Secret Unknown Stuff: Escape from Dulce
Secret Unknown Stuff: Escape from Dulce Rulebook
Table of Contents
Table of Contents
- The Story So Far
- Game Overview
- Components
- Board Assembly
- Game Set Up
- Objective Token Set Up
- Meet the Escapees
- File Folders
- Starting Equipment
- Gameplay Overview
- Encounter Cards
- Alarm Level
- Enemy Cards
- Combat Tracker
- Combat Example
- Loot Decks
- Weapons
- Armor
- Abilities
- Items
- Meet Your Allies
- Meet Your Enemies
- The Man in Black
- Boss Battles!
- Player Clones
- Sidequest Tokens
- Adjusting the Difficulty
- Special Missions
- Mission 01: Egg Hunt (30-45 minutes)
- Mission 02: Mutant Cow Milk Run (45-75 minutes)
- Mission 03: My Buddy and Me (60-90 minutes)
- Mission 04: Cavern Crawl (60-90 minutes)
- Mission 05: Hunting Party (60-90 minutes)
- Mission 06: Rescue the Abductees (75-120 minutes)
- Mission 07: Capture the Mothman (60-75 minutes)
- Mission 08: Gladiator (30-60 minutes)
- Appendix A: Weapon Crafting
- Appendix B: Armor Crafting
The Story So Far
You awake inside a dark cavern after a cryo-pod malfunction. Your body shivers from the intense cold, as your mind tries to recall how you ended up a prisoner within the base. The sound of other pods opening means you are not alone. Fragmented bits and pieces of your past life rush back to your throbbing head, but also the memory of the emotionless grey aliens and callous human scientists that put you here. A few scattered items and weapons lie at your feet. Someone must have sabotaged the pods in order to release you all, but for what purpose? You must work together if you hope to see the surface again!
Game Overview
Escape from Dulce is a collaborative, sci-fi, adventure game for 1-5 players. Start off by choosing from 1 of 8 hilariously bizarre characters, and then attempt to traverse the six levels of the base to escape to the surface. Blast your way through a multitude of dangerous traps and self strategizing enemies, as you overcome story driven encounter cards that take the place of a standard gamemaster. Each challenging level contains a number of hidden objective tokens that you will need to find the portal to the next game level. Along the way, you will find zany items and powerful weapons that will help you in your escape attempt. Level up and customize your character, while trying to keep the alarm level from reaching black and notifying the dreaded Man in Black of your location. Good luck, you're gonna need it.
OBJECTIVE: Locate the Computer Terminal and Portal on each level to advance to the next game board. Keep all party members alive, and defeat the Man in Black and other bosses to escape the last level and win.
DEFEAT: If you have no Player Clone Tokens left, and a player is killed, it's game over, man! See Player Clones on page 34 for more info.
Components
- 6 Double Sided Game Boards + Supports (6 Large Leg supports, 6 Medium Leg Supports, 6 Small Leg Supports, 24 Cross Supports)
- 8 Player Miniatures
- 4 Ally Miniatures
- 6 Enemy Commander Miniatures
- 8 Player File Folders
- 4 Ally Cards
- 24 Enemy Commander and Man in Black Cards
- 41 Enemy Standees with Plastic Stands
- 35 Enemy Cards
- 25 Combat Dice (5 Stat Check Dice, 4 Melee Dice, 5 Ballistic Dice, 4 Alien Weapon Dice, 4 Experimental Weapon Dice and 3 Psi Dice)
- 109 Encounter Cards
- 52 Weapon Cards
- 45 Armor Cards
- 48 Ability Cards
- 98 Item Cards
- 1 Alarm Tracker
- 12 Portal Tokens
- 8 Computer Terminal Tokens
- 8 Cryo Pod Tokens
- 12 Supply Cache Tokens
- 14 Spawn Point Tokens
- 50 Health and Armor Trackers
- 50 Cleared Room / Radiation Tokens
- 1 Combat Tracker and 59 Combat Tracker Tokens
- 6 Side Quest / Special Mission Tokens
- 8 Player Clone Tokens
- 56 Stat Tokens
Board Assembly
Follow the diagrams below to assemble the three sets of legs. Once the nine leg supports are assembled, there is no need to take them apart again. The various game boards slot into the legs in different ways depending on which Campaign or Mission you are playing.
If you are playing the Epic Campaign, attach the game boards to the legs with Levels 1-5 facing up. If you are playing the Short Campaign, attach the game boards to the legs with Levels 1B-5B facing up. The main difference between the campaigns is play time, but see the Objective Token Set Up section for more details on where the Alarm Level starts and how many Player Clones you get for each campaign.
Please see the Special Missions section for board set up for each of the various Missions.
Large & Medium Leg Assembly
- Take 2 Large Leg Support pieces and connect them at the bottom, using Cross Support A.
- Slide Cross Support B into the back of the Large Leg Supports.
- Attach Cross Support C to the Large Leg Supports.
- Repeat this process until all 6 Large and Medium Leg Supports are complete.
Small Leg Support Assembly
- Take 2 Small Leg Support pieces and connect them at the bottom, using Cross Support D.
- Connect the 2 Small Leg Supports at the top using another Cross Support D.
- Repeat this process until all 3 Small Leg Supports are complete.
Assembling the Board
- Connect 3 Medium Leg Supports around the edges of game boards #5 and #3, locking them together. Use the light blue areas of the game boards as guides for where to attach the legs, making sure the white arrow at the top of each board is going in the same direction.
- Connect 3 Small Leg Supports around the edges of game boards #3 and #1, locking them together. The Small Leg Supports should fit inside the Medium Leg Supports.
- Connect 3 Large Leg Supports around the edges of game boards #4 and #2, locking them together.
Make sure the white arrows at the top of each board line up when attaching the legs.
Game Set Up
After assembling the game board, based on your chosen Campaign, set up the rest of the components as shown. Players each choose a character and lay out the matching file folders. If you are playing by yourself, choose 2 characters to use.
Lay out the your character file folders, as well as the Combat and Alarm Trackers. If you are playing the Epic Campaign, place the Man in Black mini on the first green circle of the Alarm Tracker. If you are playing the Short Campaign, place the Man in Black mini on the third green circle of the Alarm Tracker.
Set up the Encounter Card decks - Shuffle the Act I and Act II Encounter cards and place them face down. Set the Act III and IV aside for now. Once the players reach the Level 5 game board, replace the Act I deck with the Act III deck. Once the players reach the Level 3 game board, replace the Act II deck with the Act IV deck.
Set up the Enemy Cards - Shuffle each of the 5 decks of enemy cards and place them face down. Keep the Commander cards to the side for now and bring them out when needed.
Distribute Starting Equipment - Distribute Set 1 starting equipment from Loot Deck 1 based on the number of players. Please see the Starting Equipment section for more info on starting equipment.
Set up the Loot Deck - After distributing the starting equipment, shuffle the remainder of the Loot Deck 1 cards and place them face down. Once the players make it to level 4 on the game board, replace Loot Deck 1 with Loot Deck 2. When the players make it to level 2 on the game board replace Loot Deck 2 with Loot Deck 3.
Place minis for your characters in the starting room, marked with a green X. No Encounter card is drawn for the first room.
Numbered setup reference:
- Encounter Deck I - When entering a room with a I on the map, draw a card from this deck.
- Encounter Deck II - When entering a room with a II on the map, draw a card from this deck.
- Loot Deck - Draw from this deck when you make a successful search in a room, or find a Supply Cache.
- Lizard Men Enemy Deck - Draw the appropriate amount of cards from this deck when you encounter Lizard Men.
- Grey Alien Enemy Deck - Draw the appropriate amount of cards from this deck when you encounter Grey Aliens.
- Dulce Guard Enemy Deck - Draw the appropriate amount of cards from this deck when you encounter Dulce Guards.
- Mutant Hound Enemy Deck - Draw the appropriate amount of cards from this deck when you encounter Mutant Hounds.
- Robot Guard Enemy Deck - Draw the appropriate amount of cards from this deck when you encounter Robot Guards.
- Character File Folders - Keep track of your character's stats, abilities and equipment.
- Alarm Level Tracker - Place the MIB mini on the correct starting space for your chosen campaign.
- Combat Tracker & Tokens - Used to determine combat order. See the Combat Tracker and Combat Example sections for more info.
- Player Clones - Place 3 or 4 Player Clone Tokens, depending on which campaign you are playing, on this portion of the tracker. Remove a token each time a player is killed. If you have no tokens left and a player is killed, it is game over for the whole party.
- Enemy Standees - Set up the enemy standees in lines next to the Combat Tracker. Keep them in numerical order so you can easily add them to the game board as needed. Keep their matching Combat Tracker nearby in stacks.
Objective Token Set Up
Now that the game board is set up, it's time to lay out the objective tokens, based on whether you are playing the Epic or Short Campaign. Follow one of the two diagrams based on your choice of campaign.
Set a Spawn Point Token and a Portal Token face up on levels 1-5, as shown. Take the additional objective tokens shown under each level, and flip them over and mix them up. Place each one in a room with a "?".
The two most important objective tokens are the Computer Terminal and the Portal, as these need to be located to advance to the next game level.
Computer Terminal - Activates the Portal to the next level. Portal will not function until Computer Terminal is found.
Portal - Teleports your party to the corresponding token on the next game level. Every Portal is guarded by at least one enemy commander. See "Boss Battles" for more info.
There are also Supply Caches and Cryo Pods which will help your party in different ways, but you do not need to find these to progress to the next game level.
Supply Cache - The Player who entered the room draws 2 cards from the Loot Deck during the Search Room phase.
Epic Campaign - Playtime: 3-4 hours. Equipment: Set 1. Alarm: starts at the first green circle. Clones: 4. Board sides used: Levels 1-6.
Cryo Pods are also used to clone players that have died during their escape attempt. They can't be used to heal Allies or bring them back from the dead.
Once you find a Cryo Pod, you can use it for two things: Heal a member or members of your party, or respawn a player who has died. If you use it to heal, it can fully restore the maximum health of one players, or heal everyone in the party by 2 health. A Cryo Pod can only be used ONCE to heal. After it's been used place a Room Cleared token on top of it to indicate this can't be used to heal again.
Finally, there are Spawn Points, which are always face up during Campaign play.
Spawn Point - Additional enemies will appear at the nearest Spawn Point if the alarm level hits red. See the Alarm Level section for more info about reinforcement spawns.
Short Campaign - Playtime: 2-3 hours. Equipment: Set 1. Alarm: starts at the second green circle. Clones: 3. Board sides used: Levels 1B-5B, then Level 6.
Tip: Each character has special skills and stats. When choosing who plays who, think of it like complimenting each other. You need the right ingredients to bake the perfect team cake. May I suggest a little psychic two-headed cow, a teaspoon of renegade base solider, and just a hint of disgruntled Samurai? Voila! Dulce de leche!
Meet the Escapees
Each of the 8 Player Characters, or Escapees, has it's own special skills, as well as different strengths and weaknesses. Each character has a file folder, giving some back story, and detailing stats and skills (See "File Folders" for more info). You'll use this file folder to also keep track of equipped Weapon, Armor and Ability cards, which are each broken down into 5 categories (See "Loot Decks" for more details). Not every character will be able to use everything, at least not right away.
Reb Buford - Ex Base Guard
- Strengths: Well-rounded character stats, and access to a variety of Weapons, Armor and Abilities right out of the gate.
- Weaknesses: Levels up a little slower than other characters. No access to Psi Abilities.
- Play Style: Front line or ranged fighter.
- Notes: Reb is great character for new players, as he can use almost anything you find in the Loot Deck. His Security Clearance Skill is a tremendous help with keeping the Alarm Level in check.
Amelia Earhart - Abductee
- Strengths: Well-rounded character stats, her "Dodge" skill and fast character leveling.
- Weaknesses: Low starting Health. Access to only Light and Medium types of Armor.
- Play Style: Front line or ranged fighter, support.
- Notes: Amelia is another character that is easy to use for first time players.
Snippy Von Bell - Genetic Experiment
- Strengths: High Health, Strength and Mental stats.
- Weaknesses: Low Accuracy and Speed. Cannot use traditional Weapons until a Gun Harness is found.
- Play Style: Tank, ranged fighter, support.
- Notes: Snippy works a little differently than other characters because of needing weapon harnesses to equip weapons. This character starts out weaker than most, but after leveling up a few times and finding the right gear, can become a powerhouse.
Once you find a Gun Mount Harness, you can equip up to two Pistol or Rifle class weapons. You roll to hit, and on a success, roll the TOTAL number of damage dice for both weapons. Example: If you have a Pistol and a Scoped Pistol equipped and make a successful attack, you would roll a total of 3 Green Ballistic damage dice, one for the Pistol and two for the Scoped Pistol. The Alien Harness works the same way, but for Alien class weapons.
Adam Starblaster - Hybridization Experiment
- Strengths: Great Accuracy and decent Health. Access to a variety of Weapon and Armor types.
- Weaknesses: Low Mental and Speed. No access to Light Armor.
- Play Style: Tank, front line or ranged fighter.
- Notes: Adam is a little slower, but makes up for it with the highest starting Accuracy of any player. He gets bonuses fighting Grey Aliens and the Man in Black, and becomes immune to Psi attacks when get him to level 5.
Raylock - Alien Traitor
- Strengths: High Mental stat and a special Psi attack known as "Stun Blast". Big bonus to Alien class weapons once he hits level 5.
- Weaknesses: Lower than normal Accuracy that takes a few levels to improve.
- Play Style: Front line or ranged fighter.
- Notes: His high Mental stat will ensure you find more Loot than other players, but he's a bit hampered with the weapons he can use right away.
Hattori Hanzo - Abductee
- Strengths: Well-rounded character stats, with a starting bonus to any Melee Weapons.
- Weaknesses: Average Health for a front line fighter and is limited to Light and Medium Armor.
- Play Style: Front line fighter.
- Notes: He's a samurai, so if you like slicing enemies to ribbons, this is your guy.
Dr. Donna Haskin - Ex Base Engineer
- Strengths: High Mental stat and two awesome starting skills that let you repair armor and reveal objective tokens.
- Weaknesses: Low starting Health and Strength.
- Play Style: Ranged fighter or support.
- Notes: She will find plenty of Loot due to her high Mental stat, but can't carry much because of her low Strength. Her skills will help you get through the base faster, while encountering less enemies.
The Smith Family - Atomic Research Experiment
- Strengths: High Health and the ability to attack with multiple weapons at once.
- Weaknesses: Low Speed stat and limited access to Weapons and Armor. Levels up slowly.
- Play Style: Tank, front line or ranged fighter.
- Notes: The Smith Family is a slow burn. They are a little difficult to use in the first half of the game and probably won't contribute as much as other players. Once they reach level 5 they get a little faster and can attack with four weapons at one time.
The Smith Family starts the game being able to equip two weapons at once, one for Bob and one for Pam. Once they hit level 5, the kids, Jimmy and Suzy, can equip weapons as well, for a total of four weapons! All family members will attack the same target in the same action, each rolling to hit with their weapon. Example: Near the start of the game, Bob and Pam are each equipped with a Rusty Pipe and want to attack a Lizard Man that's in the same room. They start the game with a Speed of 2, so for their first action, they both attack, each rolling to hit, and then each rolling for damage on a successful attack. For their second action they both get to attack again, but must both target the same enemy. This works the same way once Jimmy and Suzy can also use weapons, but you roll for four possible attacks for each action.
File Folders
Each Player Character has a file folder used to keep track of various stats and to manage their inventory. Here's a breakdown of everything on the Character File Folders. Dig in!
- Health Tracker - Slide the Tracker to the left as your character takes damage. Move it back to the right as you heal. Your starting health is indicated by the darker square.
- Character Skills - Every character starts with at least one powerful skill. Another is unlocked once they reach level 5 on their file folder. Some skills can only be used once per encounter, or once per game level. Use a cleared room token to indicate you have used a skill.
- Armor Tracker - Slide the Tracker down as your armor is damaged. Move it back up as you find items or use abilities to repair it.
- Strength - Allows you to carry 1 card in your backpack for each point of Strength.
- Mental - When using psi attacks, you must roll equal to, or under, your mental stat to hit enemies. During the search phase, roll equal to, or under, your mental stat to find items and draw new cards from the Loot Deck.
- Accuracy - When attacking with weapons you must roll equal to, or under, your accuracy stat to hit enemies.
- Speed - How many actions you get per turn. Also used to determine Initiative at the start of combat. With the exception of a player entering a room, actions are only kept track of during combat. Here are the possible actions you can take:
- Attack with a weapon.
- Use an Ability.
- Use a Character Skill.
- Use an item.
- Move from one room to another.
- Equip or remove a new Weapon, piece of Armor or Ability.
- Trade an item to another player in the same room.
- End your turn early.
- Weapon Slot - Place your equipped weapon card here, making sure that the weapon class icon on the card matches one of the icons on the file folder.
- Armor Slot - Place your equipped armor card here, making sure that the armor class icon on the card matches one of the icons on the file folder.
- Ability Slot - Place your equipped ability card here, making sure that the ability class icon on the card matches one of the icons on the file folder.
- Backpack - Here's where you carry item cards, as well as any extra weapon, armor, or ability cards you do not have currently equipped. You can carry one card for every point of strength your character has. You can carry cards that you do not currently have the ability to equip.
- Level Tracker - Slide the Tracker to the right as you level up your character.
- XP Tracker - Slide the Tracker to the right as you gain experience by killing enemies and completing encounter cards.
XP and Leveling
- XP Tracker - You gain XP by killing enemies and completing Encounter Cards. Move the Tracker to the right as you gain XP. Once a character gets 10 XP, reset the slider to 0 and move them up to the next Level. Not all characters level up at the same rate.
- Level Tracker - Move this slider to the right every time your character goes up a level. As they increase levels, they can gain additional Health, or might be able to increase one of their 4 Stats: Strength, Mental, Accuracy, and Speed. Each character levels up differently with certain options given at each level.
EXAMPLE: Notice the icons under each level. These are the options this character has when leveling up. When Adam hits Level 2, you have the option of adding 2 to his maximum Health (Taking it from 9 to 11), or increasing his Mental Stat by 1 (Taking it from 2 to 3).
Some Levels, such as 3, you don't have options and will have to invest in your overall Health.
None of your 4 Stats can be increased beyond 5, and you won't be able to max out everything. Taking the maximum Health option does NOT heal your character, it only raises the limit. Use 2 Trackers for health at this point: A green one to keep track of current health and an orange one to keep track of maximum health.
Starting Equipment
Now that you've set up the board, and chosen your characters, it's time to give your party some starting equipment, so that you're not running around Dulce Base in your underwear. While there are three different 'Sets' of equipment shown below, you will start with Equipment Set 1 if you are playing either of the Campaigns. This Equipment Set is based on the number of players, and it's up to you to decide how to best distribute this equipment between party members.
Equipment Sets 2 and 3 are character specific and are used for some of the more difficult Special Missions, or if you're having a hard time and want an easier adventure.
Equipment Set 1 - Pull all of the Starting Equipment cards from Loot Deck 1. Distribute these cards between party members as you see fit. Remember to check the icons in the upper right corner of each card to make sure your character can use a particular piece of equipment.
- 2 players: Army Fatigues, Pistol, Giant Wrench, Small First Aid Kit
- 3 players: Rusty Pipe, Army Fatigues, Pistol, Giant Wrench, Small First Aid Kit
- 4 players: 2x Rusty Pipe, Army Fatigues, Pistol, Giant Wrench, Small First Aid Kit
- 5 players: Flintlock Pistol, 2x Rusty Pipe, 2x Army Fatigues, Pistol, Giant Wrench, Small First Aid Kit
Equipment Set 2 and Set 3 - Pull from Loot Decks 1 and 2.
| Character | Set 2 | Set 3 |
|---|---|---|
| Reb Buford | Shotgun, Cowboy Outfit | Shotgun, Exo Suit, Security Expert Ability |
| Hattori Hanzo | Katana, Riot Squad Armor | Laser Sword, Riot Squad Armor, Heavy Armor Ability |
| Amelia Earhart | Scoped Pistol, Flak Jacket | Hand Cannon, Speed Suit, Scavenger Ability |
| Dr. Donna Haskin | Scoped Pistol, Riot Shield, Army Fatigues | Fireball Pistol, Alien Psi Armor, Alien Psi Shield |
| The Smith Family | 2 Pistols, Conjoined Sweater Vest | Scoped Pistol, Pistol, Conjoined Sunday Best, Psi Blast |
| Adam Starblaster | Shotgun, Flak Jacket | Shotgun, Assault Armor, Experimental Weapons Ability |
| Raylock G'ylax | Plasma Pistol, Alien Psi Armor | Commander's Pistol, Alien Psi Armor, Take Cover Ability |
| Snippy Von Bell | 2 Pistols, Gun Mount Harness | 2 Laser Pistols, Alien Gun Harness, Gun Mount Harness, Running Tackle |
Gameplay Overview
Both Campaigns and most Special Missions, unless otherwise noted, follow the same basic game structure. Your party will move from room to room uncovering hidden objective tokens on the way to their final goal, dictated by the Mission you are playing. Once you have your starting equipment distributed amongst the players, follow these steps every time you enter a new room and draw an Encounter Card.
- Decide who walks into room - Decide amongst the players who will enter the room first. Move that game piece into the new room. Remember, this costs this player his or her first action! You can take turns entering rooms, going clockwise, or decide based on party strategy.
On all of the game boards, doorways are represented by a doorway icon. If there is a doorway between the room you are currently in and the one you want to go to next, it is a valid move. If there is no doorway, you will have to find another way around.
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Draw Encounter Card - Draw a card from Encounter Deck I, II, III, or IV, depending on the room you enter. Most rooms you enter have a Roman Numeral on the game board that indicates which deck you should draw from. If there is no Roman Numeral on the game board for the room you entered, you do not draw an Encounter Card, or raise the Alarm Level, but you can still search the room for Loot. Difficulty increases as the game progresses, with Encounter cards from Deck I being the easiest and Deck IV the hardest. See below for more info on Encounter Cards.
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Raise Alarm one level - Unless the card dictates otherwise, move the Alarm Tracker up one level. Please see the Alarm Level section for a more in-depth overview of how the Alarm works.
Encounter Cards
Encounter cards provide interactive elements and reveal bits of back story as to what's been happening at Dulce Base while you've been in Cryo Sleep. Each time you enter a new room, draw an Encounter cards from one of the 4 decks. What will you find? A group of Lizard Men worshipping an 80's Boombox blaring metal? A machine that keeps spitting out robots until destroyed? A mini black hole sucking everything into the room? With 109 Encounter Cards, you'll have a new adventure every time you play.
- Encounter Act - The game consists of 4 Acts of Encounter Cards, each progressively more difficult. Each room on the game board has an Encounter Act number on it: I, II, III, or IV. Draw the appropriate Encounter Card for the room you entered.
- Story - Tells you what is going on in the room. The game consists of 85 Encounter Cards, randomly drawn each time you enter a room, making each play through unique.
- Modifier - Sets special conditions for this room. In this case, all searches are done at -1 Mental when making stat checks. Some cards might require you to pass certain stat checks to sneak by enemies, or win a game of Lizard Chess!
- Enemy Encounter - Determines the number, and type of enemies encountered, depending on the number of Player Characters and the current Alarm Level.
- Number of Players - Pick the appropriate column based on the number of Player Characters.
- Alarm Level - The current Alarm Level contributes to the enemies encountered in each room. EXAMPLE: If 3 people are playing and the Alarm Level is Yellow, then they would encounter 2 Grey Aliens in this room.
- XP - Each Player Character receives XP at the end of an encounter. This usually increases with the Alarm Level. In addition to the flat XP, each player receives 1 XP for each enemy they kill, and everyone in the party receives 5 XP if they kill a commander.
Alarm Level
Every time you draw a new Encounter Card, the alarm level goes up by one. Use the Man in Black mini to keep track of the Alarm Level. The Alarm Level can only be lowered by using Reb's Security Clearance Skill or finding Security Badges and Security Key Cards. These are spread out through all 3 Loot Decks, and reduce the Alarm by 2 and 6 levels respectively.
While it's on green, the base is considered secure, and the enemies you encounter will be fewer.
Once the Alarm Level hits yellow, your encounters will become harder, and there is the possibility of coming across wandering patrols of reinforcements. While on yellow, every time you go through a room you've already cleared, roll for random encounters. If you roll a 6, you find a patrol. To determine the amount and type of enemies, take the last Encounter Card you drew from the discard pile, and use the green section in the column for the number of players you have. Example: If 5 people are playing and you find a random patrol, your party would encounter 2 Grey Aliens. Ignore the Story and Modifier portions of the card. You do not roll for random encounters if you are already in combat and moving into an already cleared room.
At Red, a squad of reinforcements appear at the nearest spawn point to the most players. Example: If more players are on a particular level, the enemies spawn on that level. No reinforcements will spawn on level six. To find number of spawns and what type, look on the green alarm level at the bottom of the Encounter Card you just drew. Always base the spawned enemies on green and also factor in number of players. These spawned enemies are in addition to the normal encounter, but show up at the spawn point instead of in the room the Encounter Card was drawn for. Example: For a 5 player game where the Alarm is in red, 4 Grey Aliens would be found in the room the players just entered and an additional 2 Grey Aliens would pop up at the closest spawn point as reinforcements. The spawned reinforcements will use all of their actions to move to the targeted players location to attack, just like normal enemies. Remember, when one or more enemies are active on the game board, combat is in effect, and players must spend actions to do anything.
If you are unlucky enough to have the Alarm hit black, the Man in Black appears at the Spawn Point on the level your party is currently on. If you manage to defeat him, each survivor gets 5 XP and the Alarm level is reduced all the way to first green circle. He will spawn again, if the Alarm hits black a second time, and you always still have to defeat him at the end of the game before you escape.
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Reveal objective token - If there is an objective token in the room you have entered, flip it over now and leave it in the room.
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Resolve scenario on card - Some Encounter Cards involve scenarios that might need to be taken care of before combat, or might let you avoid combat altogether. In the case of some cards, players must use any Security Badges in their inventory or lose them.
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Draw enemy cards and place enemy pieces on the game board - The number and type of enemies encountered depends on the current Alarm Level and the number of players. EXAMPLE: If 3 people are playing the game, and the Alarm Level is at yellow, they would encounter 3 Lizard Men in this room. Draw the appropriate type and number of Enemy Cards and place them face up on the right side of the Combat Tracker in order from highest Initiative to lowest. Set their matching Enemy Pieces in that room on the game board. See below for an overview of Enemy cards.
Enemy Cards
All Enemies in "Escape from Dulce" are self-strategizing and make attacks based on info found on each Enemy Card. All enemy's attack patterns are unique, with no two enemies attacking the same way. There is no need for someone to play the "Enemy". Here's a breakdown of an Enemy Card explaining how attacks work and how individual targets are determined.
- Enemy Number - All normal Enemies are numbered 1-7. This number corresponds to the number on the game piece and the Combat Tracker Token.
- Initiative - Determines the order enemies attack during Combat. Place the Combat Tracker Token for this enemy on the matching number on the Combat Tracker.
- Speed - How many actions the enemy gets per turn.
- Accuracy - When attacking, the enemy must roll equal to, or under, it's accuracy stat to hit.
- Enemy Attack - Name of the attack or other action. Attacks with a melee icon denote a melee attack. Enemies and Players must be in the same room as their target if making a melee attack. If the target is not in the same room, then the Enemy will have to spend an action to first move within range.
- Target - Which player is targeted. In this case, it's the player with the highest Speed. If there is a tie between players, the enemy will target the player higher on the Combat Tracker.
- Damage Dice - The type and number of dice the enemy rolls for damage on a successful attack.
- Health Tracker - Slide the Tracker to the left as this enemy takes damage. Move it back if the enemy heals.
- Armor Tracker - Slide the Tracker to the left as the enemy's armor is damaged. Enemy armor can't be repaired.
- Armor Damage Icon - This indicates that, in addition to the normal damage this attack does, it also damages the target's armor by one point. Armor damage is determined after normal damage.
The Difference Between Actions and Attacks
EXAMPLE: This Dulce Guard gets 2 actions because he has a Speed of 2. His first attack is a Shock Stick, which targets the player with the highest Speed. If this Player happens to be in another room, the Guard must first use an action to move to that room and then he will attack with 'Shock Stick'. His 2 Actions for the first turn would look like this: Action 1 - Move. Action 2 - Shock Stick.
An enemy's attacks start over with #1 every turn. See Combat Example below for another example.
- Roll for initiative and set up combat tracker - Take the Combat Tracker Tokens for the enemies you're facing and the Tokens for the Players. Each Player rolls and adds the result to their Speed stat. This is your Initiative. Each player places their Token on the appropriate number on the Combat Tracker. Each Enemy's Initiative is shown on the Enemy Card. You do not roll for Enemy Initiative. Place Tokens for all Enemies on the corresponding numbers on the Combat Tracker. Players and Enemies make attacks, and take other actions in order from highest Initiative to lowest. If there is a tie between players, decide amongst yourselves who goes first. If there is a tie between a player and an enemy, the player always goes first.
Combat Tracker
The Combat Tracker is used to keep track of the order in which players, allies and enemies make attacks during combat. Everyone goes in order starting with the highest Initiative (11) and going to the lowest (2). It is also used to keep the enemy cards organized in draw decks on the left side of the Combat Tracker. As enemy cards are drawn, place them face up on the right side of the Tracker in order from highest Initiative to the lowest.
To determine a player's Initiative, each player rolls and adds the result to their Speed stat. Each player places their Token on the appropriate number on the Combat Tracker. If there are any Allies in your party, determine their Initiative the same way and place their Tokens on the Combat Tracker.
Each Enemy's Initiative is shown on the Enemy Card in the blue circle. Place Tokens for all Enemies on the corresponding numbers on the Combat Tracker.
If there is a tie between players, decide amongst yourselves who goes first. If there is a tie between a player and an enemy, the player always goes first.
In the sample shown, Amelia Earhart, Snippy Von Bell and their ally, Blurry the Sasquatch, entered a room containing a Grey Alien, Dulce Guard and a Lizard Man. Amelia, Snippy, and Blurry each roll and add it their Speed stat, getting totals of 8, 5 and 8 respectively. Each of their Tokens is placed on the Tracker in the appropriate slot. Initiative for enemies is shown on the enemy cards. In this case, the Grey Alien has an Initiative of 6, the Dulce Guard has 5 and the Lizard Man has 3. These Tokens are then placed on the Tracker, leaving us with a Combat order of Amelia, Blurry, Grey Alien, Snippy, Dulce Guard and then the Lizard Man.
See the Combat Example below for a sample of combat and to get a better idea about how the Combat Tracker works.
The Combat Tracker has spaces for five enemy cards. If you are unlucky enough to be fighting more than five enemies, just place the extra enemy cards below the Tracker, or make a second column of cards to the right of the Tracker.
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Resolve combat - Start with the first player or enemy on the Combat Tracker and continue until all players and enemies finish actions. Remove enemy and player tokens from the tracker, and their pieces from the game board, as they are killed. Repeat this until one side is defeated. See Combat Example below for a detailed example.
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Player Attacks - Declare your target and roll. If attacking with a weapon or other physical attack, you need to roll equal to or under your Accuracy to hit the enemy. If you are using a mental attack, like the Psi-Blast ability, you need to roll equal to or under your Mental stat to hit. If a hit, roll the appropriate damage die, or dice, based on your weapon or other attack. Reduce the Health and/or Armor of the target enemy. Once an enemy is reduced to zero Health, remove it from the game board and the Combat Tracker. If you kill a normal enemy, move your XP meter up 1 level. If you kill a commander, everyone in the party gets 5 XP.
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Enemy Attacks - Enemies attack players based on the actions on their card. They will target different players with different attacks, and none of the individual enemies act the same way. See Enemy Cards above for more info.
Combat Example
Let's run through a sample round of combat. For this example, Adam and Amelia encounter 3 Lizard Men.
- Draw 3 Lizard Men enemy cards.
- Place enemy pieces on the gameboard.
- Roll for player initiative and set up combat tracker - Take the Combat Tracker Tokens for the enemies you're facing and the Tokens for the Players. Each Player rolls and adds the result to their Speed stat to determine Initiative. Players place their Tokens on the appropriate number on the Combat Tracker. Initiative for each Enemy is indicated on the Enemy Card. Place Enemy Tokens on the corresponding numbers on the Combat Tracker. All Players and Enemies go in order from top to bottom on the Combat Tracker. If there is a tie between players, decide amongst yourselves who goes first. If there is a tie between a player and an enemy, the player always goes first.
This chart shows each Player's Speed, what they rolled, and their Initiative. It also shows Initiative for each of the Lizard Men.
| Speed | Roll | Initiative | |
|---|---|---|---|
| Amelia | 3 | 5 | 8 |
| Adam | 2 | 4 | 6 |
- Amelia starts combat - Amelia is first on the Tracker, so she attacks first. She has a speed rating of 3, but used her first Action to enter the room. She has 2 Actions remaining and is equipped with a 'Giant Wrench,' which is a melee weapon, so she can only attack an enemy that is in the same room. She chooses to attack Lizard Man #3 and rolls an Accuracy check to see if she hits. She rolls a 4. Amelia has an Accuracy Rating of 3, so she misses.
Amelia has one Action left and chooses to take another swing with her Wrench. This time she rolls a 2, which is a success. Now you must roll to see what damage she does. Looking on the 'Giant Wrench' card, it calls for you to roll a white die to determine damage. Amelia rolls a 2.
| Speed | Initiative | |
|---|---|---|
| Lizard Man #1 | 5 | |
| Lizard Man #2 | 6 | |
| Lizard Man #3 | 4 |
Move the Health Tracker down 2 on the Lizard Man's Enemy Card. Amelia has now spent all of her Action Points. Her turn is over and the next Player or Enemy on the Combat Tracker gets to go.
- Second slot goes - Adam Starblaster is second on the Combat Tracker, so it's his turn to spend Actions. He has a Speed of 2 and is equipped with a Shotgun. He is still in the adjacent room that Amelia moved from on her Action Turn, but this is not a problem for Adam because he has a Shotgun. A Shotgun can fire at an Enemy from an adjacent room.
Adam is smart, so he targets Lizard Man #3, the one that Amelia damaged. Adam has an Accuracy of 4 and rolls a 3. Success! This would effectively blow his pants off, if Lizard Men wore pants. Take two green dice and roll to see how much damage Adam's Shotgun did. He rolls a total of 4 and kills Lizard Man #3. Remove the Lizard Man piece from the board and award Adam 1 XP for the kill.
Adam has 1 Action left to spend and takes aim at Lizard Man #2 and rolls a 1. Critical Hit! Every time a Player or Enemy rolls a 1 when attacking, they get to roll 1 extra damage die. Adam gets to roll 3 Green Dice instead of just 2. He rolls for a total of 5. Kaboom! Lizard Man #2 is dead. Remove his piece from the game board and award Adam 1 XP point to his XP counter.
- Third slot gets a chance - Lizard Man #1 is the only enemy left on the Combat Tracker. Now it's time to avenge his fallen comrades.
As you see on the card, Lizard Man #1 has a Speed Rating of 2, so he gets 2 actions to spend. He uses his first Action to Attack. According to his first attack on his attack sequence, he will be doing a Spear Swipe, and this type of attack targets the Player with the Lowest Armor Rating. Who is that? Adam is wearing a Flak Jacket that gives him an Armor Rating of 2. And Amelia is wearing the Cowboy Outfit with an Armor Rating of 1. Since Amelia has the lowest rating, she is the target of Lizard Man #1's deadly Spear Swipe.
Lizard Man #1 has an Accuracy rating of 2 and he rolls a 2, so that is a successful hit. Amelia is going to take damage. According to the Lizard Man's card, the Spear Swipe does 1 White Die of damage. He rolls and does 3 damage points to Amelia the Cowgirl. Amelia's Cowboy Outfit is considered Light Armor and absorbs 1 point of the damage. Move Amelia's Health Tracker from 6 to 4. She took 2 points of damage from the Lone Lizard Man.
Lizard Man #1 has one more action to spend, and according to his Enemy Card, his 2nd attack is a Spear Stab. We can see just below Spear Stab on the card that the attack targets the player with Highest Accuracy. Who is that? This time Adam is the target, as he has an Accuracy of 4. Since Adam is in a different room, and Spear Stab is a melee attack, Lizard Man #1 will have to spend his second action to move to the room Adam is in. Having done this, the Lizard Man has spent both of his actions, and does not get his second attack.
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End of first turn - As everyone on the Combat Tracker has gone, we start over with the first person again.
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First slot starts second turn - It's Amelia's turn again. She chooses to use an item from her backpack for her first action. She has a Jar of Peanut Butter she uses to regain 1 Health. She moves her Health Tracker from 4 to 5 and discards the Jar of Peanut Butter card.
For her second action, she attacks the last Lizard Man with her 'Giant Wrench' and rolls a 3, which is a hit. She rolls 1 white die and does 3 damage. Move the Health Tracker on the Lizard Man card down to 2.
For her third action, she takes a swing with her Wrench again and hits with a 2. She rolls 1 white die for damage and gets a 2, killing the last enemy. She gains 1 XP.
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End of combat - Once the last enemy is defeated, that is the end of combat. Collect XP from the Encounter Card and move on to the Search phase.
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Receive XP - In addition to getting XP for killing enemies, all players receive XP for completing encounter cards. The amount of XP usually increases with the Alarm Level. For example, each player might receive 3 XP if the Alarm Level is green, 4 XP at yellow and 5 XP at red.
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Search room - To search a room for potential loot, you need to make a Mental stat check. Roll and if you roll equal to or under your Mental stat, you succeed in finding something. Once a room has been searched, it can't be searched again.
For a 2 or 3 player game, each person is allowed to roll twice. If you succeed once, take a card from the Loot Deck. If you succeed twice, take two cards, and choose one to keep and discard the other one.
For a 4 or 5 player game, each person rolls once to search each room, and takes a Loot Card on a success.
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Place Room Cleared token - After the search phase, place a Room Cleared Token in the room to indicate it has already been searched. Some Encounter cards show that there is Radiation in the room, which will damage most characters. In this case, use the flip side of the Room Cleared token to indicate this room is full of Radiation.
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Trade and equip new items - Once everyone has searched, feel free to equip new Weapons, Armor, or Abilities, or trade with other players. Remember, you're all in this together! Take care of your fellow party members.
Rinse and repeat.
Loot Decks
The Loot Deck consists of 243 cards, divided into 3 smaller decks labeled 1, 2, and 3 on the back side. For Campaign play, you will start with Loot Deck 1. Once the players make it to level 4 on the game board, replace Loot Deck 1 with Loot Deck 2. When the players make it to level 2 on the game board replace Loot Deck 2 with Loot Deck 3.
The entire Loot Deck consists of 4 categories: Weapons, Armor, Abilities, and Items. Each of these is broken up into 5 classes or types. See below for more info on each type of card.
- Loot Deck 1 - Game Levels 5+6
- Loot Deck 2 - Game Levels 3+4
- Loot Deck 3 - Game Levels 1+2
Weapon Cards
- Weapon Class - There are 5 classes or types of weapons. These are Melee, Pistol, Rifle, Alien, and Experimental, each with its own icon. You must have the matching icon on your file folder to use that type of weapon.
- Damage Dice - Shows which type and how many dice to roll on a successful hit. This particular weapon will also damage the enemy's Armor, when noted.
Armor Cards
- Armor Class - There are 5 classes of armor. These are Light, Medium, Heavy, Alien and Specialized, each with its own icon. You must have the matching icon on your file folder to use that type of armor.
- Armor Rating - How much damage will be absorbed by your armor. Example: If you're wearing Riot Squad Armor and get hit for 5 damage, you would only take 2 damage. Some weapons can damage your armor.
Ability Cards
- Ability Class - There are 5 types of abilities. These are Weapon, Armor, Tech, Psi and Athletic, each with its own icon. You must have the a matching icon on your file folder to use that type of weapon.
- Ability Description - Tells you how this particular ability is used.
Item Cards
- Type of Item - There are 5 different kinds of items: Healing, Security, Tech, Artifacts and Misc. Any character can use any type of item.
- Item Description - Tells you what this item does.
Tip: Don't be too quick to throw away "useless" items. Hold on to everything and share with your fellow party members if your backpack is full. You never know when something will come in handy.
Weapons
Melee Weapons
Melee weapons are the most numerous in the game, but usually don't do as much damage as other weapon types. To determine damage, roll the appropriate number of white Melee Weapon dice shown on the weapon card. Remember, you need to be in the same room as your target to attack with a Melee Weapon.
Pistols
Pistol class weapons pack a little more punch than Melee weapons and you can attack a target in the same or an adjacent room. To determine damage, roll the appropriate number of green Ballistic Weapon dice as indicated on the weapon card.
Rifles/Shotguns
Rifle class weapons use the same green Ballistic Weapon dice as Pistols, but usually allow you to roll more dice. You can attack a target in the same or an adjacent room with Rifle class weapons. A Shotgun will damage the target's Armor if they are in the same room.
Alien Weapons
Alien weapons do a bit more damage than Ballistic weapons and will damage a target's Armor. To determine damage, roll the appropriate number of blue Alien Weapon dice as shown on the weapon card. Your character can attack a target in the same or an adjacent room with an Alien Class weapon.
Experimental Weapons
Experimental weapons can be a bit riskier to use. They can do incredible damage, but can also end up doing no damage. For most weapons, to determine damage, roll the appropriate number of grey Experimental Weapon dice as indicated on the weapon card. If the target takes Armor damage it will be indicated on the weapon card. Your character can attack a target in the same or an adjacent room with an Experimental weapon.
In addition to normal damage, some weapons and attacks have status effects, like stunning an enemy or damaging their armor. These are indicated by icons on the weapon card, or the enemy card, for enemy attacks. Critical hits are also an important part of the game and can quickly change the course of a battle. Here's a rundown of how all of these work.
Critical Hits - Every time a player or enemy rolls a 1 on a stat check when attacking, it is considered a critical hit. This player or enemy gets to roll one extra damage die of the same type. Example: If you have a Rusty Pipe equipped and make a critical hit, you would roll two white melee dice for damage instead of the normal one.
Stun Effect - On a Critical Hit, some types of attacks and weapons will Stun the target, which is indicated by an icon. The target is Stunned for the number of Turns indicated in the icon. Flip the target's Combat Tracker Token over to the red side. This character or enemy loses all of their actions for the appropriate number of Turns. Flip the Token back over once they are no longer Stunned.
Armor Damage - Some types of attacks will damage your armor, indicated by an icon. The amount of damage your Armor takes is shown on the icon. If your armor rating hits zero, your armor is broken and can't be equipped again until you find a method of repairing it. Remove it from your Armor slot and place it face down in your backpack if you choose to keep it.
Radiation Damage - Some types of enemy attacks, and even some rooms, emit radiation damage, indicated with an icon. Unless your character is wearing a Radiation Suit, you are susceptible to radiation. These attacks automatically hit and ignore Armor. If something in the room is emitting radiation, any player in the room will take 1 Damage at the end of every Combat Turn. If you are not in combat and enter a room with a Radiation Token, you will take 1 Damage. All Enemies are immune to radiation.
Tip: This is a collaborative game. Help each other by trading weapons and items that best suit that particular character. You're all in this together!
Armor
Light Armor - Light Armor will block the least amount of damage, but is still better than nothing. Some types of Light Armor have additional effects, such as making you harder to hit in certain situations.
Medium Armor - Medium Armor is a step up from Light Armor and will block even more enemy damage. All characters, except Snippy Von Bell and the Smith Family, can use Medium Armor at the start of the game.
Heavy Armor - Heavy Armor is, as the name implies, heavy. Most pieces come with a Speed penalty, so it's a trade off between mobility and defense. Blocks more damage than other armor types.
Alien Armor - Alien Armor is a tight fitting personal force field that conforms to the dimensions of the user. Both versions of this can still be damaged just like normal armor.
Specialized - Specialized Armor is used by Snippy Von Bell and the Smith Family. Snippy has three different weapon harnesses, and the Smith Family has two dress up options.
Abilities
Weapon Abilities - Weapon Abilities will give you a bonus to a weapon class you already have, or allow you to equip weapons of a class you can't normally use. EXAMPLE: If you are playing as Reb and equip the Alien Weapons Ability, you can now use any Alien Weapons you come across.
Armor Abilities - Armor Abilities will give your characters more defensive options. These abilities allow you to equip types of armor you wouldn't normally be allowed to use. As your armor is damaged, it's always good to have other pieces you can swap out until you can repair your favorite.
Tech Abilities - Tech Abilities are support abilities that can be incredibly valuable. Repair armor, pick locks, or double the effectiveness of First Aid or Security Items.
Athletic Abilities - These will allow your character to tackle enemies and stun them, sneak up for an Accuracy bonus to your first attack, or give you other amazing bonuses!
Psi Abilities - While there are a variety of Psi Abilities, the most common is Psi Blast, which lets you attack an enemy while ignoring their Armor. When using any Psi Ability you make a Mental Stat check to hit as opposed to an Accuracy Check. If you are using Psi Blast, roll the appropriate number of pink Psi dice to determine damage. Your character can attack a target in the same or an adjacent room with a Psi Ability.
Items
First Aid - First Aid items heal your characters, plain and simple. First Aid Kits come in three different sizes, healing more damage as they increase in size.
Security Items - Security Badges and Key Cards are some of the most valuable items in the game, as they are generally the only way to lower the Alarm Level.
Tech Items - These items can do everything from allowing a player to respawn with all their gear, to turning a destroyed Robot enemy into an Ally that will tag along with your party.
Artifacts - Artifacts are one of a kind, extremely powerful items. They have a variety of offensive and defensive abilities and can prove very useful in certain situations.
Misc. Items - Miscellaneous Items are everything else that didn't fit into one of the other item types. Duct Tape, VHS Tapes full of Richard Gere movies, Jars of Peanut Butter, X-Ray Glasses, and a huge variety of other weird items are spread throughout the Loot Decks!
Meet Your Allies
Throughout your adventures in Dulce Base, you might stumble upon potential allies, all of whom are searching for something on the base. Blurry loves Peanut Butter, Maury is a fan of Richard Gere movies, Kaltar needs Fresh Fish, and Mikey wants Cassette Tapes. Allies can come into play in two ways; through certain Encounter Cards, or they can be summoned if you have found two cards of the particular item they are searching for. See "Ally Cards" below to get a better idea of how they work, and how to keep track of how long they will stick around.
Blurry the Sasquatch - Cryptozoological Creature
A muscular, bipedal ape-like creature that stands roughly 6ft to 9ft in height. Thought to be a myth among the general scientific community, due to the lack of substantial physical and photographic evidence. Captured from the Wilds of North America, this particular specimen has adapted to living at Dulce Base surprisingly well, until a recent incident involving two dead guards and an industrial canister of peanut butter. This powerful beast is thought to be roaming the lower levels. Evidence suggests the creature is raiding supply and kitchen stations, due to a massive amount of empty peanut butter containers found in the ransacked areas. Proceed with caution when approaching this ferocious predator.
Maury the Mothman - Urban Legend
The first newspaper report published by the Point Pleasant Register in West Virginia dated November 16, 1966, titled "Woman Sees Man-Sized Bird ...Red Eyed Monster ... Something Not From this World." The national press soon picked up the reports and helped spread the story across the country. The creature just showed up at Dulce Base a few months ago and seems to be harassing personnel for no particular reason. Base Guards have fired at the subject on several occasions, but their weapons seemed to have no effect. Surveillance cameras have recorded this oddity, in the TV lounge on the fourth floor, watching obscure Richard Gere movies from the nineties on VHS, while eating candy-bars from the vending machine.
Kaltar the Atlantean - Angry Fishman
Not much is known about this half-humanoid - half-fish creature labeled subject #3220, except that he claims to be from the legendary Lost City of Atlantis, which supposedly sank to the bottom of the ocean some fifteen-thousand years ago. The subject was found washed up on the beaches of Florida, just after a massive hurricane, and was taken into custody. He was eventually handed over to the Men in Black for further testing at Dulce Base. He originally had to be kept in a giant saltwater tank, but scientists soon discovered that Kaltar possessed non-vital air sacs, vestigial remnants of air breathing lungs. It took a simple surgery to make the air sacs viable and give subject #3220 the ability to breath oxygen.
Mikey the Goatboy - Genetic Experiment
Cross-species genetic experiments been conducted for years at Dulce. Most of the experiments were failures, but one of few successes escaped. Mikey the Goatboy currently wanders the corridors of Dulce Base searching for cassette tapes. He refuses to leave the base until he can collect the handful of Metal cassette tapes scattered throughout the levels. He stinks to high heaven and it's a wonder he hasn't been captured again, as you can smell him 30 feet away. He has an affinity for beer and back patches. He's planning on stealing a sweet van once he gets to the surface and just needs some great road tunes before he heads out on an endless tour.
Ally Cards
If you come across an Ally, take the appropriate card from the deck. The Ally will now become a secondary character for one of the players to control! Which player gets the Ally is dictated by the Encounter Card, or by the player who summons them with two of the Loot Cards they love.
How to get an Ally:
- Draw an Encounter Card that brings them into play.
- Get two of the same piece of loot the ally is looking for. Let's say you have two Cassette Tapes. You can discard both of these to bring Mikey the Goatboy into play.
Allies work the same way as player characters, but there are a few differences. Allies do not gain XP and cannot level up, nor can they search for items during the Search phase. They also can't equip new weapons, armor, or abilities, nor can they haul any items. There can only be one Ally in play at a time during campaign play and most Special Missions. An ally will also add to the player count, meaning if you are playing a two player game and add Mikey the Goatboy to your party, you are now playing a three player game and will encounter more enemies.
- Health Tracker - Slide the Tracker to the left as your ally takes damage. Move it back if they heal.
- Speed - How many actions the Ally gets per turn. Speed is added to a die roll to determine Initiative during Combat, just like player characters.
- Accuracy - When attacking, the Ally must roll equal to, or under, it's accuracy stat to hit.
- Base Melee Attack - All Allies have one base melee attack that they can always make. Allies must be in the same room as their target if making a melee attack. If the target is not in the same room, then the Ally will have to spend an action to first move within range.
- Ability - All Allies have one Ability, that is more powerful than their Base Melee Attack, but this Ability can only be used ONCE each per encounter. Place a Cleared Room token here to indicate you have used this ability, and remove it at the end of the encounter.
- Super Power - All Allies have a Super Power that they can use ONCE per game level. Place a Cleared Room token here to indicate you have used this Super Power, and remove it once you advance to the next game level.
- Damage Dice - The type and number of dice the Ally rolls for damage on a successful attack or ability hit.
An Ally will only stay with you for the current game level you are on and will disappear once you take the Portal to the next level. If you have one of their desired Loot Cards, you can discard this right before going to the next game level and your Ally will come along with you.
Robot Guard Allies - In addition to the four Allies shown here, players can also take control of a Robot Guard enemy, and use it as an Ally. You will need to first destroy a Robot Guard during an Encounter, then have a Repair Kit and Reprogram Chip in your inventory to fix the Robot. Turning a Robot Guard into an Ally can only be done after combat, during the Equip and Trade New Items phase.
Robot Allies will always have a fixed Initiative. They will cycle through their attacks in order, but you can choose the targets, so ignore the target portion of the card. A Robot Ally will stay with your party for the rest of the game level you are on. They will disappear once you take the Portal to the next level.
Psi Control - This ability allows you to control an enemy for one Combat Turn. They will cycle through their attacks in order, but you get to choose the targets. You can even order them to attack themselves!
Meet Your Enemies
As your party fights it's way through the different levels of Dulce Base, you'll encounter a variety of enemies standing between you and freedom. Did you really think they were going to let you just walk out? You will mainly encounter Lizard Men in the caverns, but as you work your way up through the base, you will come in contact with Grey Aliens and Dulce Guards. These baddies will have better stats and stronger weapons, so make sure you are leveling up and getting equipped with better stuff. As you continue up the base, Mutants and Robots will also start springing up in the Encounters cards, and you will not only fight boss commanders at each portal, but they will also potentially appear during normal encounters if the alarm level is not kept in check. You have been warned!
Grey Aliens
Also known as the Zeta Reticulans, their species is not based on separate personalities, but exist in a hive mind structure controlled by their Commanders, who have recently formed an allegiance with the mysterious Man in Black. Their military strategies center around the conquest of new planets and colonization through total domination. The Greys at Dulce have entered into an agreement with a faction of our government, which allows them to abduct civilians in exchange for alien technology. The main imperative in their hive like existence seems to be obedience and duty to the larger and more powerful Grey Commanders.
Grey Alien Commander
These are the highly intelligent and emotionless masters of the lesser Greys. The Grey Commanders are vastly more telekinetic than their drone like counterparts and can use bolts of telekinetic energy to cripple or kill opponents. These beings are very cunning and highly strategic. They have been uneasy allies in the joint alien/military program known as Project Morning Star, and are not to be trusted.
Dulce Guards
These highly trained and efficient killers are comprised of different security forces, such as the Delta Force Sigma, Black Berets Alpha, Blue Berets, Raspberry Berets, Secret Service, FBI Division Five-Star, and CIA Psi-Troopers, as well as the base's own special security. It has been alleged that many of these security divisions have been programmed to keep them under the influence of the alien shadow government.
Dulce Guard Commander
The Dulce Base was built on top of deep caverns that are off limits, and even most of the levels themselves are not accessible without strict security clearance to those who qualify. The Commander is one of the personnel who qualifies. All Base Commanders have been selected from the best of the special forces and put through the Project Morning Star training program at Dulce Base. These high tech warriors show no fear in battle and are quick to exterminate any security threats with extreme prejudice.
Robots
Programmed killing machines nicknamed "Thingamabots 1As" or "BOBs" (Bots on Base), by Dulce personnel. These animatronic nightmares patrol the upper levels of Dulce Base. Single minded in their duties and equipped with highly advanced technology, these automatons of destruction are a product of both Earth military and Grey Alien technology. They are the most efficient system of defense at the base.
Robot Commander
These "Tanks" or "BOB 2As" are equipped with enough heavy duty firepower to take on an army of enemies. A more advanced model than the standard the "BOB 1A," these versions are virtually unstoppable and are literally intelligent "rolling bombs."
Lizard Men
These savage creatures live in a network of tunnels under Dulce Base. According to primitive drawings found in the deeper portions of the cave system, they are descendants of an advanced reptilian race that arrived here from another star system over a hundred thousand years ago. Early contact by base personal seems to have permanently altered the species natural state. Several Lizard Men have recently been observed worshiping an old Boom Box blaring 80's Heavy Metal Music. This device was presumably left behind after construction of the lower levels was abandoned.
Lizard Man Commander
These formidable opponents are the alpha warriors of their species. The Commanders are blood-thirsty brutes and have been known to devour entire Base Guards and Grey Aliens whole during combat. They seem to prefer human flesh, and have commented in their simplistic language that the Greys taste funny. They are three times as powerful as the normal Lizard Man and can regenerate after being wounded.
Mutant Hounds
These dog-like creatures were originally created to hunt the lizard men in the network of tunnels below the base. The hounds possess scaly skin and sharp spines covering both back and body. They are extremely proficient hunters, and are said to emit an ear piercing screech when angry or alarmed and leave a sulfuric stench behind. Several of these hounds escaped in East Texas years ago, after a military truck transporting four of them crashed along route 40. Sightings of the creature has led to it becoming somewhat of a local legend in that area.
Mutant Commander
These powerful abominations of fringe science have been locked away in Dulce for further study. Some have been used with moderate success by the CIA and Shadow military as shock troops, literal tanks of flesh and tentacles, but most are just grotesque reminders that man should not play God. When not being used or studied, these nightmares are kept quarantined under tight supervision.
The Man in Black
The Man in Black always appears in a neatly tailored black suit, bald with no eye-lashes, and dead-like plastic skin with red tinged lips. Most of the time a single M.I.B will show up for extreme security issues, but on rare occasions, multiple versions will appear that are nearly identical. They hold the highest security clearances on base, although no-one knows who controls them or who they ultimately answer to. Alien base personnel seem as nervous in their presence as their human counterparts. Dulce Base holds detailed physiological data on all base personnel, except the M.I.B's. Are they aliens? Multidimensional beings? Synthetics? Are they a branch of a shadowy government agency? Detailed information on these beings is currently unavailable.
Tip: So, you are being targeted by a difficult enemy. Think about changing armor or healing yourself. This could change your stat that is being targeted.
Boss Battles!
In both Campaigns, your party is trying to locate the Computer Terminal and the Portal on each level to advance. Each Portal is guarded by a different Enemy Commander or Commanders, so be prepared for a tough fight!
There are 2 possible ways boss battles will play out, depending on the order in which you found the Portal and Terminal.
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If you found the Computer Terminal first, then the Portal will be active when you find it. When you locate the room with the Portal, the Commander will be there waiting for you. Put his game piece on this room of the board. He will be added to any other enemies shown on the Encounter card. Hope you're ready for a tough battle!
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If you found the Portal first, the Commander will not be there, as the Portal hasn't been activated yet. Continue on until you locate the Computer Terminal. Once found, you'll have to back track through rooms to get back to the Portal. As soon as a player enters the Portal room, draw the appropriate Commander card or cards and your boss battle begins!
The type and number of bosses at each Portal is determined by the number of players. For both Campaigns, these are the Commanders that are guarding each Portal:
| Level | 2 players | 3 players | 4 players | 5 players |
|---|---|---|---|---|
| 6 | Lizard Man Commander | Lizard Man Commander | Lizard Man Commander | Dulce Guard Cmdr., Lizard Man Cmdr. |
| 5 | Dulce Guard Commander | Dulce Guard Commander | Dulce Guard Cmdr., Lizard Man Cmdr. | Grey Alien Cmdr., Dulce Guard Cmdr. |
| 4 | Grey Alien Commander | Grey Alien Cmdr., Lizard Man Cmdr. | Grey Alien Cmdr., Dulce Guard Cmdr. | Mutant Cmdr., Grey Alien Cmdr. |
| 3 | Mutant Commander | Mutant Cmdr., Dulce Guard Cmdr. | Mutant Cmdr., Grey Alien Cmdr. | Robot Cmdr., Mutant Cmdr., Lizard Man Cmdr. |
| 2 | Robot Commander | Robot Cmdr., Grey Alien Cmdr. | Robot Cmdr., Mutant Cmdr., Lizard Man Cmdr. | Robot Cmdr., Grey Alien Cmdr. |
| 1 | The Man in Black, Dulce Guard Cmdr., Lizard Man Cmdr. | The Man in Black, Grey Alien Cmdr., Dulce Guard Cmdr. | The Man in Black, Mutant Cmdr., Grey Alien Cmdr. | The Man in Black, Robot Cmdr., Mutant Cmdr., Dulce Guard Cmdr. |
Two Commanders of the Same Kind
It won't happen very often, but every once in a while you might have to fight 2 Commanders of the same kind. This will only occur if you have a Commander pop up on the Encounter Card you drew and then have to fight another Commander that is guarding a Portal.
Example: Your party of two enters a room on level 3 and uncovers a Portal Token, meaning a Mutant Commander will be added to the encounter. The Encounter Card you draw states that you have to fight another Mutant Commander. Crap!
When this happens, draw two Mutant Commander cards and place them on the Combat Tracker. Use the Mutant Commander Standee, and it's matching Combat Tracker Token with a + on it, to represent the Mutant Commander that is higher on the Combat Tracker. Use the Mutant Commander miniature and the other Mutant Commander Combat Tracker Token to represent the Mutant Commander lower on the Tracker.
Player Clones
Death is a very real possibility for your character in this game. If your character's Health reaches zero it's not the end of your adventure, but there will be a penalty.
Every party starts with 4 Player Clones for the Epic Campaign or 3 Player Clones for the Short Campaign, which are layed out at the bottom of the Combat Tracker.
Epic Campaign / Short Campaign
Every time a party member is killed, remove one of the Player Clone tokens. If someone is killed and there are no more tokens left, it is game over for the whole party.
If killed, your character will respawn at the nearest Cryo Pod (whether you already used it to heal your party or not) but they will lose all of the Weapons, Armor, Abilities and other Items they have accumulated. Discard all of these to the Loot Deck discard pile. Your character will also lose any XP they currently have. Reset your XP meter to 0. Your character's Level is not affected.
If you are killed, and have not found a Cryo Pod yet, you will respawn in the starting room of Level 6.
Once you respawn, you will get at least one weapon, depending on the game level where you met your demise.
If you die on game level 5 or 6, you will respawn with only a Rusty Pipe.
If your character expired on game level 3 or 4, you will respawn with the weapon or weapons shown for your character in Equipment Set 2.
If you were killed on game level 1 or 2, you will get all of items shown for your character in Equipment Set 2.
Tip: I don't need this ridiculous armor or this stupid flintlock pistol! A used cowboy outfit? Really? Maybe you don't, but what about your buddy? And don't forget to hold on to a few things for the recently deceased. They are going to be be most likely cloned with only a lame pipe and angst.
Sidequest Tokens
These will come into play in certain Special Missions. In both Campaigns, the egg token is also used as a marker for the "Dirty Kitchen" Encounter Card, which you won't be able to complete unless you've found a specific item. If this happens, use this token to mark the room where this encounter occurred. That way you can return to this room later if you find the correct item.
Adjusting the Difficulty
There are plenty of ways to adjust the difficulty of your escape attempt, and we encourage you to use "House Rules", if you find something that works better. While this is by no means a definitive list, here are some suggestions.
If you're having a hard time and want to make things a little easier, here's a couple things that will help you out:
- Add a few Small or Medium First Aid Kits to your starting equipment.
- Start your adventure with an extra player clone or two. While there are only five slots on the Player Clones Tracker, we've included eight Tokens, so go nuts!
- At the Start of the game, give yourself a Security Badge or two, so you can keep the Alarm Level in check a little easier.
- Reduce the number of Commanders guarding the Portals if playing with more than 2 players.
- If you're really having problems, start your party with Set 2 equipment, instead of Set 1.
If you think this was a cake walk, and want to ramp up the difficulty, here's some things to make this adventure even more of a challenge:
- Reduce the starting number of player clones.
- Start the Alarm Level in Yellow, or even Red.
- Add one or more enemies to every encounter.
- Once the Alarm hits Red, add a random Commander to every encounter.
- Take away the Cryo Pod Tokens, so that your ability to heal party members is greatly reduced.
- Play with just melee weapons. We dare ya!
These are all just suggestions! Experiment with rules, play around with different ideas. We certainly did! Most of all, have fun!
Special Missions
Welcome to the Escape from Dulce Special Missions! We realize that not everyone has multiple hours to commit to playing one of the Campaigns, so we've created a series of Special Missions that offer shorter playing times, but also give you new ways to play. Each Mission has a specific objective or objectives, as well as rule variants and different winning conditions.
Starting Equipment for Missions is broken up into three sets, and will vary based on the difficulty of the Mission. Equipment Set 1 is the same set of equipment you start with in the Campaign, with Commanders guarding the Portal to the next level.
Want to make a Mission harder or easier? No problem! To make any Mission more difficult, just start the Alarm Level at a higher level, or reduce the number of Clones available to the party. If a Mission indicates to use Equipment Set 2 or 3, use Set 1. If you're a glutton for punishment, do all three!
To make a Mission easier, start the Alarm Level at a lower level, give your party more Clones, or bump up your starting Equipment Set.
Set 1 is the same set of equipment you start with in the Campaigns, while 2 and 3 are character specific and for more advanced Missions. See the Starting Equipment section for more info.
Each Mission page details difficulty of the Mission and which equipment set to start with, as well as where to start the Alarm Level and the number of Clones available to the party. Most Missions have special rules or rule variants detailed on the Mission page.
Once the Combat Tracker, Alarm Tracker, and gameboards are set up, players will start in the room with a green X. Unless otherwise noted, Boss Battles work the same way as the Main Campaigns, with Commanders guarding the Portal to the next level.
While we've detailed eight Special Missions over the following pages, we've also given you everything you need to create your own Missions for this misfit band of escapees to tackle. Set up your own gameboards, try variants of rules, and come up with specific objectives your party must complete to win the Mission. Have fun and get creative! We'd love to see your ideas, so please share them with us online!
Mission 01: Egg Hunt (30-45 minutes)
Objective: Locate the Reptoid Egg, Computer Terminal and the Portal, then defeat the Lizard Man Commander.
Difficulty: Easy. Equipment: Set 1. Alarm: Starts at green. Clones: 3.
Mission Brief: Dulce scientists have enlisted you to form a team and travel deep within the caverns under the base to locate a Reptoid Egg and bring it back to the upper levels to be studied. There, they will extract lizard man DNA to use in some nefarious experiment. You and your team have no choice but to comply, due to Command Chips implanted in your heads.
Mission Set Up - Lay out the Combat Tracker, Alarm Tracker, and Level 6 gameboard. Set up the Objective Tokens. Shuffle the Act I Encounter cards and place them face down.
After distributing the starting equipment, remove the Reptoid Egg card and set it to the side. Shuffle the remainder of Loot Deck 1 and place it face down.
Special Rules - Once you have revealed the Reptoid Egg Objective Token, take the Reptoid Egg card after you have completed the Encounter Card for that room.
Take the objective tokens and flip them over and mix them up. Place each one in a room with a "?".
Boss Battle - Level 6: Lizard Man Commander.
Mission 02: Mutant Cow Milk Run (45-75 minutes)
Objective: Locate and rescue Snippy Von Bell, who is being detained somewhere on Level 3B.
Difficulty: Medium. Equipment: Set 2. Alarm: Starts at yellow.
Mission Brief: After fighting your way through the caverns, and getting some decent equipment, you still haven't found your friend, Snippy Von Bell. You can't leave Snippy behind! After hacking a computer, you discover Snippy has been fitted with a Command Chip and taken to a lab in the Third Floor Annex to be milked. You must fight your way there, so you can find and rescue Snippy.
Restrictions - No one can play as Snippy Von Bell, as they are the ones you are trying to rescue.
Mission Set Up - Lay out the Combat Tracker and Alarm Tracker. Connect 3 Large Leg Supports around the edges of game boards 5 and 3B, locking them together. Set up the Objective Tokens. Shuffle the Act II and Act III Encounter cards and place them face down.
After distributing the starting equipment, set the remainder of Loot Deck 1 aside. These cards will not be used. Remove all of the First Aid Kit cards from Loot Deck 2, and set them aside. These will not be used either. Shuffle the remainder of Loot Deck 2 and lay it face down.
All players start their characters at level 3. Slide the level tracker in the lower left of the card to 3. Each player chooses 2 upgrades and marks them on their file folder with stat tokens and/or the health slider.
Special Rules - There are no First Aid Kits in this mission, but there are still 2 Cryo Pods that will heal you normally.
Set Spawn Point Tokens face up on levels 5 and 3B. Set the Portal Token face up on level 3B. Take the additional objective tokens shown under each level, and flip them over and mix them up. Place each one in a room with a "?".
Boss Battles - The Portal leading to Level 3B is guarded by a Grey Alien Commander. Once you find Snippy, you realize they're being guarded by a Mutant Commander. Defeat him to win the mission.
Level 5: Grey Alien Commander. Level 3B: Mutant Commander.
Tip: Hey, that enemy's third action is to heal. What can you do to make sure it doesn't reach that action? Think about it.
Mission 03: My Buddy and Me (60-90 minutes)
Objective: Locate the Alien Wrench so you can fix the broken Portal on the last level. Defeat the last Commander and escape. All players and Allies must survive.
Difficulty: Easy. Equipment: Set 1. Alarm: Starts at green.
Mission Brief: All of the Allies that normally wander the base have been captured! Each party member must team up with an Ally so you can all make it out alive. Find the Alien Wrench of Level 5B, then use it to fix the last Portal on Level 3B to escape!
Restrictions - As there are only 4 Allies, and each player is required to have one, this Mission can only be played with 1-4 people, not 5. Remember that Allies count toward the player count for Encounters.
Mission Set Up - Players each choose a character and an Ally. Lay out the matching file folders and Ally Cards. Lay out the Combat Tracker, Alarm Tracker, and Level 6 gameboard. Connect 3 Large Leg Supports around the edges of game boards 5B and 3B, locking them together. Set up the Objective Tokens. Shuffle the Act I and Act II Encounter cards and place them face down.
Remove the Alien Wrench card from Loot Deck 2 and put it to the side. After distributing the starting equipment, shuffle the remainder of Loot Deck 1 and place it face down. Once the players reach level 5B of the game board, replace Loot Deck 1 with Loot Deck 2.
Special Rules - The Allies will stay with your party for the duration of this Mission, without the need to give them special items (Peanut Butter, Cassette Tapes, etc.). If an Ally is killed, it can respawn as a Clone, but this will use up one of your three Player Clones. If an Encounter Card specific to an Ally is drawn, discard it and draw a new one.
When players find the Alien Wrench Objective Token, give the Alien Wrench card to the player that entered that room. This must be located before the players can escape through the Portal on Level 3B.
Boss Battles - Level 6: Lizard Man Commander. Level 5B: Grey Alien Commander. Level 3B: Robot Commander.
Set Spawn Point and Portal Tokens face up on levels 5B and 3B. Take the additional objective tokens shown under each level, and flip them over and mix them up. Place each one in a room with a "?".
Mission 04: Cavern Crawl (60-90 minutes)
Objective: Locate the Crystal Skull and Alien Wrench to exit the caverns. Find and defeat the Man in Black on Level 4B to escape.
Difficulty: Medium. Equipment: Set 1. Alarm: Starts at green.
Mission Brief: These caverns are far more extensive than you initially thought. After waking from your Cryo Pods, you soon discover that the only way out of the caves is to find a Portal. The problem is that your scans indicate the Portal is broken and disconnected from the base's main power supply. You quickly determine that the Portal can be repaired with an Alien Wrench, then powered up with the Crystal Skull. It looks like you're going to need to find both of these items before you get out of the caverns!
Mission Set Up - Lay out the Combat Tracker, Alarm Tracker, and Level 6 gameboard. Set up the Objective Tokens. Levels 6B, and 4B are brought out one at a time as players advance from level to level. Set up the Objective Tokens for these levels as they are brought out. Shuffle the Act I and Act II Encounter cards and place them face down.
Remove the Alien Wrench and Crystal Skull cards from Loot Deck 2 and 3, respectively, and put them to the side. After distributing the starting equipment, shuffle the remainder of Loot Deck 1 and place it face down. Once the players reach level 4B of the game board replace Loot Deck 1 with Loot Deck 2.
Special Rules - The Alien Wrench Objective Token is located on level 6. The Crystal Skull Objective Token is located on level 6B. Your party must find both of these before you can advance to level 4B. Bring the cards for these items into play as each Token is revealed.
Once you use the portal to advance to the next level, there is no going back, so make sure you've taken care of everything.
Once your party makes it to level 4B, you'll have to locate the Man in Black, by finding his Objective Token, and then defeat him to win.
Boss Battles - Level 6: Dulce Guard Commander. Level 6B: Lizard Man Commander, Grey Alien Commander. Level 4B: The Man in Black.
Set Spawn Point and Portal Tokens face up on levels 6B and 4B. Take the additional objective tokens shown under each level, and flip them over and mix them up. Place each one in a room with a "?".
Mission 05: Hunting Party (60-90 minutes)
Objective: All of the Commanders of Dulce Base are on the move. Locate and defeat all six Commanders.
Difficulty: Hard. Equipment: Set 2. Alarm: Starts at green.
Mission Brief: The base knows you have escaped and everyone is on alert! The Commanders that normally guard the Portals between levels have left their stations and are searching for you. You must uncover objective tokens for each of the six Commanders and defeat them to complete the mission.
Mission Set Up - Lay out the Combat Tracker, Alarm Tracker, and Level 6B gameboard. Connect 3 Large Leg Supports around the edges of game boards 4 and 2B, locking them together. Set up the Objective Tokens. Shuffle the Act I and Act II Encounter cards and place them face down.
In addition to the Set 2 starting equipment, give your party 3 Small First Aid Kits. Trust us, you'll need them. After distributing equipment, shuffle the remainder of Loot Deck 1 and place it face down. Once the players reach level 4 of the game board replace Loot Deck 1 with Loot Deck 2. When players reach level 2B replace Loot Deck 2 with Loot Deck 3.
Special Rules - Unlike the Campaign and most Missions, the portals between levels are not guarded by Commanders in this Mission. Instead, Commanders come into play when a Spawn Point Objective Token is revealed. The first Token to be uncovered will spawn a Lizard Man Commander, the second, a Dulce Guard Commander, and so on. The Man in Black comes into play when The Man in Black Objective Token is revealed.
Boss Battles (in order of Spawn Point reveal) - 1st: Lizard Man Commander. 2nd: Dulce Guard Commander. 3rd: Grey Alien Commander. 4th: Mutant Commander. 5th: Robot Commander, The Man in Black.
If the Alarm hits red, the reinforcement squad will appear at the nearest revealed Spawn Point. If no Spawn Points have been revealed, they will appear in the room you started in.
If the Alarm hits black, the Man in Black will appear at your current location. If you defeat him, you will still have to track down the other Man in Black patrolling the base, by uncovering his Objective Token.
Set Portal Tokens face up on levels 4 and 2B. Take the additional objective tokens shown under each level, and flip them over and mix them up. Place each one in a room with a "?".
Mission 06: Rescue the Abductees (75-120 minutes)
Objective: Locate the six Cryo Pods, spread over four levels, and release the abductees. Defeat the Man in Black on the last level so you can all escape. Leave no one behind!
Difficulty: Hard. Equipment: Set 2. Alarm: Starts at green, and advances 2 spaces for each Encounter Card drawn.
Mission Brief: Halfway through your escape attempt, Dr. Haskin informs you that there are a number of recent abductees put into Cryo Pods and awaiting horrible experiments at the hands of the Grey Aliens. You can't in good conscience leave these people to a terrible fate. Get to the chopper!
Mission Set Up - Lay out the Combat and Alarm Trackers. Connect 3 Medium Leg Supports around the edges of game boards 4 and 2B, locking them together. Connect 3 Large Leg Supports around the edges of game boards 3 and 1B, locking them together. Set up the Objective Tokens. Shuffle the Act II and Act III Encounter cards and place them face down.
After distributing the starting equipment, shuffle the remainder of Loot Deck 2 and place it face down. Place the rest of Loot Deck 1 to the side, as it will not be used. When players reach level 3 replace Loot Deck 2 with Loot Deck 3.
Special Rules - The Alarm goes up two spaces every time your party draws an Encounter Card. You must reveal all six Cryo Pod Objective Tokens to release all of the prisoners. To complete the Mission, your party must defeat the Man in Black and his entourage before escaping through the last Portal.
Boss Battles - Level 4: Grey Alien Commander. Level 3: Mutant Commander. Level 2B: Robot Commander. Level 1B: The Man in Black, Dulce Guard Commander, Grey Alien Commander.
Set Spawn Point and Portal Tokens face up on levels 3, 2B and 1B. Also set a Spawn Point Token face up on level 4. Take the additional objective tokens shown under each level, and flip them over and mix them up. Place each one in a room with a "?".
Mission 07: Capture the Mothman (60-75 minutes)
Objective: Maury the Mothman knows a secret shortcut out of the base, but he won't give up his secret for free. Track down his lost stashes of stuff, and he'll show you the way out.
Difficulty: Hard. Equipment: Set 2. Alarm: Starts at green.
Mission Brief: Maury wants to escape the base just as badly as you do, but he's unwilling to cooperate at first. He says he'll show you the way out, but he refuses to leave his favorite movies behind. You'll have to find where Maury is hiding, then track down the two VHS Tapes and a Flashlight, and bring them back to him.
Mission Set Up - Lay out the Combat and Alarm Trackers. Connect 3 Medium Leg Supports around the edges of game boards 4 and 2, locking them together. Connect 3 Small Leg Supports around the edges of game boards 2 and 1B, locking them together and forming one tower. Set up the Objective Tokens. Shuffle the Act II and Act III Encounter cards and place them face down.
Remove the VHS Tape and Flashlight cards from Loot Deck 1, and the VHS Tape card from Loot Deck 2 and set them to the side. After distributing the starting equipment, shuffle the remainder of Loot Deck 2 and place it face down. Place the rest of Loot Deck 1 to the side, as it will not be used. When players reach level 2 replace Loot Deck 2 with Loot Deck 3.
All players start their characters at level 5. Slide the level tracker in the lower left of the card to 5. Each player chooses 4 upgrades and marks them on their file folder with stat tokens and/or the health slider.
Special Rules - Maury is found when you uncover his Objective Token. He will not accompany you, but wait in this room until you bring him a Flashlight and two VHS Tapes. These are found in the Supply Caches, one in each Cache. For each Supply Cache that is revealed, take one of the VHS Tape cards or the Flashlight, plus one other card from the top of the Loot Deck Draw Pile.
You can drop these items off with Maury at any time for safe keeping. Just put the item card(s) in Maury's room. If you are killed and lose one of the items to complete the mission, it's game over.
Unlike the Campaign and most Missions, the portals between levels are not guarded by Commanders in this Mission. Instead, Commanders come into play when a Supply Cache Objective Token is revealed. If playing a 2 or 3 player game, you will encounter first Commander shown below at each of the Supply Caches. If there are 4 or 5 players, you find both Commanders shown for each Supply Cache.
Bring all 3 items back to Maury, to complete the Mission.
Boss Battles (by Supply Cache reveal order) - 1st: Mutant Commander, Dulce Guard Commander, Robot Commander. 2nd: Grey Alien Commander, The Man in Black. 3rd: Lizard Man Commander.
Set Spawn Point and Portal Tokens face up on levels 2 and 1B. Also set a Spawn Point Token face up on level 4. Take the additional objective tokens shown under each level, and flip them over and mix them up. Place each one in a room with a "?".
Mission 08: Gladiator (30-60 minutes)
Objective: Retrieve the legendary Crystal Skull and return to the room you started in, while trying not to get killed by the other gladiators, or a multitude of spawning enemies.
Difficulty: Medium. Equipment: Set 2. Alarm: None. Clones: None, per player.
Mission Brief: The Aliens have recently become obsessed with the movie 'Gladiator' and have decided to stage their own Coliseum Games! Unfortunately, you have all been implanted with Control Chips and will be forced to fight your friends to see who is the best gladiator. Groups of enemies guard the Supply Caches, which are the only source of Loot upgrades. Be the first to reach the Crystal Skull and return it to your starting spot to win.
Special Note: This is not a cooperative mission. It pits all players/characters against each other in a super death match thunder dome battle royale.
Restrictions - 2-5 Players.
Mission Set Up - Lay out the Combat Tracker, Alarm Tracker and Level 6B gameboard. Connect 3 Large Leg Supports around the edges of game boards 5 and 3, locking them together. Connect 3 Medium Leg Supports around the edges of game boards 4 and 2, locking them together. Set up the Objective Tokens. Shuffle the Act II Encounter cards and place them face down.
After picking characters and distributing the starting equipment, give each player a Small First Aid, then set the remainder of Loot Deck 1 aside. These cards will not be used.
Take the cards shown below from Loot Decks 2 and 3 and place them into four face down piles. Randomly place one pile under each of the Supply Cache Tokens on the gameboard.
Special Rules - The gameplay for this Mission works a bit differently than the campaigns and the other Special Missions, so we recommend reading through this section thoroughly before getting started.
Players may not search rooms for loot, nor do you draw Encounter Cards for most rooms. The Alarm does not go up, and there are also no Commanders guarding any of the Portals between levels, because they are all watching you and placing bets.
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Determine starting rooms - Players each start at one of five places on the game board, indicated by numbers in green circles. For a two player game, one player will start on space 1 and the other will start on space 2. For three or more players, each person rolls and places their mini in that room. Reroll if you roll an already occupied space. A roll of 6 let's you pick any of the five starting spots that is still vacant.
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Roll for enemy starting positions - To determine the location of each spawn roll, and the result is the game level that group of enemies spawns on. Reroll if you roll a 1, or roll the same number twice. Draw one of the Act II Encounter Cards and draw the appropriate type and number of enemies shown for a 2 player game where the alarm is in green. Ignore any traps or modifiers shown on the top half of the card.
For 2-3 players, roll for two spawn locations at the start of the Mission drawing an Encounter Card for each one. For 4-5 players, roll for three spawn locations, and draw an Encounter Card for each one.
- Place enemies on board and set up combat tracker - Place the enemy standees shown for each Encounter Card in the room with the Spawn Point Token on the appropriate game level.
Lay out the enemy cards on the right side of the Combat Tracker and put their tokens on the correct slot for their initiative. Each Player rolls and adds it to their speed to determine initiative. Place your token on the appropriate spot on the Combat Tracker.
- Combat starts - Players and enemies will go in order of initiative, with players trying to get to the Crystal Skull as fast as possible. With enemies on the board at all times, you are always considered to be in Combat, so almost anything you do will cost you an Action.
The enemies work a little differently in this Mission. They will stay on the level they spawned on, and skip their turn, until a player enters that level for them to target. If there is more than one player on a level with enemies, the enemies will go after the target for their first attack shown on the enemy card.
While enemies can still use all of their actions to move, they each only get one attack, the first one shown on their card.
Enemies will not pursue a player to another level of the game board, staying on the level they spawned on.
- More enemies spawn - Once all the enemies on the board have been killed, it's time to roll for more! For 2-3 players, roll for one spawn location drawing a new Encounter Card. For 4-5 players, roll for two spawn locations, and draw a new Encounter Card for each one. Reroll if you roll a 1, or roll the same number twice. Just like determining the enemies for the initial spawns, draw the appropriate type and number of enemies shown for a 2 player game where the alarm is in green.
Set up the Combat Tracker and have all players re-roll for initiative. Put the enemy standees in the appropriate room or rooms on the game board.
Any player Skills or Abilities that "can be used once per encounter", like Amelia's Dodge or Snippy's Psi Blast can now be used again.
Repeat this process every time all of the enemies have been wiped off the board.
- Supply Caches - While you can't search rooms for new Loot like in a normal game, there are four Supply Caches that could prove invaluable to you being the top gladiator!
If you decide to go after one of these, you're not going to find it unguarded. If you enter a room with a Supply Cache, draw an Encounter Card to see what enemies are guarding it. Just like determining the enemies for the initial spawns, draw the appropriate type and number of enemies shown for a 2 player game where the alarm is in green. Put these standees in this room and add their enemy cards and tokens to the Combat Tracker.
After you have dispatched these enemies, pick up the stack of Loot Cards in that room. This is the one time when a player may equip a new weapon, piece of armor, or Ability without it costing your character any actions. If you want to use a First Aid Kit to heal, or a roll of Duct Tape to fix your armor, this will still cost you an action.
You are probably not going to be able to carry everything, so the cards you don't pick up stay face up in that room of the game board. Other players may enter this room and pick up anything that was discarded, for a cost of one action for every card they pick up. If you want to equip something you just picked up, this will cost you another action.
- The Crystal Skull - The Crystal Skull is also guarded by a group of enemies that will spawn in that room once a player enters it. Draw an Encounter Card to determine the number and type of enemies guarding it. Just like determining the enemies for the initial spawns, draw the appropriate type and number of enemies shown for a 2 player game where the alarm is in green. Put these standees in this room and add their enemy cards and tokens to the Combat Tracker.
Once all of the enemies in this room have been killed, a player may pick up the Crystal Skull at the cost of one action. The Skull's powers don't work in this mission, so it's just dead weight in your backpack.
Once a player has picked up the Skull, it's a race back to the room they started in, and up to the the other players to try and stop them! The first player to make it back to their starting spot with the Crystal Skull wins the Gladiator Mission and is crowned the best gladiator.
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Running away - If you are in the same room with enemies or another player, and decide to run away, each enemy or player will get one free attack on you.
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Earning XP - Players gain 2XP for every enemy they kill, and 5XP for every player character they kill. No group XP is given for the Encounter Cards. Players level up the same way they do in a normal game.
The first player to pick up the Crystal Skull gains 5 XP for doing so. The only way to take the Skull from another player is to stun or kill them. If you do either of these, you can add the Crystal Skull to your backpack for the cost of one action. You also get 5XP for this.
- Getting killed - Each player starts with one Player Clone Token that they hold on to. Do not put it on the bottom portion of the Combat Tracker.
If you are killed, by either an enemy or another player, discard this token, and your player will respawn in the room you started in with their starting equipment. If you are killed a second time, you're out and obviously not Maximus.
If you picked up items from one of the Supply Caches, discard these cards face up in the room you were killed in. Other players may loot your corpse, but it will cost them an action for every card they pick up, and another action to equip anything.
Other Notes - There are tons of ways to adjust this Mission, based on your own house rules. Here's a couple suggestions to get you going!
- Set Spawn Points, Portals, The Crystal Skull and Supply Caches face up on all levels. Place the Loot Cards for each of the 4 Supply Caches under each of the Tokens.
- Play in true gladiator style by only using melee weapons! Everyone gets their starting armor and a first aid kit, but swap out their weapon for a Lizard Man Sword or Shock Stick. Snippy would be limited to kicking enemies, and other players, to death.
- For a longer deathmatch, give each player 2 or 3 Player Clone Tokens.
- Tired on the same old Supply Caches? Swap them out for different cards and see how it changes things.
- For added shenanigans, add a Hand Grenade to everyone's starting equipment.
- If you want a real challenge, add a random Enemy Commander to the spawns guarding the Skull and the Supply Caches!
Appendix A: Weapon Crafting
During your escape attempt, one of your party members might find a Weapon Crafting Ability card. If you can use it, this Ability lets you create new and more powerful weapons by combining common weapons with Duct Tape or Repair Kits.
If you have the proper components you can create any of upgraded weapons listed below. Look through the Loot Decks and find the card for the weapon you are trying to create, then discard the component cards. If you can't find a card for the weapon you want to make (There is only one Gatling Gun card and one Laser Sword) you're out of luck.
Example: You realize you have two Rusty Pipes and a roll of Duct Tape and want to create a Makeshift Staff. Find a Makeshift Staff card in the loot the deck, then discard both Rusty Pipes and the roll of Duct Tape cards.
- Makeshift Staff = Rusty Pipe + Rusty Pipe + Duct Tape
- Makeshift Boomerang = Lizard Man Sword + Rusty Pipe + Duct Tape
- Gun Sword = Pistol + Lizard Man Sword + Duct Tape
- Scoped Pistol = Pistol + Repair Kit
- Hand Cannon = Scoped Pistol + Repair Kit
- Assault Rifle = Shotgun + Pistol + Repair Kit
- Plasma Pistol = Laser Pistol + Repair Kit
- Laser Sword = Katana + Reprogram Chip + Repair Kit
- Gatling Gun = Assault Rifle + Shotgun + Repair Kit + Repair Kit
Appendix B: Armor Crafting
You might also come across an Armor Crafting Ability card. If you can use it, this Ability lets you make new and more powerful pieces of armor by combining common armor and weapons with Duct Tape or Repair Kits.
If you have the proper components you can create any of upgraded pieces of armor listed below. Look through the Loot Decks and find the card for the piece of armor you are trying to create, then discard the component cards. If you can't find a card for the weapon you want to make, you're out of luck.
Example: You have a Cowboy Outfit, a Flak Jacket and a roll of Duct Tape and want to create an Armored Cowboy suit. Find an Armored Cowboy card in the loot the deck, then discard the Cowboy Outfit, Flak Jacket and the roll of Duct Tape cards.
- Armored Cowboy = Cowboy Outfit + Flak Jacket + Duct Tape
- Armored Stealth Suit = Stealth Suit + Riot Squad Armor + Duct Tape
- Armored Rad Suit = Radiation Suit + Flak Jacket + Duct Tape
- Riot Squad Armor = Army Fatigues + Flak Jacket + Duct Tape
- Advanced Alien Psi Armor = Psi Armor + Reprogram Chip + Repair Kit
- Assault Armor = Flak Jacket + Riot Squad Armor + Duct Tape
- Heavy Assault Armor = Assault Armor + Repair Kit + Duct Tape
- Gun Mount Harness = Pistol + Riot Shield + Repair Kit + Duct Tape
- Alien Harness = Laser Pistol + Gun Mount Harness + Repair Kit