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Legendary Encounters - Rules

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Legendary Encounters - Rules

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  • I cant lie to you about your chances. But you have my sympathies. Ash, Science Officer USCSS Nostromo

    Game SummaryWelcome to Legendary Encounters: An Alien Deck Building Game. In this fully cooperative game for 1-5 players, each player starts with a Role such as Gunner or Medic and a deck of basic Character cards. At the start of your turn, take a card from the Hive deck and place it face down onto the board to show how the aliens are creeping through the Complex. Then play cards from your hand to generate Attack, Recruit Points, and special abilities. Use Attack to kill aliens or scan the Complex and use Recruit Points to gain new Characters for your deck. At the end of your turn, each alien that made it to the Combat Zone attacks you.Whenever your deck runs out of cards, shuffle your discard pile to make a new deck, including all of the new Characters you recruited. This allows your deck to get stronger over time. But beware the Hive deck also grows in power. Youll face progressively tougher aliens until you reach the Final Enemy.

    How to WinPlayers must work together to complete three Objectives such as The S.O.S., They Mostly Come At Night, or Whos Laying the Eggs?. As the game progresses, aliens will attack and strike the players. If a player takes strike damage equal to or greater than their health, the player dies and is out of the game. If all the players die, the aliens win. If at least one player survives to complete the final objective, the players win.

    Your First GameFor your first game, follow the setup rules on Pages 4-5, using the specific card stacks listed there. This will allow you to simulate the movie Alien. After your first game you can follow the instructions on page 23 to play through Aliens, Alien3 and Alien: Resurrection, or you can mix and match Objectives, Characters, and Locations from different movies to make your own scenarios. Once youve mastered the game, you can try Hidden Agenda mode which adds in the possibility that one player is secretly working against the others.

    If Youve Played Legendary: A Marvel Deck-Building GameLegendary Encounters has many things in common with its Legendary counterpart, such as playing cards to gain Attack and Recruit Points, generating combos with cards of the same class or crew, and fighting enemies as they move across the board. Here are the major differences between the games: Hidden EnemiesWhen cards are drawn from the Hive deck, they start off face down in the Ventilation Shafts and must be scanned by players who have enough Attack in order to turn them face up. You might find an alien to kill, an Event or Hazard (similar to Scheme Twists and Master Strikes), or even a potential ally whos been hiding from the aliens. Enemies Strike PlayersWhen a card moves past the Airlock room in the Complex, it drops down to the Combat Zone where its immediately revealed if it

  • was not already revealed in The Complex. At the end of each players turn, the enemies in the Combat Zone strike that player causing them to draw cards from the Strike Deck equal to the number of those enemies. When players take too many strikes they die.RolesEach player chooses one of ten roles at the beginning of the game. Your role determines how much health you have and gives you a special Role Character card that starts in your deck.Alien PlayersIf a Facehugger is revealed, your team must kill it quickly. Otherwise a player will become impregnated and gain a Chestburster card which will eventually kill them. If a player dies in this manner, that player can re-enter the game playing as a newly created Alien, but this time playing against the rest of the team.

  • Your First Game - Use These CardsLocation: The NostromoObjective 1/Hive 1: The S.O.S.Objective 2/Hive 2: No One Can Hear You ScreamObjective 3/Hive 3: A Perfect OrganismCharacters: Warrant Officer Ripley, Captain Dallas, Chief Engineer Parker, Navigator Lambert (Note: All of these characters have the icon.)Player Roles: Gunner, Technician, Researcher, Medic, Scout (in a 4-player game, leave out the Scout. In a 3-player game, leave out the Medic and Scout, etc)

  • Name

    Avatar Card

    Defense

    HealthALIEN TM & 2014 FOX. 2014 UDC. ENCOUNTERS.

    You start the game with Battlefield Medicine in your deck.

    10

    5

    AVATARMEDIC

    ALIEN TM & 2014 FOX. 2014 UDC. ENCOUNTERS.

    0

    Draw a card.Heal a Strike from any player.

    medicBattlefield Medicine

    Role Card

    LOCATION

    ALIEN TM & 2014 FOX. 2014 UDC. ENCOUNTERS.

    The NosTromo

    Hazard 1: Brought Something BackAdd two Hive cards.Hazard 2: Its Loose

    Put the top card of the Hive into the Combat Zone.Hazard 3: Self-Destruct

    Leave the Hazard card face up where it was revealed. It moves like an Enemy. If it reaches the Combat Zone, discard it and each

    player draws three strikes. Pay 8 on any turn to discard it.

    Game Setup

    Player CardsGive each player their own personal 12-card deck made up of these cards: 7 Specialists 5 GruntsEach player then selects one of the ten Roles and takes the appropriate Role Avatar and Role Character Card. (You can choose which ones you like or you can randomly deal out the Avatars. Another method is to give each player two random Avatars and let them choose one.)

    The Avatar stays in front of each player during the game. Your Health determines how much strike damage it takes to kill you. Your Avatar also determines which Role Character Card you get. Each player should take that card and add it to their deck as a 13th card. Your Defense Value is only used when youre playing with the Advanced Rules (see pages 19-20 for more info.)

    Game StacksNote: Only the Sergeant, Strikes, Hatchery, Location, Objective, Hive and Barracks spaces on the board are used to setup the game. The other spaces will be used once the game begins.

    Shuffle the 10 Sergeant cards together and place that stack face down on its space on the board.

    Shuffle the 40 Strike cards together and place that stack face down on its space on the board.

    Place the 14 Hatchery cards face up on Hatchery space on the board. Those cards dont need to be shuffled. They are used when specific effects happen during the game.

    Location and Objectives(See page 23 for how to simulate playing through each of the four Alien films.)Pick one Location and put it on the Location space.

    Objectives are marked as either 1, 2, or 3. Each game uses exactly one 1, one 2, and one 3 objective.

    Pick a 1, a 2, and a 3and place them on the Objective space with Objective 1 on the top and Objective 3 on the bottom. (Players have to complete Objectives in order, from Objective 1 to Objective 3.)

  • ALIEN TM & 2014 FOX. 2014 UDC. ENCOUNTERS.

    Objective: Find both parts of the S.O.S.

    Event: Rough LandingYou and the next player each draw a strike.

    The S.O.S.OBJECTIVE 1

    ALIEN TM & 2014 FOX. 2014 UDC. ENCOUNTERS.

    EGGEnEmy - AliEn

    This Alien does not move or strike.Event: Kill this Alien and put a Facehugger from the Hatchery in front of you.

    3The S.O.S. - 1

    ALIEN TM & 2014 FOX. 2014 UDC. ENCOUNTERS.

    2

    Death: Each player kills one of their characters.

    EnEmy - AliEnAcid-sprAy Xenomorph

    Drone Deck

    ALIEN TM & 2014 FOX. 2014 UDC. ENCOUNTERS.

    EVENT

    The S.O.S. - 1

    ALIEN TM & 2014 FOX. 2014 UDC. ENCOUNTERS.

    Objective: Block the Ventilation Shafts.

    Event: People Are DisappearingThe next player discards two random cards from their hand.

    No oNe CaN Hear You SCreamOBJECTIVE 2

    ALIEN TM & 2014 FOX. 2014 UDC. ENCOUNTERS.

    Objective: Kill The Perfect Organism.

    Event: Its Hunting UsMove the leftmost Enemy or hidden card in the Complex to the Combat Zone.

    A Perfect OrgAnismOBJECTIVE 3

    HAZARD!

    ALIEN TM & 2014 FOX. 2014 UDC. ENCOUNTERS.

    The

    S.O.S. - 1

    Objective #Heres how to build the Hive deck: Find Objective 3s thirteen card mini-deck. Shuffle one randomly selected Drone card into it for each player. Then put that stack face down on the Hive space on the board. Find Objective 2s eleven card mini-deck. Shuffle one randomly selected Drone card into it for each player. Then put that stack face down on top of Objective 3s mini- deck thats already on the Hive space. Find Objective 1s nine card mini-deck. Shuffle one randomly selected Drone card into it for each player. Then put that stack face down on top of Objective 2s and Objective 3s mini-decks that are already stacked on the Hive space. So when youre done, youll have one Hive deck with the Objective 1 cards on the top and the Objective 3 cards on the bottom.Note: Dont look at the Drone cards you shuffle in it keeps things more suspenseful!

    The BarracksThere are 16 different Characters in the game. There are 14 cards for each character. To build the Barracks, pick four Characters (at random or your choice) and shuffle all of those characters cards together for a total of 56 cards.

    There are four different Ripley characters (one for each of the four films), and each one has its own suite of 14 cards. You can build a Barracks with any or even all of the Ripley Character cards if you want.

    The HiveEach of the Objectives you picked above has a corresponding mini-deck of Hive cards. The mini-decks are stacked on top of each other with Objective 1s mini-deck on the top and Objective 3s mini-deck on the bottom.

    There are also 24 Drone cards which are shuffled into the mini-decks depending on how many players there are. In a one-player game, youll shuffle one random Drone card into each mini-deck. In a two-player game, youll shuffle two random Drones into each mini-deck. And so on.

  • ALIEN TM & 2014 FOX. 2014 UDC. ENCOUNTERS.

    2

    Reveal: Add a Hive card.

    EnEmy - AliEnXenomorph Swarmer

    The Lost Colony - 1

    Starting the Game Put the top five cards of the Barracks into the five spaces of the Headquarters (HQ). Each player shuffles their own personal deck of 13 cards and draws a hand of 6 cards from it. Choose a player to go first. Players take turns in clockwise order.

    On Your TurnDuring your turn, complete the following phases in order:1. Hive Phase: Draw a Hive card (keeping it face down) and add it to the Complex.2. Action Phase: Play cards from your hand, using them to recruit, scan, and fight.3. Strike Phase: Each enemy in the Combat Zone Strikes.4. Cleanup Phase: Discard your hand and all cards played and then draw six new cards.

    Hive Phase: Add a Hive Card to the ComplexAt the beginning of your turn, without looking at it put the top card of the Hive face down into the closest space in the Complex. The aliens are coming!

    Push Other Cards Forward If NecessaryEach of the five rooms in the Complex can only hold one card. Whenever a card enters a Complex room, if theres already another card there, the existing card gets pushed one space toward the Airlock to make room for it. So a single card entering the Complex sometimes causes several cards to get pushed forward.

    Remember: Only push a card forward if it needs to move to make room for another card entering that space. Cards move the same way whether theyre face down or face up.

    A Card Might Get Pushed to the Combat ZoneIf a card is on the Airlock room and gets pushed, it leaves the Complex and enters the Combat Zone. If its face down, immediately turn it face up. (See page 10 for what happens when a card turns face up.)

    The Combat Zone can hold any number of cards. Each time a new one is added, slide the existing ones over to the right. Each enemy in the Combat Zone will attack a player at the end of that players turn starting with the enemy that has been in the Combat Zone the longest (farthest right) and resolving cards from right to left.

    Action Phase: Play cards from your hand, using them to recruit, scan, and fight.Your deck is made up of Character cards. Here are the different parts of a character:

  • Name

    Character Name

    Character CardCrew Icon

    Character Class Icon

    Recruit Points: Use these to recruit

    more heroes

    Attack: Use this to scan

    rooms & kill enemiesSpecial Ability

    Cost: How many Recruit Points it costs to recruit this character

    ALIEN TM & 2014 FOX. 2014 UDC. ENCOUNTERS.

    Sleep When You Die, ManJOHNER

    2

    Coordinate

    1

    1

    at least 2 from that card. The + symbol means you might get more Recruit Points or Attack based on what the card says in its special ability. Keep the cards you play face up in front of you until the end of your turn. You dont have to play every card in your hand. Some cards are very powerful in the right circumstances but risky or even harmful in the wrong ones.

    Class and Crew Abilities Some characters have an ability with a Class Icon and a colon, like

    : You get +2 You can only use a Class ability if youve already played another card of that class earlier in your turn. A cards class is shown with the class icon on the cards upper left and also in the color of the cards border. You can only use a cards Class ability once even if you played two or more cards of the required class earlier in the turn. You must use the Class ability if you can (unless the ability says You may...). Some characters have an ability with a Crew Icon such as or . These work the same way as Class abilities. A cards crew icon is on the cards upper left hand corner. Example of a Class Ability:

    After you add a Hive card, you play cards from your hand. Some of your cards produce Recruit Points that let you recruit more characters. Other cards produce Attack that let you scan rooms and kill enemies. Some cards give you special abilities like drawing cards or healing. Heres what you do: Play each card in your hand in any order, one at a time. Each time you play a card, do what that card says immediately. (Some cards say Once this turn which means you can wait until later that turn in order to use that effect.) You get any Recruit Points listed in the Recruit icon on the card, but you dont have to use those Recruit Points right away. You get any Attack listed in the Attack icon on the card, but you dont have to use that Attack right away. Some cards say something like 2+ inside their Recruit or Attack icon. The 2 means that you always get

  • ALIEN TM & 2014 FOX. 2014 UDC. ENCOUNTERS.

    captain of the shipCaptain Dallas

    2+: You get +2 .

    4

    Captain of the Ship, shown here, always gives you 2 Attack when you play it, even if you dont have any other cards. If you have already played another card earlier in the turn, then you can use Captain of the Ships class ability to get an additional 2 Attack for a total of 4 Attack. If you play two copies of Captain of the Ship as your first two cards of the turn, you wont get to use the Class ability of the first one, but you will get to use the Class ability on the second one. So you would get 6 Attack total from those two cards.

    Recruiting Characters, Scanning Rooms, and Fighting EnemiesIn-between playing cards from your hand, or after youve played all of your cards, you can recruit any number of characters, scan any number of rooms, and fight any number of enemies. You can do any or all of that as many times as youre able and in any order.How to Recruit a CharacterThe HQ section of the board has five spaces, each of which contains exactly one face-up character from the Barracks.To recruit a character from the HQ, spend Recruit Points equal to that characters cost (found on its bottom right corner) and then put it into your discard pile. When your deck runs out and you shuffle your discard pile to make a new deck, you will soon draw that new character and be able to use its abilities.Whenever there is an empty space in the

    HQ for any reason, immediately refill it with the top card of the Barracks face up. For example, you might recruit a character, see what new character appears in its place, and then recruit that new character if you have enough Recruit Points.You can also recruit a Sergeant from the Sergeant stack. To do so, spend 3 Recruit Points and put the top card of the Sergeant stack into your discard pile. Sergeants always cost 3 Recruit Points and there are Sergeants for each of the five character classes. (You wont know which one you get until you recruit it.) Besides being different classes, the Sergeants are identical.Some special abilities instruct you to gain a character. Whenever you gain a character, unless the effect says otherwise, it goes to your discard pile.How to Scan a RoomDuring the game there will be hidden (face down) cards in the Complex. Its usually a good idea to scan those cards in order to turn them face up. That way, if you find an alien, you can try to kill it before it moves into the Combat Zone and starts attacking you.Each of the five rooms in the Complex has a Scan Cost. To scan a room that has a hidden card, spend Attack equal to that rooms Scan Cost. Then turn the hidden card face up. There are also special abilities in the game that let you scan a room. In those cases you dont have to pay the Scan Cost to scan the room.

  • Name

    Card Type &Descriptor

    Enemy Card

    SpecialAbility Attack: You must

    have this much Attack in order to kill this enemy.

    ALIEN TM & 2014 FOX. 2014 UDC. ENCOUNTERS.

    2

    Reveal: Add a Hive card.

    EnEmy - AliEnXenomorph Swarmer

    The Lost Colony - 1

    it will trigger the ability on that objective. Later in the game, after youve completed Objective 1, youll be on Objective 2, so any events that get revealed will trigger that card. Eventually if you make it to Objective 3, events will trigger that card.(See Completing Objectives on page 11 for more info on Events)

    Revealing a HazardEach Location card has three Hazard abilities numbered 1, 2, and 3. The first time in the game when you reveal a Hazard card it triggers the first Hazard ability on the location. Then put the Hazard in the Discarded Hazards/Events space. The second time you reveal a Hazard card it triggers the second ability on the location, and the third time you reveal a Hazard it triggers the third ability on the location.

    Revealing a Character or Special CardsSometimes youll find a Character or Special card. These cards will always have Reveal abilities that tell you what to do. (Often, something good will happen if you find one of these cards before it gets pushed to the Combat Zone.)How to Fight an EnemyOnce an enemy has been turned face up you can fight it. You can fight any number of enemies, one at a time, that are in either the Complex or the Combat Zone. To fight an enemy, spend Attack equal to that enemys Attack value in order to kill it. Then put that card onto the Dead Enemies space on the board. You can only fight an enemy if you have enough Attack to kill it. If somehow an enemy has 0 Attack, it will die immediately when you attack it.

    Turning a Hidden Card Face UpA hidden card turns face up when its room is scanned or when it enters the Combat Zone. Depending on what kind of card it is, different things happen when its turned face up.Revealing an EnemyEnemies make up the majority of the cards in the Complex. Enemies include aliens as well as humans or androids who are working against the players. Here are the different parts of an Enemy card:

    When an enemy is revealed, it stays where it is and continues to move through the complex the same way a face-down card moves. Some enemies have Reveal: abilities. When an enemy is turned face up its reveal ability triggers once and then can be ignored afterwards.Revealing an EventEach Objective card has an Event ability. When an Event is revealed, follow the Event ability located on the current Objective and then put the Event card into the Discarded Hazards/Events space. At the beginning of the game youll be on Objective 1 so when you reveal an event

  • After you kill an enemy, if you have more Attack leftover, you can use it to scan rooms and/or fight more enemies. Some enemies have a Death ability. When that enemy dies, follow the instructions of its Death ability.

    Strike Phase: Each Enemy in the Combat Zone StrikesFrom right to left each enemy in the Combat Zone strikes you one at a time. When an enemy strikes, you must draw a card from the strike deck. Most strikes have an Attack value that represents the damage of the Strike. Put those strikes next to your Role Avatar. If you ever have strike damage greater than or equal to your Role Avatars health, you have died and are out of the game. You no longer take turns and remove all of your cards from the game. Its now up to your teammates to avenge you!Some strikes have additional effects, some do nasty things instead of causing damage, and a few are misses (which dont hurt at all).Sometimes other game effects can force you to draw strikes. These work just like when an enemy attacks. Fortunately some effects allow you to heal strikes. When a strike is healed or otherwise discarded, put it into the Discarded Strikes space on the board.Cleanup Phase: Discard Your Hand and Draw Six New Cards At the end of your turn, put all the cards you played this turn into your discard pile. Also, discard any cards in your hand that you didnt play this turn. (You can look through your discard pile at any time to see whats in there.) Then draw six new cards from your deck.

    If you dont have enough cards left in your deck and you still need to draw more, shuffle your discard pile to form a new deck. Then draw the rest of the cards you need. Dont shuffle your discard pile into a new deck until your deck has completely run out AND you still need to draw or reveal more cards from your deck. (Sometimes this can lead to your deck being temporarily empty.)

    Completing ObjectivesThere are many different types of Objectives. Some require you to find and reveal certain cards. Some require you to attach special cards to a room in the Complex. And some require you to kill a specific alien. The players can only be on one current objective at a time. Whenever an Objective is completed, immediately put it on the bottom of the three Objective cards. Players can then work toward completing the next Objective. Players must always complete Objective 1 before they can complete Objective 2, and must complete Objective 2 before they can complete Objective 3. When the third Objective is completed, the game is over and the players have won.

    Some Objectives have Setup text. Follow these instructions immediately when it becomes the current objective.

    On your first time playing with an Objective it might not be immediately clear how to complete it. However, youll always be able to figure it out as you make your way through the Hive.

  • ALIEN TM & 2014 FOX. 2014 UDC. ENCOUNTERS.

    Chief engineer ParkerFind it and Kill it

    4

    Coordinate

    2ALIEN TM & 2014 FOX. 2014 UDC. ENCOUNTERS.

    2

    Coordinate2

    Francis 85 aaronThe Companys orders

    ALIEN TM & 2014 FOX. 2014 UDC. ENCOUNTERS.

    Reveal: Move this to Operations.

    Operations: Pay 2 Attach this to any clear room that doesnt already have a Sentry Gun.

    Complex: Enemies in this room have -2 .

    MISSIONSENTRY GUNS

    They Mostly Come At Night - 2

    That player can now play a copy of the card you coordinated with them. (See Copying a Card on page 16) At the end of that players turn, put the card you Coordinated into YOUR discard pile. You can only Coordinate one card to each player on their turn. However, multiple players can each coordinate one card to the player whose turn it is in order to give that player a huge advantage.When you Coordinate a card to a player, they can choose not to play a copy of it. Either way you still draw a replacement card.

    Example of coordinating: Its Player As turn. Player B decides to Coordinate the card Find It And Kill It. Player B sets aside the card face up, draws a replacement card, and tells Player A. Player C decides to Coordinate as well. Player C sets aside The Companys Orders, draws a replacement card, and tells Player A.Player A now copies both of the Coordinate cards, gaining 2 Attack from the first one and 2 Recruit Points from the second. Even better, since Find It And Kill It is a card that allows him to trigger his First Aid survival ability which heals a strike from any player. At the end of Player As turn, the card Player B coordinated goes to Players Bs discard pile and the card Player C coordinated goes to Player Cs discard pile.

    Objective Goal CardsSome Objectives require you to do something with cards youll find in the Hive.The cards are marked as a goal for Objective 1, 2, or 3. If one of these cards has an ability on it where you can spend Recruit Points, you can only use the ability if youre on the proper Objective.

    Final EnemiesEach Objective 3 requires the players to kill one or more specific aliens. These aliens say Final Enemy on them. You may not fight a Final Enemy until youre on Objective 3. (If you havent completed Objective 2 yet when a Final Enemy shows up, youre probably in trouble.)

    Keyword Abilities on CharactersThere are four keyword abilities found on Characters:CoordinateCoordinating allows you to let another player borrow one of your cards. It is a critical way to help your teammates kill tough enemies. Its the most common keyword found on characters in the Barracks, and all Sergeants have Coordinate.

    During another players turn you can Coordinate with them like this: Set aside a Coordinate card in your hand face up, and then immediately draw a new card to replace it. While it is set aside, its considered out of play.

  • ALIEN TM & 2014 FOX. 2014 UDC. ENCOUNTERS.

    Vigilant: If you would draw a strike, you may discard this to avoid it.

    2

    private hudsonbody armor

    ALIEN TM & 2014 FOX. 2014 UDC. ENCOUNTERS.

    2+Sacrifice: You get +2 .

    4

    SiSter ripleyBAIT FOR THE BEAST

    ALIEN TM & 2014 FOX. 2014 UDC. ENCOUNTERS.

    6

    Mobilize: Choose a player. They may kill a card in their discard pile.

    : Choose a player. They may kill a card in their discard pile.3

    JOHNERI Mostly Just Hurt PeoPle

    VigilantVigilant characters can stay in play longer than one turn. When you play a Vigilant character, leave it in play in front of you like a normal card. However, at the end of your turn, when you discard your cards and draw a new hand, leave your Vigilant cards in play. Most Vigilant characters let you discard them in order to get an effect such as gaining Attack or avoiding a Strike. On the turn you play a Vigilant character it helps you trigger Class or Crew abilities. However, on later turns while a Vigilant card remains in play, it wont help you trigger those abilities.If an effect says to do something to one of your characters, this includes characters in your hand, characters you played this turn, and any Vigilant characters that you have in play. If you need to show a character for an effect, you can show one of your Vigilant characters.

    SacrificeSome cards allow you to sacrifice them to get a special effect. Play the card as normal. Then any time on your turn you can kill the card, putting it into the Dead Characters space, to get its Sacrifice effect. When you Sacrifice a card, you still get to keep any Recruit Points, Attack, or Once this turn abilities it generated that turn. It also still counts for the purposes of triggering other cards Class or Crew abilities.

    Mobilize A Mobilize character grants you a special ability as soon as you gain the character. When you recruit or otherwise gain a character with Mobilize, after you refill the HQ, you get its Mobilize text immediately. (You must use the Mobilize ability unless it specifies You may....)Once you gain a Mobilize character you ignore its Mobilize text from then on.

    Facehuggers and ChestburstersFacehuggers work differently than other aliens. Whenever one is revealed, it gets placed right in front of the player whose turn it is. This represents the Facehugger trying to attach itself to that player. That player can fight and kill it that turn if possible. If that player cant kill it, the next player is allowed to fight it on their turn. If neither player can kill it, the Facehugger impregnates the initial player: The Facehugger dies and goes to the Dead Enemies space. Then that player puts a Chestburster card from the Hatchery into his or her discard pile.If theres only one player left in the game and that player reveals a Facehugger, they will have this turn and the next one to kill it.Facehuggers cant be moved by player effects (like the Electric Prod).If multiple Facehuggers impregnate a player at the same time, they all die, but the player only gains one Chestburster card.Beware: Facehuggers can show up from unexpected places, without warning!

  • Additional RulesPlayers Fight PlayersSometimes a player might want to fight another player. (The main reasons to do this are when playing with the Advanced Rules for Hidden Agendas or Alien Players.)During your turn, you can fight another player by spending Attack equal to that players Defense value. That player must then draw a Strike card. You can attack another player as many times you like on a turn as long as you can spend enough Attack each time.

    Your CharactersIf an effect refers to your characters this includes any character in your hand as well as any characters youve played this turn. (It also counts any Vigilant characters you have -- see page 13.)The characters in your deck and discard pile do not count. Copies of characters (such as a card that was coordinated to you) also do not count.

    KillIn addition to spending Attack to kill enemies, there are many effects that say to kill certain cards. Killed enemies go to the Dead Enemies space and killed characters go to the Dead Characters space. If a Chestburster gets killed, put it back into the Hatchery. And if somehow a Hazard or Event gets killed, put it into the Discarded Hazards/Events space.If a card says to kill one of your characters you can kill a character in your hand or one youve already played this turn. If you kill one youve already played this turn, you still get to use the Recruit Points, Attack, and special abilities the character produced, including Once this turn abilities. It also still counts for the purposes of triggering

    When you gain a Chestburster the following things happen: Enemies will no longer strike you. (Youre part of the family now.) If a Facehugger would be placed in front of you, it moves onto the next player. That player still only has this turn and the next one before he or she gets impregnated. If there is no other player to move onto, the Facehugger dies. The moment you draw the Chestburster, it claws its way out of your chest and you die horribly. If youre playing with the Alien Player advanced rules (see page 19), you now get to re-enter the game as an Alien. Otherwise, youre simply out of the game.Example of a Facehugger + Chestburster: Player A expends some Attack to scan the Med-Lab. This reveals the hidden card there and its a Facehugger! Player A puts the Facehugger right next to his avatar. Player A realizes he doesnt have enough Attack to kill it and starts to panic. He takes the rest of his turn and then looks at the next player (Player B). Hey, can you kill this thing?Player B takes her turn. She realizes she doesnt have enough Attack to kill the Facehugger. Im sorry I cant help you...At the end of Player Bs turn, the Facehugger impregnates Player A. The Facehugger dies and goes to the Dead Enemies space. Then player A puts a Chestburster from the Hatchery into his discard pile. If the players can find a way to remove the Chestburster from Player As deck or discard pile hell be all right. Otherwise, when he draws it, he immediately dies.

  • another cards Class or Crew ability.Killing some of the Basic Colonial Marines (Specialists and Grunts) you start with can actually be very good for you, since it means you will draw your more powerful characters more often, instead of drawing the weaker Marines.

    MarinesThe Specialists and Grunts you start with, as well as the Sergeants you recruit all have the

    Crew symbol. Specialists and Grunts have no character class, but there are Sergeants with each of the five character classes.

    Gaining CardsWhen you gain a card, put it into your discard pile. After you shuffle your deck, youll be able to draw that new card.

    Running Out of Cards in the Hive DeckOften the Hive deck will run out while the players are struggling to defeat the Final Enemy. If you need to add a Hive card and the Hive deck is empty, take all of the cards in the Dead Enemies space, shuffle them together and make a new Hive deck. In the unlikely event that the Hive deck runs out a second time, the aliens have overrun the players and the players all die. (As above, this happens when you need to add a Hive card and there isnt one left.)

    Running Out of Cards in the Barracks Deck If the Barracks runs out, keep playing normally except the HQ will no longer refill. And once there are no longer cards in the HQ you will no longer be able to recruit characters (other than Sergeants).

    Running Out of Cards in the Sergeant StackIf this stack runs out, keep playing normally except you will no longer be able to recruit Sergeants.

    Running out of Cards in the Strike DeckWhen this deck runs out, immediately shuffle all of the discarded strikes to make a new Strike Deck.

    Special Abilities On Cards Cards can override the rules of the game. If one card says you cant do something and another tells you to do it, cant beats can. If a card tells you to do something and you cant do all of it, then do as much as you can. For example, if a card tells you to discard two cards from your hand and you only have one card, just discard the one card. If a card requires a choice and its not clear who should make the choice, then the player whose turn it is makes the choice. If a card instructs you to do something and its not clear who it refers to, it refers to the player whose turn it is.

    Show a CardThis just means to show the other players that you have a particular card. You dont have to play or discard the card. You can also show a card that you already have in play (including Vigilant cards).

  • ALIEN TM & 2014 FOX. 2014 UDC. ENCOUNTERS.

    2

    2 Once this turn, if the Med-Lab is clear, you may heal a strike from any player.

    bishopGet Him to medical

    ALIEN TM & 2014 FOX. 2014 UDC. ENCOUNTERS.

    Reveal: Move this to Operations.

    Operations: Pay 2 Attach this to any clear room that doesnt already have a Sentry Gun.

    Complex: Enemies in this room have -2 .

    MISSIONSENTRY GUNS

    They Mostly Come At Night - 2

    ALIEN TM & 2014 FOX. 2014 UDC. ENCOUNTERS.

    3

    Strike: When you draw a new hand at the end of this turn, draw one fewer card.

    Xenomorph ScreecherEnEmy - AliEn

    The Beast Is Out There - 2

    Clear RoomA room is considered clear if there is no card in that room. A room that has an attached card can still be clear if there is no other card in it. If a room gets blocked by an effect it is removed from the game and never counts as being clear.

    Copying a CardSome effects allow you to copy a card. Whenever you copy a card, pretend as though you just played that card. You get all of its Recruit Points, Attack, and special abilities including any Class or Crew abilities it has and keywords such as Sacrifice. A copy of a card cant be killed or discarded.

    Does Not MoveSome enemies dont move. If another card tries to enter its space, leave it where it is, and have the other card skip to the next space.

    Does Not StrikeSome enemies dont strike. Just ignore that enemy during the Strike Phase.Double Strike and Triple StrikeWhen an enemy with Double Strike strikes you, you draw two Strike cards instead of one. If it has Triple Strike, youll draw three Strikes instead of one.

    Strike AbilitiesSome enemies have Strike abilities. When these enemies strike at you, in addition to drawing a Strike, follow the instructions on the card.

    Once this turn Most card abilities take place immediately when you play the card. However, some say Once this turn which means that you can choose to use that ability later on during your Action Phase instead of right away. However, once you get to the Strike Phase part of the turn its too late to use it.

    Next PlayerSome effects refer to the next player. Usually this means the player who is next to act. However, if theres only one player left in the game (whether because youre playing solo or because everyone else is dead), then next player refers to you. For example, if an effect says you and the next player each draw a strike, you would draw two strikes.

    Enemy gets -2 AttackSome effects reduce an enemys Attack. It can never go below 0. When you fight an enemy, if its attack is 0 you can kill it without using any Attack.

    Attach to a RoomSome cards tell you to attach it to a room. In this case put it in that room of the Complex but slide it up a bit. This way other cards can still go into that room on top of the attached card, but the attached cards name is still visible. The attachment doesnt count as being inthat room.

  • ALIEN TM & 2014 FOX. 2014 UDC. ENCOUNTERS.

    EGGEnEmy - AliEn

    This Alien does not move or strike.Event: Kill this Alien and put a Facehugger from the Hatchery in front of you.

    3The S.O.S. - 1

    ALIEN TM & 2014 FOX. 2014 UDC. ENCOUNTERS.

    EVENT

    The S.O.S. - 1 3ALIEN TM & 2014 FOX. 2014 UDC. ENCOUNTERS.

    Reveal: Put this in front of you. Any player can fight it on their turn. If its still alive at the end of the next turn, kill it and gain a Chestburster from the Hatchery.

    EnEmy - AliEnFACEHUGGER

    Hatchery Deck

    ALIEN TM & 2014 FOX. 2014 UDC. ENCOUNTERS.

    FLESH WOUNDSTRIKE

    1Strike DeckALIEN TM & 2014 FOX. 2014 UDC. ENCOUNTERS.

    2

    Death: Each player kills one of their characters.

    EnEmy - AliEnAcid-sprAy Xenomorph

    Drone Deck

    Area AbilitiesSome cards have abilities which are only active while the card is in a certain area. They look like this: Complex:, Operations:, or Combat Zone:

    Event AbilitiesSome enemies have abilities that trigger when an Event is revealed. When an Event is revealed, first resolve the Event trigger on the Objective and then resolve it on any enemies in play.

    Special Hive cardsSome cards in the Hive are marked as Special. Just follow the instructions on these cards when theyre revealed.

    Pay AbilitiesSome cards allow you to pay in order to get an effect. In this case, just spend the

    and follow the instructions.

    Grown in a LabGrown in a Lab becomes a clone of another card you played this turn. In this case, it gains the stats, text, class, crew, character name, etc. of the card youre cloning. However, it also still counts as a Ripley card (for the purposes of cards like Acid Blood or The Newborn).

    Ventilation LockOne card, Ventilation Lock, can block the Ventilation Shafts. When this happens, that room no longer exists. Put the current Objective Card (No One Can Hear You Scream) on that room and then put the whole Hive deck on top of it.

    Deck LabelsMost cards in the game have a label on them that makes it easier to tell where a card belongs. This is especially useful when youre cleaning up and reorganizing a finished game.

    TimingIf a card tells multiple players to do something at the same time, first the player whose turn it is does it then the other players go in clockwise order.

    If multiple cards are moved to the Combat Zone at the same time, turn the first one face up (if necessary) and resolve any Reveal triggers or its Hazard or Event ability. Then turn the next card face up, and so on.

    If multiple effects occur at the same time, and its not clear what order to resolve them in, the player whose turn it is chooses the order.

  • Crews Nostromo: Well move in pairs.

    Well go step by step and cut off every bulkhead and every vent until we have it cornered. And then well blow it out into space. Warrant Officer Ripley

    Sulaco:We got tactical smart missiles, phase-plasma pulse rifles, RPGs, we got sonic electronic ball breakers. We got nukes, we got knives, sharp sticks Private Hudson

    Fury-161:Youre all gonna die. The only question is how you check out. Do you want it on your feet? Or on your knees begging? I aint much for begging. Nobody ever gave me nothing. So I say $% that thing! Lets fight it! Brother Dillon

    The Betty:Hey, Ripley. I heard you, like, ran into these things before. So, like, what did you do?I died. - Johner and Ripley No. 8.

    Colonial Marines:All right, sweethearts, youre a team and theres nothin to worry about. We come here, and we gonna conquer, and we gonna kick some, is that understood? Sgt. Apone

    Character Classes Intel characters are the best at gaining

    information, scanning rooms, and drawing cards.

    Leadership characters excel at generating extra Recruit Points and gaining extra characters.

    Strength characters are great at generating Attack and killing cards you no longer want in your deck.

    Survival characters can avoid drawing strikes and can heal players.

    Tech characters are jacks of all trades who can dabble into the effects of the other classes as well as do some unique things like move enemies or copy other cards you played this turn.

  • ALIEN TM & 2014 FOX. 2014 UDC. ENCOUNTERS.

    Warrior XenomorphALIEN AvAtAr

    Once during each of your turns, choose a player to draw a strike.

    8

    6

    ALIEN TM & 2014 FOX. 2014 UDC. ENCOUNTERS.

    3

    Strike: When you draw a new hand at the end of this turn, draw one fewer card.

    Xenomorph ScreecherEnEmy - AliEn

    The Beast Is Out There - 2ALIEN TM & 2014 FOX. 2014 UDC. ENCOUNTERS.

    2

    Reveal: Add a Hive card.

    EnEmy - AliEnXenomorph Swarmer

    The Lost Colony - 1

    Advanced RulesThese are rules you should only use once you feel like you have mastered the game.

    Advanced Rule: Player AliensTheres a monster in your chest. Its a really nasty one. And in a few hours its gonna burst through your ribcage, and youre gonna die. Any questions? Ripley No. 8

    In the standard rules, when a player dies to a Chestburster theyre out of the game (just like if they die from Strike damage). With this optional rule, when a player dies to a Chestburster they get to re-enter the game on their next turn as an Alien Player. Heres how it works:

    When you die, remove your avatar and all your cards (deck, hand, etc.) from the game. Choose a random Alien Avatar. Shuffle the 36-card Alien Player deck and draw a hand of 6 cards. You now have a new goal: Kill the rest of the players. Do the following on each of your turns, in this order: 1. Play any number of cards from your hand. 2. Discard each card you played and any that are left in your hand, and draw a new hand of 6 cards. (You dont do anything else on your turns like having a Hive or Strike Phase.)

    If your deck runs out, reshuffle it just like you would as a regular player. Players can fight you by spending Attack equal to your Defense number. Each time youre attacked this way, draw a Strike. Ignore any text on that strike, but if it has a damage number of 1 or higher put it next to your Avatar. If you ever have Strike damage greater than or equal to your health, you die. Remove your deck, hand, and discard pile from the game, but leave any cards that you might have put onto the board. You no longer count as a player for the purposes of game effects. If an effect says something happens to the next player and that would have been you, it skips you and goes on to the next player. Note: Some cards refer specifically to an Alien Player. If an Event or Hazard is revealed, treat it as though the next player revealed it. (It refers to them and they make any decisions on it.). If you would ever receive a Facehugger, give it to the next player instead. If at any point all players in the game are Alien Players, the game ends.

    Advanced Rule: Hidden AgendasYou know, Burke, I dont know which species is worse. You dont see them screwing each other over for a goddamn percentage. Ellen Ripley

    As if a horde of aliens wasnt enough, now there might be a traitor in your midst. The Hidden Agenda rules add an element of secrecy and suspense among the players.

  • ALIEN TM & 2014 FOX. 2014 UDC. ENCOUNTERS.

    SECRETS REVEALED

    ALIEN TM & 2014 FOX. 2014 UDC. ENCOUNTERS.

    2 0

    You may switch an Enemy or hidden card with another Enemy or hidden card. (Both must be in the Complex and/or Combat Zone.)

    GOOD AGENDAEFFICIENT

    Good Agenda

    ALIEN TM & 2014 FOX. 2014 UDC. ENCOUNTERS.

    2

    Choose a dead Alien and put it into the Combat Zone. Avoid all strikes you would draw this turn.

    0

    EVIL AGENDAENTHUSIASTIC

    Evil Agenda

    acquired. Once everyone else is dead, you must then call in the rescue team from The Company. (See below.) The name of each Agenda card describes the personality of your character. For example, you might be a Ruthless Gunner or a Fearless Scout.Secrets Revealed During Setup, set aside Secrets Revealed cards equal to the number of players. Each of these replaces one of the Drone cards in the Hive decks youll use this game.

    For example, in a three-player game, you would normally use a total of nine Drone cards. But in a three-player game with Hidden Agendas, you would use three Secrets Revealed cards and six Drone cards. (In a four-player game youd use four Secrets Revealed cards and eight Drones, etc.) During the game, when a Secrets Revealed card is revealed, the player whose turn it is must reveal the Agenda card of any one player (including their own) that hasnt been revealed yet. Then put the Secrets Revealed card aside for he remainder of the game. (It wont be used again.) When a players Agenda card is revealed, two things happen: 1. It shows everyone else whether that players a traitor or not. 2. That player then gains their Agenda character card. (It goes into their discard pile and works just like a regular character card.)

    Agenda CardsAt the beginning of the game after players have selected their roles and built their 13-card starting decks, do the following: Without looking at them, randomly select one of the ten Good Agenda character cards for each player but dont give them out yet. Without looking at them, randomly select one of the five Evil Agenda character cards Shuffle the one Evil card in with the Good agendas cards, then deal one out to each player. Put the remaining card back in the game box without looking at it. It wont be used this game. If that was the Evil card it means theres no traitor this game but the players dont know this yet. Players may now look at their Agenda cards to find out if they are Evil this game. Then each player puts their Agenda card face down underneath their Avatar. (They can look at it at any time during the game.) You may not reveal your Agenda card to other players.If you received a Good Agenda, youre playing the normal game. You win by completing all three Objectives. If you received the Evil Agenda, youre playing a very different game. You are secretly working for The Company. By any means necessary you want all the other players to die so an alien specimen can be

  • When a Player DiesIf a player dies and their Agenda hasnt been revealed yet, it gets revealed at that time.

    When the Player with the Evil Agenda DiesThe Good players dont need to kill the Evil player. They can win by completing their three Objectives whether or not the traitor is still alive. However, if the Evil player dies, not only does that remove a big threat to the team, but it buys the players some extra time: Shuffle each enemy and hidden card in the Complex together and put them on top of the Hive deck.

    When Everyone but the Traitor DiesNow all the traitor needs to do is play their Agenda card to win the game. (This represents The Company showing up to collect an alien specimen and rescue the traitor.) Alternate Victory: Agenda cards count as Character cards, so its possible for them to be killed. If the Evil players Agenda card gets killed, he can still win the game. All other players must be dead and the Evil player must complete all three Objectives. (This represents the evil player being left on his own by The Company such that he must fight his way out to survive.)

    When Everyone DiesSometimes the good players might kill the evil player or vice versa, but then the aliens overrun the survivors. In this case, everyone loses just like in the regular game

    When Theres an Alien Player and a TraitorIn this case, things arent going great for the good guys. The traitor doesnt need to kill the Alien Player in order to win the game. The Alien Player has the option to try to hurt whomever it wants.

    Gameplay TipsAt the beginning of the game you dont know who you can trust (unless youre the Evil player). You can attack other players if you want, but youll risk hurting a potential ally or possibly revealing something about your Agenda.When you reveal a Secrets Revealed card, its great to try to find the evil player because then everyone can start fighting him and the Good players will now stop coordinating with or otherwise helping him. But it can also be beneficial to reveal yourself. Not only will you get to put your Agenda character card into your deck, but, if youre Good other Good players will know that youre on their team.We recommend playing several games of the regular game without Hidden Agendas before trying them. They often make the game much harder as youre not sure who to trust and at any moment a player might betray everyone.

    Table Talk and EtiquetteIn the regular game players are allowed to say anything they want and even show each other their hands. When playing with Hidden Agendas use the following etiquette: Players may not reveal their Agenda card or discuss any details about their Agenda card such as its name, stats, or game text. Players may not ask other players details about their Agenda card. It is okay to ask a player if hes Good or Evil (Although the player doesnt have to answer.) Players may lie about their hand or intentions. Players must reveal each card they play during their turn. Each players discard pile is public information and can be looked through by anyone at any time.

  • ScoringIf youd like to keep score for your games, use these rules. (These are especially good if you play a series of Hidden Agenda Games to determine an overall winner.)

    Regular Game (No Hidden Agendas) If the players lose, they score 0 points. If the players win, they each score 1 point for each player that survived. (Dead players still get their points unless they turned into Alien Players.) Alien Players can never score points. Their goal is to deny everyone else points.

    Hidden Agenda Game If the good players lose, they score 0 points. If the good players win and there was no player with an evil agenda, they score 1 point for each player that survived plus 1 bonus point for the difficulty of playing while paranoid. If the good players win and there was a player with an evil agenda, the players score 1 point for each player that survived plus 5 bonus points for thwarting the evil player. If an evil player loses, he scores 0 points. If an evil player wins, he scores 2 points for each good player that died.

    Delayed Hidden AgendasThis is a variation of Hidden Agendas, where players are not allowed to look at their own Agenda card until after a Secrets Revealed card is played on them. This way you might not even realize youre a bad guy. In this variation, finding out youre Evil represents the Company sending special orders to you to kill everyone else, right in the middle of the game, after theyve learned about the aliens existence.

    Adjusting DifficultyThe game can be very hard, especially for newer players. Some Objectives and Locations are harder than others and some combinations of characters and roles work better than others. In addition to trying out different combinations, here are some ways to make the game easier or harder. To make the game easier, do one or more of these: During Setup, shuffle extra Drone cards into each Hive mini-deck. The more Drones you use, the easier the game. We recommend starting with one extra Drone per mini-deck. Treat each players Defense value as extra Health. Give each player one (or two) free preparations turn where they get to skip the Hive Phase.To make the game harder, do one or more of these: During Setup, dont shuffle in as many Drone cards. The fewer drones, the harder the game. We recommend starting by removing one Drone per mini-deck. During Setup, put cards from the Hive face down into the Complex. The more cards, the harder the game.

  • Achievements When you draw a new hand it has no basic cards in it. When you combo three different class symbols on the same turn. If you have all five different class symbols in your hand (or in front of you.) If the HQ is all one class If the HQ is all five classes

    Playing Through the MoviesWe suggest playing through the movies for your first several games. To do so, use the following cards: Alien Location: The Nostromo Objective 1 / Hive 1: The S.O.S Objective 2 / Hive 2: No One Can Hear You Scream Objective 3 / Hive 3: A Perfect Organism Characters: Warrant Officer Ripley, Captain Dallas, Chief Engineer Parker, Navigator Lambert Note: All of these characters have the icon.

    Aliens Location: Hadleys Hope Objective 1 / Hive 1: The Lost Colony Objective 2 / Hive 2: They Mostly Come At Night Objective 3 / Hive 3: Whos Laying The Eggs? Characters: Lieutenant Ripley, Corporal Hicks, Private Hudson, Bishop Note: All of these characters have the icon.

    Alien3 Location: Fiorina Fury 161 Objective 1 / Hive 1: Where are the Brothers? Objective 2 / Hive 2: The Beast is Out There Objective 3 / Hive 3: Nobody Can Stop It Characters: Sister Ripley, Brother Dillon, CMO Clemens, Francis 85 Aaron Note: All of these characters have the icon.

    Alien: Resurrection Location: The Auriga Objective 1 / Hive 1: Breakout Objective 2 / Hive 2: Youre a Thing. A Construct. Objective 3 / Hive 3: Shell Breed. Youll Die. Characters: Ripley No. 8, Call, Johner, Christie Note: All of these characters have the icon.

  • Special Rules If an Alien card says to draw a strike, gain a wound instead. If an Alien card says to heal a strike, you may KO a wound in your hand or discard pile instead. If an Alien card has a Reveal ability, it works like an Ambush ability. If an Alien card has a Death ability, it works like a Fight ability. If an Alien card has a Strike ability, it occurs when the alien escapes the city. If an effect says to turn a card face down, ignore it.

    Terminology SwapsIn either game, treat these terms as the same: Barracks = Hero Deck Hive = Villain Deck Sergeant = Shield Officer The City = The Complex Kill = KO Character = Hero Enemy = Villain/Henchman

    Class SymbolsThe Symbols for each class are the same in both games. In either game, if some game text doesnt make sense, just ignore it. (Such as rescuing a bystander in Legendary Encounters or completing an Objective in Legendary .)

    Combining Legendary Encounters with LegendaryIf you have Legendary : A Marvel Deck-Building game, you can mix your Alien and Marvel cards together in a variety of ways.

    When Playing Legendary Encounters You can use Marvel Heroes in place of some or all of the Alien characters in the Barracks. You can use Villains and/or Henchmen in place of Drones.

    Special Rules If a Marvel card says to gain a wound, draw a strike instead. If a Marvel card says to KO a wound, heal a strike instead. If a Marvel card has an Escape ability this happens when the card enters the Combat Zone. If a Marvel card has an Ambush ability, it works like a Reveal ability. If a Marvel card has a Fight ability, it work like a Death ability. See below for more terminology swaps.

    When Playing Legendary You can use Alien characters in place of some or all of the Marvel Heroes in the Hero deck. You can use aliens and other Enemies in place of Villains/Henchman in the Villain deck.

  • Game ContentsRulebook, game board and 600 cards. 10 Role Avatars 10 Role Character Cards 35 Specialists 25 Grunts 10 Sergeants 224 Character cards (16 characters with 14 cards each: each character has 1 rare, 3 uncommons, and 5 each of two commons) 4 Locations 12 Objectives 132 Hive cards (12 different mini-decks) 24 Drone cards 14 Hatchery Cards 40 Strikes 4 Alien Avatars 36 Alien Player Cards 15 Agenda Cards 5 Secrets Revealed Cards

    CreditsGame Design and Card Set Design: Ben Cichoski and Danny Mandel (Super Awesome Games)Brand Management: Jason Brenner Development Team: Jason Brenner, Bubby Johanson, Mark Shaunessy, Crystal Goggio.Product Management and Art Direction: Bubby Johanson Graphic Design: Krista TimberlakeProject Management: Rachel Valverde, Louise Bateman.President, Upper Deck Company: Jason Masherah Director of Creative Services: Mike Eggleston Original Legendary Game Engine Design: Devin LowPlaytesters: Jason Brenner, Crystal Goggio, Bubby Johanson, Matt Rogers, Mark Shaunessy, Jenny Silva and many more. Super Awesome Playtesters: Gus Cichoski, Drew Clark, John Earle, Mike Leoncavallo, Eric Thomas, Ken Wyman

  • ALIEN & 2014 Twentieth Century Fox Film Corporation. All Rights Reserved. 2014 UDC. 2251 Rutherford Road, Carlsbad, CA 92008. All rights reserved. Printed in Canada.

    Quick Reference GuideSetup

    Note: Only the Sergeant, Strikes, Hatchery, Location, Objective, Hive and Barracks spaces on the board are used when you set up the game. The other spaces will be used once the game begins.

    Initial Setup1. Each player chooses a Role Avatar and takes the Role Character card that goes with it.2. Each player takes 7 Specialists, 5 Grunts, and their Role card, shuffles them to make a personal deck of 13 cards, then draws a hand of 6 cards.3. Shuffle the Sergeants and shuffle the Strikes, then put them face down on their appropriate spaces.4. Put the 14 Hatchery cards face up on the Hatchery space. 5. Choose a Location and put it face-up on the Location space.6. Choose one Objective 1, one Objective 2, and one Objective 3 and put them face-up on the Objective space with Objective 1 on the top and Objective 3 on the bottom.7. Find the three Hive mini-decks that match those Objectives. Shuffle in 1 random Drone card for each player into the Objective 3 mini-deck and put it face-down on the Hive space. Then repeat this process for the Objective 2 and 1 mini-decks so that you have one Hive deck with the Objective 1 mini-deck on the top and Objective 3 mini-deck on the bottom.8. Choose four characters, shuffle all of those characters cards together and put them face down on the Barracks. (There should be 56 total character cards.) Then put the top 5 cards into the HQ face up.

    On Your Turn

    During your turn, you do the following:1. Hive Phase: Draw a Hive card (keeping it face down) and add it to the Complex.2. Action Phase: Play cards from your hand, using them to recruit, scan, and fight.3. Strike Phase: Each enemy in the Combat Zone Strikes.4. Cleanup Phase: Discard your hand and all cards played and then draw six new cards.

  • 1

    Legendary Encounters: An Alien Deck Building Game

    Frequently Asked Questions

    Date 10.21.14

    Table of Contents Legendary Encounters: An Alien Deck Building Game ................................................................... 1

    Frequently Asked Questions ........................................................................................................... 1

    General Questions .......................................................................................................................... 2

    Alien Players ................................................................................................................................ 2

    Attacking ..................................................................................................................................... 3

    Attacking other Players ............................................................................................................... 3

    Avatars ........................................................................................................................................ 3

    Avoiding Strikes ........................................................................................................................... 3

    The Board .................................................................................................................................... 4

    Cant be killed .......................................................................................................................... 4

    Characters ................................................................................................................................... 4

    Chestbursters .............................................................................................................................. 4

    Combos ....................................................................................................................................... 4

    Coordinate .................................................................................................................................. 5

    Does Not Move ........................................................................................................................ 5

    Events .......................................................................................................................................... 5

    Final Enemies .............................................................................................................................. 6

    Hazards ........................................................................................................................................ 6

    Healing ........................................................................................................................................ 6

    The Hive ...................................................................................................................................... 6

    Objective Goals and Special Cards .............................................................................................. 6

    Player Death ................................................................................................................................ 6

    Scanning ...................................................................................................................................... 7

    Solo Play (or everyone else is dead) ........................................................................................... 7

  • 2

    Strikes .......................................................................................................................................... 7

    Table Talk .................................................................................................................................... 7

    Specific Card Questions .................................................................................................................. 8

    Role Cards ................................................................................................................................... 8

    Sergeants..................................................................................................................................... 8

    Barracks Cards ............................................................................................................................. 9

    Objectives.................................................................................................................................. 13

    Locations ................................................................................................................................... 14

    Hive Cards ................................................................................................................................. 16

    Drone Cards .............................................................................................................................. 21

    Strike Cards ............................................................................................................................... 22

    Alien Player Cards ..................................................................................................................... 22

    Agendas ..................................................................................................................................... 24

    General Questions

    Alien Players When I die to a Chestburster, when do I re-enter the game as an Alien? On your next turn. When the Chestburster pops (usually but not always at the end of your turn when you refill your hand), your current turn immediately ends. Youll take your next turn as an Alien. What happens if there are two or more Alien Players? Well, for starters things arent going well for the good guys. All Alien Players will draw cards from the same Alien Player deck. If that deck runs out of cards, shuffle all the discarded cards just like you would a regular players deck. What happens if an Alien Player dies? Theyre out of the game. Any cards that theyve attached to things in play remain in play. (Example: Structural Perfection.) Any effects that end at the start of their next turn last until what would have been the start of their next turn. (Example: Communications Are Down.)

  • 3

    Attacking Do I have to use all the Attack from one card for the same thing? No. For example, if you play Knife Games, you could use 2 of that Attack to scan the Airlock and the other 2 Attack to kill an Acid-spray Xenomorph.

    Attacking other Players When am I allowed to attack other players? Being able to attack other players is an advanced rule. There are three cases when you can attack another player:

    If a player has died and re-entered the game as an Alien Player, you can attack them.

    If youre playing with Hidden Agendas, then any player can attack any other player (even if youre not yet sure what that players Agenda is).

    If your play group agrees before the game starts, you can attack other players even if youre not playing with Hidden Agendas. (The primary reason you might want to do this is if a player has a Chestburster and you want to put them out of their misery and/or avoid their becoming an Alien Player.)

    Avatars What is the Armor symbol on the Player and Alien Avatars? Its the avatars Defense score. When you want to attack another player, you spend that much Attack to force them to draw a strike.

    Avoiding Strikes If I get to avoid a strike, do I draw it and then discard it, or do I not even draw it at all? You dont draw it at all. If there are multiple enemies in the Combat Zone and I get to Avoid the next strike you would draw this turn do I get to choose which enemys strike I avoid? No, the enemies in the Combat Zone attack from right to left so youll avoid the strike from the rightmost enemy. If I avoid the strike of an enemy that has a Strike: ability, do I also get to avoid its ability? Yes. (Examples of Strike abilities are Michael Weyland and Xenomorph Screecher.) If I avoid the strike of an enemy that has Double Strike, do I avoid both of its strikes? No, it strikes two separate times and you just avoid one of them.

  • 4

    The Board Why is the Hatchery supposed to be face up? Its to help players avoid confusing the Hatchery with the Hive. That said, theres no gameplay reason for the Hatchery to be face up so feel free to turn it face down if you prefer. We like to place it face down. Where do discarded Objective Goals and Special cards go? Put them into the Discarded Hazard/Event pile. What counts as a room? The only rooms in the game are the five spaces of The Complex. How many cards can be in the Combat Zone? Any number. The Combat Zone never fills up. Its rare for there to be more than 3 enemies in there for long because either you deal with them or you die. Are face-down cards enemies? No. Enemies are only face-up cards that say Enemy on them.

    Cant be killed What if an effect would cause a character that cant be killed to be killed? Ignore that part of the effect.

    Characters What exactly counts as a character? Anything that can go in your deck with the exception of Chestbursters and Hazards (from The Aurigas Hazard #1) is a character. If it has a cost (including 0), its a character. Heres the comprehensive list:

    Starting cards (Specialists and Grunt)

    Sergeants

    Role cards

    Agenda cards

    Friends you find in Hive decks (Jonesy, Newt, Missing Brothers, Larry Purvis).

    Cards that start in the Barracks

    Chestbursters If a Chestburster is killed, where does it go? It goes back to the Hatchery. (This is different from killed Facehuggers which go to the Dead Enemies pile.)

    Combos If I choose not to play a card (for example, Knife Games) can I still get credit for having played its Class symbol in terms of triggering another cards combo?

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    No, you must play the card in order to get credit for having its symbol. If I play two copies of a game card that has a class ability, only the second one triggers, correct? (For example, First Aid.) Yes, only the second one would trigger its class ability. Youd still get its Recruit Points though. Also, if you then played a third copy of First Aid, it would trigger as well. (Once youve played one card with the required symbol, the rest of your cards that need that symbol will trigger.)

    Coordinate What is the timing of coordinating a card and shuffling my deck? When you coordinate a card, set it aside. (It is considered out of play.) Then draw a replacement card. If this would cause you to shuffle your deck, do NOT shuffle the coordinated card into your deck. At the end of the current turn, put the coordinated card into your discard pile. Can I coordinate a card to a player even if they dont want it? (Lets say were playing with Hidden Agendas.) Yes, you can. However, they dont have to play the copy of it. They can effectively pretend you didnt coordinate with them. You will still get to draw your replacement card. If I coordinate a card to a player, do they have to use it the way they said they were going to? For example, my teammate says he says hes going to use the Attack I coordinate to him in order to kill an enemy, but then he decides not to. Players can lie or change their minds about their intentions, especially when playing with Hidden Agendas. For example, its possible that you coordinate some Attack to a teammate, and then he turns around and uses it to attack you.

    Does Not Move If an enemy doesnt move, what happens if a card would push it? It jumps over it and goes in the next space. (Pushing whatevers already in that space, unless that doesnt move either!)

    Double Strike and Triple Strike If an enemy has a Strike: ability and Double Strike what happens? It will get its Strike: ability twice. (Or three times if it has Triple Strike.) This also applies to the Inner Mouth Alien Player ability.

    Events When an Event is resolving, do you leave the Event card in its room or discard it?

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    First discard it, then follow the instructions on the Objective (and any other Event abilities). Note: Some Events may attach to rooms or go someplace else other than the discard pile. In those cases, first put the Event where it goes, then follow the instructions.

    Final Enemies If the Hive deck runs out and I have to reshuffle to make a new one, do Final Enemies get shuffled in? Yes. (Currently this can only happen if youre playing the Objective Shell Breed. Youll Die. which has two Final Enemies. ) If a Final Enemy comes back (because of a Hive reshuffle or some other effect) do I have to kill it again to complete the Objective? No, you just need to kill it once.

    Hazards When a Hazard is resolving, do you leave the Hazard card in its room or discard it? First discard it, then follow the instructions on the Location. Note: Some Hazards may attach to rooms or go someplace else other than the discard pile. In those cases, first put the Event where it goes, then follow the instructions.

    Healing When a card says I can heal a Strike from any player, who chooses which Strike gets healed? The player who played that card (or triggered that effect by killing an enemy, etc.) gets to decide. This is especially important when playing with Hidden Agendas. You might want to heal another player, but possibly not their worst strike just in case they turn out to be evil. When I heal a Strike, does that just heal 1 damage or does it get rid of the whole card? The whole card. You can also heal Strikes with an asterisk (*).

    The Hive When the Hive deck runs out of cards, do you reshuffle the discarded Events, Hazards, or Special Cards in with the dead enemies to make a new Hive? No, you just shuffle the dead enemies in. (This makes Cloned Xenomorphs extra hard since you wont have Containment Cells for them!)

    Objective Goals and Special Cards Do Objective Goals such as Sentry Guns or Bishops Head remain in play after you complete their objectives? Yes.

    Player Death When a player dies, what happens to his deck?

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    All of their cards in hand, play, deck, and discard pile are removed from the game. They do not go to the Dead Characters pile. Except for Chestbursters, those go back to the Hatchery. (We wouldnt want someone to miss out on one!) Any strikes on that player go to the Discarded Strikes pile.

    Reveal Triggers What happens if a card with a Reveal trigger gets put directly into play face up? (For example, the hazard Blood and Terror puts two dead enemies into the Combat Zone.) The Reveal trigger will occur.

    Scanning If I spend Attack to scan a room, can I also use that Attack to fight an enemy in that room? No, once you spend some Attack to scan, that amount of Attack is gone. But if you have leftover Attack you can spend that to fight an enemy.

    Solo Play (or everyone else is dead) The rulebook says anything that refers to the next player refers to you instead. (Page 16) If an effect says the next player discards a card and Ive already played all the cards in my hand, what happens? Nothing. You dont have to discard a card in that case. Are there other places where other players count as me? No. Only if the effect explicitly says next player.

    Strikes If I need to draw three strikes but the first one kills me, do I keep drawing? No. You stop the moment youre dead. Do some strikes stay in your deck and continue to circulate? Like Damaged Hand which says I must discard it and some cards from my hand? Strikes never go in your deck. They are always discarded to the Discarded Strike pile.

    Table Talk What information can players share during a game? It depends on what your playgroup agrees to, but the default way to play is that everyone can talk about anything including even playing face up and showing everyone your hands if you want.

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    When playing with Hidden Agendas, youre not allowed to reveal or talk about your Agenda other than to say that youre good. You can lobby for yourself Of course Im a good guy. Why would I have done such and such if I were evil? (See page 21 of the rulebook for more info.) Can you discard a Vigilant card on any players turn? Not unless the card explicitly says so. (Currently only two Vigilant cards can be discarded on another players turn Body Armor and This Aint Happening, Man!) Do Vigilant cards count toward your hand limit of 6 cards? No.

    Specific Card Questions

    Role Cards

    Lets Rock!, Right Tool For The Job, Thirst For Knowledge How do these work? You begin the game on Objective 1 so these are all worth 1 of their respective effect (Attack, Recruit Points, extra cards). Once Objective 1 is completed, these are now worth 2 of their effects, and so on. What happens if I complete an Objective in the middle of my turn and then play Lets Rock? What if I played Lets Rock before I completed the Objective? When you play the card, it immediately checks the current Objective # (even if you only just completed the last one a moment ago). If you complete the Objective after youve already played Lets Rock, you wont get a retroactive point of Attack.

    Versatile Programming Can this be used to combo with multiple cards of different symbols? Yes. For example, you could play Versatile Programming and then combo First Aid and Expert Navigator off of it.

    Welcome Aboard Can I use the effect on a Sergeant or a character I gained in a weird way (like finding Jonesy or rescuing a captive)? Yes and yes.

    Sergeants How much does it cost to recruit a Sergeant? 3 Recruit Points.

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    When I recruit a Sergeant, do I get to pick which one I get? No, you gain whichever one is randomly on the top. (The Sergeant stack should be shuffled and placed face down before the game starts.) Are Sergeants part of the HQ? No, theyre separate. What does Apone mean? Its the name of the Sergeant from the movie, Aliens. (Just a little bit of flavor.)

    Barracks Cards

    Body Armor Does this work even if I would draw the strike on another players turn? Yes.

    Buying Time Do I get to look at the hidden card? No.

    Close Encounters What happens if the next enemy I fight in the Combat Zone has 2 or less Attack? It dies and you dont have to spend any Attack on it. (You can spend the 2 Attack from Close Encounters on a different enemy.) What happens if I play two copies of Close Encounters in a row, then I fight an enemy in the Combat Zone with 3 Attack? Does it get -3 Attack and then I can spend the remaining -1 Attack on a different enemy? No, it will get -4 Attack and die. (The extra -1 Attack would be wasted.)

    Electric Prod Can this be used to move an enemy or hidden card thats already in The Complex? Yes.

    Emergency Surgery What if the player I want to heal only has one or two Strikes? You heal all of that players strikes. (Always try to fulfill an effect as much as possible. See page 15 of the rulebook under Special Abilities on Cards.)

    Get Him to Medical Lets say I play this and the Med-Lab is clear, but I dont have any Strikes. Then at the end of my turn an enemy strikes forcing me to draw a strike card can I use the ability to heal that strike? No, you may only use the ability during the Action Phase.

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    Grown In a Lab Can you explain how this card works? When you play it, it becomes an exact duplicate of a card youve already played this turn. It loses all of its own characteristics (its name, crew symbol, class symbol, cost, and so on). The only thing it retains is that it counts as a Ripley card, which matters for cards like New And Improved or The Newborn. If I use it to clone a card I already played this turn, does it still count as having the Survival class symbol? No. It takes whatever symbol the cloned card has. What happens if I play it as my first card on a turn? It doesnt have any effect. However, you do get credit for having played a Survival card and a The Betty card for the purposes of comboing with other cards. What happens if I use it to clone a card that has Vigilant? It becomes a duplicate of that card and will have that cards Vigilant text as well.

    Gun For Hire If I leave a mobilize card in the HQ, can I trigger it over and over again each time I play Gun For Hire? Yes.

    I Can Smell It Can I tell other players what the card is? Yes. (Depending on your play group you can also go ahead and show it to them. The key is that this doesnt count as revealing the card. You are under no obligation to tell the truth about the card.)

    Incinerator Flamer If I spend the initial 2 Attack from this card to kill an enemy in the Weapons Locker, will I get the bonus +2 Attack. Yes.

    Internal Exam What if I play this on myself and only have 1 or 2 cards in my deck? First look at the remaining cards in your deck, then shuffle your discard pile to make a new deck, and then continue resolving the effect.

    Its His IQ Can I play this if I only have one or zero cards in my hand? No. You must discard the cards as a cost to play the card.

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    I Wanna Get This Thing Can this be used to attack an enemy that has 4 or less Attack? Or must I spend all 5 of its Attack? You can use it to kill a 4 or less Attack enemy. The excess Attack will be wasted. Can this be used to attack another player? No. It can only be used to fight enemies. Other players, even if they have an opposite Agenda, arent enemies.

    Interface with FA-TH-UR What happens if I start scanning and a room has an Event, Hazard, or card with a Reveal ability? Resolve the Event, Hazard, or Reveal ability. Then go back to scanning any number of rooms. What happens if I scan every room and then the last one triggers a bunch of Hive cards to be added to The Complex? As long as those additions were a result of scanning with Interface with FA-TH-UR, you may scan them all for free as well.

    Medical Attention Can I use the Sacrifice ability even if I didnt trigger the Survival ability this turn? Yes.

    The Monsters Mother Do I get to choose which dead Alien I gain? Yes. Can I gain Ash or Carter Burke with this? No. You can only gain an Alien. If I gain some dead aliens and then they are killed, where do they go? Back to the dead enemies pile. (They do not count as characters.)

    MU-TH-URs Advice Can I use the card I just gained with it right away? Yes.

    Play The Angles Can I choose myself? Yes.

    Power Loader Can you walk me through how this card works?

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    On the turn you play it youll gain 5 Attack. At the end of that turn, if you played another Strength (the green fist) card that turn, you get to keep the Power Loader in front of you. Otherwise, you must discard it. (It doesnt matter if you played the other Strength card before or after you played the Power Loader on that turn.) On each turn where you already have it in play, youll gain 5 Attack. Then, just like on the turn you played it, you get to keep it in front of you if you played another Strength card that turn. Otherwise, you must discard it.

    Quarantine Procedure Can this be used to kill a Chestburster? Yes.

    Re-Education Can I kill a character in my hand? Can I kill a character Ive already played this turn? Yes and yes. Your characters are any in your hand or in play in front of you (including any that have Vigilant).

    Remember the Dead Do I get to choose which dead character I gain? Yes.

    Split In Two How does this work if Im the only player in the game? When there are two (or more) identical cards in the HQ, you can gain one of them to your hand. Leave the other in the HQ. Does this work on non-characters? (Like the Its Their Ship Now ability that puts event cards into the HQ.) No, it only works on characters cards.

    Stay Frosty Can I choose myself? Can I choose all players? Yes and yes. (Usually youll choose all players. But if youre playing with Hidden Agendas or someone has a Chestburster in their deck, you might not want everyone to draw a card.)

    Teams of Three What does having two Crew symbols on its ability mean? It means you must play (at least) two cards with that symbol prior to playing Teams of Three in order to trigger its ability. Why does it say If its a character? What else can go in the Barracks? The Fiorina Fury 161 Location has a Hazard that shuffles Facehuggers into the Barracks. (They are not characters.)

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    Thermos Gun Does using Thermos Guns ability count as fighting those enemies? No. So for example, you could use it to kill a Xenomorph Stalker even if theres a hidden card next to it. Or a Camouflaged Alien that you revealed that turn. Can I choose to only kill some Enemies with Thermos Gun? No, if you use the ability it kills all enemies with that much Attack or less. Can I combine Thermos Guns ability with some additional attack to kill a large enemy? No. Thermos Gun doesnt weaken enemies. It just kills them or doesnt.

    This Aint Happening, Man! Does this work even the Event or Hazard is revealed on another players turn? Yes. What if more than one Event gets revealed at the same time? This card can only be used to cancel one Event or Hazard.

    Ultimate Sacrifice Can you explain this card? When you play it (including if you play a copy of it via Coordinate), you have the option to immediately kill yourself. If you do, remove all your cards from the game the same way you would if you were to die to Strikes. Then, you get to choose and heal any number of strikes and kill any number of Facehuggers and Chestbursters (even Chestbursters in decks). It works as either a panic button when everyones about to die, or as a self-sacrifice if youve already been impregnated with a Chestburster. Can I spend the 5 Attack before I choose to kill myself? No, its one or the other.

    You Have Your Orders If one of the top two cards is a Facehugger, does that count as revealing it? Or can I put it on the bottom of the Barracks? It does not count as revealing it. You can put it on the bottom of the Barracks if you want. (But its more fun to keep it on the top.)

    Objectives

    Breakout For the event, do face-down cards count as enemies? No. The event only moves face-up enemies.

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    The Beast Is Out There For the event, what if the next player doesnt have a character that costs 1 or more in their hand? Then the event has no effect.

    The Lost Colony Do I have to actively kill the three Colonist Hosts? What if an Event getting revealed is what kills some of them? Either way is fine. Once all three are dead, you have completed the Objective. Can I scan a room that has Low Visibility with a free scan like Reconnaissance? Yes. Low Visibility only doubles the scan cost if you pay Attack to scan the room.

    They Mostly Come At Night For the Event ability, can I choose myself? Yes.

    Whos Laying The Eggs? For the event, what if the next player doesnt have a character that costs 1 or more in their hand? Then the event has no effect.

    Youre A Thing. A Construct. Do the Failed Clones count as enemies? No. (This matters for some effects such as The Lead Works and Thermos Gun.) What happens if there are Facehuggers in the Barracks (for example, from the Hazard Stowaway) and I reveal one when setting up the Failed Clones? The Facehugger will jump on the player whose turn it is. Then keep revealing cards from the Barracks until you have three Failed Clones.

    Locations

    The Nostromo While resolving Hazard 1, the first Hive card I added caused a face-down card in The Complex to move to the Combat Zone. Do I reveal it before or after I add the second Hive card? Before. If the first added Hive card causes a card gets pushed to the Combat Zone, reveal it (if necessary) and resolve anything it does (like if its an Event or the Self-Destruct (Hazard 3))