Contents
- 1 Comanauts Game Rules
- 1.1 Components
- 1.2 Objective
- 1.3 Gameplay
- 1.4 Victory and Defeat
- 1.5 Conclusion
- 1.6 Let Me Tell You About the Game
- 1.7 Setup
- 1.8 Setting Up the Adventure Book
- 1.9 Your Turn
- 1.9.1 1. Draw Dice
- 1.9.2 2. Get Clarity
- 1.9.3 3. Place Threat
- 1.9.4 4. Put the Inner Child Back
- 1.9.5 5. Take Action
- 1.9.6 Focus
- 1.9.7 Moving
- 1.9.8 Reserve
- 1.9.9 Encourage
- 1.9.10 Equip/Trade
- 1.9.11 Skill Test
- 1.9.12 Group Task
- 1.9.13 Red Attribute Dice
- 1.9.13.1 Focus
- 1.9.13.2 Move
- 1.9.13.3 Reserve
- 1.9.13.4 Motivate
- 1.9.13.5 Group Task
- 1.9.13.6 Engaging in Combat
- 1.9.13.7 Ranged Attack
- 1.9.13.8 Clear Sight: See the Target Clearly
- 1.9.13.9 Attacking the Prime I.D. Entity: A Different Approach
- 1.9.13.10 Search: Find What You’re Looking For
- 1.9.13.11 The Perks and Power of Purple Dice
- 1.9.14 6. Time to Get Rid of the Dice
- 1.9.15 7. Time to Assess the Threat
- 1.10 The Enemy Gets a Turn
- 1.11 The Morass
- 1.12 The Nexus
- 1.13 What You Need to Know About Comazones and Status Cards
- 1.14 Clarity
- 1.15 Insight
- 1.16 Uncovering Clues
- 1.17 Totems
- 1.18 When Choices Are Tough
- 1.19 Game Over
Comanauts Game Rules
Welcome to the world of Comanauts, where you’ll embark on a thrilling adventure that will challenge your wit, courage, and teamwork. In this game, I will take you through the rules and mechanics, so you can dive right into the action and start playing.
Components
Before we begin, let’s familiarize ourselves with the components. You’ll find a game board, character sheets, cards, and tokens. Each component plays a vital role in the game and will contribute to your overall experience.
Objective
The main goal of Comanauts is to unravel the secrets of Dr. Strobal’s mind. You will step into the shoes of a Comanaut, diving into the depths of the Doctor’s subconscious. It’s a race against time as you navigate through different levels of his mind, trying to save him from his own inner demons.
Gameplay
The game unfolds in a series of rounds, where I will guide you through the various phases. Each round consists of three phases: the Action Phase, the Event Phase, and the Dream Phase.
Action Phase
In the Action Phase, you will take turns performing actions. I encourage you to discuss your strategies and work closely as a team to make the most of your turns. As you explore the Doctor’s mind, you’ll encounter challenges, obstacles, and puzzles that will require your collective effort to overcome.
Event Phase
The Event Phase is where unexpected events occur. It could be a sudden change in the environment or a revelation that alters your course. Be prepared to adapt and think on your feet, as this phase keeps you on your toes.
Dream Phase
The Dream Phase is when I will unveil the inner thoughts and memories of Dr. Strobal. This phase allows you to delve deeper into the Doctor’s psyche, uncovering clues and hints that will guide your journey.
Victory and Defeat
The game continues until you either save Dr. Strobal or succumb to the challenges of his mind. Victory is achieved when you successfully navigate through all the levels, overcome the obstacles, and unravel the mysteries. However, if all players lose their sanity or time runs out, you’ll face defeat.
Conclusion
Now that you understand the basic rules of Comanauts, it’s time to jump in and explore the depths of Dr. Strobal’s mind. Are you ready for the adventure that awaits? Embrace the challenge, work together, and let the journey begin!
- The game includes a rulebook.
- There is an adventure book.
- A sideboard is included.
- You’ll find a dice bag.
- 38 dice are provided.
- The game comes with 60 item cards.
- There are also 11 totem cards.
- Additionally, there are 6 environment cards.
- The game includes 22 avatar cards.
- There are 32 hostile cards.
- 13 I.D. entity cards are included.
- 55 clue cards are provided.
- There are 11 Comazone cards.
- 10 Vital Signs cards are included.
- 24 status cards are part of the game.
- 4 rules reference cards are included.
- You’ll find 4 player sheets.
- 22 avatar standees come with the game.
- There is an inner child standee.
- You’ll also receive an adult Martin standee.
- The game includes 4 Magnacycle standees.
- 30 hostile standees are provided.
- 13 I.D. Entity standees come with the game.
- A situation token is included.
- There are 4 door tokens.
- The game includes 4 suspicious tokens.
- There are 4 objective tokens.
- A bookmark token is included.
- There are 30 clarity tokens.
- Finally, you’ll receive 6 insight tokens.
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- 5 Fire Tokens
- 5 Search Tokens
- 20 Life Force Tokens
- 1 Campaign Sticker Sheet
- 20 Standee Stands
Let Me Tell You About the Game
I’m excited to introduce you to Comanauts, a game where we’ll embark on an incredible adventure together! It’s a cooperative game for 2-4 players where we become comanauts, brave explorers who enter the strange dreams of Dr. Martin Strobal. Our mission is to help him wake up and save the world from an impending disaster.
In this game, our main goal is to find and defeat the Prime Inner Demon (I.D.) that’s causing trouble for Dr. Strobal. To do that, we’ll enter comazones, which are stable dream-like places inside the doctor’s mind. Our ultimate quest is to find Dr. Strobal’s inner child, as they hold the key to our success.
When I want to find the secret location of the Prime I.D., successful interactions with my inner child are key. It’s important to pay close attention to the clues they provide! I can leap from one comazone to another with my comanauts in search of the Prime I.D. However, I need to be careful not to waste too much time in the wrong comazones. If I do, Dr. Strobal’s subconscious will turn against us and wear us down!
I can play Comanauts as individual sessions or as part of a campaign game. Each game session focuses on one specific I.D. that is troubling Dr. Strobal. This means that each session reveals just one part of the overall story.
By playing multiple game sessions and successfully defeating more I.D.s, we can unlock more of the story and eventually win the entire campaign.
Setup
To start a game of Comanauts, here’s what you need to do:
1. Each player gets a player sheet and the default status card mentioned on that sheet. The status card should be placed face down in the designated spot on the player sheet.
2. Put all the dice into the dice bag.
3. Create the vital signs deck by following these steps:
– Shuffle the Flatline card together with 2 Stable vital signs cards, and place them face down next to the play area.
– Shuffle the remaining vital signs cards and place them face down on top of the first 3 cards.
4. Arrange separate piles of item, hostile, I.D. Entity, avatar, totem, and status cards in an easily accessible area. It’s important to note that these cards don’t need to be shuffled.
5. Separate the different types of tokens into piles and place them in an easily reachable area.
To get started, I need you to follow these steps:
1. First, go through the I.D. Entity cards and remove 2 copies of the Fear I.D. Entity. If you’re playing a campaign, make sure to also remove any I.D. Entities with stickers on them. Once done, shuffle the I.D. Entities and reveal 5 of them. Put the remaining I.D. Entities back in the box.
2. Next, collect the comazone cards for each of the revealed I.D. Entities. Randomly choose one of these cards to be the starting comazone. Look up the page number in the Adventure Book that corresponds to the chosen card.
3. Place all of the collected comazone cards in a row, face up, next to the Adventure Book. This row of cards is called the Nexus. Put the rest of the comazone cards back in the box.
4. Lastly, gather the totem cards that match each comazone in the Nexus and create a deck with them. Put the remaining totem cards back in the box.
Now you’re ready to embark on your adventure!
I started by placing the sideboard next to the Adventure Book, making sure to slot the situation token into its designated slot with the “safe” side facing up.
Next, I dove into the Adventure Book and read the introduction section of the starting comazone. This gave me a sense of what to expect and set the stage for the adventure ahead.
With these steps complete, I was ready to embark on my thrilling journey. It’s always exciting to open a new chapter and see where it leads me. The possibilities are endless and the anticipation is palpable.
The Adventure Book holds the key to a world full of wonder and excitement. Each page is a gateway to new challenges, mysteries, and discoveries. It’s like stepping into a story and becoming a character within its pages.
As I read through the introduction, I couldn’t help but wonder what lay ahead. What obstacles would I face? What choices would I have to make? It’s a double-edged sword – the uncertainty can be both exhilarating and nerve-wracking.
But that’s what makes it so enticing. The unknown is alluring, drawing me in and fueling my curiosity. I can’t wait to delve deeper into the adventure, to see where the story takes me and how it unfolds.
With the sideboard and situation token in place, and the introduction read, I felt prepared to take on whatever challenges awaited me. The stage was set, and it was time to begin. Are you ready to join me on this journey? If you enjoy stories and immersive experiences, then you’ll love what lies ahead.
Remember, the Adventure Book is your guide and companion. It will provide the necessary information and prompts to navigate the world and make decisions. With these factors in mind, you’ll be well-equipped for the adventure ahead.
So let’s embark on this thrilling quest together. Open the Adventure Book and let your imagination soar. Get ready to make choices, solve puzzles, and uncover the secrets that await. The journey begins now. Happy adventuring!
Setting Up the Adventure Book
Hey there! So, when you open up the Adventure Book, there are a few things you need to do to get started. Don’t worry, I’ll walk you through it!
Reading the Game Map
Now, let’s talk about the game map. When you see the map, it’s like looking at a whole new world ready for you to explore! Each page of the Adventure Book has a different map, and each map has its own unique terrain, locations, and challenges. Cool, huh?
So, here’s the deal: You’ll find some key symbols on the map. These symbols represent different things. For example, a treasure chest symbol means there’s something valuable hidden nearby. And a monster symbol means, you guessed it, there’s a dangerous creature lurking in that area. So, keep an eye out for those symbols as you navigate the map.
I know it might seem a little overwhelming at first, trying to figure out what everything means on the map. But trust me, once you get the hang of it, it’s like reading a really cool story where you get to make the choices. And remember, I’ll be right here with you, guiding you every step of the way!
Generating an Encounter
Alright, let’s talk encounters. An encounter is basically a fancy word for a meeting with an obstacle or a challenge. And in this Adventure Book, encounters are how you progress through the story and overcome obstacles.
So, how do you generate an encounter? It’s actually super simple. All you need is a six-sided die, also known as a D6. You’ll roll the die, and based on the number you get, you’ll flip to a specific page in the book. That page will tell you what kind of encounter you’ve stumbled upon and what you need to do to overcome it.
Now, every encounter is unique and exciting. Some encounters might require you to solve a riddle or outsmart a cunning enemy. Others might test your bravery or skills in battle. But don’t worry, no matter what kind of encounter you face, I know you’ll be up to the challenge!
Alright, my friend, now you’re all set up and ready to embark on your adventure! Remember, always keep your eyes open for symbols on the map and be ready to face any encounter that comes your way. Have fun and enjoy the journey!
I will start by explaining the different spaces you will encounter in this game. There are several types of spaces that you should be aware of:
In this section, I’m going to break it down for you and provide a step-by-step guide on how to play Comanauts. Let’s get started:
- Objective: The goal of the game is to successfully navigate through Dr. Martin Strobal’s mind and help him wake up from his coma.
Search Spot 
In the game, you will come across spaces that have a special symbol. These spaces require you to place one or more search tokens on them, according to the setup section of the page.
When your character’s avatar is on a space with a token, you have the option to search. By searching, you can obtain a specific item listed on the matching
entry. After successfully searching, you must discard one
token from the space.
Points of Interest, Insights, and Objectives
In the Adventure Book, you’ll find instructions on when to place Insight Spot and Objective tokens. These tokens come in the form of symbols – Insight Spot tokens mark points of interest that you can explore, while Objective tokens present goals to accomplish. Additionally, Insight Spot tokens provide opportunities for interaction with the world around you.
When I’m playing the game, and my character is on a specific space or a space with a certain token, I have to take a break and pay attention to the corresponding image on the page, whether it’s an image of a particular space or a token. It’s important to pause and read the relevant information before continuing with my turn.
Most of the image symbols can only be explored once. However, if there’s a symbol with an arrow, I can explore it multiple times.
Now, let’s talk about what happens when I leave a page.
So, here’s the deal. If you’re reading the Adventure Book and it tells you to go to a different page, there’s something you should know: finish what you’re doing on the current page before you turn the page. That goes for everything, including checking for threats.
Now, when you do leave a page, there are a couple of things you need to do. First, get rid of any tokens or enemy standees that are still hanging around. You don’t want them cluttering up the new page, right? Second, move all the avatar standees, even the ones in the Morass, back to their cards. They need to start fresh on the next page.
How Encounters Happen
So, here’s what happens. When we come across enemies in the game, we get to collect their cards and standees. It’s kind of like a trophy, you know? We place those standees right on the space. Then, we shuffle up those cards we collected and deal them face up to the enemy slots along the sideboard. It’s like we’re building up this collection of enemies we’ve encountered, ready to face them head-on.
When there are multiple spaces, divide the enemies evenly among them. If there are already cards in the slots, add the new cards to any empty slots. Flip the situation token to “hostile”.
Coming Across an I.D. Entity
When I come across an I.D. Entity, I sometimes get a 7-digit I.D. identification code. I look for the right I.D. Entity card by matching this code to one of the cards in the I.D. Stack.
If I can’t find a match, I’ll encounter the Prime I.D. Entity! I take the Prime I.D. Entity from under the clue cards and put it into play.
Coming Across the Prime I.D. Entity
Hey there! Let’s talk about how to use the Prime I.D. Entity in the game. When you add the Prime I.D. Entity to play, you need to place a certain number of tokens on its card. The number of tokens should be equal to the number of players in the game.
Now, here’s the cool part. Normally, when the Prime I.D. would be defeated, you would remove it from play. But with the tokens on its card, things work a bit differently. Instead of removing the Prime I.D., you just take away one token from its card.
However, here’s the catch. When all the tokens are gone and there are no more on its card, the Prime I.D. is finally defeated and removed from play. So, make sure to keep an eye on those tokens and plan your strategy accordingly!
Note: Make sure not to put tokens on any I.D. other than the Prime I.D.
If you can defeat the Prime I.D. Entity, you win the game.
Your Turn
When it’s your turn, you will go through the following steps in order:
- Draw Dice
- Get Clarity
- Place Threat
- Place Inner Child
- Take Actions
- Discard Dice
- Check Threat
1. Draw Dice
Take 5 dice out of the dice bag and put them in front of you. If there are fewer than 5 dice in the bag, take the remaining ones from the bag, return all dice in the discard pool to the bag, and then finish your draw.
2. Get Clarity
When playing Comanauts, one of the first things you’ll need to do is roll the white (clarity) dice to gain . You have the option to roll each die separately or roll multiple dice together as one roll to achieve a higher result.
After each roll, if the result is equal to or higher than the number of tokens you currently have, you gain 1
token. Then, you discard the die or dice by moving them to the discard pool. There’s no limit to the number of
tokens you can have.
3. Place Threat
Hey there! Let me walk you through the first steps of the game. Take all your black dice with white pips, known as common threat dice, and place them on the threat track, starting from the top.
Now, this next part is important. If your avatar has a suspicious token on its card, you’ll also need to place any black dice with red pips, called suspicious threat dice, on the threat track, just like the common threat dice. But if your avatar doesn’t have a suspicious token, you can put those suspicious threat dice back into the bag.
If things are looking bad and there are more enemy dice on the threat track than enemies on the board, I can bring back a hostile that I already defeated. I can put it on any symbol and add its card to an empty slot.
Remember: A hostile that was taken out of the game without being defeated won’t come back at this point.
4. Put the Inner Child Back
Once I draw a transparent blue die from the bag, I roll it and place it on the inner child slot on the sideboard. Then, I reveal a vital signs card. If there is a symbol on the current map page, I place the inner child standee on that space.
5. Take Action
I can use all the remaining colored dice in front of me to perform actions. To perform an action, I need to spend a die of the corresponding color.
To spend a die, I roll it, resolve its effect, and then discard it. Just like with clarity dice, I can roll each die separately or roll multiple dice of the same color (or purple) together as one roll.
When it’s my turn, I can do as much as I want, as many times as I want, as long as I still have the right dice to use. There are different things I can do with each type of dice.
Any Color Attribute Dice
In this game, I’ll guide you through the different actions you can take and the rules you need to follow. Let’s get started!
Focus
When you focus, you choose a die and set it aside on your player board. This means you can’t use it during this turn, but it will be available for future turns.
Moving
When you move, you can move your character across dotted lines or across solid lines that match the color of the die you rolled. This allows you to explore different locations and discover new things.
Reserve
When you reserve a die, you take it from the dice pool and place it on your player board. This means you won’t be able to use it during this turn, but it will be available for future turns.
Encourage
When you encourage another player, you support and motivate them. This can give them a boost of confidence and help them perform better in the game.
Equip/Trade
When you equip or trade, you can exchange items or resources with another player. This allows you to improve your own situation or help someone else in need.
Skill Test
When you perform a skill test of a matching color, you use your abilities and knowledge to overcome a challenge. This can help you progress in the game and achieve your objectives.
Group Task
When you contribute to a group task of a matching color, you work together with other players to accomplish a shared goal. This fosters teamwork and can lead to great success!
Red Attribute Dice
When it comes to melee attacks, I’m all about strength-based tasks. They get my blood pumping and make me feel unstoppable. There’s just something about using my physical power to overcome obstacles that gives me an incredible rush.
Now, let me introduce you to the green attribute dice. These little beauties are absolute game-changers when it comes to strength-based tasks. They have an uncanny ability to elevate my performance and take my abilities to the next level. You won’t believe the difference they can make in your gameplay.
Green attribute dice are like my secret weapons. They help me regenerate my strength and give me that extra push when I need it the most. It’s amazing how something so small can have such a profound impact on my overall performance. I can’t imagine tackling strength-based tasks without them.
When it comes to combat, I find that ranged attacks are incredibly effective. They allow me to keep my distance from my opponent while still delivering a powerful blow. And as an agile individual, I excel at agility-based tasks that require quick reflexes and nimble movements.
Now, let’s talk about the yellow attribute dice. These dice play a crucial role in determining the success of my attacks and tasks. They represent my level of skill and proficiency in agility-based actions. The more yellow dice I have, the greater my chances of accomplishing my goals.
But why are these yellow attribute dice so important? Well, they possess a dual nature. On one hand, they can elevate my performance, allowing me to excel beyond my usual capabilities. On the other hand, they can also be a double-edged sword. If I’m not careful, they can lead to failure and disappointment.
So, when it comes to choosing the right yellow attribute dice, I need to understand their potential impact. I must take into account the risks and rewards they offer. It’s vital that I strike the perfect balance, harnessing their power without succumbing to their pitfalls.
Additionally, it’s important to remember that the meaning of these dice goes beyond their numerical value. They symbolize my growth as a character, representing the progress I’ve made in my journey. Each dice roll tells a story, revealing the outcomes of my actions and decisions.
Interpreting the results of these yellow attribute dice requires a keen eye and a thoughtful mind. I must scrutinize each roll, analyzing its implications within the context of the situation. What does a success mean? What does a failure teach me? By reflecting on these questions, I can grow as a player and gain a deeper understanding of the game.
So, the next time you find yourself in a combat situation or facing agility-based tasks, remember the significance of the yellow attribute dice. They hold immense power and potential, but it’s up to you to wield them wisely. With practice and experience, you’ll become a master at using these dice to achieve your goals and overcome any challenges that come your way.
Looking for something? Let me help you out.
Discover the Awesome Power of Blue Attribute Dice!
Resistance-based tasks.
Purple Attribute Dice
Focus
To take an attribute die of your choice from the discard pool, spend 2 attribute dice of any color.
Move
To move your avatar, spend any color attribute die. You can either move across a dotted line to any adjacent space or within its current space. Place your avatar anywhere in the destination space.
- If you want to move your avatar across a solid colored line, you can only do so if you use that color of die or a purple die to move.
- When you move out of a space containing an enemy, dotted white lines can be treated as solid green lines.
- Once you place your avatar within a space, you cannot move it again within that space unless you spend another die.
Note: Solid white lines cannot be crossed.
Reserve
Instead of using up a die, you have the option to set it aside. This reserved die will be kept on your player sheet. You don’t need to roll a die that you reserve. You can use a reserved die to protect yourself from damage or save it for a future turn. However, if there is already a die on your player sheet, you cannot reserve another one.
Motivate
If you want to motivate a player, you can choose one of the following actions:
When it comes to playing the game, there are a few important things to keep in mind. Let me break it down for you:
- First, let’s talk about storing dice. You can store one of your dice on another player’s sheet, just like you would on your own sheet when reserving a die. If that player already has a die stored, you’ll need to discard the previously stored die.
- Next, let’s discuss discarding colored attribute dice. If you have any, you can discard them and give one of your dice to another player.
Now, let’s move on to equipping and trading items:
If you have any colored attribute dice, you can spend them to move items between your inventory and your equipment slots. You can also exchange items with another player who is in the same space as you. Just remember, an item’s combat bonus and effect only work when it is equipped.
Finally, let’s talk about skill tests:
Sometimes, you’ll come across a skill test that you can perform. These tests have a color and a target difficulty number.
If you want to do a skill test, you need to use the right colored dice (or purple ones). Roll the dice and see if you get a result that meets or beats the target number. If you do, you pass the test and get the success effect. If you don’t, you fail the test and get the fail effect.
If you don’t have the right dice for a skill test that you’re required to make, you automatically fail. You can only do a skill test once, unless you’re told otherwise.
There are 3 places where you can find skill tests:
- Adventure Book Special Rules: Sometimes, the Adventure Book will tell us to do a skill test.
- Status Cards: Some status cards have a skill test that we need to pass to get rid of them.
- Environment Cards: Certain environment cards require us to do a skill test to interact with them.
Group Task
Every now and then, we might have a group task to do. Group tasks are like skill tests, but many players can help out by rolling the right-colored dice on their turns and putting them on the group task track.
If the total value of dice on the group task track matches or goes over the task’s target difficulty number, we complete the task’s success effect. Group tasks can’t fail like skill tests can.
When playing the game, you have the ability to contribute to group tasks no matter where your character is on the map. However, it’s important to follow any instructions given in the Adventure Book. Keep in mind that die bonuses are never applied to dice placed on the group task track.
Engaging in Combat
If you want to engage in melee combat, simply choose an enemy in the same space as your character. Roll as many red dice as you like. If the total on the dice is equal to or higher than the enemy’s defense value, you successfully defeat that enemy.
When you defeat an enemy, you need to remove their standee from the map and discard their card. Place them to the side, as hostiles may return during the Place Threat step, although they won’t return as I.D.s.
When I defeat an enemy, I can take its loot by searching through the item deck and finding the item mentioned in the enemy’s card’s loot section. Once I have the item, I have a few options: I can equip it right away for free, add it to my inventory, or give it to another player on the same space, who will then have to equip it or add it to their inventory.
If there are no more cards left on the threat track, the situation token should be turned to “safe”.
Ranged Attack
A ranged attack is similar to a melee attack, but instead of using melee attack dice, it uses green dice. This type of attack can also target enemies that are on adjacent spaces.
A player with a ranged weapon can attack enemies who are farther away, up to the number of spaces indicated on the weapon’s card. However, the attacker must have a clear line of sight to the target for it to be considered within range.
Clear Sight: See the Target Clearly
When I want to check if an attacker has a clear line of sight to a target, all I have to do is draw an imaginary line from any part of the attacker’s base to any part of the defender’s base. I have to make sure that the line I draw does not cross any solid white lines. If it does, then there is no clear line of sight, and the attacker cannot make a ranged attack.
Attacking the Prime I.D. Entity: A Different Approach
When I attack the Prime I.D. Entity and it’s about to be defeated, something interesting happens. Instead of removing it from the game right away, I take away 1 point from its card. I keep doing this until there are no points left on its card. Once all the points are gone, the entity is finally defeated and then I remove it from play.
Search: Find What You’re Looking For
When I’m on a space that has one or more tokens, I can do a search. I roll one or more yellow dice and if I get a 4 or higher, the search is successful. I discard one token, look through the deck of items, and take one item listed on the current Adventure Book page.
Once I have an item, I can do a few things with it. I can equip it right away for free, put it in my inventory, or give it to another player who is on the same space. If I give it to another player, they have to equip it or put it in their inventory.
Lastly, there are Equipment Slots where you can place your equipped items. These slots determine how many items you can have equipped at once.
That’s the basic idea of searching and gaining items in the game. It’s an important part of progressing through the adventure.
Hey there! Let’s talk about equipment in the game. So, as a player, I have 5 slots for equipment: Head, Body, Hand, Hand/Accessory, and Accessory. These slots are where I can equip different items to improve my abilities and skills.
But here’s the catch – I can only equip items if I have available slots. If all my slots are filled up, I won’t be able to equip any more items until I make some space. So, it’s important for me to keep track of how many slots I have left.
Now, what happens if I come across an item that I can’t equip? Well, in that case, I have two options. I can either carry the item in my inventory or I can choose to discard it. But remember, my inventory can only hold two unequipped items, so I need to be careful about what I keep.
Choosing the right equipment is crucial in the game. It’s not just about having the most powerful items, but also about finding the ones that best suit my playstyle and strategy. So, when I’m deciding which equipment to equip and which ones to carry in my inventory, I need to take into account what will give me an edge in the game.
Overall, the meaning of equipment in the game is to enhance my character’s abilities and skills. It adds an extra layer of strategy and customization to the gameplay, making it more engaging and exciting.
So, next time you’re playing the game, make sure to choose your equipment wisely and make the most out of the slots you have available. Good luck!
Imagine this: You have a character called Ransom, and he’s carrying a revolver in one hand and a radio as an accessory. Later on, he finds a rifle that requires both hands. What does he do? Well, in order to use the rifle, he needs to move both the revolver and the radio to his inventory.
Now here’s an interesting twist: Since the radio is an accessory, he could choose to move it to his accessory slot if it’s available, and it would still count as being equipped.
The Perks and Power of Purple Dice
Hey there! Let’s talk about dice bonuses in Comanauts. You see, in the game, there are different cards and effects that can give you bonuses to your die rolls. It’s pretty cool, right?
Now, when you get a bonus that mentions a color, like the avatar die bonus, it means that the bonus applies to every die of that color that you roll. So, if you roll multiple dice of the same color, you get the bonus for each of them. Nice!
On the other hand, if a bonus specifies a certain type of roll, like melee attack, ranged attack, or defense, it only applies to those specific rolls. Think of it as a bonus for certain actions or situations, like when you’re fighting with a weapon. Makes sense, doesn’t it?
Oh, and there’s something important to remember. If there’s an effect that changes or multiplies a die’s result, you apply that first before any die bonuses. Gotta follow the order!
Just a quick heads up – bonuses are never applied to dice that you place on the group task track. Sorry, no bonus points for that. But hey, you still got other bonuses to enjoy, so don’t worry!
Now, let’s talk about the purple dice. These special dice can be used in place of any other attribute die. They’re like the wildcards of the game. However, there’s one catch – they don’t benefit from any bonuses, except for those that specifically apply to purple dice. So, keep an eye out for those special purple bonuses, they’re a real treat!
6. Time to Get Rid of the Dice
Just throw away all of the dice you still have.
7. Time to Assess the Threat
If things are looking dangerous (the situation is “hostile”) and there are at least as many dice on the threat track as there are enemies in play, the enemies get a chance to act. If things are looking safe (the situation is “safe”) and there are 4 or more dice on the threat track, then we need to address the following steps in order:
- Let’s deal with the effect described on the current page of the Adventure Book.
- If the effect causes enemies to enter the game, flip the situation token to “hostile” and let the enemies take a turn right away.
- Get rid of all the dice on the threat track.
- It’s time to refill the dice bag. (Put all the dice in the discard pool back into the dice bag).
Once I’ve finished checking for threats and made it through a possible enemy turn, it’s time to move on to the next player’s turn. That means it’s your turn!
The Enemy Gets a Turn
When it’s the enemy’s turn, there are a few steps we need to follow:
- Enemy Activation
- Discard Threat and Refresh Dice
1. Enemy Activation
We start by activating each enemy, one at a time, starting with the enemy in the top enemy slot of the sideboard and working our way down. Each enemy can only be activated once. Here’s what we do:
Roll the Dice
Grab a die from the threat track and give it a roll. The number you get will determine what actions the enemy can take during this activation. This number also affects the enemy’s speed, range, and strength. Keep an eye out for any special rules that apply to this action.
Let’s Make a Move! 
I’ve got some steps here to help you move the enemy:
- If the enemy is hanging out with one of us avatars, we don’t need to do anything. They stay put.
- But if the enemy is on its own, it’s going to move closer to the nearest avatar – the one that’s the shortest distance away. It’ll keep moving until it reaches that avatar’s space or moves as much as its speed allows. If there happens to be more than one avatar at the same distance, the person in charge chooses which avatar the enemy goes after. The enemy is allowed to move across solid colored lines, but not solid white lines.
Who’s the Target? 
Now let’s figure out who the enemy wants to attack:
- If you don’t have a die or don’t want to defend, I’ll remove 1 from your avatar.
- If you have a die, you can choose to defend against the attack.
- If your roll is lower than the attack’s strength, I’ll discard the die and remove 1 V from your avatar.
- If your roll is equal to or higher than the attack’s strength, the attack is blocked, and I’ll return the die to your sheet.
- If your avatar loses its last , it will no longer exist in this comazone.
- Let’s reveal a vital signs card.
- Take my avatar out of the game (that means removing it from the map).
- Get rid of my avatar card, any unused dice, starting items listed on that card, and any active status effects or suspicious tokens on my avatar. Keep your
.
- Now, reveal the next card on my mat, and put its standee in the Morass section of the sideboard.
- Don’t forget to add 3
tokens to the new avatar’s card. If the avatar has a
bonus, add even more tokens.
- The correct comazone is never the comazone you started in. So, if you’re in a comazone, you can be sure it’s not the right one.
- Any I.D. Entity you’ve already encountered during this play is not the Prime I.D. Entity. This means that if you’ve come across an I.D. Entity before, it can’t be the main one you’re looking for.
If there are no avatars nearby and I can see them clearly, I won’t attack. But if there are avatars within range, I’ll target the one that’s closest to me. (If there are multiple avatars at the same distance, I’ll let the current bookkeeper decide which one I’ll attack.) Remember, some attacks have specific targets within range, which means the target must be both within the attack’s listed range and visible to me. Now, let’s talk about how I attack.
After an enemy is activated, I’ll discard the threat die used to determine its action and activate the next enemy.
Note: When you encounter attacks from other sources, such as the Adventure Book, you follow the same process, but you don’t discard a threat die.
2. Get Rid of Threat and Renew Dice
After all enemies have had their turn, you remove any remaining threat dice from the threat track. Return all dice in the discard pool back to the dice bag, and then move on to the next player’s turn.
The Morass
When I lose all of my avatar’s , it disappears from the comazone. Here’s what you need to do:
When I start my turn, I check if my avatar is in the Morass. If it is, I bring it back into play, and I can place it on any space on the map that already has an avatar. If the current comazone is suspicious, I place a suspicious token on my avatar card.
Now, let’s talk about equipping items. First, I look at my avatar’s card to see if there are any starting items listed. If there are, I can retrieve those items from the item deck and equip them. But wait, there’s a catch – if a slot is already filled with another item, I need to move that item to my inventory and then equip the new item. Oh, and remember, I can’t have more than two item cards in my inventory, so any excess cards need to be discarded.
Here’s an important rule: if any player’s third avatar is sent to the Morass, or if all avatars are in the Morass at the same time, we lose the game. So be careful and try to keep your avatars out of trouble!
Avatar Cards |
The Nexus
Sometimes, the Adventure Book sends us to the Nexus. The Nexus is a line of cards called comazone cards that were placed next to the Adventure Book when we set up the game.
When we get sent to the Nexus, we each put our avatar on one of the cards and check out the comazones there. We choose one comazone to go to next and turn to the page in the Adventure Book that matches the comazone card. Depending on what the avatar cards say, we might add or take away suspicious tokens.
![]() Comazone cards |
When we’re picking a comazone, we should keep in mind that we want to find the Prime I.D. We have to play through the whole comazone where it lives to get it.
There are 3 ways we can narrow down our search for the right comazone/Prime I.D. Entity:
What You Need to Know About Comazones and Status Cards
Let me give you some essential information about comazones and status cards in the game. It’s important to understand these concepts to navigate the game successfully and make the most of your experience.
Comazones
Comazones are hints that you can gather from the story text of the clue cards you’ve revealed. They provide valuable information to help you progress in the game. Here are a few key points to keep in mind:
Status / Suspicious
Status cards can have various effects on avatars in the game. These effects include conditions like fearful, silent, or distraught. Here’s what you need to know:
When an avatar “becomes” something, it means you need to place the corresponding status card near that avatar’s card. For example, if an avatar becomes trapped, place a trapped status card near their card.
The effect of the status card immediately applies to the affected avatar. Remember, an avatar cannot have two of the same status card at the same time.
I hope this helps you understand the important concepts of comazones and status cards in the game. By keeping these factors in mind, you’ll be able to navigate the game successfully and have a great time!
To get rid of a status card, just follow the instructions on the card labeled “removal.” If you need to take a skill test to remove the card, you can do it with the affected avatar or any other avatar in the same spot. Don’t worry if you fail the test; there’s no penalty, and you can try as many times as you want.
You each have a default status card on your player sheet. Flip it face up when you’re told to activate it. If you need to remove the default status card, just turn it face down but keep it on your player sheet.
If you come across an avatar that seems shady and out of place in the comazone, it’ll have a suspicious token on it. You can’t get rid of the suspicious token with effects that remove status cards. And remember, you can’t put a second suspicious token on an avatar.
Now let’s talk about vital signs. Whenever an avatar gets sent to the Morass, you need to reveal a card from the vital signs deck.
I opened the box, and inside I found two dice. One was labeled “Inner Child” and the other had various symbols on it. I thought to myself, what could this be? The Adventure Book explained that the Inner Child die is used to determine how I react to certain situations. It’s like tapping into my imaginative, playful side. The symbols on the other die corresponded to different pages in the book. These pages contained stories and challenges that I would encounter on my journey. It was like a choose-your-own-adventure game! I couldn’t wait to roll the dice and see where they would take me. I picked up the Inner Child die and gave it a roll. The Adventure Book directed me to a specific page, and there I found my first challenge. This game was a perfect blend of imagination and strategy. With each roll of the dice, I could feel my excitement growing. I was eager to see how the story would unfold and what surprises awaited me. It was a game unlike any other I had played before. The combination of the Inner Child die and the Adventure Book created a truly unique experience. I couldn’t help but be drawn in by its charm and creativity. I knew from that moment on, this game would hold a special place in my heart. The dice had unlocked a world of wonder and adventure, and I was ready to dive right in.
When it comes to vital sign cards in the game, there are a few important things to keep in mind. Stable vital sign cards won’t have any effect on the game. On the other hand, critical vital sign cards can have an effect, but only if there is an entry on the current Adventure Book page. If there is a second or more critical vital sign card revealed on any page, it won’t have any effect. And if the Flatline card is revealed, it means Martin has slipped beyond saving and unfortunately, the players will lose the game.
![]() Adventure Book |
Clarity
Hey there! Did you know that each avatar has a special ability called “clarity”? It’s right there on their card. To use this ability, you’ll need to spend a certain number of tokens, usually 3. The ability’s text will tell you when to use it and what effect it’ll have on the game. If it doesn’t specify a time, you can use it during that avatar’s Perform Actions step.
Re-rolling
Oh, here’s another trick for you – re-rolling! Say you roll an attribute die and don’t like the result. Well, you can spend 1 token to re-roll that die. You can keep re-rolling as many times as you want, as long as you’re willing to spend your tokens.
Insight
When I play the game Comanauts, I get to explore different areas and interact with the environments to collect special tokens. These tokens, represented by the image, are important for progressing in the game. Whenever the Adventure Book tells me to get a token, I place it in the insight token slot on the sideboard. Once all the players have earned a total of 3 tokens, we discard them and uncover a clue card. These clue cards help us uncover more secrets and move forward in the game.
Uncovering Clues
When we reveal a clue card, we have two ways of doing it. We can either collect the necessary tokens, or we can follow instructions in the Adventure Book. In either case, the current player gets to draw the top clue card and read it out loud to all of us.
These clue cards are important because they give hints about the Prime I.D. Entity that’s keeping Martin stuck in his coma. They reveal the emotions and memories associated with this entity.
It’s a good idea for us to take this time to talk about the clues and any other evidence we have. This will help us figure out the right comazone to go to in order to defeat the Prime I.D. Entity and bring Martin closer to waking up.
Totems
When we get a clue card, we also get a choice of totem cards. These totems help us travel between comazones. We should choose the totem we think will take us to the comazone where Martin is being held.
To use totems, all you have to do is equip them, just like any other item card.
When Choices Are Tough
Sometimes, you’ll come across situations where you have multiple valid options. For example, you might need to choose which avatar an enemy moves towards. In cases like these, it’s up to the person keeping track of the game to make the final decision.
Game Over
The game ends in two ways. First, if the Flatline vital signs card is revealed, or if any player’s third avatar is sent to the Morass, or if all avatars are in the Morass simultaneously, the players lose. However, if the players manage to find and defeat the Prime I.D. Entity, they win!