Ghost Star
Ghost Star Rulebook
Table of Contents
Table of Contents
Story
The remnants of a supernova is called a Ghost Star. This particular Ghost Star was so massive that it sucked in an incredible amount of matter, including entire planets. The loss of life was so severe that remnants of the myriad lost souls manifested in our reality among the remains of a space station.
This particular manifestation caused the station to function as a dimensional gate to other planes of existence. A powerful entity known as the Gatekeeper guards this passage between planes.
Captain Meg Ohtani and her crew embarked on voyage to the once unreachable Ghost Star only to encounter this ominous space station. Her protocols instructed her to investigate and attempt to make contact with the seemingly dead station.
While her crew made their preliminary scans, Captain Ohtani received a terrifying vision from the Gatekeeper. Despite the horror of this vision and its potential impact to her crew, she decides to sneak away from her ship in order to confront the mysterious entity.
As her shuttle approached the station, the docking bay activates and she proceeds aboard. Disembarking from her shuttle, she was stunned to encounter her long-missing mentor, Colonel Lightheizer, in a state of suspended animation before a mysterious doorway.
The Colonel's vital signs were indicative of a deep state of hibernation with no brain activity...as if soulless. Just as she was about to investigate further, she suddenly felt as if she wasn't alone. That was when the voices in her head started...alien voices...
Objective
Survive through 4 progressively challenging Sectors and face the Gatekeeper in the fourth to become the Gatekeeper, reversing the roles in order to protect the universe.
How to Win
You begin in Sector 1 and attempt to survive while searching for the doors to the other Sectors. The Sector 4 door leads to the entity that is currently serving as the Gatekeeper, who must be defeated in order to win the game. There are 3 ways to lose the game:
- Dropping to 0 Memory
- Dropping to 0 Conscience
- Getting Dead-Ended
Getting Dead-Ended means that your enemies have closed all of the exit doors and you are trapped on the station...forever.
There are different Gatekeepers, all of which can gain bonus abilities if you take too long. Each Gatekeeper requires a different strategy to defeat and you will likely know which one you are facing before you reach Sector 4. This will allow you to better prepare, but the Gatekeeper's bonus abilities may alter your strategy.
Components
- 1 Rulebook
- 21 Colonel Cards
- 100 Main Navigation Cards
- 12 Mission Cards
- 20 Enemy Cards
- 2 Six-Sided Dice
- 30 Cubes
- 1 "20"x27" Board"
Set-Up
A. Shuffle the 100 Main Navigation Cards and deal 25 to North, South, East, and West directional piles.
B. When you are ready to begin playing, choose a card from one of the direction piles and place the active room card as indicated.
C. Shuffle the Mission Cards and deal 3 to Northwest, Northeast, Southwest, and Southeast.
D. Shuffle the 5 Module 1, 2, 3 Entity Cards and the 5 Gatekeeper Cards and place the individual decks in their board spaces.
E. Shuffle the Colonel Lightheizer Cards and place them in the board space.
F. Place a cube on the Sector 1 marker.
(The rulebook shows an image of the board as it should look when set up.)
Getting Started
Choose a Difficulty Level
- Normal Mode - You start with 45 points plus a D6 roll.
- Hard Mode - You start with 40 points plus a D6 roll.
- Supernova Mode - You start with 35 points plus a D6 roll.
Divide them across Memory, Weapons of a Sound Mind, Scales of Discipline, and Emotional Defenses.
In the below example 45 points plus a D6 roll of 4 gives 49 points to spread over Memory, Weapons of a Sound Mind, Scales of Discipline and Emotional Defenses.
(The rulebook shows an example Mind Interface board with the points spread across the traits.)
Draw a Navigation Card
Draw a card from one of the direction piles and place it face up in the Live Area space.
How to Play
Captain Ohtani's Mind
You manage Captain Ohtani's mind in an attempt to combat and overcome seemingly impossible odds. As you spend and acquire points, you can easily track them on her Mind Interface board.
(The rulebook shows the Mind Interface board with its traits labeled.)
Memory - Anything you decide to do is based on past experience. Using Memory allows you to access that experience.
Weapons of a Sound Mind
- Critical Thinking - Critical Thinking allows you to tap your subconscious and Sacrificing is only restricted to the amount of points you have to Sacrifice.
- Empathy - Your primary weapon against the most dangerous enemies. These powerful Entities are capable of tipping your Scales of Discipline in order to drive you mad or crippling your offense. They can also destroy your Emotional Defenses and eat away at your Memory so you cannot continue to fight. These Entities are based in conceit. There is nothing that unravels them more than the concept of Empathy.
- Informed Decisions - Experience you gain on the station is incredibly valuable and grants you Informed Decisions. You can sacrifice these points to improve the balance of Captain Ohtani's mind. Sacrificing 1 Informed Decision allows you to increase any other attribute on her Mind Interface board by 1.
- Reason - Your secondary weapon against your enemies. The Captain has such a strong mind, she needs nothing more than reason to unravel lesser entities. Stronger entities require Empathy, Reason, and sometimes more to be defeated.
Scales of Discipline
- Judgment - If you run out of Judgment, you can no longer use Critical Thinking.
- Conscience - If you run out of Conscience, you become an entity and the game is over. [Source printed "and entity".]
- Tribalism - One of Man's greatest weaknesses is being possessed by the drums of the tribe. If Tribalism hits zero, you can no longer use Reason.
Emotional Defenses - Some enemies will attempt to assault your mind by exploiting your emotions - Fear, Sorrow, and Anger. If any of these defenses drops to 0, you lose 1 Memory per turn (beginning on the next turn) for each Emotional Defense at 0.
Sacrificing - Sacrificing is the ability to spend a point from one trait to increase another on her Mind Interface board.
Navigation
Main Navigation - The blue Main Navigation doors appear on North, South, East, and West walls. When you see a blue door you can proceed in that direction.
Mission Doors - The yellow Mission doors only appear in the Northwest, Southwest, Northeast, and Southeast corners. They allow you to draw from the corresponding Mission deck. You do not enter a Mission room, you only draw the Mission card.
Exits Blocked by Enemies - Always start at the North wall, if there is a Main Navigation door (blue) present or a Sector door it is blocked. If not circle counter-clockwise until a Main Navigation door (blue) is present or a Sector Door and that door is blocked.
(The rulebook shows an example of an enemy card reading "Block 1 Exit" and "Summon" and the exits it blocks on the Live Area.)
Sector Doors - The red doors with the black symbol lead to the next progressive Sector. You now draw Entity cards from the new Sector deck. Sector doors are not mandatory.
(The rulebook shows the Live Area with arrows indicating the directions of the Main Navigation, Mission, and Sector doors.)
Gatekeeper Track
As you navigate the labyrinthine station, you will encounter scenes that give you insight into the final Gatekeeper you will face. These scenes fall into one of five categories: Hate, Misery, Cruelty, Paranoia, and Chaos, each have their own icon (see below). As you find these icons, track the total on the Gatekeeper Track. Once one of the categories reaches 3, this will indicate the dominant spirit of the Gatekeeper you will be facing. Any icons found after a category hits 3 have no effect. You can draw the Gatekeeper Card and examine it, but you only battle the Gatekeeper when you go through the door to Sector 4. If any other category reaches 3, the Gatekeeper acquires additional abilities which are listed on the Gatekeeper Card. If you reach Sector 4 without a category reaching 3, randomly choose from the 5 Gatekeepers and roll a D6, the number rolled is how many emergency Colonel Cards you get to draw.
(The rulebook shows the five Gatekeeper Track icons: Hate, Misery, Cruelty, Paranoia, and Chaos, each with three empty track spaces.)
Torches
Torches are persistent abilities created by Colonel Lightheizer. There are a total of 6. 1-3 can only be used in combat where 4-6 can be used out of combat. They never burn out unless extinguished by enemies. When enemies extinguish Torches, always extinguish from left to right. You can store up to two Torches so that if one is extinguished, you can load the stored one. When you find a Torch in a room, it auto triggers (after any Boss Builder symbols are added or Encounters are dealt with). When you use a Torch from a Colonel card, it is added when the card is played. Place a cube in slot "1". The Torch is now active. If you find another one move the cube to slot "2".
The rulebook shows the six Torch icons with their effects:
- Torch 1 - Sacrifice one "Weapon of a Sound Mind" for a "Scale of Discipline" or vice versa.
- Torch 2 - Sacrifice one "Weapon of a Sound Mind" for an "Emotional Defense" or vice versa.
- Torch 3 - Sacrifice one "Emotional Defense" for a "Scale of Discipline" or vice versa.
- Torch 4 - Avoid one Encounter per Sector. (Modules 1-3)
- Torch 5 - Boss Builder Symbols no longer give Enemies +1 on their "First Strike" roll.
- Torch 6 - Create a Sector Door (N, S, E or W).
The numbers (1-3) above Torch 4 track which Sectors you have avoided an encounter in. If the number doesn't have a cube, that means you haven't used your 1 avoidance in that Sector yet.
Flares
Flares cannot be extinguished and are a combination of persistent abilities - 1-3 are permanent and immediately triggered when discovered (after any Gatekeeper Track icons have been added or Encounters have been resolved) and 4-6 are persistent until used (one-time use), triggering immediately (again, after any Gatekeeper Track icons have been added or Encounters have been resolved).
You cannot store multiple Flares of the same type. When Flares 1-3 are triggered, place a cube on the Flare icon, adding the appropriate bonus point slot. This effectively increases its maximum value to 6.
The rulebook shows the Flares:
- Flare 1 (Persistent) - Grants 1 CT and increases your MAX CT to 6.
- Flare 2 (Persistent) - Grants 1 Empathy and increases your MAX Empathy to 6.
- Flare 3 (Persistent) - Grants 1 Reason and increases your MAX Reason to 6.
- Flare 4 (One-time Use) - Allows you to access your In-Combat actions while Out-of-Combat.
- Flare 5 (One-time Use) - Allows you to travel the next 2 rooms without being detected.
- Flare 6 (One-time Use) - Eternal Flame Protects 1 Torch from being extinguished.
When Flare 5 is used it allows you to progress through the next two rooms without suffering any negative effects while gaining any potential benefits.
Sector Tracker
When you progress through Sectors keep track on the Sector Counter.
(The rulebook shows the Sector Counter marked 1, 2, and 3.)
Navigation Cards
Turns and Card Content Order
Each room is one turn and there is an order of operations that must be followed.
- Gatekeeper Tracker Effects
- Encounter
- Anything else you can do - Colonel Lightheizer, Torches, Flares, Sub-Room Doors
- Move to next room
Content List
- Gatekeeper icons - One or more Gatekeeper icons in the room with an Encounter increases enemy First Strike rolls by 1.
- Encounter icon - One encounter icon represents one encounter.
- Colonel Lightheizer - Colonel Lightheizer's soul is trapped on the station. He cannot defeat enemies, but he has somehow managed to survive. He has been collecting Intel and preparing for your arrival. Whenever you see this symbol draw a Colonel Card to see what he has left for you.
- Torches - Torches are persistent abilities created by Colonel Lightheizer. These can be picked up freely after any Boss Builder symbols and Encounters have been resolved. Torches can be extinguished by enemies.
- Flares - Flares are persistent abilities created by Colonel Lightheizer. These can be picked up freely after any Boss Builder Symbols and Encounters have been resolved.
- Sub-Room doors - Purple Sub-Room doors can be opened after any Gatekeeper Tracker effects and Encounters have been resolved. The symbol is the cost to open the door. You don't have to be in combat or use Memory to open these doors.
Empty Rooms
When a room is completely empty you can access your two In-Combat options without spending a Memory.
Sub-Rooms
When in an area with a Sub-Room, you appear outside of the Sub-Room. Only one door has to be unlocked and the icon shown is the cost to unlock the door. You do not have to be in combat or use a Memory to open the door.
Main Navigation
Main Navigation Cards do not have to stay upright.
Mission Cards
The Colonel needs assistance in order to help you throughout your mission to reach the Gatekeeper. He will transmit Missions to inform you of his needs or simply reward you for difficult or heroic feats. These Missions can be collected through the yellow doors. Mission cards have two options, but only one can be completed. Discard the Mission Card once the chosen Mission is completed and immediately collect the rewards. Store your pool of Mission Cards off the board/Playmat below the pool of Colonel Cards.
Entity Cards
- Remnants/Reward - The reward icon in the top right corner of the card.
- Entity Sector - The Entity Sector icon.
- Telepathic Strikes - The number of Telepathic Strikes required to unravel the Entity.
- Scenes, images, and emotions - The type of scenes, images, and emotions required in one Telepathic Strike.
- Entity First Attack - Extra Entity ability based on First Attack roll. This is activated on the enemy's first attack if they get one.
- Entity Telepathic Strike - The Entity Telepathic Strike executed on you.
- Entity First Attack points - Entity First Attack points plus a D6 roll vs. your Sorrow points plus a D6 roll.
Gatekeeper Cards
- Dominant spirit - The first category that reaches 3 on the Gatekeeper Tracker dictates the Gatekeeper you will face.
- Unique Boss ability - If any Boss has First Strike, nothing can change that... just prepare for it.
- Bonus abilities - Bonus abilities if other symbols reach 3 after the first and before you reach the fourth Sector.
The example Gatekeeper card, Zoroaster (Chaos), is shown with "Zoroaster gets First Strike" and four bonus abilities: "You cannot use Shields", "Your Sorrow is reduced to 0", "Extinguish 1 Torch per Round", and "Summon 1 Entity Sector 1-3 (Roll)". The card also shows "Secure First Strike".
If more than one category hits 3 at the same time the one most left on the Boss Builder is chosen and the others that hit 3 are bonuses to that Boss.
Colonel Cards
Colonel Cards have two options, but only one can be used. The icon at the bottom of each option is the reward for use. Discard the Colonel Card as soon as it is used and immediately collect the rewards.
(The rulebook shows example Colonel Cards: Pathfinder, Scale Up, Mind Shield, Bug Bomb, and Emotional Surge.)
Combat
First Strike
With any encounter, you must first determine who strikes first. Whomever has the most First Strike points goes first in combat. In the event of a tie, your enemy goes first.
The number below the red D6 icon is the enemy's starting First Strike points. Roll the enemy D6 and add the result to this for the total.
The points you have in the symbol to the right of the red D6 are your starting First Strike points. Roll your D6 and add the result to this for your total.
Attack
When in Combat, you have two options. Option 1 uses your conscious state of mind. Option 2 uses Critical Thinking to tap your subconscious, which only limits your Sacrifices by the number of points you have to Sacrifice.
Option 1
- Spend 1 Memory.
- Attack gives access to the following:
- 1 Telepathic Strike - Use the combination required for your strike.
- In-Combat Colonel Cards - Use as many as you want.
- Informed Decision - You can only Sacrifice once.
- In-Combat Torches (Torches 1-3) - Sacrifice once per Torch.
- Sacrifice 1 Critical Thinking for +2 Memory.
Option 2
- Spend 1 Memory.
- Spend 1 Critical Thinking.
- Attack gives access to the following:
- 1 Telepathic Strike - Use the combination required for your strike.
- In-Combat Colonel Cards - Use as many as you want.
- Informed Decision - Sacrifice as many times as you want. (Limited by the number of points you have to Sacrifice).
- In-Combat Torches (Torches 1-3) - Sacrifice as many times as you want. (Limited by the number of points you have to Sacrifice).
Combat Rounds
Each time you and an enemy exchange Telepathic Strikes is considered a Round. You and enemies can only strike once per round (unless you use the Double Tap Colonel Card).
Multiple Enemies
Fight them one at a time in the order that they are drawn.
End of Rulebook
The beta rulebook ends after the Combat section. It does not include the rules for Gatekeeper battles, Boss Builder resolution in full, Sector progression beyond the Sector Tracker and Navigation sections, or end-of-game procedure. These are not present in the source file and have not been added.