Spaceship Unity: Episode 0
Spaceship Unity: Episode 0 Rulebook
Table of Contents
Table of Contents
Idea of the Game
Spaceship Unity is a cooperative game with a storyline that unfolds over multiple episodes. Players will work together to complete missions and explore the narrative. Even though the focus of the game isn't on winning or losing, your performance will have consequences in how the story unfolds, so do your best!
You are fresh recruits into the Interplanetary Alliance (IPA) and have been assigned to serve in the TS30 Spaceship Training Simulator. The TS30 uses your own living space as the playing field. Normal everyday objects are transformed into your spaceship's systems and you are the crew members responsible for operating them. Fortunately, each system has a help menu that explains these actions in detail. However, when executing these actions, you will only have a limited number of attempts or a strict time limit.
Quick-Start Rules
Spaceship Unity lets you experience a story in a whole new way. Some mechanics may be new to you or your gaming group. To provide a quick and easy introduction to this fresh gaming experience, Episode 0 comes with quick-start rules. Simply follow the Setup section, and then you can begin with the first chapter straight away. Hint boxes on the game material will explain everything important to you, when and wherever you need it.
What You Need for This Episode
In addition to the material in the booklet, you will need certain everyday items for your spaceship systems. The back of each System card specifies items you will need for that particular system. Here is a summary of all the necessary items for Episode 0:
- 3 books
- 1 tea towel or small hand towel
- 3 pairs of socks
- 3 different items of winter clothing
- 3 smartphones (you can get by with 1 if necessary)
- 1 vacuum cleaner with a cord (otherwise an extension cord or any other similar substitute that is at least 10 feet long)
- Paper and pen
- 1 table (if necessary, the floor will suffice)
If you are missing any of these items, you can replace up to 2 systems (for example, the vacuum cleaner and the 3 pairs of socks) with Backup System cards (see Setup).
Important Notes for the Crew
- Since Spaceship Unity is about a shared experience and story, don't worry if you fail a chapter or get rules mixed up. When in doubt, do what is the most fun!
- If the game directs you to do something that would harm a person or damage an item in the living space: Don't do it!
- On your spaceship, things can get quite hectic and loud. If you have sensitive neighbors, time your game to start so you're done before it's too late at night.
- In the rush caused by an Action Chapter, there may be times when you need to run. Make sure you wear something on your feet that will prevent you from slipping.
Setup
First, take out the sheets in the middle of this booklet (gray background). Cut out the game material as described there. The back side of the (small) Story cards and (large) System cards are shown below. Please avoid looking at the front side of any of these cards!
Story Cards
- Sort the Story cards in ascending numerical order from top to bottom using the icons on their back, and then place them facedown as a draw deck.
- Place the Logbook and a pen within easy reach. The Logbook is explained at the end of each Chapter and in the Debriefing.
- Place the game booklet and the Story cards in a central location with a table to serve as your ship's bridge, where you gather information.
- Then you will need to distribute System cards to other areas in your living space to serve as additional areas in the ship.
The Story cards are the engine for the game. They drive the story and determine the actions you must take to advance the story.
System Cards
- Place each System card facedown in a suitable location in the playing area. The host will determine which parts of their home may be used for this purpose. Place the items listed on the back of each System card next to them.
- For this Episode, you only have Systems that use moving objects.
- You may distribute them anywhere in the playing area apart from the bridge, which should only have the game booklet and Story cards.
- If you don't have the items for a System, place a Backup System card next to it. Only read the front of the Backup Systems for how they work if needed; otherwise set them aside.
- Place each System card, as shown here with the back side face up, next to the named items (here, for example, next to the vacuum cleaner).
The System cards are help menus for inexperienced crew members that explain how the respective System is operated.
Sand Timer
- Fold the Sand timer marker as shown.
- You will also need a 90 second timer (for 3/4 players) or a 120 second timer (for 2 players).
- You can use your smartphone as a timer. If possible, set it so that the screen won't turn off.
Video
The TS30 will occasionally ask you to video record actions so the training activities can be more clearly evaluated. Have a smartphone ready for these VIDEO CHECKS.
Starting the Episode
You are ready to begin! Episodes for Spaceship Unity consist of several Chapters: timed ACTION CHAPTERS and untimed CHALLENGE CHAPTERS. On the next page you will begin with an ACTION CHAPTER.
Always read the gray hint boxes first, as they provide further rules and details.
Now turn the page!
Chapter 1: The Experiment (Action Chapter) Setup
- CHAPTER ICON: Place the Story card deck with the matching icon (Star) nearby.
- Place the Sand timer marker on the START space on the Life Support track.
- Now read the two large text boxes before you start the Action Chapter.
Action Chapter Introduction Text
Planet Earth, headquarters for the Interplanetary Alliance (IPA), day 3 of our basic training. The mood is despondent. The training sessions for the last two days were, shall we say, moderately successful. Our trainer enters the room in an excessively good mood.
"A wonderful good morning, valued IPA recruits. I'm sure you can't wait to embark on another exciting adventure even though it's only with the TS30 training simulator. But as you've already experienced yourself, the TS30 simulation is in no way inferior to the real thing. You should have seen your faces when you managed to blow up your ship even though the programming doesn't really allow for that. The horror and sheer terror... just delightful. And don't give a thought about the second training session in which you started a war. Now, before you enter the simulator today, please repeat the following five times: The core mission of the IPA is to maintain Galactic Peace."
We mumble the phrase apathetically to ourselves as we enter the simulator as our trainer eagerly continues.
"Excellent! Moving on now to the mission briefing, we have received a distress call from Akethari Station Drakrrghak. The technology research there is well-known for the development of efficient weapon systems. However, their current research is focused on a highly experimental energy system. An IPA observation team is already on site. According to their report, the system is promising, but still too unstable for actual use. Of course, that didn't stop the Akethari from conducting their initial field tests. The word 'recalcitrant' appears quite frequently in the report.... Unsurprisingly to everyone, there has been a major incident. Therefore, HQ is sending you to the station on IPA Spaceship Rookie to help. However, I must warn you the Akethari are an overly proud civilization. The distress call came from our IPA team, not the Akethari themselves. We don't know if they will even accept your help. Be convincing and don't waste time. Good luck!"
Rules
Action Chapters
Action chapters are played under time pressure. You must complete them before you run out of time. As an exception, skip the timer for now! There will be a Story card later that will prompt you to start it. This is part of the Quick-Start Rules.
Keep the following points in mind when you reveal your first Story card:
- Read the card's story text out loud and in full. Then perform all the Actions.
- How you play together is entirely up to you. There are no fixed roles or responsibilities. Discuss what to do and find your own solutions. It's usually a good idea to split up. However, always let the other players know when you've completed an Action. For example: "Jump Drive Charged."
You are now ready to play your first Chapter. Reveal Story card 1.
Life Support Track and the Sand Timer
- Whenever you fail a Chapter, there will be an icon on the bottom of the current Story card that directs you to the Story card you must read upon failure.
- Whenever you start the timer (even the first time), advance the Sand timer marker 1 space further on the Life Support track.
- You must always restart the timer before it runs out. The last time you can restart it is when you advance the marker to the last space (here: Space 04).
- If the timer runs out at any point (even if the marker isn't on the last space), you have failed the Chapter. Your goal is to complete the Chapter before that happens.
- At the bottom of each Story card from now on, you will find an indication that tells you which Story card to read if you fail the Chapter. Otherwise, you immediately reveal the next Story card, as usual, when you've read and completed everything on the card.
Action Chapter Icons and Actions
- ACTIONS tell you what you must do. Go to the System card and find the description for the Action named on the Story card, and perform that Action.
- Perform all Actions before the THEN keyword before performing the Actions after the THEN. For example: first perform the Jump Drive CHARGE Action, THEN perform the red JUMP Action to complete the space jump.
- If several Actions are specified without a THEN, you are free to carry those out at the same time and in any order.
- Once you've completed everything on a Story card, discard it and immediately reveal the next card.
- Each System card's Action carries a "required number of crew members" indicator (one, two or all).
- PURPLE ACTIONS can fail (see Challenge Chapters below).
Video Check
To check your performance during the training situation, the TS30 will occasionally ask you to video record Actions (on your smartphone). All Actions within the dashed box are part of the VIDEO CHECK. The check is only passed if you or another player made a video for the successful performance of these Actions.
A VIDEO CHECK can also contain several Actions. All Actions listed within the dashed box must be successfully completed in the video to be considered passed.
Challenge Chapters
Challenge Chapters are untimed. The same rules apply as for Action Chapters, with the following 3 changes:
-
There is no time pressure. The Sand timer marker is placed on the START space on the Life Support track. However, don't start the timer or advance the Sand timer marker at the beginning of the Chapter. Instead, you must always advance the marker 1 space whenever you suffer a failure for a PURPLE ACTION, in other words, if you didn't successfully perform the Action.
-
Purple Actions. These differ from the green and red Actions in that they are more difficult and they can fail. You don't just have to do it; you must achieve a specific goal. Each PURPLE ACTION describes exactly what the goal is and when the Action fails. There are no practice attempts. Each try counts.
- A PURPLE ACTION isn't finished until you have successfully completed it. You can incur multiple failures for the same Action.
- After each failure, including each failed repetition, you must advance the Sand timer marker 1 space and repeat the Action.
- Failure in the Challenge Chapter. A failure does not end the whole Chapter! You can only fail a Chapter when the marker is on the last Life Support space and you then fail again. Then you must read the Story card indicated at the bottom of the current Story card, as usual.
- On the Life Support track of a Challenge Chapter, the number of spaces doesn't indicate how many times you are allowed to restart the timer, but rather how many total PURPLE ACTION failures you are allowed for the Chapter.
Failure Summary
Remember: If a PURPLE ACTION fails, advance the Sand timer marker 1 space and repeat the Action. You must do both of these each time you fail until you have completed the Action or you are on the last space of the Life Support track and fail again, which now fails the Chapter.
Action Chapter Rules Reminders
This is an Action Chapter just like Chapter 1. Don't forget:
- Keep a close eye on the timer! It must be started again before the timer runs out!
- Advance the Sand timer marker 1 space when you start the timer again.
- You may exchange items if an Action does not work with the selected item.
- The Chapter has failed when the marker is on the last space and the time runs out (Space 04 for this Chapter).
Are you ready for Action? Start the timer, advance the Sand timer marker to space 01, and reveal the first Story card.
End of Each Chapter
At the end of each Chapter (even if you failed):
- Make an entry in the Logbook (see below).
- Turn the page to the next Chapter and set up the Story cards with the appropriate icon for the next Chapter.
Also note in the Challenge Chapter: as soon as you have successfully completed everything on the Story card, you reveal the next one in numerical order.
Logbook
- The Logbook pad has entry boxes labeled A01, A02, A03, B01, B02, B03, C01, C02 and C03 (printed on the Logbook sheet, shown on the Backup System 2 card).
- The printed "Make entry in the Logbook" box on each Chapter page tells you which entry to check off (for example A01, B02 or C03).
- If you are asked to check off something in the Logbook, check off the appropriate box on the Logbook card.
- The Logbook entries in columns B and C are counted in the Debriefing (see below).
Systems (Help Menus)
The System cards are help menus for inexperienced crew members that explain how the respective System is operated. On each System card you will find descriptions of all the Actions available on that System. Only perform the exact actions required by your current Story card.
PERFORM ACTION. Read through the entire Action first. Then explain the Action to others if multiple crew members are needed to complete it. Then perform the Action exactly as described. Finally, notify everyone when the Action is complete (for example, "Jump Drive Charged").
We put a lot of thought into formulating these actions. However, if you still aren't sure exactly what to do, perform the action in the way it makes sense to you.
If a chosen item proves unsuitable for carrying out the Action, you may replace it with a comparable one (for example, a dictionary with a novel).
Required number of crew members is shown on each Action as one, two or all.
Jump Drive
Items: vacuum cleaner with cord (if your vacuum cleaner doesn't have a cord, you can substitute an extension cord or something similar with a length of at least 10 feet).
- CHARGE (green, one crew member): Unroll the cord completely and place it on the floor so that the cord never crosses itself.
- JUMP (red, all crew members): ALL PLAYERS MUST SIT DOWN OR HOLD ON TO SOMETHING DURING THE JUMP PROCESS. One player must completely roll up the cord and then shout out loud: "Hold on! 3, 2, 1 ... space jump!". Then ALL PLAYERS must make a quick jump while shouting: "SWISH-WHOOSH-ZING".
Remember: Read through the entire Action before you perform it!
Optical Scanner
Items: smartphone (or camera).
- PERFORM SCAN (green): Take 3 photos of different objects that all start with the same letter. Use 3 different objects each time.
- ENHANCE SCAN (red): Open the camera and increase the zoom to maximum. Take a picture of any object. Open the picture and zoom in to the maximum. Now show the picture to a teammate: without your help, they must tell you what is in the picture. They can continue guessing until they get it right. Choose a different object each time.
- PRECISION SCAN (purple): Take the camera and place yourself opposite the other players. No one, including you, may look at the screen while completing this action! Turn on the camera, ready your finger over the shutter button, close your eyes, and stretch out your arms so the camera is pointed out in front of you. The other players must now position themselves in front of the camera and then notify you when to press the shutter.
- The following 2 conditions must be met for the action to be successfully completed:
- a) All of the players' heads must be completely visible in the photo.
- b) All of the players' bodies must only be visible from the chest up (or higher) in the photo.
- Failure: If at least 1 player's head is not completely in the picture, or if at least 1 player's body is visible below the chest in the photo.
Thermal Scanner
Items: 3 different articles of winter clothing (coat, sweater, hat, gloves, scarf, ...).
- PERFORM SCAN (green): Put on the 3 articles of winter clothing as they are intended. Go to each player and give them a hug. Take the winter clothing back off.
- THERMAL TRACKING (red): Put on 1 article of winter clothing as it is intended. Wear it for the rest of this chapter. If anyone else must perform other tasks for this System, they can ignore the article of winter clothing you are wearing.
- CONTINUOUS MONITORING (purple): Locate the wash instructions on one of the articles of winter clothing. Memorize the first 4 wash icons. Put the article of clothing down. Draw the first 4 wash icons from memory.
- Failure: If you draw at least 1 of the wash icons incorrectly.
- Use a different article of clothing each time.
Don't forget! No practicing!
Laser
Items: 3 pairs of socks.
- FIRE (green): Take the 3 pairs of socks. Throw each of the 3 pairs of socks in different directions at least 3 feet away from you. Shout "PEW" for each throw, which results as "PEW, PEW, PEW." Leave the socks exactly where they land.
- CONVERT (purple): Throw 1 pair of socks in the air and catch them behind your back. You are allowed 3 attempts.
- Failure: If you do not catch a pair of socks in any of the 3 attempts.
Force Field Generator
Items: dish towel (or any other small towel or cloth) and 1 book.
- ACTIVATE FORCE FIELD (green): Spread the towel out flat. Then place the book on the towel. Now fold the towel around the book so that the book is no longer visible.
- If the force field is already activated: First, complete the task DEACTIVATE FORCE FIELD and then return to this task.
- DEACTIVATE FORCE FIELD (red): Unfold the towel and take the book out. Then fold the towel into a rectangle smaller than the book. Place the towel on the book. None of the towel may protrude over the book's edges.
Com-System
Items: smartphone.
- OPEN CHANNEL (green): Open a messenger app and send the text below to another player or yourself: "Please activate Com-System and open channel #1." The text must match exactly, including special characters! Retype the text each time! No copy and paste!
- OPEN COVERT CHANNEL (red): Open a messenger app and send the text below to another player or yourself: "Please activate transponders #12a & #13F and add a 20% noise distortion factor." Retype the text each time! No copy and paste!
- LINK (purple): Think of a famous person or a character and choose 3 emojis that describe them well. Send those emojis to another player or show them on your screen. The other player must guess correctly based only on the 3 emojis. They only get 1 try. You may not give any further clues!
- Failure: If the famous person or character is not guessed in 1 try.
- Use a different person / character and emojis each time.
Diplomacy Protocols
Items: 2 books.
- APPEASE (green): Find a clearly positive adjective (descriptive word) with at least 4 letters in one of the books. Create a new, clearly positive sentence with this word. Say it loud enough, so all players can hear it. Use a different word each time.
- THREATEN (red): Find a clearly negative adjective (descriptive word) with at least 4 letters in one of the books. Create a new, clearly negative sentence with this word. Say it loud enough, so all players can hear it. Use a different word each time.
Backup Systems
If you don't have suitable items for a System, use one of the two Backup Systems instead. To identify which System has been replaced, place the Backup System card with the actual System card. If you must perform an action for this System later, turn over both System cards. The actual System will have the correct name for the action (for example, CHARGE). The Actions will only be labeled with their color on the Backup System, so you will need to perform the Action in the matching color on the Backup System card (for example, GREEN ACTION).
Backup System 1
- GREEN ACTION: Repeat the following tongue-twister 5 times without any mistakes: "If two witches would watch two watches, which witch would watch which watch?" Start over if there is a slip of the tongue.
- RED ACTION: Repeat the following tongue-twister 5 times without any mistakes: "Fred fed Ted bread, and Ted fed Fred bread." Start over if there is a slip of the tongue.
- PURPLE ACTION: Agree on a tongue twister. Each player must repeat it 3 times without any mistakes. You have a total of 1 timer length for the whole process. Players must take turns, not all at the same time. Start over completely if someone has a slip of the tongue.
- Failure: If the timer runs out before you finish successfully.
- Don't forget! No practicing!
Backup System 2
The Backup System 2 card is printed on the same removable sheet as the Sand timer marker and the Logbook. If you are asked to check off something in the Logbook, check off the appropriate box on the Logbook card.
- GREEN ACTION: Write down the names of 10 countries. Use 10 new names each time.
- RED ACTION:
- If the GREEN ACTION produced 10 or more country names: Add another country name starting with the same letter for 10 of the names on your list.
- If the GREEN ACTION hasn't been performed yet: Write down the names of 5 countries. Then add another country that begins with the same letter for each country.
- Each country may be used only once.
- PURPLE ACTION: Each player writes down a number of country names (10 each for 2 players, 7 each for 3 players, 5 each for 4 players). You may not talk or look at anyone else's list until everyone is done. Then read all of the country names. A maximum of 2 countries may appear more than once.
- Failure: If more than 2 countries appear more than once.
Debriefing
You are now in DEBRIEFING. Your performance will be evaluated now. Just follow the arrows and read the boxes and the corresponding Story cards one by one. Only read the cards you are asked to read.
- Count how many spaces are checked off in columns B and C in the Logbook.
- Check which of the 3 conditions applies:
- 0 spaces: read DEBRIEFING card 1.
- 1-2 spaces: read DEBRIEFING card 2.
- 3-4 spaces: read DEBRIEFING card 3.
- Read the appropriate DEBRIEFING card (1, 2 or 3).
End of Episode
:: End of Episode 0 :: Continue with Episode 1.
Note on Omitted Material
This transcription covers the printed rules, setup, chapter procedures, System and Backup System help menus, Logbook and Debriefing rules of the Episode 0 booklet. Not reproduced:
- The text of the 24 Story cards and the Debriefing cards. These are cut-out components, read aloud during play, and their narrative is omitted. Their ACTIONS prompts (which Systems and Actions to perform in each chapter, and which Story card to read on failure) are printed on the physical cards and in the booklet's chapter pages, and are not transcribed here; players must use the physical Story cards to play Episode 0.
- The narrative chapter-page text (flavour fiction) other than the opening Action Chapter briefing above.
- Pegasus Spiele's promotional pages (social-media call to action, passphrase, full-game component list, and publisher and designer credits).