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Legendary Encounters: Alien Conversion Kit

Expansion for Legendary Encounters: A Predator Deck Building GameExpansion for Legendary Encounters: An Alien Deck Building Game

Legendary Encounters: Alien Conversion Kit Rulebook

Table of Contents

Table of Contents

  • Combining Predator with Aliens
    • Setup
    • Special Rule: Marks
    • Special Rule: Avoid the Next Strike and Avoid any One Strike
    • Game Term and Board Conversions
  • Hunting Aliens
    • Setup
    • Game Term and Board Conversions
    • Special Rules
    • Updated Objectives and Locations
      • Alien
      • Aliens
      • Alien3
      • Alien: Resurrection

Combining Predator with Aliens

You can combine both Legendary Encounters games by doing the following:

Setup

  1. Choose which board to play on. (This won't affect gameplay.)
  2. Give each player a starting deck of 7 Experience or Specialists and 5 Brute Force or Grunts.
  3. Use either Commanders or Sergeants.
  4. Use a Location from either game.
  5. Use any three Objectives and their mini-decks as long as there's an Objective 1, Objective 2, and Objective 3.
  6. Use either Drones, Young Bloods, or both when making the Enemy deck.
  7. Choose either of the games' Strike Decks.
  8. Put the Hatchery Facehuggers and Chestbursters on the Hatchery.
  9. Choose any four characters to make the Barracks.
  10. Each player gets an Avatar from either game and its role card.

Special Rule: Marks

If you're playing with a Location from Aliens, whenever you reveal a Hazard and follow the instructions, the player whose turn it is then puts the Hazard card next to his Avatar. It counts as a "Mark." But if the Hazard's instructions say to put the Hazard somewhere else, like in someone's deck or back into the Hive, then do that instead of having it Mark a player.

Special Rule: Avoid the Next Strike and Avoid any One Strike

In Aliens, there are cards that let you avoid "the next strike." In Predator, similar cards let you choose which strike to avoid. (This is useful if you want to avoid an enemy with a Strike ability.) When mixing the games play "Avoid the next Strike" abilities as "Avoid any one Strike."

Game Term and Board Conversions

  • Specialist = Experience
  • Grunt = Brute Force
  • Sergeant = Commander
  • Hive = Enemy
  • Complex = Wilds
  • Room = Space
  • Drone = Young Blood

If a card references a space on the board you're not using, then treat it as though it refers to the equivalent space on your board:

  • Airlock = Hills
  • Ruins = Med-Lab
  • River = Weapons Locker
  • Graveyard = Power Station
  • Underground = Ventilation Shafts

Hunting Aliens

You can mix both Legendary Encounters games in order to play as Predators hunting the Aliens.

Setup

  • Play on the Aliens board.
  • Choose a Location from Aliens.
  • Choose three Objectives, and build the Hive deck from Aliens as normal. (Use the Mercenary Chart to determine how many Drones to include in the mini-decks.)
  • Use the Prey Strike deck.
  • Use the Hatchery.
  • Leave the Trap stack nearby in case an effect tells you to draw one. (However, if you draw Shadow Trap, then discard it and draw a new one.)
  • Build the Armory as normal, and put it on the Barracks space.
  • Put the Killer Instincts on the Sergeant Space.
  • Each player gets a starting deck, Avatar, and Role card as normal.
  • Decide if you're playing with the optional Alien Player rules. (More on this below.)
  • If you're playing with Tests or Challenges, then don't use the following: Test of Courage, Test of Focus, Test of Respect, Cleverness, Cunning, Fearlessness, Technique.

Game Term and Board Conversions

When you're mixing games, several card names and game terms should be treated as the same. So if an effect references one of the terms, it should reference both.

  • Specialist = Experience
  • Grunt = Brute Force
  • Sergeant = Killer Instinct
  • Enemy = Prey
  • Hive = Prey Deck
  • Complex = Wilds
  • Operations = Testing Ground
  • Room = Space
  • Drone = Mercenary

If a card references a space in the board you're not using, then treat it as though it refers to the equivalent space on your board:

  • Airlock = Hills
  • Ruins = Med-Lab
  • River = Weapons Locker
  • Graveyard = Power Station
  • Underground = Ventilation Shafts

Special Rules

The gameplay is a cross between Aliens and Predator:

  • You are playing competitively. When you kill an enemy, it goes into your Trophy Room.
  • Enemies are worth Honor equal to the number in their deck label. So if it's from "The S.O.S. – 1," it's worth 1 Honor. And if it's from "No One Can Hear You Scream – 2," it's worth 2 Honor.
  • If it's a Drone or it's from the Hatchery (including a Chestburster), it's worth 1 Honor.
  • During the Enemy Phase, reveal the top card of the Hive. If it's an Event or Hazard, it resolves immediately. If it's an Enemy, it enters the Complex face up. If the card has a Reveal trigger that moves it somewhere, do that now without pushing the card that's in the Ventilation Shaft. (This does count as revealing it in the Complex.)
  • Some effects will tell you to add a face-down Hive card. In this case, don't look at the card. It must be scanned to turn it face up.
  • If an Egg or Colonist Host dies to an Event, no one gets the Trophy.
  • You'll be able to complete Objectives just like in regular Aliens, and some of them will grant you Honor. (See below.) You can't complete an Objective until the one before it has been completed.
  • Enemies marked as Final Enemies also count as Ultimate Prey.
  • If the Hive runs out of cards, then shuffle the unused Drones to make a new Hive. If they run out, then the game ends.
  • You can spend a Duel to be able to fight Ash for a turn.
  • Failed Clones (in the Objective "You're a Thing. A Construct.") are worth Honor based on their rarity. Common cards have a colored frame around both sides of the card. Uncommons have the frame only on the left, and Rares have no frame at all.
  • If a Facehugger jumps on you, you'll have until the end of YOUR next turn to kill it before it impregnates you. Other players can't fight a Facehugger that's on you.
  • If you're playing with the optional Alien player rules, a player dying to a Chestburster won't cause the game to end. Predator players can attack an Alien player without needing to use a Duel keyword. If a Predator kills the Alien Player, he puts their Avatar into his Trophy Room where it's worth 5 Honor.

Updated Objectives and Locations

Use the following updated Objective and Locations text while playing Predators vs. Aliens. (You can also use these if you'd like to make playing regular Aliens harder. Ignore any text that mentions the Trophy Room. Also, some text will say different things depending on if you're playing Predator or just Aliens.) They are organized by Alien movies.

Alien

The S.O.S. — Objective: Find both parts of the S.O.S. (When you find one, put it in your Trophy Room. It's worth 1 Honor.) Event: Rough Landing — Each player draws a Strike.

No One Can Hear You Scream — Objective: Block the Ventilation Shafts. (When you do, put the Ventilation Seal into your Trophy Room. It's worth 2 Honor.) Event: People are Disappearing — Each player discards two random cards from their hand.

A Perfect Organism — Objective: Kill the Perfect Organism. (It's worth 5 Honor instead of 3.) Event: It's Hunting Us — Move the leftmost Enemy or hidden card in the Complex to the Combat Zone. Then, add a face-down Hive card to the Complex.

The Nostromo — Hazard 1: Brought Something Back — Add three face-down Hive cards to the Complex. Hazard 2: It's Loose — Put the top two cards 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, then discard it and each player draws three Strikes. Pay 8 Attack to Disarm the Self-Destruct. (Put it into your Trophy Room. It's worth 3 Honor.)

Aliens

The Lost Colony — Objective: Kill three Colonist Hosts. (Put them in your Trophy Room as normal.) Event: Low Visibility — Add two face-down Hive cards to the Complex.

They Mostly Come At Night — Objective: Set up Sentry Guns in two rooms in the Complex. (If you're playing as Predators when you set up a Sentry Gun, then that's your Sentry Gun for the rest of the game. Only you get its bonus.) Event: Somebody's Gonna Have To Go Out There — Each player draws two Strikes.

Who's Laying The Eggs — Objective: Kill the Queen. (She's worth 5 Honor instead of 3.) Event: Taken to the Hatchery — Put the leftmost character in the HQ into Operations as a Captive. Then, add a face-down Hive card to the Complex. Any player can pay Recruit Points equal to a Captive's cost to rescue it. (Gain it.)

Hadley's Hope — Hazard 1: What Are We Supposed to Use, Harsh Language? — Each player reveals their hand and discards all characters that have a printed Attack of 1 or more. Hazard 2: They Cut the Power — Add face-down Hive cards until the Complex is full. Then, turn all enemies in the Complex face down, shuffle them together, and put them back into the Complex. Hazard 3: Cocooned — Each player draws a Trap. (If you're not playing with Traps, instead put your Avatar into Operations as a Prisoner. While imprisoned, you can't fight, scan, or gain characters. You or any other player may pay 6 Recruit Points to Free your Avatar.)

Alien3

Where Are The Brothers? — Objective: Find both of the Missing Brothers, and rescue any that are still alive. (Once both are rescued and/or dead, complete this Objective.) Event: Dead on Arrival — Each player who hasn't rescued a Missing Brother draws two Strikes.

The Beast is Out There — Objective: Set up Bishop's Head in the Complex. (When you do, put it into your Trophy Room. It's worth 2 Honor.) Event: Easy Prey — Each player reveals their hand and discards a random character that costs 1 or more.

Nobody Can Stop It — Objective: Kill the Beast. (Each time you wound it, put that Event card in your Trophy Room. It's worth 2 Honor, as is The Beast.) Event: It's a Dragon! — Add a face-down Hive card to the Complex. If the Beast is in play, put the Event card under it.

Fiorina "Fury" 161 — Hazard 1: Stowaway — Shuffle five Facehuggers from the Hatchery into the Barracks. Hazard 2: Blood and Terror — Each player randomly chooses one of their Enemy Trophies. Shuffle them together face down, and then put two into the Combat Zone and the rest on top of the Hive. (If you're not playing with Trophy Rooms, then put two random dead Enemies into the Combat Zone instead.) Hazard 3-4: There's No One Coming To Help Us — Kill each character in the HQ, then refill the HQ. Then, shuffle the Hazard into the Barracks. When it's drawn again, repeat this process and then kill it.

Alien: Resurrection

Breakout — Objective: Kill three Xenomorph Clones. (Put them in your Trophy Room as normal.) Event: They've Escaped — Add a face-down Hive card to the Complex. If there are any Enemies in the Complex, move them to the Combat Zone.

You're a Thing. A Construct. — Setup: Put the top three cards of the Barracks into the Combat Zone as "Failed Clones." They don't strike but can be fought. Objective: Kill the Failed Clones. (Pay Attack equal to its cost to kill one. Then, put it in your Trophy Room. Commons are worth 1, Uncommons are worth 2, and Rares are worth 3 Honor.) Event: Absolute Horror — Each player draws a Strike for each Failed Clone in the Combat Zone.

She'll Breed. You'll Die. — Objective: Kill The Cloned Queen and The Newborn. (Each is worth 5 Honor, and both must be killed to end the game.) Event: It's Their Ship Now — Kill the leftmost character in the HQ, and put the Event card in its space. That space is no longer part of the HQ. Then, add a face-down Hive card to the Complex.

The Auriga — Hazard 1: No Time to Waste — Gain the Hazard card. Each time a player draws it, they immediately draw a Strike and then put the Hazard card into any player's discard pile. Hazard 2: We Have to Work Together — Starting with you, each player may show any of their cards. For each of the 5 Classes that isn't shown, add a face-down Hive card to the Complex. Hazard 3: They're All Dead — Each player reveals their hand and kills all of their characters that have a printed Attack of 1 or more.

  • Even if you die to a Chestburster, you can still win the game. However, if you're playing with the Alien Player rules, you can no longer gain or lose Honor once you become an Alien.