Theseus: The Dark Orbit – Hunters
Theseus: The Dark Orbit – Hunters Rulebook
Table of Contents
Table of Contents
Cards and Allied Duplications
- Alarm, Sabotage, Theft, Cooperation – Duplication operates in the regular way, effectively doubling the number in the Upgrade symbol on the target card.
- Infiltration, Attachment, Pliers, Hidden Capsule, Capsule, Trick – Duplication has no effect on these cards.
- Air Lock – Duplication allows you to trigger the target card Action twice.
- Nanotoxin – Duplication doubles the number in the Upgrade symbol on the Nanotoxin card. Despite the Duplication, the Nanotoxin points marker is only placed and moved onto Nanotoxin card. When a duplicated Nanotoxin is activated, it will inflict twice as many wounds.
Components
- 1 Sector board
- 25 Faction cards
- 3 Bonus cards – these cards should be mixed with the Bonus cards from the base game.
- 3 Faction unit pawns – before the first game, you need to put the stickers on the pawns. Each pawn should show a base unit on one side and an upgraded unit on the other.
- 2 Faction markers – these markers are used to mark the player's Life Points and Data Points.
- Supplemental tokens – these tokens are introduced to the game by various card effects:
- 3x Nanotoxin tokens
- 3x Pliers tokens
- 1x Infiltration token
- 1 Alliance token – this token is only used in the multiplayer game.
Hunters Units
- The base unit attacks one enemy unit, even through the Walls, and gains Data Points.
- The upgraded unit attacks one enemy unit, even through the Walls, and gains Data Points OR it attacks all enemy units in the sector (not through the Walls) and inflicts wounds.
Notes on Cards
Detailed Explanation
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Air Lock – You may switch places between your card and one card of your enemy's.
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Alarm – In case of Parasite (Aliens) and possible future cards inflicting wounds resulting from move, this relocation is treated like using 1 Move point.
In a team match Alarm doesn't allow you to move an allied unit (according to the base game rules).
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Attachment – If Attachment is adjacent to multiple enemy cards and you want to use several of them, you have to pay 1 Data Point for each such card.
For each Data Point paid, you may treat the chosen card as yours exactly once (for example, when you make a double Onslaught but only paid 1 DP, the card will only work for you during the first Onslaught; when you send several enemy units into the same Trap in one turn using the Tech Bay, then each time you want Trap to work for you, you must pay 1 DP, etc.).
If you use Attachment to acquire a token from Trap Detector (Marines), Invisibility (Greys), Drone (Bots), or Force field (Bots) and then you place it on a chosen unit/Trap, then this token is treated like yours.
If Attachment allows you to use Trap against its owner, for example Parasite against Aliens, Gripper against Scientists, Analysis against Bots, etc., then this Trap token placed on the enemy unit will work against it in the regular way.
If you use Attachment to introduce to the game a Minor Alien with Incubator (Alien), the Minor Alien belongs to the Alien faction.
During your Onslaught you may use Attachment in the normal way to use Hidden (Aliens).
If you use Attachment to activate Defense System (Scientists), the DS token belongs to the Scientists (so it inflicts wounds on you in the regular way). When a Scientists unit moves through the token of the active Defense System, you may pay 1 DP to use the Attachment and make Defense System work against the Scientists unit and wound it.
In case of Camcorders (Scientists) and Plasma (Bots) you may fall into Trap in the regular way and then use Attachment to use these cards' Actions. For example, when you stop in the sector with Camcorders, move the Camcorders point token accordingly, then pay 1 DP to exchange the collected Camcorder points for the Data Points you gain.