|
Post by Shaolin Yautja on Feb 26, 2024 13:35:51 GMT -5
What's everybody been up to these days? Still collecting or playing the game from time to time? I couldn't keep up with all of the community released expansions.
I'll probably play Dark Siege and Dark Siege aftermath scenarios again as I want to introduce the game locally to a friend. Fewer broken aspects and combinations of cards but not perfectly balanced. The game is meant to be played by 3 players regardless for least amount of balancing issues. It also seems easier to learn and teach for beginners since those scenarios are entirely designed for use with the starter decks. And everybody can agree that the Marines starter deck was awful and even more awful when playing them in the Contact scenario.
Eventually I may test out some of the published decks that made it on the alienspredator ccg website long ago and see how that goes. Majority of them had been designed for use with the Contact scenario and some for Countdown.
How many scenarios did everyone played or tried? I always wanted to try Planetfall but will need to get those Atmosphere cards printed through a 3rd party first. I'd get to that later.
I couldn't figure out what happened to the Hub scenario published in the rule book that came with the starter decks. Was it ever revised? Heard it was very broken but can still be fun nonetheless.
|
|
|
Post by Axlotl on Feb 27, 2024 17:02:09 GMT -5
I've been fine, just busy now that I've finally finished school after a decade and entered the "work force", such as it is. Still doing Youtube and streaming too, so that's taken up more of my free time at the expense of some of my other side projects, including this game.
I haven't played Aliens Predator in a few years, actually. Pretty much since I went off to grad school.
I usually played Countdown originally, then switched to Planetfall after I started getting customs professionally printed.
|
|
|
Post by doctordolemite on Feb 28, 2024 6:31:25 GMT -5
Good morning everyone! Life has been good as of late. Work force per usual. Bought a house. Gearing up to start the family mission. As far as AvP, I actually played ~5 games last year. It's hard to get my friends to go back and play older games. They usually buy the new stuff and test that out. When I get to pick the game, I usually offer up AvP. We like to play a modified AvPvT scenario that has been floating around for a while. I did not make this but I did edit it. I'm not sure who the original author is but I know they were on this forum at one point:
1 Epic Alien vs Predator vs Terminator Multiplayer Crossover Scenario for Two to Twelve Players General Special Rules Victory Condition At the end of a turn, be the first player to achieve a Victory which wins the game. Deck Construction Rules An Entire Deck must consist of a minimum of 60 cards and a maximum of 64 cards.All Starting Locations are considered distinct and are therefore different from any further locations played with the same name.The Draw Deck may contain only 1 copy of any card that is “Unique”.The Draw Deck may contain only 3 copies of any card that is “Limited”.The Draw Deck may contain only a maximum of 3 of any identical card.A separate Location Deck is required.Starting cards and the Location Deck count towards the minimum Draw Deck size requirement.There is no limit to the number of the same unnamed Alien and specific SkyNet Main Character cards that the Skynet player may have in playat the same time. A Deck must consist of: Starting Cards, as specified in this scenario later for each faction;A Draw Deck;A Location Deck, which must be a minimum of 10 cards A Deck must be constituted with only Aliens versus Predator CCG cards OR only Terminator CCG Cards OR both but must use one color fortheir shield backing sleeves.There is no minimum number of Locations required in your draw deck.There is no minimum number of Supporting Characters required in your draw deck.No more than 1 of any Main Character may be chosen as Starting Characters, except for the Marine Private, the Resistance Private,Eager Youth, SkyNet Characters, Generic Characters, and Non-Named Alien Characters. No more than 3 copies may be present in your Draw deck for the following type of cards: Location Supporting Character Mission Objective Event Barrier Multiple copies are allowed for the following type of cards: Human Item Generic Character SkyNet Character SkyNet Item Predator Item Unnamed Alien Character Location Rules All players’ Location decks must contain at least one card that has the Entry resource. Starting locations are considered Distinct locations. Starting Locations may not be the target of Access Space or Alleyway. These locations may not be chosen as starting locations: Access Space, Alleyway, Operations, Processor Bank, Rubble Hills, & Time Displacement Laboratory. The Drone Reconditioning Facility may be played only by the Skynet Player. Firebase Locations may only be played by the Resistance Player. Only one Firebase Location may be in the Draw Deck or in the Location Deck of any player. Only one copy of the Time Displacement Laboratory may be in the Draw Deck or in the Location Deck of any player. Access Space may target only Interior or Low locations. Alien Predator CCG locations are considered to have the Future resource. Interior Locations are not considered Distinct, unless labeled as Distinct (this rule over-rides the Terminator rule book, page 10). Entry resource locations are considered adjacent to Street named locations. Each player begins the game with a Location Deck, which must contain 10 different locations with the following restrictions: Must contain 10 different locations, and include Operations & Rubble Hills. No more than 3 distinct locations allowed. At the beginning of play, shuffle location deck and if Skynet Player, place Time Displacement Laboratory on the bottom. This deck may contain both Aliens Predator and Terminator locations. At the start of the Play Location Step, each player must play one (and only one) location from either their hand or the top of their Location Deck, while they have cards remaining in their location decks. 2 Special Rules. Aliens CREATING A BREEDING CHAMBER: (Overrule to the AvP Rulebook V2) Breeding Chambers can only be brought into play during the game by creating an Alien Queen or a Cloned Alien Queen (refer to ALIEN QUEENS below). In addition to this rule, a Breeding Chamber may only be brought into play if all adjacent locations are Hived. A newly created and placed Breeding Chamber gains any of the following applicable resources depending upon which location it replaced: Indoor, Outdoor, Low, High, Ground. For example, when a Young Queen is matured into an Alien Queen or Cloned Alien Queen in a Low, Outdoor location, the Breeding Chamber would be considered to gain the following resources: LOW and OUTDOOR. All other resources and effect text from the original location are ignored. You may never replace an Entry location with a Breeding Chamber. All Breeding Chamber locations are considered Distinct. ALIEN QUEENS: (Overruling AvP Rulebook V2) Queens mature through a different cycle than that of other Alien characters. The Young Queen, Alien Queen and Cloned Queen character cards are considered to be Queens. The Alien Queen character card and the Cloned Alien Queen character card are considered to be Alien Queens. To create a Young Queen, you must have a Chest Burster card or token in play and both the Royal Jelly event card and Young Queen character card in your hand. During the Aliens Mature Step, play the Royal Jelly card on a Chest Burster card or token, and replace the Chest Burster with the Young Queen. To create an Alien Queen, you must have an Alien Queen character card in your hand. During any Aliens Mature Step, declare your Young Queen to Hive an already Hived location where she is located. If this location is succesfully Hived (the Queen is still alive and rotated for hiving at the end of the turn), you can later during the Aliens Mature Step replace at this location the Young Queen with an Alien Queen from your hand. (this is "creating an Alien Queen," for the purposes of making new Breeding Chambers). When an Alien Queen is created from a Young Queen, the Aliens Player may immediately replace her location with a Breeding Chamber, IF he/she possesses one (he/she is allowed to search their deck and discards with no penalty; shuffle deck) AND IF the adjacent locations are Hived. Infected Characters: Every turn during the Ready round, every infected character must make a burst/infected roll by rolling a six-sided die. On a roll of 1 or 2, the embryo matures into a Chest Burster and the Infected character immediately dies. If the game includes an Aliens player, place a Chest Burster token on the location with the Breeding Chamber resource. Submerged Locations: Every turn during the Ready round, every character in a submerged location must make a drowning roll by rolling a six-sided die. On a roll of 1 or 2, the character immediately takes 2 points of Environmental Damage. Boost: Once per player per turn, you may spend +2CP to give your Main Character: +1 to Hit, OR +1 Resistance, OR +1 Damage in Close Combat for the rest of the turn. 3 Rogues Starting Elements Starting Cards CONDITION Begin the game with one Condition card or without one. STARTING LOCATIONS Begin the game with the following locations in any string order you like: Cargo Bay;Entry Location;Any one legal additional location of your choice (see Locations Rules). STARTING CHARACTERS Any 5 Rogues/ Non-Aligned human faction characters, including 1 Leader maximum, that enter play at the Cargo Bay. STARTING ITEMS Begin the game with any 5 Prohibited unconcealed items and any 5 non-damage dealing items distributed any way you choose among your Starting Characters. Starting Combat Pool: 4 Begin the game with 4 Combat Pool. Hand Size: 5+Leader+Hostages Begin the game with a Hand Size of 5 cards. Gain +1 Hand Size if you control a Leader during the Discard and Draw round. Gain +1 Hand Size for every Hostage currently under your control during the Discard and Draw Round. Victory Points Victory Points: Kill ’Em All Be The Only Player with Main Characters in Play at the end of the Search Round. Victory Points: Flesh Money Capture Seven Supporting Character Hostages. Victory Points: Data Theft Steal 50 Data Points. Rogues Special Rules Hostages Evacuation During the Evacuation/Protection Step of the Staging Round, the Rogues player may evacuate Hostages at their Entry Location if noopposing character is present. Data Upload During the Evacuation/Protection Step of the Staging Round, the Rogues player may upload Data at their Entry Location if no opposingcharacter is present at that location. Black Marketeering At the start of the Staging (Movement) Round, a Rogue character may rotate at any Black Market and exchange his/her Data tokens forCombat Pool. A Rogue may use any non-Implant Item found at a Black Market (Any Faction may find SkyNet Items at a Black Market by spending CombatPool = 10 + Item's Production Cost). During the Search Round a Rogue may rotate and pay 5 Combat Pool to "hire help" at a Black Market (find the Rogue Assassin or a RogueMercenary from your Draw deck or hand). By paying 4 Combat Pool, Rogues may search their Draw deck and take one Black Market Event into hand. Prohibited Concealable Weapons: During the Rogues segment of the Movement round, each Rogue may declare 1 free attack with a concealed Concealable weapon. 4 Police Starting Elements Starting Cards CONDITION Begin the game with one Condition card or without one. STARTING LOCATIONS Begin the game with the following locations in any string order you like: Metro Command; City Streets; Any one legal additional location of your choice (see Locations Rules). STARTING CHARACTERS Any 4 Police/ Non-Aligned human faction characters, including 1 Leader maximum, that enter play at the Metro Command. STARTING ITEMS Each starting character begins play with any one Small Arms weapon, one piece of Body Armor and any one non-Damage-dealing item (e.g.: ammo is allowed). Starting Combat Pool: 4 Begin the game with 4 Combat Pool. Hand Size: 5+Leader Begin the game with a Hand Size of 5 cards. Gain +1 Hand Size if you control a Leader during the Discard and Draw round. Victory Points Victory Points: Kill ’Em All Be The Only Player with Main Characters in Play at the end of the Search Round. Victory Points: Arrest The Bad Guys Evacuate 7 Support Characters or Arrest 7 Criminals or any variation thereof. Victory Points: Gather Evidence Score 30 pieces of Evidence that your Police find and drop off at Metro Command. Police Special Rules Arrest and Incarceration To arrest a character, your Police must declare an attack (close combat or ranged) against a Rogue or Company character at the samelocation. (-2 to hit if the character is a Main character). If the attack hits and kills that character, instead of dying, the character isconsidered bound (STR 10) and under the control of the Police character. During the Evacuation/Protection Step of the Staging Round, the Police player may evacuate an arrested Rogue or Company Characterat a location with the Secure resource if no opposing character is present. Finding and Dropping Off Evidence During the Movement Step, a Police character you control at a non-Secure location with no opposing characters present, may rotate tofind Evidence. Roll a die for each rotated Police character: 1: No Evidence found. 2-5: Find 1 Piece of Evidence. 6: Find 2 Pieces ofEvidence. Pieces of Evidence are represented with tokens placed on the character’s card and are carried like an item. During the Evacuation/Protection Step of the Staging Round, a Police Character may drop any Pieces of Evidence they are carrying atMetro Command if no opposing character is present at that location. It’s A War Zone All Police Support Characters you play lose the Past resource and may be found at Metro Command.Police Main Characters may search for and use Military Items. Hey Kid, Welcome To The War A Police Main Character present with a Police Officer support character may rotate and spend 2 Combat Pool to "promote" him (replace himwith a named Police character from your hand) during the Search Round. Replaced Police Officer is discarded. 5 Marines Starting Elements Starting Cards CONDITION Begin the game with one Condition card or without one. STARTING LOCATIONS Begin the game with the following locations in any string order you like: Barracks; Armory; Any one legal additional location of your choice (see Locations Rules). STARTING CHARACTERS Any 4 Marines/Non-Aligned human faction characters, including 1 Leader maximum, that enter play at the Barracks. STARTING ITEMS Each starting character begins play with any 1 Ranged item, one piece of Body Armor and any one non-Damage-dealing item (e.g.: ammo is allowed). Starting Combat Pool: 4 Begin the game with 4 Combat Pool. Hand Size: 5+Leader Begin the game with a Hand Size of 5 cards. Gain +1 Hand Size if you control a Leader during the Discard and Draw round. Victory Points Victory Points: Kill ‘Em All Be The Only Player with Main Characters in Play at the end of the Search Round. Victory Points: Emergency Evacuation Evacuate Seven Supporting Characters. Victory Points: Restore Security If at least 2 of your Main Characters are located at one opponent’s Starting Locations during 2 complete consecutive turns with no attacks declared against them. Special Rules Reinforcement Marines may find the Marine Private character (from the player's hand) at the Barracks location like a Supporting Character. Additionally,a Marine Leader present with the Marine Private character may rotate and spend 2 Combat Pool to "promote" him (replace him with anamed Marine character from your hand) during Search Round. Replaced Marine Private is discarded. Supporting Characters Evacuation During the Evacuation/Protection Step of the Staging Round, the Marines player may evacuate Supporting Characters at the DockingBay if no opposing character is present at that location. Oath of Allegiance • Marines may not Declare Attacks on Non-Rogue or Non-Corporate Humans or Terminator's with Infiltration until those Characters Declare an Attack on the Marines or Supporting Characters first. 6 Company Starting Elements Starting Cards CONDITION Begin the game with one Condition card or without one. STARTING LOCATIONS Begin the game with the following locations in any string order you like: Corporate Office; Any one legal Exterior location of your choice; Any one legal additional location of your choice (see Locations Rules). STARTING CHARACTERS Any 4 Corporate characters/ Non-Aligned human faction characters, including 1 Leader maximum, that enter play at the Corporate Office. You may also start with 1 A.I. card. STARTING ITEMS Each character begins with one Item (of any type, even Predator or SkyNet) of your choice, distributed any way you choose among your Starting Characters. Starting Combat Pool: 4 Begin the game with 4 Combat Pool. Hand Size: 5+Leader Begin the game with a Hand Size of 5 cards. Gain +1 Hand Size if you control a Leader during the Discard and Draw round. Victory Points Victory Points: Kill ’Em All Be The Only Player with Main Characters in Play at the end of the Search Round. Victory Points: Capture Specimens Equip all of your main characters with three items from either Military Arms, Skynet Items, or Predator Items and capture 3 Non-Human Main Characters or a Queen/Newborn, or a Predator Main Character, or a Tactical Command Unit. Victory Points: Bioweapons Research Accumulate 75 Research Points. Special Rules Specimen Evacuation During the Evacuation/Protection Step of the Staging Round, the Company player may evacuate Specimens at their EntryLocation if no opposing character is present. Illegal Research Spend 5 Research Points at any time to counter/cancel Alien Birth or Crazed Civilian. In any Lab, spend Research Points equal to the Honor value of a Predator Item, or the Production cost of a SkyNet Item, to teach its Owner touse it (Implants are permanently "grafted" onto Owners). Company characters can find Predator and SkyNet Items at matching locationsduring the Search round, for no Honor or Production cost. Promotion A Corporate Leader present with a Company Official support character may rotate and spend 2 Combat Pool to "promote" him (replace himwith a named Corporate character from your hand) during the Search Round. Replaced Company Official is discarded. 7 Resistance Starting Elements Starting Cards CONDITION Begin the game with one Condition card or without one. STARTING LOCATIONS Begin the game with the following locations in any string order you like: Any one Firebase location; Any one legal additional Interior location of your choice. (see Locations Rules). Any one legal additional location of your choice (see Locations Rules). STARTING CHARACTERS Any 4 Resistance Main Characters/ Non-Aligned human faction characters, including 1 Leader maximum, that enter play at the chosen Firebase location. STARTING ITEMS Each Character may begin the game with 1 Ranged Item (including 20-Watt Phased Plasma Rifle) and 1 piece of Body Armor. Starting Combat Pool: 4 Begin the game with 4 Combat Pool. Hand Size: 5+Leader Begin the game with a Hand Size of 5 cards. Gain +1 Hand Size if you control a Leader during the Discard and Draw round. Victory Points Victory Points: Kill ‘Em All Be The Only Player with Main Characters in Play at the end of the Search Round. Victory Points: Alter the Past If at least 2 of your Main Characters are located at the ‘Time Displacement Laboratory' Location during 2 complete consecutive turns with no attacks declared against them at the end of the second consecutive turn. Victory Points: Sabotage Add the Damaged Resource to 2 of an opponents' Starting Locations. Special Rules No Drone Reconditioning Facility No Resistance Player may have Drone Reconditioning Facility in his Starting Cards, Draw deck or Location deck. Identity Check Whenever an Alien Character or Predator Character or Skynet character with no Infiltration enters a Firebase Location, this locationimmediately makes a Free Long-Ranged Attack for two Environmental Damages against this character. Supporting Characters Protection During the Protection Step of the Staging Round, the Resistance player may protect Supporting Characters at the Police Station or Firebaselocation if no opposing character is present at that location. Demolitions Rotate at least 4 Resistance characters (or 2 with Demolitions) at a location during the Production Step. If at least 4 of the rotated cards (or 2with Demolitions) survive at that location at the end of the Search Round, the location is now Damaged. 8 SkyNet Starting Elements Starting Cards CONDITION Begin the game with one Condition card or without one. STARTING LOCATIONS Begin the game with the following locations in any string order you like: Barren Wasteland; Drone Reconditioning Facility; Any one legal additional location of your choice (see Locations Rules). STARTING CHARACTERS & ITEMS Begin the game with 35 Production points worth of SkyNet characters and/or SkyNet Items. All implants purchased are added to your starting characters in any manner you wish to allocate them. No more than 12 Production points can be spent on Drones. All SkyNet characters begin play at the Drone Reconditioning Facility. Starting Combat Pool: 4 Begin the game with 4 Combat Pool. Hand Size: 6 Begin the game with a Hand Size of 6 cards. Victory Points Victory Points: Kill ‘Em All Be The Only Player with Main Characters in Play at the end of the Search Round. Victory Points: Alter the Past If at least 2 of your Main Characters are located at the ‘Time Displacement Laboratory' Location during 2 complete consecutive turns with no attacks declared against them and 1 of them has Infiltration at the end of turn 2. Victory Points: Alter the Future Terminate Seven Supporting Characters. SPECIAL RULES Environmental Gas Damage Synthetic Characters are NOT immune to Environmental Gas Damage, as it is corrosive. Synthetic SkyNet characters are assumed to have the Synthetic resource but are not prevented from attacking humans.See also the General Rules about Synthetic Characters .Skynet characters vs Aliens MATURATION SkyNet characters may not be used for Alien maturation. FACE HUGGER If a Face-Hugger attacks and hits a SkyNet character with Infiltration, this SkyNet character is rotated and is considered ‘bound’ until the beginning of the next Discard and Draw Phase. The Face-Hugger card is not discarded as usual, but is considered as an item carried by the bound SkyNet character. The ‘Face Hugger Attack’ card can be used; the card count as a Face-Hugger until the beginning of the next Discard and Draw Phase instead, then it is discarded. The bind has a strength of 7. If the Face-Hugger is killed, it deals 1 environmental Acid Damage to the SkyNet Character it was binding. If the Face-Hugger is not killed, the Skynet character is freed at the beginning of the Discard and Draw Phase and the Face-Hugger card come back under the control of its Alien player owner at the same location than the Skynet character. Acidic Bloods SkyNet characters are NOT immune to Environmental Acid Damage. Whenever a SkyNet character takes some Environmental Acid Damage, put an Acid token on it. At the beginning of the Alien Mature Step, each SkyNet Character with an Acid Token takes one Environmental Acid Damage. You may rotate at any time a SkyNet Character with the Medic ressource to remove an Acid token on any SkyNet Character at the same location. 9 Solo Outcast Predator Starting Elements Starting Cards CONDITION Begin the game with one Condition card or without one. STARTING LOCATIONS Begin the game with the following locations in any string order you like: Any ship that may be used by an Outcast Predator; Any Entry Location except Docking Bay; Any one legal additional location of your choice (see Locations Rules). STARTING CHARACTERS Any single Outcast Predator that begins in play at the Predator vessel. STARTING ITEMS Your Outcast Predator may begin with any 2 Outcast Predator items OR 1 Gene-Mod and 1 Outcast Item. Starting Combat Pool: 4 Begin the game with 4 Combat Pool. Hand Size: 6+Adaptable Begin the game with a Hand Size of 6 cards. Gain +1 Hand Size during the discard and draw round if your Outcast Predator is Adaptable. Victory Points Victory Points: Kill ‘Em All Be The Only Player with Main Characters in Play at the end of the Search Round. Victory Points: Revel In The Kills When you have fulfilled your Gore requirement. Victory Points: Live Prey For the Hunt World Capture and Evacuate 3 Human Main Characters or one Alien Queen or one Warrior Queen, or one Cloned Queen or one New Born or one Tactical Command Unit. Special Rules Blood Feud An Outcast Predator must declare all attacks (if possible) against Honorable Predators, if they are located on the same HUD. Gladiator Recruitment Gain 3 Combat Pool when a captured Main Character is evacuated at any Predator Vessel by your Outcast Predator. Gore Tokens Your Outcast Predator gains 1 Gore token every time it kills a character with a Close Combat weapon. . Upgrade You may spend 3 Gore tokens or 3 Combat Pool while at your starting location to search your deck for the first Gene-Mod card and add it toyour hand. 10 Outcast Predator Pack Starting Elements Starting Cards CONDITION Begin the game with one Condition card or without one. STARTING LOCATIONS Begin the game with the following locations in any string order you like: Outcast Campsite; Any one legal exterior Location; Any one legal additional location of your choice (see Locations Rules). STARTING CHARACTERS Any 2 or 3 Outcast Predators that begin in play at the Outcast Campsite. STARTING ITEMS Your Outcast Predators may each begin with 1 Outcast (non-Caster) Predator item. One of your Outcasts may begin with 1 Gene-Mod card instead of an item. Starting Combat Pool: 3 Begin the game with 3 Combat Pool. Hand Size: 6 Begin the game with a Hand Size of 6 cards. Victory Points Victory Points: Kill ‘Em All Be The Only Player with Main Characters in Play at the end of the Search Round. Victory Points: Revel In The Kills When you have fulfilled your Gore requirement. Victory Points: Living Prey For The Hunt World Capture and Evacuate 3 Human Main Characters or one Alien Queen or one Warrior Queen, or one Cloned Queen or one New Born or one Tactical Command Unit. Special Rules Blood Feud An Outcast Predator must declare all attacks (if possible) against Honorable Predators, if they are located on the same HUD. Gladiator Recruitment Gain 3 Combat Pool when a captured Main Character is evacuated at any Predator Vessel by your Outcast Predators. Gore Tokens Your Outcast Predator gains 1 Gore token every time it kills a character with a Close Combat weapon. Upgrade You may spend 3 Gore tokens or 3 Combat Pool while at your starting location to search your deck for the first Gene-Mod card and add it toyour hand. Blooded An Outcast Pack Predator may only search for and use Caster Items after they have killed an opponent’s Main Character or a UniqueSupporting Character. 11 Predator Pack Starting Elements Starting Cards CONDITION Begin the game with one Condition card or without one. STARTING LOCATIONS Begin the game with the following locations in any string order you like: Any ship that may be used by an Honorable Predator; Any Entry Location except Docking Bay; Any one legal additional location of your choice (see Locations Rules). STARTING CHARACTERS 2 or 3 Predators worth 18 Honor or less. Eager Youth may be selected in multiple copies. Your starting Predators begin in play at the chosen Predator vessel. STARTING ITEMS Each Predator character may begin play in the chosen Predator Vessel with one (non-Caster) Predator item. Starting items count toward Honor requirement. Starting Combat Pool: 3 Begin the game with 3 Combat Pool. Hand Size: 6 Begin the game with a hand size of 6 cards. Victory Points Victory Points: Kill ‘Em All Be The Only Player with Main Characters in Play at the end of the Search Round. Victory Points: Honor Win When you have fulfilled your Honor requirement. Victory Points: Living Trophy Capture and Evacuate 3 Human Main Characters or one Alien Queen or one Warrior Queen, or one Cloned Queen or one New Born or one Tactical Command Unit. Special Rules Honor Tradition – Face the Menace The Predator Pack may not use Camouflage Suits. Honor Tradition – Blooded A Pack Predator may only search for and use Caster Items after they have killed an opponent’s Main Character or a Unique SupportingCharacter. Gladiator Recruitment Gain 3 Combat Pool when a captured Main Character is evacuated at any Predator Vessel by one of your Predators. Honor Fulfillment You gain Honor Points from killing Characters as specified in the Honor Value table. 12 Solo Predator Starting Elements Starting Cards CONDITION Begin the game with one Condition card or without one. STARTING LOCATIONS Begin the game with the following locations in any string order you like: Any ship that may be used by an Honorable Predator; Any Entry Location except Docking Bay; Any one legal additional location of your choice (see Locations Rules). STARTING CHARACTERS Any single Predator that begins in play at the Predator vessel. STARTING ITEMS Your Predator may begin with Predator items worth up to 15 Honor points. Starting items count toward Honor requirement. Starting Combat Pool: 4 Begin the game with 4 Combat Pool. Hand Size: 6+Adaptable Begin the game with a Hand Size of 6 cards. Gain +1 Hand Size during the discard and draw round if your Predator is Adaptable. Victory Points Victory Condition: Kill ‘Em All Be The Only Player with Main Characters in Play at the end of the Search Round. Victory Points: Honor Win When you have fulfilled your Honor requirement. Victory Points: Living Trophy Capture and Evacuate 3 Human Main Characters or one Alien Queen or one Warrior Queen, or one Cloned Queen or one New Born or one Tactical Command Unit. Special Rules Gladiator Recruitment Gain 3 Combat Pool when a captured Main Character is evacuated at any Predator Vessel by your Predator. Honor Fulfillment You gain Honor Points from killing Characters as specified in the Honor Value table. Tactics Solo Predator may pay 1 Combat Pool to stay hidden while attacking (opponents may view Predator's attacking marker to verify it isreally the Predator). However, each character a hidden Predator kills, subtracts its Honor value from the Solo Predator's total. 13 Hive Aliens Starting Elements Starting Cards CONDITION Begin the game with one Condition card or without one. STARTING LOCATIONS Begin the game with the following locations in any string order you like: Breeding Chamber; Plus 2 legal , Hived, non-central, non-Breeding Chamber, additional location of your choice (see Locations Rules). STARTING CHARACTERS Alien Queen (any non-Clone type with a speed of 0) + 3 Alien Warrior + 3 Alien Warrior Token on the Breeding Chamber. All Generic Alien characters begin play at the Breeding Chamber. Starting Combat Pool: 3 Begin the game with 3 Combat Pool. Hand Size: 4+Alien Warriors Begin the game with a hand size of 4 cards. Gain +1 Hand Size for every Alien Warrior that you control at your Queens locations during the Discard and Draw Round. Victory Points Victory Points: Kill ‘Em All Be The Only Player with Main Characters in Play at the end of the Search Round. Victory Points: Extend the Hive Hive 10 Locations. Victory Points: Chosen by the Beast Infect all of an enemy species Starting Main Characters. May not be played against Cloned Aliens. Special Rules Hiving You need a minimum of 4 Aliens to hive an Interior Location and 6 Aliens to hive an Exterior location. Into the Hive You may rotate at any time an Alien Character is at any Hived Location to view a hidden marker at this location. Home Sweet Home Aliens are not affected by the Dark –2 to Hit penalty when attacking in a Dark Hived Location. Camouflage An Alien at a Hive location may pay 1 Combat Pool during the Staging (Movement) Round to begin using Hidden Movement with 1marker. Creating a Breeding Chamber: Breeding Chambers can only be brought into play during the game by creating an Alien Queen or a Cloned Alien Queen (refer to ALIEN QUEENS below). In addition to this rule, a Breeding Chamber may only be brought into play if all adjacent locations are Hived. A newly created and placed Breeding Chamber gains any of the following applicable resources depending upon which location it replaced: Indoor, Outdoor, Low, High, Ground. For example, when a Young Queen is matured into an Alien Queen or Cloned Alien Queen in a Low, Outdoor location, the Breeding Chamber would be considered to gain the following resources: LOW and OUTDOOR. All other resources and effect text from the original location are ignored. You may never replace an Entry location with a Breeding Chamber. All Breeding Chamber locations are considered Distinct. Alien Queens:Queens mature through a different cycle than that of other Alien characters. The Young Queen, Alien Queen and Cloned Queen character cards are considered to be Queens. The Alien Queen character card and the Cloned Alien Queen character card are considered to be Alien Queens. To create a Young Queen, you must have a Chest Burster card or token in play and both the Royal Jelly event card and Young Queen character card in your hand. During the Aliens Mature Step, play the Royal Jelly card on a Chest Burster card or token, and replace the Chest Burster with the Young Queen. To create an Alien Queen, you must have an Alien Queen character card in your hand. During any Aliens Mature Step, declare your Young Queen to Hive an already Hived location where she is located. If this location is successfully Hived (the Queen is still alive and rotated for hiving at the end of the turn), you can later during the Aliens Mature Step replace at this location the Young Queen with an Alien Queen from your hand. (this is "creating an Alien Queen," for the purposes of making new Breeding Chambers). When an Alien Queen is created from a Young Queen, the Aliens Player may immediately replace her location with a Breeding Chamber, IF he/she possesses one (he/she is allowed to search their deck and discards with no penalty; shuffle deck) AND IF the adjacent locations are Hived. 14 Cloned Aliens Starting Elements Starting Cards CONDITION Begin the game with one Condition card or without one. STARTING LOCATIONS Begin the game with the following locations in any string order you like: Waste Tank 5; Genetics Lab; Plus 2 legal , Hived, non-central, non-Breeding Chamber, additional location of your choice. STARTING CHARACTERS Cloned Queen (any Clone type with a speed of 0) + 3 Cloned Alien Warrior + 3 Cloned Alien Warrior token on Waste Tank 5 All Cloned Alien characters begin in play at the Waste Tank 5. Starting Combat Pool: 3 Begin the game with 3 Combat Pool. Hand Size: 4+Alien Warriors Begin the game with a hand size of 4 cards. Gain +1 Hand Size for every Alien Warrior that you control at your Queens locations during the Discard and Draw Round. Victory Points Victory Points: Kill ‘Em All Be The Only Player with Main Characters in Play at the end of the Search Round. Victory Points: Extend the Hive Hive 10 Opponent Locations. Victory Points: Genetic Superiority Newborn and all three Genetic Experiments must be brought into play. The order does not matter. Special Rules Hiving You need a minimum of 4 Aliens to hive an Interior Location and 6 Aliens to hive an Exterior location. Enhanced Senses If you have at least 3 Genetic Experiment cards in play, you may rotate at any time a Cloned Alien Character is at any HivedLocation to view a hidden marker at this or an adjacent location. Hidden Attack If you have at least 4 Genetic Experiment cards in play, Clone Aliens gain +1 to hit when attacking at Dark Hive locations, instead ofthe –2 to Hit penalty. Genetic Camouflage A Clone Alien at a Hive location may pay 1 Combat Pool during the Staging (Movement) Round to begin using Hidden Movementwith 1 marker. If you have at least 3 Genetic Experiment cards in play, you do not have to pay any Combat Pool to use this ability. Newborn Newborn gains the following amount of Gore tokens for every character it kills. Face Hugger or Chest Burster- 1, Alien Warrior(any) or Human (any)- 2, Alien Guard or Predator (any) or Terminator with Infiltration- 4, Alien Queen/King or Hunter Killer- 5. Newborn Alien Gore Tokens: The Newborn may only be brought into play under special conditions. During the Aliens Mature Step, the Aliens Player may discard a controlled Cloned Queen and replace her with the Newborn from that player's hand. Bringing the Newborn into play immediately resets the player's base hand size to 3. While the Newborn is in play, the Aliens Player controlling the Newborn may not bring any Queen Main Characters into play. Whenever the Newborn is at the same location as any other unhidden Aliens under his control, those unhidden Aliens (cards or tokens) are immediately consumed. When an Alien is consumed, it is immediately discarded and the Newborn gains a number of Gore Tokens based on what type of Alien Character or Token was consumed (see chart). Face Hugger or Chest Burster 1, Cloned Alien Warrior (any) 2, Recessive Guard 4. 15 Game Play Play Order and events resolution THE GREMYSOTKPAC ORDER During each Round, Step and Segment of the Turn Sequence, each player acts before the next player proceeds by following the GREMYSOTKPAC order, as detailed above: Rogues (G) Resistance (R) Police (E) Marines (M) Company (Y) SkyNet (S) Solo Outcast Predator (O) Outcast Predator Pack (T) Predator Pack (K) Predator (P) Aliens (A) Cloned Aliens (C) EVENTS RESOLUTION Outside of the Movement Step, when different players declare multiple events at the same time,events are resolved in GREMYSOTKPAC order. During the Movement Step, events resolution starts first from the current player playing his Movement Step and then follows theGREMYSOTKPAC order. The Turn Sequence READY CARD ROUND STAGING ROUND Hostages Evacuation (GY) Supporting Characters Evacuation (EMOTKP) Protection Step (R) Play New Location Step Movement Step Build step (S) Aliens Mature Step (AC) DISCARD AND DRAW ROUND Discard step Draw step COMBAT ROUND Declare attacks Unhidden Close Attacks Unhidden Ranged Attacks Hidden Close Attacks Hidden Ranged Attacks Resolve Ranged Attacks Hits Damages Resolve Close Combat Attacks Hits Damages SEARCH ROUND Declare Searches Find Items and Characters 16 Importance Table Supporting Characters without Importance rating are worth: Supporting Character Type Importance Point Rating Basic 0 Singular 1 Unique 2 Honor Value table In the objective of an Honor Victory Condition win, Predator players gain Honor Points by killing characters as follows: Trophy Honor Points gained Humans Rogue Police 2 2 Marine Company 2 2 Resistance 2 Non-Unique Supporting Character 1 Unique Supporting Character 2 Weaponry Item +2 Prohibited Item +3 Military Item +4 SkyNet SkyNet item 3 Drones Liquid / Morph 2 15 Terminator 4 Honor +1 for each resource the SkyNet character hasexcluding ‘SkyNet’ and ‘Terminator’. SkyNet implant 2 Hunter-Killers with Flight 7 Hunter-Killers without Flight 10 Predators Predator Honor value Predator Item Outcast Honor value Honor equal to its Power +3 for every Item +1 for each Gene-ModAliens Chest Buster 1 Alien Warrior / Cloned Alien Warrior Alpha / Molted 2 3 Royal Guard 3 Pet Hybrid 3 Young Queen 5 Alien Queen 13 Cloned Alien Queen 13 Predator Hybrid 15 Warrior Queen / King 16 New Born 18 Alien Token +1 Genetic Experiment +1 for every Genetic Experiment to each Cloned Alien killed (example given: 2 G.E. make a Cloned Alien Warrior worth 4 Honor value)
|
|