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Stationfall

Stationfall Rulebook

Table of Contents

Table of Contents

  • Components
  • 1. Technicalities
  • 2. Setup
    • 2.1 Select Characters
    • 2.2 Tokens
    • 2.3 Markers
    • 2.4–2.7 Final Setup
  • 3. Players
    • 3.6 How to win
  • 4. Characters
    • 4.2 Character Types
    • 4.3 Conspirators
    • 4.4 Abilities
    • 4.5 Possession
    • 4.6 Live & Down
      • Annihilation
      • Escape
  • 5. Map
    • 5.1 Sections
      • Outer Space
    • 5.2–5.4 Connections
    • 5.5 Pods
    • 5.6 Mesosphere
  • 6. Hazards
  • 7. Station Systems
    • 7.1 Abandon Ship
    • 7.2 Power Status
      • Backup Power
      • Blackout
    • 7.3 Antimatter
    • 7.4 Jammers
    • 7.5 Cameras
    • 7.6 Project X
  • 8. Items
    • 8.5 Item-like tokens (not Items)
  • 9. Data
    • 9.6 Offsites
  • 10. Suspicion and Guilt
    • 10.1 Suspect
    • 10.2 Guilty
  • 11. Actions
  • 12. Basic Actions
    • 12.1 Step
    • 12.2 Pick Up
    • 12.3 Drop
    • 12.4 Give
    • 12.5 Throw
    • 12.6 Copy
    • 12.7 Delete
    • 12.8 Attack
    • 12.9 Rob
    • 12.10 Sabotage
    • 12.11 Revive
    • 12.12 Wait
  • 13. Section Actions
  • 14. Console Actions
  • 15. Sequence of Play
    • 15.3 Reveal
    • 15.4 Influence
    • 15.5 Activate
      • Using Bribes
      • Using Kompromat
    • 15.6 Renegotiate
    • 15.7 Resolve
    • 15.8 End of Minute
  • 16. Stationfall
    • 16.3 Deliver Data
    • 16.4 Scoring
      • Primary Points (Agenda)
      • Bonus Points
      • Other Points
      • Point Penalties, Winner, Tiebreakers
  • 17. Rules for 2, 3, 6+ Players
    • 17.1 Two players
    • 17.2 Three players
    • 17.3–17.4 Six or more players
  • 18. Team Game

Components

  • 1st Player Marker (1): Placed in front of the starting player.
  • Abandon Ship Marker (1): Shows if Abandon Ship has been declared or not.
  • Activation Disc (9, 1 per player): Placed to Activate a Character.
  • Annihilated Marker (back of Escaped): Placed to show who is Annihilated.
  • Antimatter (1): Item.
  • Artifact (1): Item.
  • Asphyxiation (16 pcs, back of Fire Hazard).
  • Bludgeon (16 pcs): Item, used to Rob/Attack or Sabotage.
  • Bribe Marker (12 pcs): +1 Action or +1 Point at Stationfall.
  • Briefcase (1): Item.
  • Camera/Jammer Status (2 pcs): Shows Cameras' or Jammers' statuses.
  • Contamination Token (back of Lock): Contaminated and takes up an Item slot.
  • Cyborg Character (1): Human/Robot Character pawn.
  • Damaged Token (30 pcs, back of Grey Goo): Placed on a Damaged Section.
  • Digital Assistant (20 pcs, back of X-Secret): This Character is Data.
  • Down Marker (20 pcs).
  • Fletcher (1): Item. Only in play if Billionaire is in the game.
  • Gun (6 pcs): Item, used to Rob/Attack or Sabotage.
  • Helmet (12 pcs): Item. Protects Humans from Bludgeons and Hazards.
  • Human Character (21 pcs): Human Character pawns.
  • Influence Cube (72 pcs, 8 per player): Marks Influence over Characters.
  • Kompromat Token (26 pcs): Spend to do 1 Action with a Character.
  • Lock (20 pcs, back of Contamination): Prevents Steps through Corridors.
  • Map/Ability Modifications (18 pcs): Character-based map customizations.
  • Medical Marker (1): Tracks Medical's Agenda progression.
  • Minute Marker (1): Marks the turns left to Stationfall. Plus 9 Minute Markers for 2-player games (track Character order).
  • Nanogel (8 pcs): Item. Used to Revive Downed Characters.
  • NDA (20 pcs, back of Evidence): Data. Only if Legal is in the game.
  • Power Status Marker (1): Tracks Damaged Power Sections.
  • Project X Character (1): Project X pawn (Monster, red pawn).
  • Re-entry Token (3 pcs): Randomize at setup, determines turn 0.
  • Reveal Token (9 pcs, 1 per player).
  • Telepathic Rat (1): This Character is an Item.
  • Time Markers (hourglass, 3 per player).
  • Guilt Marker (gavel, 1 per player): Starts on "Innocent".
  • 27 Identity Cards, 28 Bot Script Cards, 27 Character/Bot Cards, 8 Project X Cards.

1. Technicalities

  • These are the complete and canonical rules. They supersede all other rules text except in-game text which may modify these rules. Do not infer anything that is not in these rules.
  • These rules are meant as a reference and are written in an extremely condensed and formal way. The Launch Manual includes more flavor, examples, and pictures.
  • Capitalized words are terms defined in these rules. All terms defined in the Reference Manual and all Section names are Capitalized. All terms defined in the Character Dossier, and all Character and Project X names, are Capitalized and Italicized.
  • Some Characters may add special rules, Items, Actions, Abilities, or Sections that are not necessarily explained in these rules. Refer to the Character Dossiers for Character-specific rules.

2. Setup

2.1 Select Characters

  • Shuffle the Character card deck, draw a number of cards based on the number of players as shown in the player chart, and place those cards in a grid next to the board.
  • Take the matching Identity Cards for these Characters and set them aside.

2.2 Tokens

  • Place the green Pods connected to Aft Airlocks, arrow side up, unless otherwise noted by a Character card's special setup instructions.
  • Place Items and/or Data on each Character card as indicated on the right and/or top edge of the card.
  • Take the matching Kompromat (purple/green) for each Character, randomize them face down, and place them in Sections with Kompromat icons starting from the bottom of the map to the top, purple icons first, then green icons if there is Kompromat remaining.
  • Place the pawns of the chosen Characters where indicated on their Character cards.
  • Place any tokens related to the chosen Characters on the board in the location indicated on the back of the token.
  • Place any other tokens where indicated on the board, and keep a supply next to the board.

2.3 Markers

  • Place the black Minute marker on the Minute track in the top left of the board in the space corresponding to your player count.
  • Place the Cameras marker in the "ON" position.
  • Place the Jammers marker in the "ON" position.
  • Place the Power Status marker on "Normal Power".
  • Shuffle the 3 Reentry markers, then place one randomly facedown on the 0 slot on the Minute track. Place the other two Reentry markers back in the game box without looking at them.

2.4–2.7 Final Setup

  • Take one random Project X card and place it face down below Vault X.
  • Hand out the colored components. Every player should have 8 Influence cubes, 3 time markers (hourglass), an Activation disc ("A"), a Guilt marker (gavel), a Bribe ("B"), and a Reveal token (eye); place each Guilt marker on "Innocent".
  • Randomly determine the starting player and proceed with the Sequence of Play.
  • For 2, 3, 6+ players, or team games, note the special rules (sections 17 & 18).

3. Players

  • Players direct a conspiracy represented by Influence cubes of their color.
  • Players start Innocent and may become Suspect or Guilty.
  • Players have a hand of Kompromat and Identity Cards. This is hidden information.
  • Players choose one of their Identity Cards to be their Secret Identity at the start of the game; their other Identity Cards become Bonus Characters (BC). Keep your BC separate from your Secret Identity.
  • Players may eventually reveal their Secret Identity, becoming their Player Character (PC).
    • Schrödinger Reveal. Alternatively, players may discard their Secret Identity without revealing it and instead Reveal as their BC, which becomes their PC. They no longer score any Bonus Points.

3.6 How to win

  • Players score points for meeting their Agenda. Their PC's Agenda (solid yellow stars) are their Primary Points, and their BC's Agenda (yellow stars with Friend or Grudge icons on them) are their Bonus Points. They also score points for their unused and/or Possessed Bribes.
  • Players lose 1 point for each cube over their PC's Influence Limit that is not in their supply.
  • One or more players who are not Guilty and have accumulated the most points win.

4. Characters

  • Characters are represented by their corresponding Character cards; they participate in conspiracies.
    • Player Characters (PCs) are Characters that have been revealed.
    • Non-Player Characters (NPCs) are Characters that have not been revealed.

4.2 Character Types

  • Characters may be Human (hex), Robot (gear), Data (diamond), or Items (square).
  • Item and Data Characters cannot hold Items or Data unless they are Integral. They may not perform Actions except as specified on their Character card.

4.3 Conspirators

  • Conspirators are Live Characters with at least one of your Influence cubes on their card, and no other player's Influence cubes exceeding your own. You may only Activate Conspirators.
  • Your Live PC is also your Conspirator.

4.4 Abilities

  • Characters have one or two Abilities at the start of the game and never lose them.
  • Abilities may be persistent, immediate effect, or as an Action.
  • Abilities are grouped into different types: Console (orange), Conspirator (purple), offensive (red), defensive (green), mobility (yellow), and utility (pink). These color groups are only a guide.
  • Reveal Power. Characters gain one or more extra Abilities, their Reveal Power, after they are revealed.

4.5 Possession

  • Characters can Possess Items, Data, and Bribes unless otherwise indicated. Those tokens are placed on their Character card; Items on the right, Data on top, Bribes on the left.
  • Characters may Possess multiple of the same type of Item.
  • Characters cannot hold Items beyond the Item Limit shown on their card. Any Action which would exceed a Character's Item Limit cannot be performed unless otherwise specified.
    • Reveal Powers that provide an Item will cause Characters at their Item Limit to immediately Drop an Item of the revealing player's choosing.

4.6 Live & Down

  • When a Character is incapacitated due to Hazards or Attack it becomes Down; flip the Character's pawn to its Down side and mark its card with a Down marker. Characters in the game that are not Down or Annihilated are Live.
  • A Down Character may not take Actions or be Activated.
  • A Down Character can be Revived, and a Down Robot can be Repaired, to change their state from Down to Live.
  • Items are still Possessed by Down Characters, but may be Picked Up.

Annihilation

  • Certain events will Annihilate Characters and Items; mark their Character card with an Annihilation marker (skull) and remove their pawn from the board. That Character and all of their Possessed Items are no longer in the game.
  • Annihilated Characters and Items never count as Escaped. You cannot Influence, Activate, Renegotiate, or perform Actions with or against them.
  • Annihilated Characters and Items are not Colocated with anything.

Escape

  • Characters and Items in Mesosphere have Escaped, regardless of whether they are Live or Down. Mark their Character card with an Escaped marker (earth).
  • You cannot Influence, Activate, Renegotiate, or perform Actions with or against Escaped Characters or Items.

5. Map

5.1 Sections

  • Sections are any named areas of the map, including Pods and Outer Space, but excluding Mesosphere. Sections are connected through Corridors, Vents or Airlocks. Sections may have Section Actions.
  • Sections have zero Gravity unless indicated (e.g. blue or yellow Sections).
  • Sections can be Lit or Dark. This is relevant for Suspicion.
    • Dark Sections are denoted by a Dark icon and can never become Lit.
    • Every Section that is not Dark is Lit. They become Dark in Blackout.
  • Sections may be Damaged. When Damaged, place a Damage token on it. Its Section Action cannot be performed until it is Repaired.
  • Power Sections affect Power Status.
  • On Board refers to all Sections except Outer Space and launched Pods.

Outer Space

  • Outer Space is a special Section representing space outside of the station; it can only be accessed using Airlock.
  • Outer Space cannot be Damaged and its Asphyxiation Hazard cannot be removed.

5.2–5.4 Connections

  • Colocated components are in the same Section. A Character is not considered Colocated with themselves, but they are Colocated with their Possessions.
  • Corridors are solid colored lines connecting Sections.
  • Vents are yellow dashed lines connecting Sections. You may not Throw through Vents. Only Characters with certain Abilities can Step through Vents. Vents cannot be Locked.

5.5 Pods

  • Pods are green removable Sections used to Escape from the station.
  • A Pod is Occupied if it has a Character, Live or Down, inside of it.
  • Pods have an occupancy limit; no more than the indicated number of Humans, Robots, and/or Monsters, Down or Live, may be in that Pod. Any Action or effect which would exceed this limit cannot be performed.
  • Pods can be launched using Timed Launch, Section Launch, or Bridge Launch if the requirements listed on the Pod are met. This is the primary means of Escape. If a Damaged Pod is Launched, Annihilate the Pod and everything inside.

5.6 Mesosphere

  • Mesosphere is an offboard area. Everything in Mesosphere has Escaped and is out of the game until Stationfall and cannot be affected unless otherwise specified.
  • If Antimatter is brought to Mesosphere, it can still detonate.

6. Hazards

  • Hazards (triangles) designate Sections with grave environmental threats to Humans and some Monsters. Any Unhelmeted Humans Colocated with a Hazard become Down.
  • Down Unhelmeted Humans cannot be Revived in a Section with a Hazard.
  • Fire and Asphyxiation Hazards can be removed with Hazard Suppression.
  • Outer Space has an Asphyxiation Hazard which cannot be removed.
  • Fire will immediately Damage any Section it is in.
    • Fire cannot start in a Section with an Asphyxiation Hazard.
    • If Asphyxiation and Fire Hazards are ever Colocated, remove the Fire.

7. Station Systems

7.1 Abandon Ship

  • Abandon Ship can be triggered as a Section Action or in a number of other situations when the station is in grave danger. When triggered, flip the Abandon Ship status marker. Remove all Locks. Pods with only the Abandon Ship requirement may now be launched.
  • Abandon Ship will always be triggered if the Minute marker reaches "1".

7.2 Power Status

Power Status degrades if Power Sections are Damaged. Move Power Status to the right if such Sections are Damaged, and to the left if they are Repaired.

Backup Power

  • When one Power Section has been Damaged, move Power Status to "Backup Power". Cameras and Jammers turn OFF and cannot be turned back ON until that Section is Repaired.
  • Repairing a Power Section will permit Cameras and Jammers to be turned ON but the Repair itself does not turn them ON.

Blackout

  • When at least two Power Sections have been Damaged, move Power Status to "Blackout". During Blackout, all Sections become Dark. Section Actions On Board are disabled except Timed Launch. Trigger Abandon Ship (but don't remove Locks). Release Project X.
  • Humans and Robots have Breach during Blackout: as an Action, remove an adjacent Lock.
  • Officers can't move through Locks during Blackout.
  • Repairing enough Power Sections to return to Backup Power will return all Sections back to their previous state and Remove all Locks.

7.3 Antimatter

Antimatter is an Item; moving it outside of Magnetic Containment or triggering Self-Destruct arms Antimatter.

  • Arming. Flip Antimatter to its armed (red) side and trigger Abandon Ship. Place the acting player's time marker on the Minute track 4 Minutes into the future. Armed Antimatter will detonate when the time marker Resolves, otherwise it will detonate at Stationfall.
  • Detonating. When Antimatter detonates, apply these effects based on Antimatter's location:
    • Outer Space: Annihilate everything in Outer Space. Damage all Sections with Outer Space arrows.
    • Mesosphere: If in a Pod, Annihilate the Pod and everything inside. If Possessed by a Character outside a Pod, Annihilate the Character and all Possessions.
    • On Board: the game ends, proceed to Stationfall.
  • If Antimatter would be Annihilated, it instead detonates immediately.

7.4 Jammers

Jammers limit transmission of Data between Characters. They can be turned OFF and ON with a Console Action.

  • When Jammers are ON, Characters may only Copy Data to Colocated Characters.
  • When Jammers are OFF, Characters may Copy Data to any Character in the game that has not Escaped.

7.5 Cameras

Cameras witness the Downing of Humans in Lit Sections, which is relevant for Suspicion. They can be turned OFF and ON with a Section Action.

7.6 Project X

Project X is a secret experiment represented by the Project X card.

  • Project X can be released via Blackout, Release Project X, or Damaging Vault X. If Project X is released, turn this card face up and follow its instructions.
  • Monsters are adversaries, represented by the red pawn, which may be placed on the map during the game by revealing the Project X card. Monsters are not Characters but sometimes share Character abilities. They perform their Actions at the end of every player's turn as directed on their card.

8. Items

  • Items are any square token. They can be Picked Up, Dropped, Given, Thrown, Robbed, and take up an Item slot on a Character card.
    • Helmets protect Humans from Hazards and Attacks with Bludgeons. A Human is Helmeted if they Possess a Helmet and Unhelmeted if they do not. A Robot is never Helmeted, even if they Possess a Helmet, and are not protected by Helmets.
    • Nanogel can be used to Revive Down Humans, Robots, or Monsters.
    • Firebombs can be Dropped or Thrown, at which point the active player decides if it ignites, causing a Fire and removing the Firebomb from the game.
    • Bludgeons can be used to Rob or Attack Robots and Unhelmeted Humans, or Damage Sections.
    • Guns can be used to Rob or Attack Robots and Humans (Helmeted or not) and Damage Sections.
  • Artifact and Briefcase are relevant for scoring, but have no special abilities.
  • A Character must Possess an Item to use it.
  • Integral Items cannot be removed from the Character's possession in any way. Integral Items can be Annihilated by certain effects or abilities.

8.5 Item-like tokens (not Items)

  • Contaminated tokens denote a Character is Contaminated and take up an Item slot. If there are no available Item slots, the Character must Drop an Item (which does not count as an Action). Characters can never have more than 1 Contamination token. Contaminated tokens can only be removed by Decontamination. Contamination is relevant for some Characters' Agenda.
  • Kompromat can be Picked Up like an Item but instead goes to the player's hand. When you Use Kompromat you can perform one free Action with the indicated Character if they are an NPC, or ask a PC to perform an action. If the PC refuses they become Suspect. Unlike Bribes, Kompromat can be used on your own PC. There is no limit to the amount of Kompromat a player can hold.

9. Data

  • Data is not an Item. It cannot be Picked Up or Dropped. It can be Manufactured, Copied, Deleted, or Robbed by a Character.
  • Characters may only Possess a single copy of each type of Data.
  • Data is stored on a Character's personal computing device. Stored Data is placed on the top portion of the Character's card.
  • There are multiple types of Data; each type is Manufactured and Copied separately.
    • X-Secret can be Manufactured in Bio Lab. If you Activate a Character who Possesses X-Secret, you may peek at the Project X card without revealing it to other players at any time for the rest of the game.
    • Evidence can be Manufactured in Security Station. It is relevant for certain Agenda as well as Suspicion and Guilt.
  • Manufacturing Data produces a duplicate of that Data in Possession of the acting Character.

9.6 Offsites

  • Offsites are off-station entities which can accept copies of Data. You can Transmit Data to an Offsite using Array Control, or deliver Data to any number of Offsites with an Escaped PC after Stationfall. Data in an Offsite counts as Escaped and may be relevant for endgame scoring and Suspicion.

10. Suspicion and Guilt

10.1 Suspect

  • Becoming Suspect moves a player from "Innocent" to "Suspect" on the Guilt track. It does not affect players already Suspect or Guilty.
  • Any Action taken by the acting player during their current Activate phase which causes a Human to become Down in a Lit Section with Cameras ON makes the acting player Suspect.
  • If a PC refuses Kompromat, that PC's player becomes Suspect.

10.2 Guilty

  • If a player Transmits Evidence to Authorities, all other Suspect players become Guilty.
  • Delivering Evidence to Authorities at Stationfall does not make other Suspect players Guilty.
  • A Guilty player cannot win unless their Escaped PC delivers Evidence to Authorities before the end of the game.

11. Actions

  • You may not perform Actions with a Down Character.
  • Self Preservation. If a Character's Action would cause them to become Down or Annihilated, the Character will not take that Action unless some Ability allows it. This only applies to immediate effects of the Action, and only when there is a 100% chance of becoming Down or Annihilated.
  • Free Actions do not count towards the 1 or 2 Actions a Conspirator may perform during their Activation.
  • Basic Actions are Actions Characters may perform that do not require a specific Section.
  • Section Actions are Actions Characters may only perform in the specified Section. They are denoted by purple text below the Section title.
  • Console Actions are Actions that can only be performed by Characters in Sections with the orange console icon (or by Characters with certain Character Abilities).
  • This rulebook only lists Section and Console Actions that are available in every game. Additional Section and Console Actions are added with specific Characters and listed only on the Character's special token(s).

12. Basic Actions

12.1 Step

  • Move a Character to a connected Section through a Corridor or through an Airlock. Characters with Tunnel Rat ability may also Step through Vents.
  • Dragging. During a Step, a Character may Drag another Colocated Down Character with them. A Character may never Drag or be Dragged more than once on a player's turn.
  • Locks prevent Steps through Corridors. Some Characters have special abilities, such as Officer, which allow them to Step through a Lock, which immediately removes the Lock.

12.2 Pick Up

  • Move a Colocated Item to the Activated Character's Character card, which indicates it is now Possessed by that Character.
  • A Character may not Pick Up an Item if doing so would exceed their Item Limit.
  • If Kompromat is Picked Up, it immediately moves to the acting player's hand.
  • A Character may Pick Up Items Possessed by a Colocated Down Character.

12.3 Drop

  • Move a Possessed Item from the Activated Character's Character card to its current Section.

12.4 Give

  • Move an Item from the Activated Character's Character card to another Colocated Character's card.
  • An Item cannot be Given if doing so would exceed the Colocated Character's Item Limit.
  • An Item cannot be refused when Given.

12.5 Throw

  • Move a Possessed Item to any connected Section through a Corridor without a Lock.
  • A Character cannot Throw through Vents.
  • Characters can Throw to Outer Space by using the Airlock Section Action (instead of the Throw Action).

12.6 Copy

  • Place a duplicate of one type of Possessed Data on a Colocated Character's Character card.
  • If Jammers are OFF, instead place it on the Data space of any Character in the game that has not Escaped or been Annihilated.

12.7 Delete

  • A PC may remove one type of Data from their card.

12.8 Attack

  • With a Bludgeon, Down a Robot or Unhelmeted Human in the same Section.
  • With a Gun, Down any one Character in the same Section.

12.9 Rob

  • With a Bludgeon, take an Item or Copy a Data type from a Colocated Live Robot or Unhelmeted Human.
  • With a Gun you can Rob any Colocated Live Character.

12.10 Sabotage

With a Bludgeon or Gun, Damage a Colocated Section that is not already Damaged. Its Section Action cannot be performed until that Section is Repaired.

12.11 Revive

  • With Nanogel, make a Down Colocated Human, Robot, or Monster Live, then flip the Nanogel token from 2 to 1, or remove it if it is already at 1.
  • You cannot Revive a Human if they will immediately become Down again, e.g. if they are Unhelmeted in a Section with a Hazard.

12.12 Wait

Skip an Action. You may retrieve your Activation Disc.

13. Section Actions

  • Abandon Ship. Trigger Abandon Ship in Bridge by any Character with Officer.
  • Transmit. Any Character in Array Control may Copy one Possessed Data type to one Offsite by placing a duplicate on top of the Offsite icon. This Action is not affected by Jammers.
  • Release Project X. Trigger Abandon Ship and release Project X. May be triggered in the Bridge or Cryolab by a Character with Officer.
  • Decontaminate. Remove a Contaminated marker from any one Character in Tanks. May be performed by any Character in Tanks.
  • Eject Antimatter. If Antimatter is in Magnetic Containment and not Possessed, move Antimatter to Outer Space, arming it.
  • Timed Launch. If inside a Pod that has met its launch requirement, place a time marker of the acting player on the Pod. When the time marker is resolved, move the Pod into Mesosphere. If the pod is Damaged when it is to move, it is instead Annihilated along with anything in it.
  • Section Launch. If in a Section connected to an Occupied Pod that has met its launch requirement, immediately move one such Pod to Mesosphere. If the pod is Damaged, it is instead Annihilated along with anything in it.
  • Bridge Launch. This Action requires Abandon Ship to have already been triggered as a precondition. Immediately move all Occupied Pods that have met their launch requirements to the Mesosphere. If any of the Pods moved are Damaged they are instead Annihilated along with anything in them. This Action may only be performed in Bridge by a Character with Officer.
  • Manufacture. Create a new Item or type of Data in the Section, if you're able to carry it. Manufacturing automatically causes that Character to Possess the new Item or Data. If the Character does not have space for an Item, it cannot be Manufactured.
  • Meditate. Retrieve all your Influence cubes from the Betrayal box. This Action may be performed in Therapy Garden with a PC.
  • Repair. In Machine Shop, make a Down Colocated Robot Live. A Character with Jury Rig can Repair a Colocated Damaged Section or Colocated Down Robot.
  • Self-Destruct. Trigger Abandon Ship and arm Antimatter. May only be performed in Bridge by a Character with Officer.
  • Airlock. Step or Throw in the direction allowed by the arrow(s) to or from Outer Space. You may Drag normally as part of this Step. A Character may instead eject a Colocated Down Character into Outer Space. This Action cannot be taken from Outer Space into a Damaged Section.
  • Cameras ON/OFF. A Character in Security Station may turn the Cameras ON or OFF.

14. Console Actions

  • Hazard Suppression. In one Section, exchange a Fire Hazard for an Asphyxiation Hazard, or remove an Asphyxiation Hazard.
  • Jammers ON/OFF. Turn the Jammers ON or OFF.

15. Sequence of Play

  • The game takes place over 10-14 rounds (depending on player count) called Minutes. A Minute consists of all players taking one turn, beginning with the starting player then clockwise to the next player. When every player has taken a turn, proceed to End of Minute.
  • A player turn consists of the following phases in order: Reveal (optional), Influence (optional), Activate or Renegotiate, and Resolve.

15.3 Reveal

  • Reveal as your Secret Identity or perform a Schrödinger Reveal. Place the card face up in front of you. Place your reveal token on the corresponding Character card, which is now your PC. Retrieve your cubes from that Character to your supply and move other cubes on that Character to the Betrayal box.
    • Doctor may be the PC of two different players. In that case, only the player that revealed first will get any Influence cubes back.
  • Your PC's Reveal Power is now active; perform any one-time effects upon reveal.

15.4 Influence

  • Place as many Influence cubes as you like from your supply onto a single Character card that is not Down, Escaped, Annihilated, or a PC.
  • Your PC's Influence Limit is the number indicated in the white cube on both the Character card and your Secret Identity Card. This is the maximum number of Influence cubes that can be outside of your pool at Stationfall before you start losing points.

15.5 Activate

  • At the start of the Activate phase, before the player's Activation disc is used, any Character with an Activation disc on their card is considered Exhausted.
  • Place, move, or keep your Activation disc on a Live Conspirator and perform one Action with them if they are Exhausted, or two Actions if they are not.
  • Human and Robot Conspirators may also perform a Free Pick Up or Drop Action at any point during their Activation. Some Characters may perform additional or alternative Free Actions.

Using Bribes

  • Once per turn a player can use 1 Bribe to perform a Free Action at any point during your Activate phase with any Live NPC (or Live PC with permission) that has not Escaped.
  • Place your unused Bribe token on the left side of the Character's card and perform one Action with that Character.
  • If Bribing another player's PC, that player may decline after hearing the intended Action. If they do, retrieve the Bribe to your hand. The Bribe will be available for use in future turns, but you may not perform another Bribe attempt this turn.
  • You cannot Bribe your own PC.

Using Kompromat

  • Once per turn a player can use 1 Kompromat at any point during your Activate phase. To use, place that Kompromat on the left side of the Character card matching the token to show it has been used, then perform one Action with that Character.
  • If using Kompromat on a PC, that player may refuse after listening to the request. If an Innocent player refuses Kompromat they become Suspect.
  • You can use Kompromat on your own PC.

15.6 Renegotiate

  • Instead of Activating, retrieve your Activation disc to your supply.
  • You may also retrieve one of your Influence cubes from a Character that is not Escaped or Annihilated to your supply.

15.7 Resolve

  • Remove any of your time markers on the map placed during a previous Minute and resolve the event. If there are multiple markers resolving, you may choose the order.
  • If your time marker is on a space on the Minute track, resolve it at the end of your turn in that Minute.
  • If a Monster is in play, perform its specified action(s) after resolving any other events.

15.8 End of Minute

  • After every player has taken a turn, advance the Minute marker. If not at Stationfall, proceed to the next player's turn.
  • If the Minute marker advances to "1", trigger Abandon Ship.
  • Reentry. After Minute "1", flip the Reentry token. If the picture is a ball of fire, proceed to Stationfall. Otherwise, proceed to Minute "0" then to Stationfall.

16. Stationfall

  • Stationfall is performed at the end of the game, regardless of how it was triggered. Move the Minute marker to the listed spaces and follow the instructions in order.
  • Reveal. In player order, any players that have not revealed their Secret Identity must do so, following the instructions in 15.3 but do not gain any benefits from Reveal Powers (unless indicated).

16.3 Deliver Data

  • In player order, any Escaped PCs (Live or Down) may deliver Possessed Data to any number of Offsites unless otherwise restricted. Place a duplicate of that Data on top of any Offsite.
  • If a Guilty PC delivers Evidence to Authorities, they lower their status to Suspect and are eligible to win the game.

16.4 Scoring

  • Characters can count as Escaped regardless of whether they are Live or Down.
  • Annihilated Characters count as Down for scoring purposes.
  • Any Characters and Items in Mesosphere are Colocated only with other Characters and tokens in the same Section (e.g. Characters and Items in a Pod are not Colocated with Escaped Characters outside that Pod).

Primary Points (Agenda)

  • Players score points for meeting their PC's Agenda.
  • If a point row starts with a "+", then the first nonplussed row preceding it is a precondition to scoring those points. (e.g. many Characters get points for escaping, but get additional points for Possessing certain Items or Data; they will not score those points unless they also Escape.)
  • Players with a Split Character only score for their Agenda.

Bonus Points

  • If the Bonus Character is a Friend, score 1 point per Friend icon if that Character Escapes.
  • If the Bonus Character is a Grudge, score 1 point per Grudge icon if that Character was not Live at Stationfall, regardless if Escaped or not.

Other Points

  • Score 1 point if the player still has their unused Bribe.
  • Score 1 point for every other player's Bribe on their PC's card.

Point Penalties, Winner, Tiebreakers

  • Lose 1 point for every Influence cube outside of your pool over your PC's Influence Limit.
  • The winner is the player with the most points who is not Guilty. There may be more than one winner if tied, playing with 6+ players, or in team games.
  • Tiebreakers. The player with the fewest cubes in the Betrayal box wins. If still tied, the player with the most unused Influence cubes wins. If still tied, share the victory.

17. Rules for 2, 3, 6+ Players

17.1 Two players

  • Set up the game as in a 4 player game, except each player is dealt three cards and selects two separate Secret Identities, representing a coalition of two cooperating conspiracies, each with a separate color. Each player still only has one Bonus Character.
  • Each player plays with two colors, representing their two separate Secret Identities. A player must choose which color belongs to each Secret Identity during setup.
  • Place the four 2 player Minute markers on the Minute track in alternating order. The two players alternate acting with each color (e.g. player 1's first color, then player 2's first color, then player 1's second color, then player 2's second color).
  • After taking a turn, move that color's Minute marker to the next Minute space, on top of any prior colors' Minute markers. At the end of the Minute, flip the stack of Minute markers, and proceed to a new Minute.
  • Abandon Ship happens immediately when any color's Minute marker reaches "1".
  • Schrödinger Reveals are not available in 2 player games.
  • If you Reveal, only your active Secret Identity retrieves cubes to their supply. All other cubes, including those belonging to your other Secret Identity, go to the Betrayal box.
  • The Influence Limits of each Secret Identity must be separately respected and penalized at the end of the game.
  • Kompromat that is Picked Up still goes to the single player, and can be used during either of their Secret Identities' turns.
  • Players get two Bribes (one of each color), but they can only be used during the appropriate Secret Identity's turn and cannot be used on the PC of their color.
  • Players do not score Possessed Bribes given to their own Secret Identities, regardless of color.
  • At Stationfall, combine the points of both Secret Identities, your Bonus Character, and Bribes.
  • A player cannot win if either of their Secret Identities is Guilty.

17.2 Three players

  • Each player is dealt three cards and chooses one to be their Secret Identity; the other two are Bonus Characters.
  • If a player performs a Schrödinger Reveal, that player discards both their Secret Identity and their other unrevealed Bonus Character.

17.3–17.4 Six or more players

  • 6-8 players: There are two winners in 6-8 player games without teams.
  • 9 players: There are three winners in 9 player games.

18. Team Game

  • Split players into teams of 2 and set up the game as normal, except instead of dealing two Identity Cards to each individual player, deal each team 3 Identity Cards.
  • Together the players on each team decide which of them will play as each particular Secret Identity. A single team Bonus Character will be left over.
  • Schrödinger Reveals are not available in team games.
  • Artificially set the turn order such that no team has two consecutive player turns.
  • During scoring, tally all points for each of your teammate's individual scores and add them together. The team bonus card scores for the team overall.