DECK 52: Space Wrecked
DECK 52: Space Wrecked Rulebook
Table of Contents
Table of Contents
Setup
- HEALTH pile (cards 1 2 3 4). Put the card 4 face up on top.
- Shuffle the ACTION deck (cards 1 2 3 4 5).
- Pick a HERO, add his/her starting cards.
- INVENTORY stack (if the hero starts with any equipment).
- Shuffle the remaining LOOT cards.
- Shuffle the MAP deck.
- Place the ENTRANCE card in a vertical orientation in the middle of your playing area (about 6x6 cards). Draw 4 Map cards and place them face-up and adjacent to the Entrance.
- Draw a card from the Action deck. The number on the card is the number of your OBJECTIVE (see Objectives) for this mission. Shuffle the Action card back in.
- Put the rest of the cards in the DISCARD pile.
Game Sequence
Start at the ENTRANCE and choose one adjacent card to RESOLVE. If a card has been resolved, you must EXPLORE cards adjacent to it. Next, you may pick any other face up MAP card to resolve, and so on till you WIN (achieve OBJECTIVE and find the GRAV SHAFT card), or LOSE (die if HEALTH < 1 or cannot WIN).
If the game isn't challenging enough for you, try to add 1-3 random THREATS (see Threats).
Resolve
You may only resolve face up cards. These may be done in any order. Depending on a MAP card's instructions and icons, it can be resolved differently.
- Flip this card face down to RESOLVE it.
- You may try to beat this CHALLENGE: Draw an ACTION card, and follow the MAP card's option with a corresponding number, shuffle the Action card back in.
- Same as above, but you must try to beat this challenge immediately.
- The card stays face up, you may try to resolve it again now or later.
- Draw a random card from the LOOT deck.
- Shuffle this card into the MAP deck, EXPLORE a new one instead.
- Lose one HEALTH.
- You may RESOLVE one card having the skull symbol.
Explore
Draw Map cards and place them face up [B] to all free locations adjacent to a face down card [A].
- Choose the location first, then draw and place a card.
- You cannot choose a location if it completes a 2x2 square with other three Map cards (resolved or not). Ignore this rule when resolving AIR DUCT.
- You cannot choose a location if there is not enough space.
Example
- I resolved the card [A], and explored the only available adjacent location [B].
- I resolved the card [A], and explored adjacent cards [B].
- I resolved the AIR DUCT [A], by exploring two extra cards [B]. Then I explored the only available adjacent location [C].
Campaign
This type of game is a sequence of missions.
Campaign Sheet
To save your progress write down current health, inventory, upgrades and level.
Winning
You start on level 1 of the derelict hulk. To win the game you must reach level 52 (or higher) where the rescue shuttle is.
Ascending
To move to a higher level (to increase the level you are on), you must resolve the GRAV SHAFT card. Each time you resolve it, draw a card from your current Action deck to determine how many levels you managed to rise. Add this number to your current level.
Descending
If you cannot or do not want to resolve the GRAV SHAFT card, you should lose 1 HEALTH or 1 INVENTORY card, and go one level down (reduce the current level number by 1).
Entering the Level
After you arrive at another level (by ascending or descending), even if you were on that level earlier, the new Mission starts. Return all spent DATA CRYSTALS from the discard pile to the MAP deck. Reshuffle MAP and LOOT decks, randomly choose a new OBJECTIVE and THREATS (see below).
Current Health level, current Action cards, and all your belongings, including Data Crystals, stay with you.
Threats
The higher the current level, the more dangerous it is. Levels 10-24 have one Threat, 25-39 have two Threats, and 40+ have three Threats. Using the Action deck randomly choose Threats (see Threats) before each mission.
Upgrades
When you first pass levels 10, 20, 30, or 40, you may select one upgrade immediately. Selected upgrade cards stay with you till the end of the current Campaign. Select from the following cards:
Stim Pack: Extends your Health to 5 points.
Astronaut RIG: Extends your Health to 6 points and helps with vacuum areas. Requires Stim Pack.
Exoskeleton Suit: Extends your Health to 7 points and helps with blast doors. Requires Astronaut RIG.
Pulse Rifle: Improves your chances in challenges. Add this card to the Action deck.
Flamer: Improves your chances in challenges even more. Requires Pulse Rifle in the Action deck.
Objectives
Drawn as a number from the Action deck at the start of a mission.
- Resolve 6 or more cards including CONTROL ROOM.
- Resolve 2 AIR DUCTS.
- Resolve INSTRUMENTATION BAY and BLAST DOOR.
- Resolve VACUUM AREA and discard DATA CRYSTAL.
- Resolve SECURITY TURRET and use MED KIT.
- Resolve XENOTERROR or explore XENOTERROR twice.
- Explore 2 WRECKED MODULES and resolve VACUUM AREA.
Threats
Drawn randomly from the Action deck before a mission, per the Campaign rules above.
- QUARANTINE: Remove Medbays from the Map deck.
- ALARM: Lose 1 Health when exploring Guard Bots or Security Turrets.
- GRAVITY FLUCTUATION: When resolving Grav Shaft, shuffle 2 Inventory cards into the Loot.
- LIVING TISSUE: When exploring Swarmlings, you must try to resolve them immediately.
- UNSTABLE FLOORS: When the 2nd Wrecked module is explored, draw an Action card. On 4+, lose 2 Health, fall 1 Level down, and start a new mission.
- CHEM TANKS LEAKAGE: Whenever you draw an Action Card subtract 1 from its number (minimum 1).
- RADIATION HAZARD: Lose 1 Health per each 3 resolved cards.
Campaign Map
The campaign is a level track through the derelict hulk, from Level 1 (Start) to Level 52 (Rescue Shuttle):
- Level 1 — Start.
- Level 10 — Upgrade; 1 Threat from here on.
- Level 20 — Upgrade.
- Level 25 — 2 Threats from here on.
- Level 30 — Upgrade.
- Level 40 — Upgrade; 3 Threats from here on.
- Level 52 — Rescue Shuttle (win the game).