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The Crew: The Deimos Adventure

Expansion for The Crew: The Quest for Planet Nine

The Crew: The Deimos Adventure Rulebook

Table of Contents

Table of Contents

  • Missions A1–A3
    • A1
    • A2
    • A3
  • Missions B1–B3
    • B1
    • B2
    • B3
  • Missions C1–C3
    • C1
    • C2
    • C3
  • Missions D1–D3
    • D1
    • D2
    • D3
  • Missions E1–E3
    • E1
    • E2
    • E3
  • Transcription notes

Missions A1–A3

A1

You receive a radio message near Deimos, one of the moons of Mars. Thanks to your photos, a research team is already at work there and asks for your help. Locate the ship and prepare the docking maneuver by bringing the two airlock modules precisely together. A 4 card must win at least one 9 card.

A2

On board the Morphinos you meet the scientist Z. Taylor. He reports that his colleagues are scattered across Deimos collecting soil samples. Some promising spots, however, require your special equipment. Head to the given coordinates to support the researchers. Your Commander must win exactly 3 tricks, but no 7, 8 or 9 cards.

[Icon: "3 tricks, but none" beside 7, 8 and 9 cards.]

A3

You recognise the position at once. The rock is pitch black and seems to swallow all light. An analysis of the surface reveals a molecular structure so dense and interwoven that even your drill may reach its limits. Let's see how far you get. A task fulfilled incorrectly does not end the mission! How many tasks can you complete?

[Icon: the number 22, beside "no mission abort". The printed text does not explain the number; see Transcription notes.]

Missions B1–B3

B1

You have recovered a strange black stone. It lies in your pocket like lead and seems to slow your way to the geologist K. A. Hart considerably. She shows you an amazing cave, on whose ceiling something glows pink in the light of your torches. You need a plan to climb up. The crew members decide, without the Commander, how many tricks this one must win.

[Icon: "the remaining crew decides the number of tricks for" the Commander.]

B2

Someone among you will have to approach the spot carefully with the help of a precision jump pack. Since there are no anchoring points on the cave ceiling, the surface must then be examined in hover mode and the object removed. Whoever takes the task may win only this 1 trick.

[Icon: "1", "only this 1 trick".]

B3

The stone is in fact pink and strangely light as cotton wool. The analysis must wait, however, because you are already on your way, lost in thought, to Dr. B. Cranston, who has excitedly reported a kind of liquid. No communication is allowed. If you were successful, try again with 5 tasks, and so on. How far do you get?

[Icon: task counts 4, 5, and so on, beside a crossed-out communication symbol.]

Missions C1–C3

C1

You reach a small depression and can hardly believe your eyes: the bluish substance behaves like an electro-viscous fluid! In one moment it seems solid; in the next it flows sluggishly between the stones. You need the right tool to store it. No trick may be started with a blue or a rocket card.

[Icon: "no trick started with" a blue or rocket card.]

C2

As soon as it is in your container, the liquid solidifies and seems not to want to leave this form. Dr. Cranston takes you to the chemist T. Kwan to hear her opinion. She asks you meanwhile to examine a dazzling light in a rock crevice that has overloaded her optical sensors. A 1 card must win at least two 9 cards.

[Icon: "wins 2".]

C3

You reduce the receiving capacity of your sensors in order to scan the crevice piece by piece and locate the source. Despite these measures, your display still shows a bright yellow object. Slowly and carefully you bring your machines into position. Fulfil the tasks only from the 3rd trick onward. If you were successful, try again, but this time fulfil them only from the 4th trick onward, and so on. How far do you get?

[Icon: 5 tasks from the 3rd trick; then 5 tasks from the 4th trick, and so on.]

Missions D1–D3

D1

The claw-shaped stone still pulses bright yellow as you place it in your transport box. J. L. Scott, the research leader of the team, is already on the line. He has discovered a crimson object that gives off enormous heat and therefore cannot be recovered by him. It is time for your protective suits. No crew member may win 2 tricks in a row.

[Icon: "none" beside "2 tricks in a row".]

D2

To avoid destroying the glowing stone, you must carefully build a cryo bubble around the area. Once the right temperature is reached, the stone must be sealed immediately in the matching box. Both tasks demand absolute precision! One crew member may win no trick, while another must win exactly 1 trick.

[Icon: "no trick" and "exactly 1 trick".]

D3

Done! But there is no time to catch your breath, because T. Oliver, the newcomer to the research team, is completely beside himself. Head to him at once. Lay out 2 tasks per crew member and distribute them according to the normal rules. Each crew member must fulfil both of their own tasks in the same trick.

[Icon: "2 per player" beside "own tasks in the same trick".]

Missions E1–E3

E1

With the help of vibration feedback, the researcher has discovered a cavity whose structure does not suggest natural formation. Another object seems to be anchored inside it. Apply the drill, but work the ground only as much as necessary. The 1 rocket must win at least one 1 card.

E2

You can hardly hold the stone before it races at your equipment as a greenish flash. The boxes break open and all six stones seem to fuse together before your eyes. It is so bright that you would be staring into a small sun. Better get to safety! Each player receives random tasks (depending on the number of crew members).

[Icon: tiers "2" and "1", each beside rows of crew figures, reading "randomly, per player". See Transcription notes.]

E3

All at once the bright light has gone. In front of you lies an object that should not exist: a new element. You measure an unimaginable potential energy in it. Once it can be used, it will be a gift for humanity. You call it Lindorium. Every 8 card must win a trick. If you were successful, try again with every 7 card, and so on. How far do you get?

[Icon: "1 trick each with" the cards shown, including 8 and 7.]

Transcription notes

  • A3 and E2 icons. The "22" badge (A3) and the crew-figure tiers (E2) are read from the sheet's picture, not from printed text. On E2 the tier "2" shows rows of 2, 3 and 4 crew figures and the tier "1" shows a row of crew figures; the printed text says only "random tasks, depending on the number of crew members." Check the tiers against the printed sheet before relying on them.
  • "Summe" track. Each mission has a row of six boxes, and each page footer carries a "Summe" track of six boxes. The printed text does not explain these trackers, so they are not transcribed as rules.
  • Terminology. "Spieler" (player) appears in some icons and "Crewmitglied" (crew member) in the text; both are rendered as printed.
  • Scope. The printed sheet contains only the fifteen missions. Base-game rules apply as printed in the base game's rulebook.