Spacedogs
Spacedogs Rulebook
Table of Contents
Table of Contents
- Welcome
- How the Game Plays
- Quickstart Help for the first Scenario
- Player Area
- Game Runner Area
- Map Books / Scenario Map
- What's on the Map?
- Starting a New Scenario
- Ending a Scenario
- Rounds and Turn Structure
- Activation
- Actions
- Temperament
- Damage
- Shield and Plating
- Exploration Mode
- Line of Sight (LoS)
- Cover
- Help for the Game Runner (rules to live and die by)
- FAQ
- Characters
- Glossary
Welcome
A new beginning…
Gather your friends - it's best if they stick around for the whole campaign (but hey, life happens, right?). The game is played asymmetrically, with one of you stepping into the role of Game Runner, guiding the story and keeping things unpredictable, while the rest take on the roles of the heroic Spacedogs. It's designed for 2-5 players, and although we recommend having one player per doggo to give each character their own personality, we won't stop you if someone wants to channel their inner genius and control more than one.
How the Game Plays
Spacedogs is an asymmetrical cooperative adventure. The game splits into two distinct roles: the heroic Spacedogs and the cunning Game Runner.
The Spacedogs (1–4 Players)
You and your friends take on the roles of Nova, Cosmo, Aurora, and Orion. Together, you are a pack navigating the chaotic aftermath of the Cascade.
- Your Mission: Work as a team to explore unique maps, and conquer hostile foes to conclude the Scenario Goal
- Your Tools: You build unique decks from Weapons, Armor, and Tools, manage your Temperament, and use your distinct Powers to overcome obstacles.
- The Dynamic: While you act individually, your success depends on synergy. A protective stance from Orion might shield Nova's reckless charge, while Aurora's tech-savvy hacks could provide a boost to Cosmos support to enhance the team.
The Game Runner (1 Player)
One player steps out of the pack to become the Game Runner. You are the narrator, the architect of a captivating session, and the controller of every enemy on the board.
- Your Role: You read the scenario script, set the scene, and reveal the story beats as the players progress. You control all enemy forces, deciding their tactics and movements.
- Hidden Agenda: Unlike the players, you have Secret Missions with hidden agenda points. These aren't just about defeating the dogs; they are about shaping the narrative. Completing your agenda earns you XP to unlock special abilities or influence points that can twist the difficulty curve in your favor.
- The Balance: Your goal isn't to crush the players, but to challenge them. By timing surprise encounters and managing the flow of threats, you force the pack to coordinate, adapt, and truly work together to survive the story you are weaving.
Quickstart Help for the first Scenario
Ahh you want in on the action? Awesome! I love the enthusiasm!
This rule book is designed to be played alongside. Here's the plan:
- Look at the material. Familiarize yourself with the cards and components of the game before diving into rules.
- Pick a character. Choose the dog you like and take all their powers and stances. (Don't worry. You'll know what those mean soon.)
- While players dream up cool moves, the Game Runner can start reading the Game Runner Area section and beyond.
- When you reach "Starting a New Scenario," the Tip Box will tell you to open the Scenario Book. Read the first narrative passage until the To-Do.
- Set the mood. Get into the head space of how it feels to fly through space with your friends. The lonely coldness between the stars. The adventure that awaits.
Now channel that drive into the details. You've got this!
Components (all numbers under development)
- 20 Equipment Cards
- 10 Items
- 4 Player Help + 1 Game Runner Help
- 4 Character Boards
- 30 Tokens
- 60 Hand Cards
- 20 Powers
- 20 Stances
- 4 Player Standees
- 25 Enemy Standees
Player Area
Character Board (A)
Your Character Board is your central hub for organizing your character's status.
Tip: Always place your Equipment cards in their matching colored slots (L) and Stance cards face-up in the stance area (M) so you and the Game Runner can easily see your passive effects.
Draw Deck (B)
Your personal deck of action cards. It is built during Player Setup from the cards provided by your chosen Equipment (Weapon, Armor, and Tool).
Drawing: When instructed to draw, take cards from the top of your deck. This can happen as a card effect, an event, or most likely during the Draw Phase.
Reshuffling: If you need to draw cards while your Draw Deck is empty, shuffle your Discard Pile (F) to create a new Draw Deck, then continue drawing. It is important to first draw all cards from the Draw Deck, before shuffling. This way you always draw through your entire Deck.
Items (C)
Items are special equipment found in chests or loot locations during a scenario. You can place items in your dedicated Item Slot (G) on your character board.
To Play an item during your Activation by spending the cost listed on the card.
You have an Item limit of one (1!).
If you receive an Item while your item slot is already filled, you may put either your item, or the new item on the ground by putting the item card close to the chest token.
Any character may interact with that chest token, to gain the item that was set aside.
Rule: Items are Trashed after use (moved to the Trash Pile).
Player Help (D)
The help shows you a list of actions that you can do in your activation, as well as the round structure on the other side.
Equipment (E)
Each piece of Equipment has the following items on the information table:
- list of cards that the equipment will bring into your deck
- passive effects (here: always 1 shield)
- Flavor text, that you can read while your teammates think about their move
Discard Pile (F)
Place cards here when they are played (unless they have the Trash keyword) or at the end of the round (unless they have the Retain keyword). These cards will eventually be shuffled back into your Draw Deck.
Item Slot (G)
This space holds your items. Items are single use and can be found during a scenario.
Power Slot (H)
Here you can store your powers - unique, high-impact abilities specific to your character - that you equipped during the loadout phase. You can access your powers at any time during your activation. Many Powers get trashed after use.
Cards in Hand (I)
The cards currently available for you to play. There is no hand limit (how many cards you can hold in your hand at the same time).
Health (J)
Tracks your current hit points with the Health Token.
You start a scenario with full health which is 16. When you reach 0, you are Incapacitated.
Temperament (K)
The Temperament Scale ranges from Enraged (Wild) to Domesticated (Tame), with Balanced in the center. Your current Temperament is indicated with the Temperament marker.
Equipment Slots (L)
Color-coded slots for your chosen loadout. Each slot corresponds to a specific equipment type:
- Blue: Tool (Utility cards)
- Green: Armor (Defensive cards)
- Red: Weapon (Offensive cards)
Stance (M)
A temporary mode of operation that grants passive bonuses. See the Temperament section for details on how Stances affect your Temperament shift.
Trash Pile (N)
Place played cards here if they have the Trash keyword, or if you actively trash a card as a card effect. Unlike the Discard Pile, trashed cards are permanently removed from the game for the remainder of the scenario. They only return to your deck after the scenario ends.
The Trash Pile is shared between all players.
Game Runner Area
Scenario Book (O)
This book tells the story, the encounters, the event triggers, and - most importantly - the hidden goals for the Game Runner. Always keep it by your side, and don't let the players peek!
Health Token Piles (P)
Use it to mark damage on enemies. Store them in small and big token piles. 1 and 3, as well as 5 and 10 are just two sides of the same token.
Enemy Stat Cards (Q)
The enemy cards show what you can do when you activate an enemy or group. It lists:
- Name (Thug)
- Health points (3)
- Squad size (1 Unit)
- a list of actions
- a portrait for easier identification
Read more about what to do with an enemy activation at (Activation → As the Game Runner)
Enemy Standees (R)
It's good to come prepared to an encounter. It's important to remember to only set up the enemy standees, when the Scenario Book instructs you to do so. But more on that in the next chapter!
Map Books / Scenario Map
The Game Runner (you?, probably…) acts as the architect of the adventure. When the Scenario Book instructs you to "Set up the map", you will be working with two distinct components: the physical playing surface and your secret reference guide.
The Distinction
To keep the mystery alive for the players, we separate the map into two layers:
The Map (Physical): This is the actual playing field constructed from the four Map Books. It is the only thing the players see. It contains walls, obstacles, cover lines, and the environmental hints. Secrets, traps, and enemy ambush points are physically present in the artwork but unknown to the players until discovered.
The Scenario Map (Secret Reference): Found in the Scenario Book, this is a small, annotated diagram of the physical map. It reveals the "truth" behind the scenes:
- Where enemies start and which group they are (indicated by their ring)
- Hidden objectives, loot chests, and interactive triggers.
- Narrative cues and event triggers tied to specific hexes.
Important: The Scenario Map is for your (the Game Runner) eyes only. Do not show it to the players unless the story specifically requires revealing a clue.
How to Build the Map
- Locate Instructions: Open the Scenario Book to the current mission. Find the "Scenario Map" section.
- Select Pages: The instructions will specify which pages to open in each of the four Map Books (e.g., "Book 1: Page 4, Book 2: Page 5...").
- Orientation Matters: Pay close attention to the Scenario Map. The books must be oriented correctly so the hex grid aligns seamlessly.
- Trailing Pages: Occasionally, you may be told to leave a "trailing page" untucked. This page adds atmospheric flavor (like a distant star field or a corridor leading off-screen) but is not part of the playable area. Standees cannot enter these zones.
Game Runner Tip: The Map Books are designed to create a cohesive, larger-than-life environment. Take a moment to admire the artwork. It often tells a silent story about the history of the location before the players even step foot there! Also, all of it is hand drawn by a real human. How beautiful!
Why two maps?
This separation creates Fog of War. The players explore the physical Map blindly, reacting to threats and discoveries in real-time. You, the Game Runner, use the Scenario Map to orchestrate the drama, knowing exactly when a trap springs or a hidden ally appears, ensuring the tension remains high without breaking immersion.
What's on the Map?
Door
Doors start closed. Closed doors act as a wall, meaning they block line of sight and nobody can pass through. A player can interact with a door to open it. Exceptions to these rules may apply. There are doors that can only be opened with special tools, and there are tools that let you teleport through walls and doors.
Chest
The Scenario Map shows you the exact locations of chests. Chests are only revealed when a player comes closer than two hexes during their move. Each step counts, meaning the GR may interrupt the player to reveal a chest.
The Scenario Map shows a chest. During the Map Setup, the Game Runner takes note of its placement, but doesn't place the token right away.
If a player standee moves within 2 hexes of the chest, the chest token will be placed onto the map. This is checked during the move. (If a player enters the area shown in red, the Chest is placed.)
Environmental Hint
The Map gives you (the players) clues about the scenario and interactable objects. Piles of rubble might contain chests, sparking equipment might be an environmental hazard. Also all of the maps are hand drawn. Go and appreciate how beautiful they are!
Cover
The Map shows purple lines. These are the Cover Lines. (see Cover on page 28)
Starting a New Scenario
Most scenarios begin narratively on the Cedar, our trusty home ship. The Game Runner reads the prologue and sets up the map. Throughout the Scenario Book, there are special textboxes that give instructions to the Game Runner on how to set up the map, or when to start with the player setup. They come with the headings of:
- To Do: This instructs the Game Runner to start with the map setup, give free movement points or cards to the players.
- Triggers: These are events that the Game Runner has to keep in mind. As soon as the players do something that is described in this box, something happens. For example reading a part, transition a scene, or end the scenario.
- Game Runner Goals: The Game Runner has a hidden agenda! These are specific to each scenario or encounter. The Game Runner Goals are to be kept secret before the players.
- Rules: Scenarios might have special rules, that override rules frome this Rule Book. These are openly shared with the players.
Tip: Is this your first scenario? Go ahead and open the Scenario Book and read the narrative passage up to the first "To Do"-block. Then continue with the setup.
Game Runner Setup
- Open the Scenario Book and find the page of the scenario that you're going to play.
- Take the Enemy Cards that are shown in the Scenario Map and place them in your play area.
- Read through the Triggers and keep them in mind.
- The Game Runner Goals are your secret missions. Each point has an XP value attached to it, which that you earn at the end of the scenario. These Goals will help you to create a challenging encounter for the players.
Finally, it is time to setup the map!
Map
The scenario map is assembled from four Map Books. The setup instructions show you which pages to open and how to orient them.
Open the books to its designated pages and tuck the unused pages into the back. This keeps all four Map Books at the same height, creating a level playing field.
Occasionally, an instruction will tell you to leave a trailing page. This means that one single page won't be tucked into the back but left unfolded. This page isn't part of the playing field, but it serves as environmental (sentence ends here in the prototype)
Player Setup
Note: Wait for the Scenario Book to tell you when to begin setup. Don't skip ahead!
You start the scenario with full Health and a balanced Temperament. The Scenario Book will narrate the scene first. Listen closely. You'll learn important details about the mission, potential threats, and hidden objectives.
When Setup begins, follow these steps: (Example on the next page)
1. Check Your Character Level
Find your current level on your character board. Each piece of equipment, power, and stance has an associated value. The sum of your cards must not exceed your level.
2. Choose Your Equipment
A loadout consists of three parts:
- Weapon (Red slot): defines your offensive approach
- Armor (Green slot): determines defense and survivability
- Tool (Blue slot): provides utility and flexibility
Select one of each. Each equipment type contributes specific cards to your deck. Note: Each equipment card is unique and can only be used by one player per scenario.
Tuck the selected equipment cards face-up into their matching slots on your character board. Then gather all the cards listed on those equipment sheets, shuffle them together, and place them face-down as your Draw Deck.
3. Select Your Powers
Choose up to two Powers from your character sheet. Place them in your Power Slots (Mauve). These represent special abilities unique to your doggo.
4. Pick Your Stance
Choose which Stance card(s) you'll bring to the mission. These grant passive bonuses based on your temperament strategy.
TLDR: Loadout Checklist
Do you have
- one Equipment per Slot?
- up to two Powers?
- all the Stances you like?
- and are you still within your Loadout Points?
- Full health and a balanced temperament?
The Map Books opened on page 4. Lets gooooooooooo!
Player Setup Example
(The prototype's example page contains placeholder notes: "404 Loadout Points not found.. Imagine it here" and "TODO!!! Team Sheet still missing.")
Aurora decides to take the Repeater Rifle (Weapon Slot, red) with her and chooses Heavy Metal (Armor Slot, green) for protection. To add to her mobility, she takes the Runners (Tool Slot, blue). The Equipment value is 4 in total.
No Item to start with.
Then she chooses two Power Cards for the sum of 2. Powers show Aurora's pink color, her lab coat and her scruffy fur on the back side.
She constructs her Deck from the Equipment and takes:
- For the Repeater Rifle: 6x Repeater Shot, 2x Jam
- For the Runners: 1x Move 3, 1x Move 4
- For the Heavy Metal: 1x Move 1, 2x Move 2, 1x Move 1, 2x Shield cards
Her deck consists of 16 Cards. She shuffles them and places them face down as her Draw Pile.
For the Stances, she chooses just two Stances. A Wild and a Tame Stance to keep things balanced. These add up to 2. (The Beaker Sticker shows Aurora's Stances.)
She sums up the values for Equipment, Stances and Powers to get 8 and checks it against her Loadout Points, 9. This is less, so she decides to take an extra Stance with the cost of 1.
Ending a Scenario
A scenario concludes when the Scenario Book instructs you to move to the end scene. This triggers a narrative wrap-up, followed by rewards for both sides.
For Players
After the end scene, collect your rewards:
- Experience Points (XP): Add these to your character sheet. XP increases your character level, which determines how many points you can spend on equipment, powers, and stances in future missions.
- Stickers: Some scenarios award stickers that permanently modify cards for the rest of the campaign. Apply them immediately to a card. Once applied, a sticker cannot be removed.
- Equipment: New gear may be unlocked and added to your available Loadout options for future scenarios.
- Story Choices: Some scenarios end with a decision. Record the outcome on your campaign tracker. Choices may echo in later scenarios.
Note: Not every scenario awards all reward types. The Scenario Book specifies what's earned at the end of each mission.
For the Game Runner
After the players have collected their rewards, resolve your side:
- Reveal Hidden Agenda Goals: Show which secret objectives you completed during the mission. Each objective has an XP value listed in the Scenario Book.
- Record Your XP: Add earned XP to your Game Runner progression track. This is your currency for shaping future encounters.
- Upgrade Enemies: Spend XP to enhance enemy units for upcoming missions. Possible upgrades include adding or improiving abilities to existing enemies or making them stronger.
Tip: Don't spend everything at once. Spread upgrades across multiple scenarios to maintain an escalating difficulty curve without overwhelming the players.
Wrapping Up
Once both sides have recorded their rewards:
- Store any new equipment and unused stickers with your campaign
- Pack away the Map Books and Scenario Book
- Decide when to gather for the next mission
The base game campaign spans 12 scenarios. Each completion shapes your characters and the challenges ahead.
Rounds and Turn Structure
Key Distinction:
- Round: The entire cycle (Steps 1–7 below).
- Turn: A single player's activation within the Round.
Overview
A Round represents one full cycle of the game of 7 phases.
- Beginning of Round
- Temperament phase
- Refresh phase
- Draw phase
- Activation phase
- Discard phase
- End of Round
1. Beginning of Round
Any ongoing effects that trigger at the beginning of the round are resolved first. The scenario description will instruct the Game Runner on what happens when, and how.
2. Temperament Phase
All players move their temperament one step towards wild or tame, based on their active Stance. If they hit either end of the scale, they become Enraged or Domesticated immediately. (see Temperament on page 24)
3. Refresh Phase
- All characters flip their activation token to the green side, unless they are Incapacitated or Enraged.
- All enemy groups are refreshed.
4. Draw Phase
All players draw cards from the Draw Deck until they have 5 cards in hand.
You do not not draw cards if you are Domesticated.
5. Activation Phase
During this phase, players and the Game Runner take turns activating their figures.
The players always go first, then the Game Runner, then the players, and so on, until all characters, allies, and enemies have been activated.
Tip: Players can decide among themselves who activates next, or simply go clockwise around the table. There is no strict rule for player order within the team.
- Player Turn: One player character or ally activates.
- Game Runner Turn: The Game Runner chooses an enemy (single or group) to activate that hasn't been activated in this round.
- Repeat these steps until every figure has acted.
Quick Reminder:
- Characters: Gain 2 actions per activation.
- Enemies: Each figure in an enemy group chooses two different abilities from their enemy sheet.
Unused actions are lost; they cannot be saved or passed to another figure. (see Activation on page 21)
Activating Groups
Some enemies (e.g., Pirate Goons) act as a group. In this case all figures activate in the same turn, one after the other.
You must activate all figures in the group consecutively.
Complete all actions for Figure A before moving to Figure B.
Example: You cannot move Figure A, then move Figure B, then choose the second action for Figure A.
6. Discard Phase
All players discard all cards in hand onto the Discard Pile.
If a card has the Retain keyword, they may choose to keep that card in hand.
7. End of Round Effects
Resolve any effects that trigger at the end of the round.
Activation
As a player
A player gains 2 actions which they can spend freely and in any order.
Actions:
- Play a Card: Play one card from your hand.
- Draw Cards: Draw 3 additional cards.
- Plan Ahead: Place 1 card from your hand on top of your Draw Deck.
- Interact: Interact with an adjacent object, chest, or map feature.
- Help: Assist an adjacent ally.
- Activate Stance: Exchange your current Stance.
- Use Item: Use an item from your inventory. (Check the card for action cost).
- Perform Card Action: Perform any action listed on a card starting with "Action:".
After you played all your actions, switch your activation to the trashed side.
As the Game Runner
When the Game Runner activates an enemy:
- Single Enemy: Choose two different actions from the enemy card. Each action can only be used once per activation.
- Enemy Groups: If the enemy has multiple figures (a group), each figure performs up to 2 different actions independently.
Rule: Resolve all actions for Figure A before moving to Figure B.
Example: You cannot move Figure A, then move Figure B, then use Figure A's second action to attack. Finish all of Figure A's actions first.
Note: Unused actions (for both players and enemies) are forfeited immediately. They do not carry over to the next round.
The last step is to exhaust this group.
Actions
Movement
When playing a card with "Move X", you can move your character up to X adjacent hexes.
- Adjacency: Hexes are adjacent if they share an edge and are not separated by a wall or obstacle.
- Partial Movement: You may move fewer than X hexes; any unused movement points are lost.
- Ending Movement: You cannot end your movement in a hex occupied by another figure (ally or enemy).
- Passing through: You can move through hexes with an allied figure. You cannot enter hexes with an enemy figure or obstacle.
Attack
A card might show Attack x / y, where x is the damage dealt and y is the maximum range between the attacker and its target. To use the card, the attacking character must have line of sight (see Line of Sight (LoS) on page 27) to the target. Even for melee, line of sight still applies. If a wall or obstacle blocks the view, the attack cannot be resolved. Once the target is chosen, the damage is received immediately, and the attack card is discarded.
Reaction
Some cards have the reaction keyword and symbol. These cards can be played outside of your activation, without spending an action, if the trigger applies.
Item
Players can find items during a scenario, for example when interacting with chests. These items aren't shuffled into the deck, but stay on the character board, like the power cards. Items can be activated at any time during that players' activation. To use an item you need to spend the cost of the item.
A character can only have one item at a time.
Help
You can use one of your actions to help a friend in need.
If they are at either end of the temperament scale (Domesticated or Enraged)
- they push their temperament one step closer to 'balanced'. (see Temperament on page 24)
- they swap their "Domesticated" or "Enraged" stance with any other stance.
If they are at 0 hitpoints, they gain one hitpoint.
If both statuses apply, do both.
Power
Powers are very strong special abilities that are unique for each character. Powers are placed onto the Trash Pile when played.
You may equip up to two powers per scenario.
Refresh: Some Powers are allowed to be refreshed. You may keep them next to your Character Board. At any time during your Activation, you can pay the cost to equip the Power again.
You do not have to play the Power immediately.
Stance
Stances are unique effects for your character and allow you to tap into a certain side of the personality. Trust into your intuition and let loose, be wild. Or be strategic, calm your nerves, be cool.
You can spend one action to activate or exchange a stance. Activating a stance does not immediately shift your temperament. The temperament shifts at the beginning of the round. The abilities or synergies from a stance can be used as soon as it is activated. (see Temperament on page 24)
You may take as many stances as you want, as long as you still meet the Loadout Points (see Player Setup on page 15)
Interaction
- with doors: The door is opened. Open doors cannot be closed.
- with chests: Interacting with a chests rewards you an item, drawn from the stack of available items. Remember that you have an Itemlimit! (see Items (C) on page 9)
- with map tokens: Some maps have special tokens on the map. Interacting with these triggers an event.
Temperament
The temperament represents the balance between a dog's tame and wild sides. It uses a scale from Wild to Tame.
- The center is called Balanced.
- The far end of tame is called Domesticated.
- The far end of wild is called Enraged.
At the beginning of a round, your temperament shifts one step towards wild or tame, depending on the Stance you currently have active. Changing your Stance during your turn does not shift your Temperament immediately.
If you hit either end of the scale, your temperament gets the better of you.
If you are Domesticated, you lose all drive.
- Swap your stance with "Domesticated"
- You do not draw cards during the Draw Phase
- You cannot gain Actions and cannot draw cards while this Stance is active.
If you are Enraged, you loose your temper.
- Swap your stance with "Enraged"
- In the Draw Phase, the Game Runner immediately plays the first non-reaction card that you draw.
- In the Refresh Phase you do not flip your Activation marker to the green side.
- You cannot gain actions while you are in "Enraged" stance.
Damage
TL:DR; "Receive damage" = Reduction and reactions allowed. "Suffer damage" = Direct damage, no reduction.
There are two different keywords: receive damage and suffering damage.
When a character receives damage, for example by an attack or an environmental effect, they can apply passive effects.
If that effect invalidates them as a target, they do not suffer any damage. (For example moving out of LoS or moving the target to another figure)
Otherwise they may apply any available shields or other passive effects. Shields can include discardable cards in hand, base shield values from equipment or cover, or other reducing effects. Each shield reduces the damage by its stated amount.
When a shield reduces more damage than the attack deals (e.g., a shield(5) against 2 damage), the excess damage reduction is lost and cannot be used for subsequent attacks.
Any remaining damage is suffered and the character loses that amount of health.
If the damage is suffered (aka direct damage in some other games), it cannot be reduced and passive effects cannot be applied.
Example: Orion gets attacked by a Laser Turret and will receive 3 damage. He is already in cover which reduced the damage to 2. He chooses to play a passive Shield(4) card, to reduce the incoming damage to zero. The attack ends and all leftover shields expire. However, he gets attacked by another attack with 2 damage. He is still in cover, reducing the incoming damage to 1. Since he doesn't have another shield that he can play, he has to suffer 1 damage from this attack.
Area of effect damage (AoE)
Some attacks or items have area of effect damage, like e.g. a grenade. When playing such an attack, name a hex within range that your character has in its Line of Sight. All figures, friend and foe, within the Area receive the full damage of the attack. Obstacles and walls stop the blast radius.
Shield and Plating
"Shields are for emergencies. Plating's for when you know it's gonna be a long day."
Deep Space Exploration is beautiful and adventurous. But it's deadly, too. Here's how you survive it.
Shield
You get Shield cards from certain Equipment. Shield has the Reaction keyword, so you can play the card if you get attacked. Each shield that you play reduces the received damage by 1.
Plating
Plating is like the sturdy, here-to-stay version of a Shield. If you have 1 Plating, you always reduce received damage by 1. It doesn't decrease and isn't discarded. If you get attacked by multiple attacks, Plating reduces the damage of each one.
Exploration Mode
Sometimes the heat of the moment and action pauses and the Game Runner calls out the Exploration Mode (because they are instructed to call it out).
Now the round structure is paused. No Draw, Temperament, or Discard phases occur. Just plain movement. Stop dead in your tracks, keep your hands and Activation Tokens like they are.
The Players now act clockwise, beginning from the last active Player. Each chooses to either Move 1 OR Interact OR Help.
The Game Runner will end this mode, when instructed to do so. When it ends, you continue in the Activation Phase, with your hands and Tokens as you had them.
Line of Sight (LoS)
LoS is a key mechanic that determines whether a character can see and target another character or object across the map.
To check Line of Sight (LoS):
- Pick a corner on your hex.
- Draw a line to any two corners on the target's hex.
- If the lines are not blocked by a wall, enemy or obstacle, you have LoS.
These lines cannot lay on top of each other. (See fig. b)
However, walls, obstacles, and enemies block LoS, making it crucial to position yourself strategically for effective combat and exploration.
Allies, cover lines, crates, and open doors do not block LoS.
Examples
Aurora can form a line of sight to the pirate boss. One corner of her hex can 'see' two corners of the bosses hex.
She cannot target the goon, because she can only form one uninterrupted line from one corner to another. The other one is blocked by a wall.
Parallel Lines
Aurora's A-corner can see corner B and C. However, the lines are parallel to each other and lay on top, which isn't permitted. Her A-corner also cannot see corner D, or any other corner of the Space Pirate. Therefore she does not have line of sight.
The Space Pirate, on the other hand, does have line of sight… A dangerous situation.
Cover
When your figure stands in a hex adjacent to a Cover Line (purple edge), you gain 1 Plating against specific attacks.
An attack grants this shield only if the attacker stands in the Cover Cone. In simpler terms: If the cover line sits between you and the attacker, you receive the benefit.
Example
Figure 1: The red hexes show the Cover Cone. Any attacks coming from these spaces deal 1 less damage.
When the Snipers attack Aurora would have 1 Plating from being in Cover. Even if the hex is only partially within the cone. The Pirate Queen is outside of the Cover Cone, therefore Aurora would not have Plating from Cover against their attacks.
Note for the geometry lovers: A hex is in the Cover Cone, if a line drawn from the center of the attacker's hex to the target's hex, crosses over the Cover Line.
Help for the Game Runner (rules to live and die by)
Hey you marvelous person! So you decided (or drew the short straw) to spoil the game and its story for yourself, so your friends can enjoy this game how it's meant to be. Thank you!
You'll be the narrator, most likely the rules lawyer, and the architect of the challenges your friends will face! This section is for you, to help you navigate the story, setup, decisions, etc. Let's call this section the FRAQbP, the frequently and repeatedly asked questions by players.
The rule of thumb is, that you and the players want to have a good time. That usually means that they want to succeed in a level, but they also need a challenge.
If a situation is tight, spread damage over multiple characters or 'forget' to insert all support enemies. On the other hand, if the players are just rushing through the level, feel free to make it harder.
In some narrative parts characters are doing a certain action, because this is a story and that's what characters in stories do. Most likely at some point a player will ask to, e.g. get two movement points because it was referenced and it would fit their strategic advantage. Sure. let's go! Thanks for being attentive.
FAQ
Can I stand here? Some hexes are cut off. We tried to draw in all places that can be reached. So in short as a good rule of thumb: If it is a partial hex and the baseplate of the standee fits, it's ok.
is this in line of sight? Sometime the standard rule of LoS is a bit tricky. In the development of the maps we 'tried' to keep everything aligned with the hexgrid. But as much as Hexagons are the Bestagons, sometimes they just won't fit through the door, vent, etc., and we decided to put a bit more emphasize on the scene and looks.
So if the answer to the question regarding LOS is not a clear yes/no by the rules, the question you should answer is "Does it make an epic turn? Will it turn the tide of the battle? Will the players remember this single scene after the game?"
Can I move through my ally/enemy? Your allies will make space for you if you ask politely if you may pass. Meaning you can pass through hexes where an ally stand, but you cannot stop on it.
Enemies on the other hand will block your movement. Unless a card says otherwise.
Can I target through allies/enemies? For allies, yes. Don't try this at home though. But in a game, it's way more fun.
Enemies on the other hand will block LoS.
Does the explosion go a bit around the wall? Per rules, the origin of the explosion needs to have LoS.
May I skip an activation to delay or wait and see what my opponent does? Absolutely not...
I hope this helps. But in the end, don't forget that it's your session, your rules.
Characters
Nova
Meet Nova: an adventure seeking, laser beam dodging, podenco trouble magnet. She's got a thing for danger and an unrelenting love of stories – as long as they're explosive, action-packed, and preferably involve dodging laser beams. After all, big hardships make great stories
Her size might be small, but her attitude is huge. 'It's not the size of the dog in a fight,' she'd say with a grin, 'it's the size of the fight in the dog.' Nova can (and will) throw down with the best of them – after all, you don't survive on the wrong side of the galaxy for long without developing some serious survival skills.
She grew up with her human handler and friend Sara, a nifty smuggler by trade, and it was with her that Nova learned to navigate the fine line between loyalty and self-preservation. She's got a nose for sniffing out trouble, until The Cascade came crashing into their lives and really threw a wrench in their spacebikes.
Nova's past might be as messy as an asteroid field - with debris scattered everywhere - but she’s the one you want on your side when things blow up left and right. Big hazards make for great stories, and stories were what she craves.
Traits:
- small but eager
- headfirst into danger
- loot thirsty
- tries to not let people close to her. death is inevitable. it happened to her once. it won’t happen again
- tends to take things without asking, if her heart desires something. not with ill intent. but deciding for others
Cedar
Nova’s spaceship, the Cedar, is a patchwork of her DIY ingenuity and rebellious spirit. Guided by Daneel, an AI whose fate is mysteriously tied to Nova’s past, the ship is a testament to her hands-on approach. Its punk/ graffiti paintjob, and countless makeshift repairs reflect Nova’s love for customization, while its advanced countermeasures - the same that some kind of people use for smuggling contraband and pirate contracts - hint at a different kind of history. Though its storage space was once ample, it’s now trimmed to accommodate the crew of four.
Cosmo
Cosmo. The best way to describe him, is by telling a story. Stories are what his life is about after all. Being thrown into the world on the unforgiving streets of Neo-Tokyo was the first crude joke that this big universe had to offer to this little pup. Survival was a constant struggle. Among the towering skyscrapers and neon lights, he learned to rely on his wits and resourcefulness, making the best of every opportunity that came his way. And he needed it. His first pack, his litter, showed him that there’s strength in numbers. But with both parents gone from the beginning, these numbers dwindled. He realized that it doesn't suffice to fight, of those closest to him remain undefended.
Growing up he surrounded himself with a new set of characters. ever changing, some just dropped by for some time on their way to whatever their future might have in mind for them, some stayed for as long as they could. but all of them had a few things in common: they were drawn to the light that Cosmo cast onto the rubble like moth to a flame. a beacon of hope in a world that forgot about them.
His keen eye and quick thinking served him well as he navigated the treacherous alleys of Neo-Tokyo. With every successful mission, his reputation grew, earning him respect and admiration among the city's street dogs. Despite or maybe because of his humble beginnings, Cosmo never let his notoriety get to his head; he remained kind, soft-hearted, and opportunistic, always ready to lend a helping paw when needed.
Cosmo’s special trait is to be the glue of a group, holding them together through thick and thin, keeping their spirits high with his sharp wit and infectious humor. He's neither the strongest nor the most intimidating dog in Neo-Tokyo, but his resilience and charisma already became a part of the history of this city. a tale that says that you don't need to succumb to the machinations of a broken system to survive, a tale of renewal amidst the chaos of street life.
Throughout his time as a street dog, Cosmo proved that kindness and determination could overcome even the toughest obstacles. He became a symbol of perseverance for all those who dared to dream of a better life, proving that with grit, humor, and a little bit of luck, anyone could rise above.
Traits:
- alone without his pack - “I don’t do ‘alone’ anymore. Not if I can help it.”
- tries to defuse situations with humour. “teeth win fights. but words win wars”
- the streetlight in the dark. the sheppard in the rubble.35 34
Aurora
Aurora, the enigmatic Border Collie with a rich kid's pedigree and a mechanic's heart, is as unpredictable as she is brilliant. Her sharp mind and insatiable curiosity made her a prolific entity, both in the lab and on the battlefield. With a sophisticated air that set her apart from her fellow canine companions, Aurora often found herself at odds with traditional notions of right and wrong.
While she doesn’t talk much about her past, there is no denying that she had been raised among privilege - a fact that occasionally slips into her conversation, much to the amusement and/or irritation of those around her. The way she uses concepts, words seemingly out of context, gives it away. Calling her a fortunate child would be wrong though. She's one with her tools, and she understands, as she always puts it, that "bodies are also just machines. quite complex machines, that start bleeding everywhere when you cut something that you weren't supposed to cut, but machines nonetheless." so she looks irritated if you address her as 'doctor' or 'healer'. she only sees herself as a mechanic. This unique perspective allows her to approach problems from unconventional angles, often resulting in innovative solutions that left her peers scratching their heads in wonder.
Aurora's love for gadgets knows no bounds, and she eagerly sought out new ways to push the limits of science and technology. Whether it was inventing a device that could harness solar energy or designing an acid- spewing weapon capable of disintegrating even the most resilient foes, she approached each project with unbridled enthusiasm and determination.
Her eagerness to test her creations sometimes led to unexpected consequences, both positive and negative. But for Aurora, the outcome was beside the point; it was the pursuit of knowledge itself that drove her forward, propelling her ever closer to unlocking the secrets of the universe and ushering in a new era for dogkind.
When confronted with obstacles that stood in her way, Aurora's response was always the same: solve it. If reason could not prevail, then more drastic measures were required. Acid, after all, had a remarkable ability to dissolve even the most formidable barriers.
Aurora will always seek more knowledge, undeterred by setbacks and unburdened by conventional morality. Her unwavering faith in the power of science and technology makes her a valuable ally and a fearsome adversary.
Traits:
- seems a bit disconnected from the rest of the world
- tech savvy
- grounded
- likes the smell of coffee
Orion
Orion, the towering Bernese Mountain Dog with a gentle giant's heart, is undeniably a force to be reckoned with. This good boy is huge in every aspect. His belt would encompass at least 4 stars.
Standing proudly at the center of any gathering, he welcomes everyone into his warm embrace like long-lost friends gathered around a roaring campfire. With a broad chest that could rival even the sturdiest draft horse and a sparkling coat worthy of the most luxurious tapestry, Orion's presence is simply impossible to ignore. His demeanor exudes a sense of calm and stability - a beacon of hope in the stormy seas of life. With his imposing size and unwavering confidence, it was easy to mistake him as oblivious, but those who knew Orion well understood that beneath his stoic exterior lay a deeply caring soul who abhorred violence.
When conflict arises, as it often does in the harsh realities of space exploration, Orion turns to the ancient art of tarot card reading to guide him through the foggy landscape of right and wrong. The intricate patterns and symbolism offer solace amidst chaos, helping him discern the subtle nuances that separated allies from adversaries.
His trusty deck had accompanied him on countless adventures, weaving tales of love, loss, and redemption for those who sought its wisdom. Each card a window into another world where harmony reigned supreme, and all creatures could coexist peacefully, united by their shared experiences.
In the cold, unforgiving vacuum of space, Orion's hearty soups were like a warm embrace from a loved one. His culinary prowess was legendary among his fellow canine cosmonauts, who often gathered around him as he stirred massive pots filled with fragrant vegetables and savory broths. The aroma alone could bring a smile to even the most hardened space traveler's face, reminding them of simpler times when the world was still full of wonder and possibility.
Traits:
- lost soul
- carries his tarot deck for guidance and morality
- sees Cosmo as his best friend
- is afraid for nova and tries to protect her from harm as much as he can
- in a group discussion he won’t butt in with his opinion, but rather summarize the best interest of the group after listening to everyone37 36
Glossary
Activation: The phase in a round where a character or enemy group takes their turn. During an activation, a player gains 2 actions to spend, while an enemy group performs up to 2 actions per figure.
Adjacent: Two hexes are adjacent if they share an edge and are not seperated by a wall.
Adventure: The complete campaign, consisting of all 12 Scenarios in the base game.
Ally: A figure that is friendly to the players
Character: A Spacedog!
Cover: A defensive position. If a figure is adjacent to a cover line, they gain 1 automatic shield against attacks originating from within their "cover cone."
Discard: To remove a card from your hand and place it in the Discard Pile. Most cards are discarded at the end of the round unless they have the Retain keyword.
Domesticated: The rightmost field of the Temperament scale. If you are Domesticated, you cannot draw cards and cannot gain actions.
Enraged: The last "Wild" field of the Temperament scale. If you are Enraged, you cannot activate, and the Game Runner plays your first drawn card.
Figure: A Figure is any activatable entity on the board. A character, an Ally, or an Enemy.
Game Runner: The player who controls the map, narrates the story, manages enemies, and adjudicates rules. The Game Runner ensures the game remains challenging but fair.
Helpless: A Character that is either incapacitated, or Enraged, or Domesticated. Someone that needs help!
Immunity: The figure can not receive or suffer any damage.
Power: A unique, powerful ability specific to a character.
Reaction: A keyword allowing a card's effect to be used at any time, even outside of your Activation.
Retain: A keyword on cards that allows you to keep them in your hand in the Discard Phase.
Scenario: A single "level" or mission within an Adventure, played on a specific map setup.
Stance: A temporary mode (Wild & Tame) that a character can activate. Stances shift your Temperament at the beginning of the round and grant specific bonuses.
Temperament: A scale measuring a character's balance between "Wild" and "Tame." It shifts based on your active Stance and determines if you become Domesticated or Enraged.
Trash: To permanently remove a card from the game. When a card is trashed, it is placed in a separate "Trash" pile and is not returned to your hand or deck for the remainder of the scenario.
XP (Experience Points): A resource earned during gameplay used to invest in and upgrade your character's Powers and Equipment.