Rush M.D.: Campaign Mode
Rush M.D.: Campaign Mode Rulebook
Table of Contents
Table of Contents
Components
The Rush M.D. - Campaign Mode comes with the following components:
- 1 60" White Hourglass
- 1 20-sided Die (d20)
- 12 Availability Cards
- 2 General/Intern Action Slot (Double-sided) Tiles
- 1 Board
- 1 Booklet
- 1 Nearby Hospitals Board
- 25 Cardboard Tokens
- 5 Unavailable Action Tokens
- 14 Intern Tokens (12 Regular & 2 Long)
- 6 Telephone Tokens
Medical Points
In a normal game of Rush M.D. the Medical Points (MP) are used as a limit on how many Medical Errors you are allowed to make. This is true for the campaign as well but now your remaining MP at the end of a game carry over to the next scenario, meaning you will have to be extra careful. Luckily, depending on how well you do during a scenario, you get a chance to gain more MP.
More specifically, at the end of each scenario, calculate your total Reputation Points (RP) as normal. Then, depending on the number of players, those RP are converted to new MP according to the following table:
| Number of Players | Conversion Rate (Normal Difficulty) |
|---|---|
| 1-2 | 1 MP / 4 RP |
| 3 | 1 MP / 5 RP |
| 4 | 1 MP / 6 RP |
EXAMPLE: If you finish a 4-player game with 73 RP, your score will be converted to 12 MP. The same score, however, in a 3-player game would be converted to 14 MP, while in a 2-player it would mean 18 new MP for the players.
Having your RP converting to MP at the end of each scenario, allows each scenario to be played with any player count, regardless of the player count you started it with.
While getting new MP at the end of a scenario is useful and will allow you to make more Medical Errors without losing, your MP have an additional use during the campaign. They can be spent before each scenario to unlock certain features and special bonuses (see Campaign Log on page 24). You have to be careful, however, and not spend too many MP since the amount you will be left with, will be all that you will have available during the next game.
EXAMPLE: You just finished a game with 9 MP left and got 14 more by converting the RP you gained. Your total amount before the next scenario is 23 MP. You decide to spend 12 of those unlocking some bonuses, leaving you with 11 MP for the next scenario.
If you end up spending a lot of MP before a scenario and then lose during that game (due to not having enough MP) you can try it again, spending fewer MP this time, or buying different upgrades instead.
Game Setup Changes
The campaign consists of 8 scenarios, each one with different setup, rules and goal. However, there are some important changes from the setup process of the base game that apply from the very first scenario and that, unless you unlock the corresponding upgrades, continue to apply for all the scenarios of the campaign.
Intern Hourglass
During the campaign you get to include in your games an additional white-colored Hourglass with black sand. This represents the Medical Intern whose experiences you play out and may be used by all the players.
This Hourglass has an important difference compared to the ones in the base game; it lasts twice as much as the other Hourglasses, meaning it will take you longer to perform Actions with it. On top of that, many of the scenarios have special rules regarding this Hourglass or additional uses that are usually part of the scenario's goal as well.
Unavailable Action Tokens
Place 4 Unavailable Action tokens on the following Action slots on the game boards:
- Outpatient Clinic: the second Action slot (slot 2 on the Random Action Slot Indicator)
- Patient Admission: the upper-right Action slot (slot 4)
- Patient Admission: the lower-right Action slot (slot 5)
- Pharmacy storage: the top Action slot of the three storage slots (slot 11)
(The placement is shown as a diagram on page 4 of the booklet; the slot numbers above are read from that diagram against the Random Action Slot Indicator on page 15.)
Unavailable Ward Beds
Set aside some of the Ward Beds, according to the number of players. In a 3 or 4-player game you should set aside 2 of the Beds (one from each Ward), while in a 2-player game you should set aside 3 Beds (two from one of the Wards and one from the other one). For ease of reference, check this table showing the number of AVAILABLE Beds, at the beginning of the campaign, for each player count:
| Number of Players | Available Ward Beds |
|---|---|
| 1-2 | 3 Beds |
| 3 | 4 Beds |
| 4 | 4 Beds |
Between scenarios you will have the chance to spend Medical Points and permanently get those Beds back.
Unavailable Nurse
Set aside one of the Nurse Hourglasses; it will not be available during your games. Between scenarios you will have the chance to spend Medical Points and permanently get it back.
Unavailable Operating Room
At the start of the campaign one of the Operating Rooms is not available. To indicate this, fold the Operating Room game board in half and place it that way on the table. Between scenarios you will have the chance to spend Medical Points and permanently get the other Operating Room back. If you do, unfold the game board and place it normally on the table.
Unavailable ICU Room
During some of the scenarios in the campaign, the Rush M.D. - ICU expansion is used. When you are first instructed to add the ICU game board in one of the scenarios, fold it in half and place it that way on the table (setting also the corresponding ICU Bed aside). As with the Operating Room, one of the ICU Rooms will not be initially available but you will be able to spend Medical Points between scenarios and get it permanently back.
Research Cards
Separate the Research cards into Tasks and Actions. The Tasks will be used later during the campaign; you can return them to the game box for now. Shuffle the remaining Research Action cards and form a pile, placing it next to the table. During the campaign, these are not used as in a normal Rush M.D. game. Instead, they are only used if you spend Medical Points before a scenario to unlock their use for that particular game.
Campaign Log
To keep track of your progress during the campaign, you can use the Campaign Log found in the last page of this booklet (also available to download from the publisher's website).
Intern's Name
On the top of the Campaign Log you should write down the name of the Medical Intern whose adventures you will be playing!
Progress Log
In this space you will keep track of the outcome of your scenarios. After each scenario (assuming you were successful in completing it), you will need to write down the following information:
- Upgrades Unlocked: The upgrades that you unlocked before starting the scenario, by spending some of your MP.
- Starting MP: The MP that you started the scenario with. This is the amount of MP that remained after you unlocked any upgrades.
- Remaining MP: The remaining MP when you finished the game. Keep in mind that if this number drops to 0, then the scenario fails immediately and you will have to play it again before writing the outcome here.
- New MP: After you finish each game, you calculate your score in RP and then these RP are converted to MP (according to the number of players). These are the MP you should write in this field. They will be added to the ones your ended the game with and will help you unlock more upgrades in the future.
- Total MP: This is the sum of your Remaining MP and New MP. It is listed here to make it easier for you to know your total MP before starting the next scenario.
If you were unable to complete the scenario, you can play it again and you can try spending your MP in a different way this time. Remember that you only fill the Campaign Log after you successfully complete a scenario.
The Campaign Log sheet has one row per scenario (1 to 8) with the columns Scenario, Upgrades Unlocked, Starting MP, Remaining MP, New MP and Total MP, and a box beside each upgrade listed below.
Upgrades
Here you can find a list of all the available upgrades you can unlock by spending MP before a scenario. Whenever you get one, at the end of the scenario (assuming you were successful in completing it) you can check the box next to it as a reminder; it is considered unlocked for the rest of the campaign.
- Action Slots (8 MP each): Remove one of the Unavailable Action tokens on the game boards. The Action slot underneath it will now be available to use.
- Operating Room (8 MP): The 2nd Operating Room becomes available to use.
- ICU Room (10 MP): The 2nd ICU Room becomes available to use. Keep in mind that this only becomes available when the ICU game board is added in Scenario 6.
- Ward Beds (12 MP each): Add a Bed to one of the Wards (if possible, choose to add one in the Ward with the fewest Beds), allowing you to Hospitalize one more Patient.
- Nurse (12 MP): The 4th Nurse Hourglass becomes available to use.
The Campaign Log lists the upgrades as: Action Slot (Treat a Regular Patient) 8 MP; Action Slot (Admit Patients) 8 MP; Action Slot (Hospitalize Patient) 8 MP; Action Slot (Store Medication) 8 MP; Operating Room * 8 MP; ICU Room ** 10 MP; Extra Ward Bed #1 12 MP; Extra Ward Bed #2 12 MP; Extra Ward Bed #3 *** 12 MP; Nurse 12 MP.
- * N/A in scenarios 2-3.
- ** N/A in scenarios 1-5.
- *** 1 or 2-player games only.
Single-Use Bonuses
Similar to the upgrades, there is also a list of bonuses that you can unlock and they only last for a single scenario. There is no checkbox next to them since they are only used once after unlocking them (just make sure to list them in the "Upgrades Unlocked" section of the Progress Log). Each bonus may only be unlocked once for each scenario.
- Set of Organs (1 MP): During the next scenario's setup, one token of each Organ type in the Pharmacy. (N/A in scenarios 2-3.)
- Set of Medication (2 MP): During the next scenario's setup, add one token of each Medication type and one Blood token in the Pharmacy and Blood Bank respectively.
- 15" Additional Time (3 MP): During the next scenario, each round lasts 15" more (for a total of 1 extra minute for the whole scenario).
- Researchers (3 MP): During the next scenario, draw 2 Research Action cards before each round. Choose one to keep, placing it on the table where anyone can see it, and put the other one at the bottom of the deck. The Action depicted on the Research card you kept will be available to you for the whole round. At the end of the round, return the card to the bottom of the deck (thus, each round you will have a different Research Action card available to help you). If an Action is not allowed due to a scenario's special rules and one of the Research cards provides that Action, discard it after drawing it and draw a new one in its place.
Scenarios
You are now ready to start the campaign! You begin the first scenario with 20 MP, some of which you may use, if you want, to unlock upgrades. Just make sure to leave enough MP afterwards, as the remaining MP will be the ones that you will have during the game.
If you find the campaign too hard, you can start with 25 MP. When converting your RP to MP at the end of each scenario, get 5 MP as a bonus.
If you find the campaign too easy and want to make it more challenging, start with 15 MP. At the end of each scenario, convert your RP to MP according to the following table:
| Number of Players | Conversion Rate (Hard Difficulty) |
|---|---|
| 1-2 | 1 MP / 5 RP |
| 3 | 1 MP / 6 RP |
| 4 | 1 MP / 7 RP |
In the rare case that you manage to complete a scenario before the 4th round, continue playing as normal. The more RP you manage to get, the more MP you will receive for the next scenario.
Scenario 1: Rounds
Special Instructions
During the setup of this scenario, place the Intern tokens on the table where all players can reach them.
Whenever the Intern Hourglass performs an Action on any game board (not on a Research Action card), if there is no token next to that Action slot, place an Intern token next to it.
Scenario Goal
Place all 12 Regular Intern tokens on different Action slots on the game boards.
Scenario 2: Nearby Hospitals
Special Instructions
Set aside the Operating Rooms game board. No Surgeries can be performed on it during this scenario. Also, place an Unavailable Action token on top of the Store Organs Action slot on the Pharmacy and a General Action Slot token on top of the Nurse Action slot on each of the Wards.
The Nearby Hospitals module is used for this and all future scenarios. See below for instructions on how it is played.
Go through the Hospitalized Patients deck and remove all the Patients that require Surgery. Shuffle the rest of the deck and set aside 12 more Patient cards. Shuffle 8 of the Patients requiring Surgery (if playing with just the base game there are only 8 of them) together with the 12 you set aside and place these 20 cards on top of the rest of the Hospitalized Patients. This will be your deck for this scenario.
Scenario Goal
Gain RP that correspond to 13 MP.
Scenario 3: Exam Hurdles
Special Instructions
The Operating Rooms game board is still unavailable; once again, no Surgeries can be performed during this scenario. The Unavailable Action token on top of the Store Organs Action slot on the Pharmacy and the General Action Slot tokens on top of the Nurse Action slots on the Wards still remain as well.
The Nearby Hospitals module is used as normal.
Go through the Hospitalized Patients deck and remove all the Patients that require Surgery. This will be your deck for this scenario.
For this scenario only, also use the Exam Hurdles module. See below for instructions on how it is played.
Scenario Goal
Treat successfully the corresponding number of Patients:
| Number of Players | Regular Patients | Hospitalized Patients |
|---|---|---|
| 1-2 | 12 | 12 |
| 3 | 14 | 16 |
| 4 | 16 | 20 |
Scenario 4: Disinfection
Special Instructions
The Operating Rooms game board is available once again. For this and for all future scenarios, Patients who require Surgery can either be operated, as normal, or they can be transferred to Nearby Hospitals – players' choice.
For this scenario only, also use the Disinfection module. See below for instructions on how it is played.
Scenario Goal
Gain RP that correspond to 14 MP.
Nearby Hospitals Module
When playing with this module, instead of performing Surgery on a Patient, you may call another Hospital and arrange for the Surgery to be performed there instead. However, you will have to explain exactly what the Patient requires and make sure that all Treatment needed is indeed available in the other Hospital.
During Setup, place the Nearby Hospitals board next to the other game boards and the Telephone tokens next to it. Shuffle the Availability cards and place one on each of the board's placeholders. At the end of each round, discard these two cards and draw new ones to replace them.
There are 2 Action slots on the Nearby Hospitals board, both requiring a Doctor Hourglass to use them. The first one is the Coordinate Surgery Action and the second one is the Transfer to Nearby Hospital Action.
Coordinate Surgery: When performing this Action, choose a Hospitalized Patient that requires Surgery and place its Bed next to one of the two Availability cards of the Nearby Hospitals board. You are free to choose between Hospital A and Hospital B. Then, for every single Organ, Blood and/or Medication token shown in Surgery Folder and therefore required for the Patient's Treatment (either Direct or Diagnosis), roll a 20-sided die (d20). To make sure that each token is available in the other Hospital, you need to roll a number equal to or higher than the one listed on the Availability card, next to the Organ, Blood and/or Medication in question. If you roll a lower number, continue rolling until you succeed. Repeat the process for the entire Treatment shown in Surgery Folder. Keep in mind that if something appears multiple times (for example 3 Blood tokens are required), you need to roll separately for each of them.
After you successfully roll for the entire Treatment required, place a Telephone token into the Patient's Bed and return it to its Ward. For Patient Evaluation purposes, that Surgery is considered to be successfully performed. However, the card that depicted the Surgery for which the coordination was made (either the Patient card or a Diagnosis card) provides only 1 RP instead of the listed Treatment reward.
NOTE: If a Patient needs to receive any additional Treatment outside the Operating Room (i.e., Treatment not shown in Surgery Folder), that Treatment should still be provided at the Ward, as normal, for the Patient to be considered successfully treated and be found ready to be discharged from your Hospital at the end of the round.
Transfer to Nearby Hospital: Normally, a Patient who received all the Treatment required and for whom coordination with one of the Nearby Hospitals was successfully made, will remain in the Hospital until discharged during the Patient Evaluation Phase. However, you may choose to discharge and transfer that Patient to the Nearby Hospital immediately, in order to free up one of your Ward Beds. To do so, first and foremost, make sure that the Patient has been properly treated. If so, remove the Patient's card from the Bed and place it on the side of the Ward, that the Patient had been placed to, along with the Telephone token, any assigned Diagnosis cards and/or any additional Treatment provided to that Patient, in order to be evaluated during the subsequent Patient Evaluation Phase. The Bed may now be used again for another Hospitalized Patient.
NOTE: If, when Nearby Hospitals module is used along with the Rush M.D. – ICU expansion, an ICU Patient requiring PIDs gets transferred to the Nearby Hospital, unhook the PIDs from the IV Pole and place them on top of that Patient's card. The IV Pole immediately becomes available again.
NOTE: If, during the Patient Evaluation Phase, you realize that a Medical Error had been made to a Patient transferred to one of the Nearby Hospitals during the Action Phase, you do not score any RP for that Patient (as the Patient should not have been discharged at the first place) and you lose MP according to that Patient's current Condition. The Patient's card returns to the bottom of the Hospitalized Patients deck, instead of being kept on the side with the rest of the discharged Patient cards.
NOTE: As long as a Patient has not been already transferred to one of the Nearby Hospitals the moment an Epidemic card is placed in the Ward Treatment area of that Patient's Ward, the Patient must be provided with the Epidemic Treatment, as normal.
Exam Hurdles Module
When playing with this module, the 4 Exams become harder to perform. Here are the changes made to each of them:
Cultures: During Setup, place all the Culture tokens in a face-down pile. When performing the Exam and you need to check the tokens, you are only allowed to look at the front of the top token. If it is not the one that you are looking for, move it to the bottom of the pile and continue the process in the same way.
Blood Exam: Whenever you need to perform the Exam, first remove with your hands all the Blood Exam tokens from the Blood Exam tile, placing them next to it. Then, continue with the normal process, picking all the Blood Exam tokens with a pair of tweezers and placing them in the Blood Exam tile with the correct order.
X-Ray: When performing this Exam, after you find the matching Diagnosis card, do not look at it, but instead return it at the bottom of the deck and repeat the process one more time. The second matching Diagnosis card that you will find is the one that you will place face-up on the Patient's Treatment area.
MRI: When performing this Exam, you will have to hold the Patient's Bed in the air, while balancing the Doctor Hourglass on top of the MRI token, placed on a corner of the Bed.
Disinfection Module
At the beginning of each round, using the Random Action Slot Indicator (see below) and a d20, place at random 3 Intern tokens on Action slots on the game boards. When rolling, if you roll a number for an Action slot that already has an Intern token on it or is unavailable, reroll that number.
Action slots with an Intern token cannot be used to perform their corresponding Action. The only Action allowed to be performed on those slots is the Disinfection Action and only by the Intern Hourglass. When that Action is performed, remove the corresponding token from the game board. As soon as the Intern Hourglass leaves that slot (after its sand has run out) the Action becomes available once again.
Random Action Slot Indicator
The indicator is a printed graphic on page 15 of the booklet, numbered 1 to 20. Read the number you rolled on the d20 against the graphic to find the Action slot. The slots are, by number:
- 1, 2: Outpatient Clinic
- 3, 4, 5: Patient Admission
- 6: Labs, Cultures Diagnosis
- 7: Labs, Blood Exam Diagnosis
- 8: Diagnostic Imaging, X-Ray Diagnosis
- 9: Diagnostic Imaging, MRI Diagnosis
- 10: Blood Bank
- 11, 12, 13, 14: Pharmacy (storage shelves and the Pharmacy cabinets)
- 15: Ward A, General Action slot
- 16: Ward B, General Action slot
- 17, 18: Operating Room A
- 19, 20: Operating Room B
(The area names above are read from the printed graphic, whose small labels are not fully legible at print size; the numbers themselves are printed on the graphic.)
Scenario 5: Multiple Exams
Special Instructions
During the setup of this scenario, additionally setup the Labs B & Diagnostic Imaging B game board (from the Rush M.D. – ICU expansion), along with all its accompanying components. The Labs B & Diagnostic Imaging B game board is used from now on for all future scenarios.
Go through the Hospitalized Patients deck and remove all the Patients that require 2 Exams (if playing with just the base game, there should be 16 such cards). Shuffle the rest of the deck and place it face-down. Then, shuffle the Patients requiring 2 Exams and place them on top of the Hospitalized Patients deck. This will be your deck for this scenario.
Place the Intern tokens on the table where all players can reach them.
During the game, whenever one of the new set of Exams (i.e., the ones on the Labs B & Diagnostic Imaging B game board) is performed by the Intern Hourglass, place an Intern token next to its Action slot.
Be careful, though! Patients requiring 2 Exams need to have each of them performed on a different game board; one on the Labs & Diagnostic Imaging game board and the other one on the Labs B & Diagnostic Imaging B game board!
Scenario Goal
By the end of the game, there must be a specific number of Intern tokens on the Labs B & Diagnostic Imaging B game board:
| Number of Players | Intern Tokens to be Placed |
|---|---|
| 1-2 | 8 in total, at least 1 in each Exam Type |
| 3 | 9 in total, at least 2 in each Exam Type |
| 4 | 10 in total, at least 2 in each Exam Type |
Scenario 6: ICU Operational
Special Instructions
During the setup of this scenario, additionally setup the ICU game board (from the Rush M.D. – ICU expansion) folded in half, so that only one of the Rooms is available, along with all the accompanying components needed to operate that Room. The ICU game board is used from now on for all future scenarios.
Take 6 ICU Patients at random, shuffle them together with 9 random Hospitalized Patients and place those 15 cards on top of the Hospitalized Patients deck. This will be your deck for this scenario.
For this scenario only, also use the Critical Care Monitoring module. See below for instructions on how it is played.
Scenario Goal
Treat successfully the corresponding number of Patients:
| Number of Players | Regular Patients | Hospitalized Patients |
|---|---|---|
| 1-2 | 9 | 9 |
| 3 | 12 | 12 |
| 4 | 15 | 15 |
Scenario 7: Research Hub
Special Instructions
During the setup of this scenario, place 10 Intern tokens next to the following Action slots on the game boards (the printed page marks each of these ten slots with a diamond icon showing the Doctor):
- Cultures Diagnosis (Labs)
- Blood Exam Diagnosis (Labs)
- X-Ray Diagnosis (Diagnostic Imaging)
- MRI Diagnosis (Diagnostic Imaging)
- Urinalysis Diagnosis (Labs B)
- Allergy Test Diagnosis (Labs B)
- Ultrasound Diagnosis (Diagnostic Imaging B)
- CT Scan Diagnosis (Diagnostic Imaging B)
- ICU Patient 1 ECG (ICU)
- Operating Room A
Take 6 ICU Patients at random, shuffle them together with 9 random Hospitalized Patients and place those 15 cards on top of the Hospitalized Patients deck. This will be your deck for this scenario.
Shuffle the Research Task cards and place them in a face-down pile next to the game boards.
During the game, whenever the Intern Hourglass performs an Action on a slot with an Intern token next to it, remove that token and reveal a Research Task card.
At the end of each round, during the Patient Evaluation Phase, for each revealed Research Task card check if its instruction was followed during that round. If it was, the Research Task has been completed; set the card aside and gain the MP listed on it. If it was not, the card remains face-up on the table; you will have the chance to complete it in one of the following rounds.
Scenario Goal
You must complete a specific number of Research Tasks:
| Number of Players | Research Task Cards to be Set Aside |
|---|---|
| 1-2 | 4 |
| 3 | 6 |
| 4 | 8 |
Scenario 8: Nightmare
Special Instructions
During the setup of this scenario, form the Regular Patients deck and the Hospitalized Patients deck by placing a specific number of randomly selected Patient cards in them:
| Number of Players | Regular Patients Deck | Hospitalized Patients Deck |
|---|---|---|
| 1-2 | 16 Regular Patients | 16 (12 Hospitalized + 4 ICU) Patients |
| 3 | 20 Regular Patients | 20 (14 Hospitalized + 6 ICU) Patients |
| 4 | 24 Regular Patients | 24 (16 Hospitalized + 8 ICU) Patients |
During the game, the Patient Admission Action slots are not available. Instead, at the beginning of each round, draw a specific number of Regular and Hospitalized Patients, and place them face-up at their corresponding placement slots:
| Number of Players | Regular Patients to be Admitted | Hospitalized Patients to be Admitted |
|---|---|---|
| 1-2 | 4 | 4 |
| 3 | 5 | 5 |
| 4 | 6 | 6 |
If there are untreated Patients from the previous round that occupy placement slots needed for the Patients incoming the next round, every newly drawn Patient card that cannot be admitted, after all the empty placement slots have been occupied, is discarded and you lose 1 MP for each such card.
For example, in a 3-player game, if at the beginning of a round there are 3 Regular Patients remaining in the Outpatient Clinic from the previous round, discard the last 2 of the 5 new Regular Patient cards to be drawn and lose 2 MP.
NOTE: The MP that you lose for each Patient that you are unable to admit, is completely independent and in addition to any MP that you lost during the Patient Evaluation Phase of the previous round, for not treating the Patients remaining on the placement slots.
NOTE: If everything is done correctly, after admitting the instructed number of Patients, at the beginning of the 4th round, both decks should run out of cards.
Scenario Goal
Finish the game without losing. Your Total MP at the end of this scenario is your Campaign Score!
We hope that you enjoyed this campaign! Do not forget that you can always include the modules introduced to you, during the campaign, in your regular games of Rush M.D.!
Critical Care Monitoring Module
During Setup, place an Intern Action Slot tile on the ICU game board, completely covering the Transfer ICU Patient Action slot. During the game, this Action slot can only be used by the Intern Hourglass.
Before performing the Accept ICU Patient Action, in order to move one of the admitted ICU Patients to the ICU, you must first place the Intern Hourglass on the Intern Action Slot. As soon as the sand starts running inside the Intern Hourglass, you may perform the Accept ICU Patient Action and begin placing ICU Patients on any available ICU Bed. The Intern Hourglass must always be alert while in the ICU, which means that as long as there is a Patient in the ICU without a Stability token, the sand inside the Intern Hourglass must never stop running. If at any moment during the Action Phase, the sand in the Intern Hourglass runs out while there is at least one Patient in the ICU without a Stability token, you lose 2 MP and you must immediately flip the Intern Hourglass.
IMPORTANT: The Intern Hourglass may be flipped at any moment, even if its sand has not run out yet!
NOTE: In order to perform the Transfer ICU Patient Action, you must first flip the Intern Hourglass.
Campaign Log Sheet
The last page of the booklet is the Campaign Log sheet (see Campaign Log above). Its footnotes read: Operating Room and Set of Organs: N/A in scenarios 2-3; ICU Room: N/A in scenarios 1-5; Extra Ward Bed #3: 1 or 2-player games only.