players can thenwork toward completing the next Objective.

    Players must always complete Objective1 before they can complete Objective 2,and must complete Objective 2 before theycan complete Objective 3. When the thirdObjective is completed, the game is over andthe players have won.

    Some Objectives have Setup text. Follow

    these instructions immediately when itbecomes the current objective.

    On your first time playing with an Objectiveit might not be immediately clear how tocomplete it. However, youll always beable to figure it out as you make your waythrough the Hive.

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    ALIENTM&2014 FOX.2014 UDC.ENCOUNTERS.

    CHIEF ENGINEER PARKER

    FIND IT AND KILL IT

    4

    Coordinate

    2

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    2

    Coordinate2

    FRANCIS 85 AARON

    THE COMPANYS ORDERS

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    Reveal:Move this to Operations.

    Operations:Pay 2 Attach this to any clearroom that doesnt already have a Sentry Gun.

    Complex:Enemies in this room have -2 .

    MISSION

    SENTRY GUNS

    TheyMostlyComeAtNight-2

    That player can now play a copy of thecard you coordinated with them. (SeeCopying a Card on page 16)

    At the end of that players turn, put the cardyou Coordinated into YOUR discard pile.

    You can only Coordinate one card to eachplayer on their turn. However, multipleplayers can each coordinate one card to theplayer whose turn it is in order to give thatplayer a huge advantage.

    When you Coordinate a card to a player, theycan choose not to play a copy of it. Eitherway you still draw a replacement card.

    Example of coordinating: Its Player As turn.Player B decides to Coordinate the card FindIt And Kill It. Player B sets aside the cardface up, draws a replacement card, and tellsPlayer A. Player C decides to Coordinate aswell. Player C sets aside The CompanysOrders, draws a replacement card, and tellsPlayer A.

    Player A now copies both of the Coordinatecards, gaining 2 Attack from the first one and2 Recruit Points from the second. Even better,since Find It And Kill It is a card thatallows him to trigger his First Aid survivalability which heals a strike from any player.At the end of Player As turn, the card PlayerB coordinated goes to Players Bs discardpile and the card Player C coordinated goes

    to Player Cs discard pile.

    Objective Goal CardsSome Objectives require you to dosomething with cards youll find in the Hive.

    The cards are marked as a goal for Objective1, 2, or 3. If one of these cards has an abilityon it where you can spend Recruit Points,you can only use the ability if youre on theproper Objective.

    Final EnemiesEach Objective3 requires theplayers to kill oneor more specificaliens. These alienssay Final Enemy on them. You may notfight a Final Enemy until youre on Objective3. (If you havent completed Objective 2yet when a Final Enemy shows up, youreprobably in trouble.)

    Keyword Abilities on CharactersThere are four keyword abilities found onCharacters:

    CoordinateCoordinating allows you to let another playerborrow one of your cards. It is a criticalway to help your teammates kill toughenemies. Its the most common keywordfound on characters in the Barracks, and allSergeants have Coordinate.

    During another players turn you canCoordinate with them like this: Set aside a Coordinate card in your hand

    face up, and then immediately draw a newcard to replace it. While it is set aside, itsconsidered out of play.

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    ALIENTM&2014 FOX.2014 UDC.ENCOUNTERS.

    Vigilant: If you would draw a strike, youmay discard this to avoid it.

    2

    PRIVATE HUDSON

    BODY ARMOR

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    2+

    Sacrifice:You get +2 .

    4

    SISTER RIPLEY

    BAIT FOR THE BEAST

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    6

    Mobilize:Choose a player. They may kill acard in their discard pile.

    : Choose a player. They maykill a card in their discard pile.

    3

    JOHNER

    I MOSTLY JUST HURT PEOPLEVigilantVigilant characters can stayin play longer than one turn.

    When you play a Vigilantcharacter, leave it in play infront of you like a normalcard. However, at the end ofyour turn, when you discardyour cards and draw a newhand, leave your Vigilantcards in play.

    Most Vigilant characters let you discard them

    in order to get an effect such as gainingAttack or avoiding a Strike.On the turn you play a Vigilant characterit helps you trigger Class or Crew abilities.However, on later turns while a Vigilant cardremains in play, it wont help you triggerthose abilities.

    If an effect says to do something to one ofyour characters, this includes characters in

    your hand, characters you played this turn,and any Vigilant characters that you have inplay. If you need to show a character foran effect, you can show one of your Vigilantcharacters.

    SacrificeSome cards allow youto sacrifice them to get aspecial effect. Play the card

    as normal. Then any timeon your turn you can kill thecard, putting it into the DeadCharacters space, to get itsSacrifice effect.

    When you Sacrifice a card,you still get to keep any Recruit Points, Attack,or Once this turn abilities it generated thatturn. It also still counts for the purposes of

    triggering other cards Class or Crew abilities.

    MobilizeA Mobilize character grantsyou a special ability as soon

    as you gain the character.When you recruit orotherwise gain a characterwith Mobilize, after you refillthe HQ, you get its Mobilizetext immediately. (You mustuse the Mobilize abilityunless it specifies You may....)Once you gain a Mobilize character youignore its Mobilize text from then on.

    Facehuggers and ChestburstersFacehuggers work differently than otheraliens. Whenever one is revealed, it getsplaced right in front of the player whose turnit is. This represents the Facehugger trying toattach itself to that player.

    That player can fight and kill it that turn if

    possible. If that player cant kill it, the nextplayer is allowed to fight it on their turn.If neither player can kill it, the Facehuggerimpregnates the initial player: TheFacehugger dies and goes to the DeadEnemies space. Then that player puts aChestburster card from the Hatchery into hisor her discard pile.

    If theres only one player left in the game and

    that player reveals a Facehugger, they willhave this turn and the next one to kill it.

    Facehuggers cant be moved by playereffects (like the Electric Prod).

    If multiple Facehuggers impregnate a playerat the same time, they all die, but the playeronly gains one Chestburster card.Beware: Facehuggers can show up fromunexpected places, without warning!

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    Additional RulesPlayers Fight PlayersSometimes a player might want to fight

    another player. (The main reasons to do thisare when playing with the Advanced Rules forHidden Agendas or Alien Players.)During your turn, you can fight another playerby spending Attack equal to that playersDefense value. That player must then draw aStrike card. You can attack another player asmany times you like on a turn as long as youcan spend enough Attack each time.

    Your CharactersIf an effect refers to your characters thisincludes any character in your hand as wellas any characters youve played this turn.(It also counts any Vigilant characters youhave -- see page 13.)The characters in yourdeck and discard pile do not count. Copiesof characters (such as a card that was

    coordinated to you) also do not count.

    KillIn addition to spending Attack to kill enemies,there are many effects that say to killcertain cards. Killed enemies go to the DeadEnemies space and killed characters go to theDead Characters space. If a Chestburster getskilled, put it back into the Hatchery. And if

    somehow a Hazard or Event gets killed, put itinto the Discarded Hazards/Events space.If a card says to kill one of your charactersyou can kill a character in your hand or oneyouve already played this turn. If you kill oneyouve already played this turn, you still getto use the Recruit Points, Attack, and specialabilities the character produced, includingOnce this turn abilities. It also still

    counts for the purposes of triggering

    When you gain a Chestburster the followingthings happen: Enemies will no longer strike you. (Youre

    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 shegets impregnated.

    If there is no other player to moveonto, the Facehugger dies.

    The moment you draw the Chestburster, itclaws its way out of your chest and you

    die horribly. If youre playing with the Alien

    Player advanced rules (see page 19),you now get to re-enter the game as anAlien. Otherwise, youre simply out ofthe game.

    Example of a Facehugger + Chestburster:Player A expends some Attack to scan theMed-Lab. This reveals the hidden card there

    and its a Facehugger! Player A puts theFacehugger right next to his avatar. Player Arealizes he doesnt have enough Attack to killit and starts to panic. He takes the rest of histurn and then looks at the next player (PlayerB). Hey, can you kill this thing?Player B takes her turn. She realizes shedoesnt have enough Attack to kill theFacehugger. Im sorry I cant help you...

    At the end of Player Bs turn, the Facehuggerimpregnates Player A. The Facehuggerdies and goes to the Dead Enemies space.Then player A puts a Chestburster from theHatchery into his discard pile.

    If the players can find a way to remove theChestburster from Player As deck or discardpile hell be all right. Otherwise, when hedraws it, he immediately dies.

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    another cards Class or Crew ability.Killing some of the Basic Colonial Marines(Specialists and Grunts) you start withcan actually be very good for you, since itmeans you will draw your more powerfulcharacters more often, instead of drawingthe weaker Marines.

    MarinesThe Specialists and Grunts you start with, aswell as the Sergeants you recruit all have the

    Crew symbol. Specialists and Grunts haveno character class, but there are Sergeants

    with each of the five character classes.Gaining CardsWhen you gain a card, put it into yourdiscard pile. After you shuffle your deck,youll be able to draw that new card.

    Running Out of Cards in theHive DeckOften the Hive deck will run out while the

    players are struggling to defeat the FinalEnemy. If you need to add a Hive card andthe Hive deck is empty, take all of the cardsin the Dead Enemies space, shuffle themtogether and make a new Hive deck.In the unlikely event that the Hive deck runsout a second time, the aliens have overrunthe players and the players all die. (Asabove, this happens when you need to add aHive card and there isnt one left.)

    Running Out of Cards in theBarracks DeckIf the Barracks runs out, keep playingnormally except the HQ will no longer refill.And once there are no longer cards in theHQ you will no longer be able to recruitcharacters (other than Sergeants).

    Running Out of Cards in theSergeant StackIf this stack runs out, keep playing normally

    except you will no longer be able torecruit Sergeants.

    Running out of Cards in theStrike DeckWhen this deck runs out, immediately shuffleall of the discarded strikes to make a newStrike Deck.

    Special Abilities On Cards

    Cards can override the rules of the game. If one card says you cant do something

    and another tells you to do it, cantbeats can.

    If a card tells you to do something and youcant do all of it, then do as much as youcan. For example, if a card tells you todiscard two cards from your hand andyou only have one card, just discard the

    one card. If a card requires a choice and its not clearwho should make the choice, then theplayer whose turn it is makes the choice.

    If a card instructs you to do somethingand its not clear who it refers to, it refersto the player whose turn it is.

    Show a CardThis just means to show the other players

    that you have a particular card. You donthave to play or discard the card. You can alsoshow a card that you already have in play(including Vigilant cards).

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    ALIENTM& 2014 FOX.2014 UDC.ENCOUNTERS.

    2

    2Once this turn, if the Med-Lab is clear, youmay heal a strike from any player.

    BISHOP

    GET HIM TO MEDICAL

    ALIENTM&2014 FOX.2014 UDC.ENCOUNTERS.

    Reveal: Movethis to Operations.

    Operations: Pay2 Attach thisto anyclearroom thatdoesnt alreadyhavea SentryGun.

    Complex: Enemiesin thisroom have -2 .

    MISSIONSENTRY GUNS

    TheyMostlyComeAtNight-2

    ALIENTM& 2014 FOX.2014 UDC.ENCOUNTERS.

    3

    Strike:When you draw a new hand at the endof this turn, draw one fewer card.

    XENOMORPH SCREECHERENEMY - ALIEN

    TheBeastIsOutThere-2

    Clear RoomA room is considered clear if there isno card in that room. A room that has an

    attached card can still be clear if there is noother card in it. If a room gets blocked byan effect it is removed from the game andnever counts as being clear.

    Copying a CardSome effects allow you to copy a card.Whenever you copy a card, pretend asthough you just played that card. You getall of its Recruit Points, Attack, and special

    abilities including any Class or Crew abilitiesit has and keywords such as Sacrifice. A copyof a card cant be killed or discarded.

    Does Not MoveSome enemies dont move. If another cardtries to enter its space, leave it where it is,and have the other card skip to the nextspace.

    Does Not StrikeSome enemies dont strike. Just ignore thatenemy during the Strike Phase.Double Strike and Triple StrikeWhen an enemy with Double Strike strikesyou, you draw two Strike cards instead ofone. If it has Triple Strike, youll draw threeStrikes instead of one.

    Strike Abilities

    Some enemies haveStrike abilities. Whenthese enemies strikeat you, in addition todrawing a Strike, follow theinstructions on the card.

    Once this turnMost card abilities takeplace immediately when

    you play the card. However,some say Once this turnwhich means that you canchoose to use that abilitylater on during your ActionPhase instead of right away.However, once you get to the Strike Phasepart of the turn its too late to use it.

    Next Player

    Some effects refer to the next player. Usuallythis means the player who is next to act.However, if theres only one player left inthe game (whether because youre playingsolo or because everyone else is dead), thennext player refers to you. For example, ifan effect says you and the next player eachdraw a strike, you would draw two strikes.

    Enemy gets -2 AttackSome effects reduce an enemys Attack. Itcan never go below 0. When you fight anenemy, if its attack is 0 you can kill it withoutusing any Attack.

    Attach to a RoomSome cards tell you to attach it to aroom. In this case put it in that room of theComplex but slide it up a bit. This way othercards can still go into that room on top of theattached card, but the attached cards nameis still visible. The attachment doesnt countas being inthat room.

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    ALIENTM& 2014 FOX.2014 UDC.ENCOUNTERS.

    EGGENEMY - ALIEN

    This Alien does not move or strike.Event:Kill this Alien and put a Facehuggerfrom the Hatchery in front of you.

    3TheS.O.S.-1

    ALIENTM& 2014 FOX.2014 UDC.ENCOUNTERS.

    EVENT

    TheS.O.S.-1 3ALIENTM& 2014 FOX.2014 UDC.ENCOUNTERS.

    Reveal:Put this in front of you. Any playercan fight it on their turn. If its still alive at theend of the next turn, kill it and gain aChestburster from the Hatchery.

    ENEMY - ALIEN

    FACEHUGGER

    HatcheryDeck

    ALIENTM& 2014 FOX.2014 UDC.ENCOUNTERS.

    FLESH WOUNDSTRIKE

    1StrikeDeckALIENTM& 2014 FOX.2014 UDC.ENCOUNTERS.

    2

    Death:Each player kills one of their characters.

    ENEMY - ALIEN

    ACID-SPRAY XENOMORPH

    DroneDeck

    Area AbilitiesSome cards have abilities which areonly active while the card is in a certain

    area. They look like this: Complex:,Operations:, or Combat Zone:

    Event AbilitiesSome enemies haveabilities that trigger whenan Event is revealed.When an Event isrevealed, first resolvethe Event trigger on the

    Objective and then resolveit on any enemies in play.

    Special Hive cardsSome cards in the Hive are marked asSpecial. Just follow the instructions onthese cards when theyre revealed.

    Pay AbilitiesSome cards allow you to pay in order

    to get an effect. In this case, just spend theand follow the instructions.

    Grown in a LabGrown in a Lab becomes a clone of anothercard you played this turn. In this case, itgains the stats, text, class, crew, charactername, etc. of the card youre cloning.However, it also still counts as a Ripley card(for the purposes of cards like Acid Blood orThe Newborn).

    Ventilation LockOne card, Ventilation Lock, can block theVentilation Shafts. When this happens,that room no longer exists. Put the currentObjective Card (No One Can Hear YouScream) on that room and then put thewhole Hive deck on top of it.

    Deck LabelsMost cards in the game have a label onthem that makes it easier to tell wherea card belongs. This is especially usefulwhen youre cleaning up and reorganizing afinished game.

    TimingIf a card tells multiple players to dosomething at the same time, first the playerwhose turn it is does it then the other playersgo in clockwise order.

    If multiple cards are moved to the CombatZone at the same time, turn the first one faceup (if necessary) and resolve any Revealtriggers or its Hazard or Event ability. Thenturn the next card face up, and so on.

    If multiple effects occur at the same time, andits not clear what order to resolve them in,the player whose turn it is chooses the order.

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    Crews

    Nostromo:Well move in pairs.

    Well go step by step and cut off everybulkhead and every vent until we have itcornered. And then well blow it out intospace. Warrant Officer Ripley

    Sulaco:We got tactical smart missiles,phase-plasma pulse rifles, RPGs, we gotsonic electronic ball breakers. We got nukes,we got knives, sharp sticks Private Hudson

    Fury-161:Youre all gonna die. Theonly question is how you check out. Do youwant it on your feet? Or on your kneesbegging? I aint much for begging. Nobodyever gave me nothing. So I say $% thatthing! Lets fight it! Brother Dillon

    The Betty:Hey, Ripley. I heard you, like,ran into these things before. So, like, what didyou do?I died. - Johner and Ripley No. 8.

    Colonial Marines:All right,

    sweethearts, youre a team and theresnothin to worry about. We come here, andwe gonna conquer, and we gonna kick some,is that understood? Sgt. Apone

    Character Classes

    Intel characters are the best at gaining

    information, scanning rooms, anddrawing cards.

    Leadershipcharacters excel atgenerating extra Recruit Points and gainingextra characters.

    Strengthcharacters are great atgenerating Attack and killing cards youno longer want in your deck.

    Survivalcharacters can avoid drawingstrikes and can heal players.

    Techcharacters are jacks of all tradeswho can dabble into the effects of the otherclasses as well as do some unique thingslike move enemies or copy other cards youplayed this turn.

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    ALIENTM& 2014 FOX.2014 UDC.ENCOUNTERS.

    WARRIOR XENOMORPHALIEN AVATAR

    Once during each of your turns,choose a player to draw a strike.

    8

    6

    ALIENTM& 2014 FOX.2014 UDC.ENCOUNTERS.

    3

    Strike: When you draw a new hand at the endof this turn, draw one fewer card.

    XENOMORPH SCREECHERENEMY - ALIEN

    TheBeastIsOutThere-2

    ALIENTM& 2014 FOX.2014 UDC.ENCOUNTERS.

    2

    Reveal:Add a Hive card.

    ENEMY - ALIEN

    XENOMORPH SWARMER

    TheLostColony-1

    Advanced RulesThese are rules you should only use onceyou feel like you have mastered the game.

    Advanced Rule: Player AliensTheres a monster in your chest. Its a reallynasty one. And in a few hours its gonnaburst through your ribcage, and youregonna die. Any questions? Ripley No. 8

    In the standard rules, when a player dies toa Chestburster theyre out of the game (justlike if they die from Strike damage). Withthis optional rule, when a player dies to aChestburster they get to re-enter the gameon their next turn as an Alien Player.Heres how it works:

    When you die, remove your avatar and allyour 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 ofthe players.

    Do the following on each of your turns, inthis order:

    1. Play any number of cards from yourhand.

    2. Discard each card you played andany that are left in your hand, anddraw a new hand of 6 cards. (You

    dont do anything else on your turnslike having a Hive or Strike Phase.)

    If your deck runs out, reshuffle it just likeyou would as a regular player.

    Players can fight you by spending Attackequal to your Defense number. Each time

    youre attacked this way, draw a Strike.Ignore any text on that strike, but if it hasa damage number of 1 or higher put itnext to your Avatar.

    If you ever have Strike damage greaterthan or equal to your health, you die.Remove your deck, hand, and discard pilefrom the game, but leave any cards thatyou might have put onto the board.

    You no longer count as a player for thepurposes of game effects. If an effect sayssomething happens to the next playerand that would have been you, it skips youand goes on to the next player. Note:Some cards refer specifically to anAlien Player.

    If an Event or Hazard is revealed, treat it asthough the next player revealed it. (It

    refers to them and they make anydecisions 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 areAlien Players, the game ends.

    Advanced Rule: Hidden AgendasYou know, Burke, I dont know whichspecies is worse. You dont see them

    screwing each other over for a goddamnpercentage. Ellen Ripley

    As if a horde of aliens wasnt enough, nowthere might be a traitor in your midst. TheHidden Agenda rules add an element ofsecrecy and suspense among the players.

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    ALIENTM& 2014 FOX.2014 UDC.ENCOUNTERS.

    SECRETS REVEALED

    ALIENTM& 2014 FOX.2014 UDC.ENCOUNTERS.

    20

    You may switch an Enemy or hidden cardwith another Enemy or hidden card.(Both must be in the Complex

    and/or Combat Zone.)

    GOOD AGENDA

    EFFICIENT

    GoodAgenda

    ALIENTM& 2014 FOX.2014 UDC.ENCOUNTERS.

    2

    Choose a dead Alien and put it into theCombat Zone. Avoid all strikes you woulddraw this turn.

    0

    EVIL AGENDA

    ENTHUSIASTIC

    EvilAgenda

    acquired. Once everyone else is dead, youmust then call in the rescue team from TheCompany. (See below.)The name of each Agenda card describes the

    personality of your character. For example,you might be a Ruthless Gunner or aFearless Scout.

    Secrets Revealed During Setup, set aside

    Secrets Revealed cardsequal to the numberof players. Each of thesereplaces one of the Dronecards in the Hive decksyoull use this game.

    For example, in a three-player game,you would normally use a total of nineDrone cards. But in a three-player gamewith Hidden Agendas, you would usethree Secrets Revealed cards and sixDrone cards. (In a four-player game youd

    use four Secrets Revealed cards and eightDrones, etc.)

    During the game, when a Secrets Revealedcard is revealed, the player whose turn itis must reveal the Agenda card of any oneplayer (including their own) that hasntbeen revealed yet. Then put the SecretsRevealed card aside for he remainder of thegame. (It wont be used again.)

    When a players Agenda card is revealed,two things happen:

    1. It shows everyone else whether thatplayers a traitor or not.

    2. That player then gains their Agendacharacter card. (It goes into their discardpile and works just like a regularcharacter card.)

    Agenda CardsAt the beginning of the gameafter players have selectedtheir roles and built their13-card starting decks, do thefollowing: Without looking at them,

    randomly select one ofthe ten Good Agendacharacter cards for eachplayer but dont give themout yet.

    Without looking at them,

    randomly select one of thefive Evil Agendacharacter cards

    Shuffle the one Evil cardin with the Good agendascards, then deal one out toeach player. Put theremaining card back in the game boxwithout looking at it. It wont be used

    this game. If that was the Evil card it meanstheres no traitor this game but theplayers dont know this yet.

    Players may now look at their Agendacards to find out if they are Evil this game.Then each player puts their Agenda cardface down underneath their Avatar. (Theycan 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, youreplaying the normal game. You win bycompleting all three Objectives.

    If you received the Evil Agenda, youreplaying a very different game. You aresecretly working for The Company. Byany means necessary you want all the otherplayers to die so an alien specimen can be

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    When a Player DiesIf a player dies and their Agenda hasnt beenrevealed yet, it gets revealed at that time.

    When the Player with the EvilAgenda DiesThe Good players dont need to kill the Evilplayer. They can win by completing their threeObjectives whether or not the traitor is stillalive. However, if the Evil player dies, not onlydoes that remove a big threat to the team, butit buys the players some extra time: Shuffleeach enemy and hidden card in the Complex

    together and put them on top of the Hive deck.When Everyone but the Traitor DiesNow all the traitor needs to do is play theirAgenda card to win the game. (This representsThe Company showing up to collect an alienspecimen and rescue the traitor.)Alternate Victory:Agenda cards count asCharacter cards, so its possible for them to bekilled. If the Evil players Agenda card gets killed,

    he can still win the game. All other players mustbe dead and the Evil player must complete allthree Objectives. (This represents the evil playerbeing left on his own by The Company such thathe must fight his way out to survive.)

    When Everyone DiesSometimes the good players might kill the evilplayer or vice versa, but then the aliens overrunthe survivors. In this case, everyone loses just

    like in the regular game

    When Theres an Alien Player and

    a TraitorIn this case, things arent going great for the goodguys. The traitor doesnt need to kill the AlienPlayer in order to win the game. The Alien Playerhas the option to try to hurt whomever it wants.

    Gameplay TipsAt the beginning of the game you dontknow who you can trust (unless youre theEvil player). You can attack other players ifyou want, but youll risk hurting a potentialally or possibly revealing something aboutyour Agenda.

    When you reveal a Secrets Revealed card,its great to try to find the evil player becausethen everyone can start fighting him and theGood players will now stop coordinating withor otherwise helping him. But it can also bebeneficial to reveal yourself. Not only will youget to put your Agenda character card intoyour deck, but, if youre Good other Goodplayers will know that youre on their team.

    We recommend playing several games of theregular game without Hidden Agendas beforetrying them. They often make the game muchharder as youre not sure who to trust and atany moment a player might betray everyone.

    Table Talk and EtiquetteIn the regular game players are allowed tosay anything they want and even show eachother their hands. When playing with HiddenAgendas use the following etiquette: Players may not reveal their Agenda card

    or discuss any details about their Agendacard such as its name, stats, or game text.

    Players may not ask other players details

    about their Agenda card. It is okay to ask aplayer if hes Good or Evil (Although theplayer doesnt have to answer.)

    Players may lie about their hand orintentions.

    Players must reveal each card they playduring their turn.

    Each players discard pile is publicinformation and can be looked through byanyone at any time.

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    ScoringIf youd like to keep score for your games,use these rules. (These are especially good ifyou play a series of Hidden Agenda Gamesto 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. (Deadplayers still get their points unless theyturned 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 score1 point for each player that survived plus1 bonus point for the difficulty of playing

    while paranoid. If the good players win and there was aplayer with an evil agenda, the playersscore 1 point for each player that survivedplus 5 bonus points for thwarting theevil 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.

    Delayed Hidden AgendasThis is a variation of Hidden Agendas, whereplayers are not allowed to look at their ownAgenda card until after a Secrets Revealedcard is played on them. This way you mightnot even realize youre a bad guy. In thisvariation, finding out youre Evil representsthe Company sending special orders to youto kill everyone else, right in the middle ofthe game, after theyve learned about thealiens existence.

    Adjusting Difficulty

    The game can be very hard, especiallyfor newer players. Some Objectives andLocations are harder than others and somecombinations of characters and roles workbetter than others. In addition to trying outdifferent combinations, here are some waysto make the game easier or harder.To make the game easier, do one or moreof these: During Setup, shuffle extra Drone

    cards into each Hive mini-deck. The moreDrones you use, the easier the game. Werecommend starting with one extra Droneper mini-deck.

    Treat each players Defense value as extraHealth.

    Give each player one (or two) freepreparations turn where they get to skipthe Hive Phase.

    To make the game harder, do one or moreof these: During Setup, dont shuffle in as many

    Drone cards. The fewer drones, the harderthe game. We recommend starting byremoving one Drone per mini-deck.

    During Setup, put cards from the Hive facedown into the Complex. The more cards,the harder the game.

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    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 MoviesWe suggest playing through the movies foryour first several games. To do so, use thefollowing 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 theicon.

    Aliens Location:Hadleys Hope Objective 1 / Hive 1:The Lost Colony Objective 2 / Hive 2:They Mostly Come

    At Night Objective 3 / Hive 3:Whos LayingThe Eggs?

    Characters: Lieutenant Ripley,Corporal Hicks, Private Hudson, Bishop

    Note:All of these characters have theicon.

    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: Youre a Thing.

    A Construct. Objective 3 / Hive 3: Shell Breed.

    Youll Die. Characters: Ripley No. 8, Call, Johner,

    Christie Note: All of these characters have the

    icon.

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    Special Rules If an Aliencard says to draw a strike,

    gain a wound instead. If an Aliencard says to heal a strike, you

    may KO a wound in your hand or discardpile instead.

    If an Aliencard has a Reveal ability, itworks like an Ambush ability.

    If an Aliencard has a Death ability, itworks like a Fight ability.

    If an Aliencard has a Strike ability, itoccurs when the alien escapes the city.

    If an effect says to turn a card face down,

    ignore it.

    Terminology SwapsIn either game, treat these terms asthe same: Barracks = Hero Deck Hive = Villain Deck Sergeant = Shield Officer The City = The Complex Kill = KO Character = Hero Enemy = Villain/Henchman

    Class SymbolsThe Symbols for each class are the same inboth games.

    In either game, if some game text doesntmake sense, just ignore it. (Such as rescuinga bystander in LegendaryEncounters or

    completing an Objective in Legendary.)

    Combining LegendaryEncounters with

    Legendary

    If you have Legendary: A Marvel Deck-Building game, you can mix your AlienandMarvel cards together in a variety of ways.

    When Playing LegendaryEncounters You can use Marvel Heroes in place of

    some or all of the Aliencharacters in theBarracks.

    You can use Villains and/or Henchmen inplace of Drones.

    Special Rules 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 Aliencharacters in place of

    some or all of the Marvel Heroes in theHero deck.

    You can use aliens and other Enemiesin place of Villains/Henchman in theVillain deck.

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    Game ContentsRulebook, 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 has1 rare, 3 uncommons, and 5 each oftwo 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

    CreditsGame 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 LegendaryGame Engine Design:Devin Low

    Playtesters:Jason Brenner, Crystal Goggio,Bubby Johanson, Matt Rogers,Mark Shaunessy, Jenny Silvaand many more.

    Super Awesome Playtesters:Gus Cichoski,Drew Clark, John Earle, Mike Leoncavallo,Eric Thomas, Ken Wyman

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    ALIEN & 2014 Twentieth Century Fox Film Corporation. All Rights Reserved.2014 UDC. 2251 Rutherford Road, Carlsbad, CA 92008. All rights reserved. Printed in Canada.

    Quick Reference GuideSetup

    Note:Only the Sergeant, Strikes, Hatchery, Location, Objective, Hive and Barracks spaces on theboard are used when you set up the game. The other spaces will be used once the game begins.

    Initial Setup1. 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 theObjective 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 Dronecard 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 Hivedeck 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 facedown on the Barracks. (There should be 56 total character cards.) Then put the top 5 cardsinto 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.