Contents
- 1 Dark Moon Game Rules
- 1.1 Let’s talk about winning, shall we?
- 1.1.0.1 The Uninfected team takes the cake if they make it through till the end. But how do they do it? It’s simple! They need to complete three events and the final event – it’s survival of the fittest!
- 1.1.0.2 Now, here’s a plot twist: the Infected team wins if they can wipe out the entire Uninfected team. Talk about suspense!
- 1.2 Getting Started
- 1.3 Setting up the Game
- 1.4 Playing the Game
- 1.5 1. Get the Dice
- 1.6 2. Time for Some Action
- 1.7 3. Pick a Task Card
- 1.8 4. Time to Fix It
- 1.9 Understanding Malfunctions in Moon Base Odyssey
- 1.10 5. Add an Event Cube (conditional)
- 1.11 6. Complete the Event (conditional)
- 1.12 7. Choose a New Event (if necessary)
- 1.13 8. Move the Suspicion Cube (if necessary)
- 1.14 9. Time to Vote (depending on the situation)
- 1.15 A Momentous Occasion
- 1.16 The Quarantine Quandary
- 1.17 The Tiring Effect
- 1.18 Unveiling the Infected
- 1.1 Let’s talk about winning, shall we?
Dark Moon Game Rules
Welcome to Dark Moon, a thrilling game that will test your skills, instincts, and ability to trust the people around you. In this game, you will find yourself on a spaceship stranded in deep space. As the darkness engulfs the ship, tensions rise, and trust becomes a scarce resource. Your objective is not just to survive but to uncover who among you is infected by a sinister entity known as the Dark Moon.
The game is played in rounds, with each player assuming the role of a crew member. However, beware! Some of the crew members could be secretly infected by the Dark Moon. It’s important to pay attention to your fellow crew members’ behavior, actions, and the choices they make.
During each round, you will have to perform tasks to keep the ship functioning. These tasks include repairing systems, managing resources, and ensuring the ship’s safety. However, be careful not to trust blindly! The infected crew members will try to sabotage your efforts and jeopardize the mission.
To win the game, you must complete enough tasks to ensure the survival of the ship and identify the infected crew members. It won’t be an easy task, as the infected crew members will do everything in their power to deceive you. You must rely on your wit, intuition, and strategic thinking to navigate through this treacherous environment.
Remember, your decisions can have dire consequences. Your choices will affect the fate of the ship and the lives of your fellow crew members. Trust becomes a double-edged sword, and you must always stay on high alert.
Dark Moon is not just a game; it’s an experience that will challenge you in ways you never thought possible. Are you ready to face the darkness and uncover the truth behind the Dark Moon?
Dark Moon is not just any ordinary game. It’s a thrilling adventure filled with twists and turns, where paranoia and betrayal lurk at every corner. In this game, teamwork is key, but so is suspicion, as you never know who you can trust.
Picture this: you and your friends gather around the table, each assuming a role in a world overtaken by darkness. Some of you are part of the Uninfected team, fighting to survive until the end, while others are part of the Infected team, solely focused on one thing – the destruction of the Uninfected. The catch? You won’t know which team your friends are on, and they won’t know yours.
What sets Dark Moon apart from other games of its kind is the transparency of the traitors’ actions. Unlike games where betrayal hides in secrecy, here, the traitors’ actions play out in the open for everyone to witness. This means that acting skills and the ability to deceive are crucial. If you can’t keep a straight face, your true intentions will be exposed in no time. This dynamic might make it seem like the game favors the Uninfected team, but don’t be fooled – the Infected have their own tricks up their sleeves.
So, can you navigate through the darkness, discern friend from foe, and come out victorious? Only time will tell. One thing’s for certain – Dark Moon is an experience like no other, where betrayal and survival go hand in hand. Gather your courage, sharpen your instincts, and prepare for a thrilling adventure that will leave you wondering: who can I really trust?
I was just thinking, people who haven’t played Infected before might not realize how much power the Infected team has. They might be unsure about their role in the game or how they can influence the outcome. But let me tell you, when played right, the Infected team can really make a difference. Trust me, it’s not a lost cause.
Now, these rules were made with experienced players in mind. They know the game inside out. But don’t worry if you’re new to Infected. There are some strategy guidelines on page 16 that can help you get started and understand how to make the most of being on the Infected team.
And here’s something else you should know. If you feel like the game is too easy or too hard for either side, there are special rules on page 17 that can change up the balance and level the playing field. So don’t be afraid to try them out if you want to mix things up a bit.
Oh, and before I forget! Let me quickly tell you about the different components you’ll need for the game. They’re all listed below.
Components:
– [List of components]
So, are you ready to take on the challenge and see what the Infected team is really capable of? I know you’ve got it in you. Let’s go!
Hey there! Let me break down everything you’ll find in this awesome game:
- 1 game board
- 10 player screens:
- 7 Character cards
- 1 Commander card
- 7 Status cards
- 4 Uninfected
- 3 Infected
- 42 Task cards
- 21 Silver-backed Task cards
- 21 Black-backed Task cards
- 16 Event cards
- 6 Final Event cards
- 29 dice
- 7 Participation tokens
- 7 Quarantine tokens
- 14 Die tokens
- 1 Sabotage token
- 18 Damage tokens
- 18 cubes
Let’s talk about winning, shall we?
The Uninfected team takes the cake if they make it through till the end. But how do they do it? It’s simple! They need to complete three events and the final event – it’s survival of the fittest!
Now, here’s a plot twist: the Infected team wins if they can wipe out the entire Uninfected team. Talk about suspense!
If the Uninfected team can successfully complete the Final Event before the Infected team wipes them out, they will emerge victorious. This means they must:
- Keep the shields intact to protect the outpost from destruction.
- Maintain the outpost’s structure, preventing any irreparable damage.
- Safeguard the life support systems, ensuring the crew stays energized.
Only when all three of these objectives are achieved will the Uninfected team secure a win.
Getting Started
So you want to dive into the world of web development? Great choice! Building websites can be a fun and rewarding experience. But where do you start?
Let me introduce you to HTML – the foundation of every web page. HTML stands for HyperText Markup Language, and it’s the language that browsers use to display web content. It’s like the building blocks of a website – without it, there wouldn’t be anything to see or interact with.
Luckily, HTML is not as intimidating as it may sound. It’s actually quite simple to learn! It consists of tags, which are like little instructions that tell the browser how to structure and display the content on the page. Let’s take a look at a basic example:
<!DOCTYPE html>
<html>
<head>
<title>My First Web Page</title>
</head>
<body>
<h1>Hello, World!</h1>
<p>Welcome to my website.</p>
</body>
</html>
In this example, we have an HTML document surrounded by the <html> tags. Inside the <html> tags, we have the <head> and <body> tags. The <head> tag contains meta-information about the web page, such as the title that appears in the browser’s tab. The <body> tag contains the visible content of the web page.
Within the <body> tag, we have several other tags. The <h1> tag defines a heading, and the <p> tag defines a paragraph. The text inside these tags is what gets displayed on the page.
Now that you understand the basics of HTML, you can start experimenting and building your own web pages. Don’t be afraid to try things out! The best way to learn is by doing.
In future lessons, we will dive deeper into HTML and explore additional tags and concepts. So stay tuned!
- First, I’m going to place two Shield tokens on the first two spots of the Shield Track. I’ll take the remaining four tokens and put them in a pile next to the board.
- Next, I’ll randomly draw and place two Outpost tokens on the appropriate spots on the Outpost Status panel. The rest of the tokens will go in a facedown pile next to the board. It’s important to remember that the consequences displayed on the drawn Outpost tokens take effect immediately.
- Now, I’ll put the Fatigue tokens in a pile next to the board.
- I’ll also place the Sabotage, Die, and Quarantine tokens next to the board.
- For the VOTE track, I’ll start by placing the red Suspicion cube at the beginning. Then, I’ll place a single blue and black cube above the Difficulty track. The remaining blue cubes, known as Event cubes, will be put in a pile next to the board.
- Lastly, I’ll shuffle the Character cards and deal one faceup to each player.
- When you’re ready to start playing, make sure each player has the Uninfected Player Screen that matches their Character card.
- Each player should have two black Strong dice and two red Weak dice.
- Don’t forget to give each player a Participation token.
- We need to find a starting Commander, so let’s randomly draw Fatigue tokens until we find one that matches a Character in play. Whoever has that Character card will be the Commander and will receive the Commander card and the blue Commander die. Just a heads up, if you have the DANIEL Character card, you won’t start the game as the Commander.
- Finally, let’s draw a Final Event card and place it faceup on the Camera 4 space. We can either choose one randomly or agree as a group on which Final Event card to use. The rest of the Final Event cards can be put back in the box since we won’t need them for this game.
- To figure out how many Uninfected and Infected Status cards and which deck of Task cards you need in the game, check the chart at the bottom of the page based on the number of players you have.
Here’s how to set up and start playing the game:
1. First, shuffle the Infected Status cards together. Take the necessary number of cards for the game and place them facedown. Any unused cards should be returned to the box without looking at them.
2. Create the Status deck by shuffling the selected Infected Status cards with the correct number of Uninfected Status cards. This will determine the players’ statuses.
3. Deal one Status card to each player, facedown.
4. Choose one player to lead a count to 10. During this count, every player looks at their Status card simultaneously and reads the text silently. It’s important not to put the cards down until the count is complete. This gives the Infected team an opportunity to read their cards without revealing themselves.
5. Once everyone has read their Status cards, the game begins.
6. Shuffle the appropriate Task deck (silver for 3, 5, or 7 player games; black for 4 or 6 player games) and place it next to the game board.
Now you’re ready to start playing! Have fun!
I’m going to rewrite the text, maintaining its structure and content but giving it a unique and engaging voice. Here’s my take:
Setting up the Game
First, let’s get everything ready. Shuffle the Event deck and put it beside the game board.
- I, as the Commander, will draw two Event cards. One of them goes faceup on the Camera 1 spot, and I’ll put the other one at the bottom of the Event deck. Only I should know what that card is.
- Now, let’s figure out who goes first. The player on my left will start, and we’ll go clockwise around the table.
Playing the Game
Okay, it’s time to dive in and have some fun! During the game, we’ll all take turns doing different things like completing actions, holding votes, finishing Events, and completing Tasks.
To do all of this, we’ll roll dice and use them in different ways. But remember, keep your dice rolls a secret. You can’t tell the other players what you rolled. The only time we’ll see your dice is when you submit them for something.
Note: Whenever I mention “players” in this rulebook or on any card, I’m talking about either the Uninfected players or the Infected players who haven’t revealed themselves yet. And when I say “Infected players,” I mean those who have shown their Status cards and are openly playing for the Infected team.
Turn Order
- Get the Dice
- Take Action
- Pick a Task Card
- Carry out the Task Card
- Add an Event Cube (If Necessary)
- Finish the Event (If Necessary)
- Choose a New Event (If Necessary)
- Move the Suspicion Cube Forward (If Necessary)
- Hold a Vote (If Necessary)
1. Get the Dice
So here’s what happens: I, the active player, get to grab some dice from the pool. The number of dice I can take depends on my die limit. At the start of the game, though, this step is skipped because I already have my maximum number of dice.
Let me give you an example: at the beginning of my turn, let’s say I have two dice and my die limit is five. That means I need to grab three more dice from the Available Resources pool. I can choose any combination of Weak or Strong dice. Oh, by the way, only the Commander can grab the Commander die.
2. Time for Some Action
Now it’s time for me, the active player, to perform an action. There are a few options, but I can only choose one. And I can only do it if the Outpost station needed for that action is still intact and undamaged.
A. Fixing Things Up
You know, fixing things can sometimes be a bit tricky. There are three types of repair actions that I can take. When I want to fix something, I get to roll up to three dice. After rolling the dice, I choose one of them to use for the repair. Of course, I can choose to roll fewer than three dice, but that makes it less likely that I’ll be successful.
Even if I have more than three dice, I can still only roll three of them. Now, here’s the important part. If the die I choose is a positive number, my repair action is successful! But if I choose a negative number, well, my repair action fails. It’s kind of a gamble, you see.
Repair Shield
If the shield is starting to fail, which is shown by the Shield tokens on the board, you can try to fix the Shield Control. If you succeed, you’ll get rid of the Shield token that is farthest on the Shield dial.
Repair Life Support
If the life support functions are getting dangerously low, meaning that the players are getting tired, you can try to bring them back up. If you succeed, you can choose any one Fatigue token to remove from the board and put it back with the rest of the Fatigue tokens.
You don’t have to say which Fatigue token you want to remove before you try to fix it.
Repair Outpost
If a spot is blocked because an Outpost station is damaged, you can try to repair it. If you succeed, you can remove one Outpost token from the board and put it back in the pile, making that action available again.
You don’t have to say which Outpost token you want to remove before attempting to repair.
Note: You can always repair the Outpost, no matter which stations are damaged.
B. Call a Vote
You can call a vote to either 1) quarantine a player or 2) release a player from quarantine (including yourself). All players hold out a closed fist and reveal what they’re concealing at the same time.
- A black Strong die is a vote saying that you are not infected and should not be quarantined.
- A red Weak die is a vote saying that you are infected and should be quarantined.
- An empty hand means that you are abstaining from the vote.
- Get back two of their spent dice, as long as they don’t go over their limit.
- Do any two actions that they would normally be able to do.
- Shield Control – I can’t repair the shield.
- Life Support – I can’t repair the life support.
- Research Lab – I can’t call a vote (except when the Suspicion cube reaches the end of the Suspicions track and a vote is forced).
- Communications – I can’t issue an order.
- Hangar Bay – I can’t go solo and be a lone wolf.
- Command – In this type of malfunction, you will retrieve one fewer die when passing on a Malfunction Task. Keep in mind that this does not affect the number of dice you retrieve at the beginning of your turn, or if you receive an order and choose to retrieve dice.
- I can only get a limited number of dice, which they can retrieve
- When my actions are blocked by Outpost tokens and I’m not infected, I can only call a vote, issue an order, or reveal as infected
- I don’t draw Task cards at the end of my turn
- If I’m not quarantined, I immediately carry out the Infection Power on my Status card.
- I roll any dice I have, and if I get a positive number, I can use my Infection Power one more time.
- I get rid of my Character card, Quarantine token (if I had one), any Die tokens, and my Uninfected player screen. If I was the Commander, the Commander card is passed to the player on my left, and the Commander die goes back into the Available Resources pool.
- I get a new Infected player screen. After checking my new limit for dice, I discard down to two, returning any extras to the Available Resources pool.
- They can choose whether to be IN or OUT during Malfunction Tasks and submit dice as usual. If they pass during a Malfunction Task, they can still take up to two dice from the Available Dice pool.
- They no longer draw Task cards at the end of their turn.
- They are not allowed to participate in votes anymore.
- They cannot be voted on, be quarantined, or become fatigued.
- They are not affected by the Command Outpost token, meaning they always retrieve two dice when passing.
- No longer can I perform the usual tasks. Instead, I am granted access to five new actions.
- If the result is positive, I’m successful, and nothing happens. Phew!
- But if the result is negative, I fail, and the Infected player gets to draw a Damage token of their choice. It’s a tough setback. Oh, and if I don’t have any active dice, it’s an automatic failure.
When playing the game, there are three types of dice that you can use to cast your vote: a black Strong die, a red Weak die, or an empty hand to abstain.
It’s important to note that the Commander die cannot be used for voting.
There are a few reasons why you might have to abstain from voting. You might not have any active dice, or you might not have the color of die that you want to vote with. Even if you have active dice, you can still choose to abstain.
If the majority of players vote that you are not infected, you will either be released from quarantine or remain free. If the majority of players vote that you are infected, you will either be placed in quarantine or remain there.
If there’s a tie, you can count on the Commander to break it in any way they want.
Once the vote is over, I collect any dice that were used in the vote and put them behind my player screen with my other active dice.
C. Going Solo
I have the option to take matters into my own hands and be a “lone wolf.” I can try to add an Event cube to the current Event all by myself. To do this, I roll up to three dice and pick two to submit.
If both of my submitted dice show positive numbers, my action is successful. An Event cube is added to the current Event or Final Event card. This could even complete the Event. When that happens, the Commander gets to draw two new Event cards and choose one before we continue with my turn.
But here’s the twist: if adding an Event cube through this action completes the Final Event, the Uninfected team wins the game right away!
D. Giving Orders
When I’m playing a game, I have the power to choose someone else to give an order to. It doesn’t cost me anything, but the person receiving the order doesn’t have to do what I say. They can either:
Just so you know: If someone is given an order and they choose to do two actions, neither of those actions can be giving orders to someone else.
If someone gets an order from me and their first action is to reveal themselves as infected, they can right away do an Infected action. So, it’s important to think carefully before giving orders.
Important note: If someone gets an order, they can’t use their special character power while they’re doing actions, because they’re not the one in charge right now.
Here’s Something Else to Look Out For: Reveal as Infected
If you have an Infected Status card, you can show it to everyone and join the Infected team.
3. Pick a Task Card
Once you’ve taken an action, draw two Task cards from the Task deck and choose one. Show the chosen card to everyone by placing it faceup on the Current Task spot. Keep the other card hidden and place it facedown in the Discard spot. If there are no more cards to draw, gather all the discarded cards, shuffle them, and create a new Task deck.
Note: When creating a new Task deck, make sure the face-down discard pile is not seen, as this would give away how players have been choosing their Tasks.
There are two kinds of Tasks: Malfunctions and Complications.
So, there are four different types of malfunctions that can happen in this game. When a malfunction occurs, everyone needs to roll their dice together to try and fix it. If there are infected players, they might even try to make things worse for everyone. Complications are a bit different. They come with a picture and you have to make a choice when you encounter them.
4. Time to Fix It
A. Malfunction Tasks
When you choose a malfunction task, you have to place the blue Difficulty cube on the right number on the Difficulty track. Then, you put the black Success cube on 0 on the Difficulty track.
Let’s start off with the person who picked the Task card. I’ll go first and then we’ll go around the table clockwise. Each of us has to decide if we’re IN or OUT. Just flip your participation token, so we all know what you chose.
If you decide to be OUT, you get to take up to two dice from the Available Resources spot. Remember, though, you can’t take more than your limit of dice.
At the beginning, we all have two Weak dice and two Strong dice. But as the game progresses, you might end up with all Weak or all Strong dice. It’s generally a good idea to have a mix of dice so you have more options during any votes that might come up.
When it’s my turn as an Infected player, I roll the dice and submit them. I can’t roll the dice in advance and peek at the results before my turn. All players and Infected players have to roll and submit at least one die during the Malfunction.
During the Malfunction, I can reroll my dice as many times as I want. But every time I roll the dice, I have to submit at least one of them, although I can submit more.
This rule stands even if it seems obvious what the outcome of the Malfunction will be. If I rolled the dice, I have to submit at least one of them.
Note: Let me give you a heads up about something important – having fewer dice actually increases your chances of rolling all negative numbers. So, if you’re uninfected, you need to be careful when deciding whether to keep rolling, since you might end up doing more harm than good. Now, this is where hidden infected players can really take advantage of the situation. It’s less suspicious if they submit negative numbers when they roll fewer dice.
Ok, here’s how it goes. Every time you submit a die, the black Success cube on the Difficulty track moves up or down, depending on if the number is positive or negative. Got it? Good. Now, each positive die you submit counts as a success, and each negative die counts as a failure.
All the dice you submit go on the Spent Resources space on the board. After the Task is resolved (but before any consequences or Event cubes come into play), all the dice from the Spent Resources pool get moved back to the Available Resources pool. Simple enough, right?
So, here’s what happens once all of us players, including the Infected players who chose to join the fun, roll our dice and submit at least one each. We then check the total. If the total is the same as or higher than the difficulty number, then our Task is a success! But if the total is lower than the difficulty number, then we fail, and we have to face the consequence listed on the Malfunction card.
What Happens When the Outpost Malfunctions?
If the Malfunction happens in the outpost, things get a bit more complicated. One or more outpost stations become damaged as a consequence. To figure out how many, we randomly draw some Outpost tokens and place them on the Outpost Status section of the board. The number of tokens we draw is equal to the consequence number shown on the card.
Here’s the real kicker though – if we end up placing the sixth and final Outpost token, that means the outpost’s critical systems have completely failed. And that, my friend, means game over for all of us. The Infected team wins instantly, and, well, we all just have to accept our fate.
When I draw each Outpost token, something specific happens that stops me from doing certain actions. I can’t do those actions until I fix that station.
Here’s what happens at each station:
Understanding Malfunctions in Moon Base Odyssey
As a player in Moon Base Odyssey, you need to fully grasp the concept of malfunctions to navigate the game successfully. Malfunctions can happen in different areas of the base, and each one has its own consequences. Let’s take a closer look at how malfunctions work.
General Malfunctions
Life Support Malfunction
If a malfunction occurs in the life support system, there will be consequences. Environmental conditions deteriorate, resulting in crew members becoming fatigued. Here’s what happens:
Draw a number of Fatigue tokens equal to the consequence number on the card and place them in the Life Support section of the board. If you draw the sixth and final Fatigue token, the crew becomes catatonic, and the Infected team wins the game.
If the character associated with a Fatigue token is not in play, the token still counts toward the Infected team’s win condition, but it doesn’t penalize any player.
If the Character on the token is active, they get tired.
Shield Breakdown
If the Breakdown affects the shield, put a number of Shield tokens matching the consequence number on the next open spots in the Shield track.
If all six Shield tokens are positioned, the shield completely breaks down, leaving the outpost vulnerable to the hazardous conditions on the moon. The Infected team wins right away.
When I place the tokens, I need to test the shield. First, I check the Failure Condition. There are different types of Failure Conditions: -1, “ANY +”, -2, and “ANY”. Now I roll a die, any die will do. If there are no dice on the board, I can roll one of my own, but I don’t submit it. The color of the die doesn’t matter.
If the result matches the Failure Condition, it means the shield test has failed. As the active player, I have two options: 1) I can draw a Fatigue token, or 2) I can draw an Outpost token.
. Malfunction
These Malfunction Task cards give me a choice. I can choose which type of Malfunction occurs: an Outpost Malfunction, a Life Support Malfunction, or a Shield Malfunction. I have to make this choice before players (both regular and Infected) decide to participate and roll their dice.
B. Complication Tasks
When I choose a Complication Task, I have to make a decision. My success or failure will be determined by the instructions on the card.
If I succeed, the Task is considered successful. But if I fail, something bad will happen, as described on the card.
5. Add an Event Cube (conditional)
If I successfully completed the Task, I get to add an Event cube. It goes on the available spot, either on the current Event or Final Event card.
6. Complete the Event (conditional)
If the last Event cube I added was to an Event card, that Event is finished. This means the Uninfected team is one step closer to winning the game. If there is any Event Text on the card, I need to follow the instructions. And if the completed Event was the Final Event, the Uninfected team wins!
Note: If you complete the Event card and it tells you to add Damage tokens, keep adding them until the game would end in an Infected victory.
For example, if the Event card tells you to add two Fatigue tokens but there are already four on the board, add the first one but don’t add the second one because it would end the game. This rule doesn’t apply to Final Events.
If a Final Event card tells you to add Damage tokens and doing so would end the game in an Infected victory, then the Infected team wins.
7. Choose a New Event (if necessary)
When I successfully complete an Event, I get to draw two more Event cards. I place one faceup on the board in the next spot and discard the second card facedown. But if it’s the third completed Event, we go straight to the Final Event and I don’t draw any cards.
8. Move the Suspicion Cube (if necessary)
If the Task card says “SUSPICIOUS ACTIVITY,” I move the Suspicion cube forward on the Suspicion track. It doesn’t matter if the Task succeeded or failed, the cube still moves.
9. Time to Vote (depending on the situation)
When the Suspicion cube reaches the last space on the Suspicion track, I have to call for a vote. I need to choose a player to vote on, and I can vote for myself or a player who is already quarantined. After the vote, I reset the Suspicion cube on the track. Then, it’s the next player’s turn to play clockwise.
Note: The Research Lab Outpost token being on the board doesn’t stop this mandatory vote from happening.
A Momentous Occasion
Once the Final Event commences, gather all remaining and discarded Task cards and put aside any Complication Tasks— they won’t be needed anymore. Mix the remaining cards together to form a new deck specifically for Malfunction Tasks.
Please Note: When creating this new Task deck, ensure that you don’t accidentally unveil the discarded pile, as it may give away players’ actions.
The Quarantine Quandary
When a player ends up in quarantine, a Quarantine token should be placed in front of their player screen, covering two of their die icons. As a consequence, their die limit is reduced by two dice. If the player happens to have more active dice behind the screen than their current die limit permits, they must discard the excess dice to the Available Resources pool.
When it’s a quarantined player’s turn:
Even when I’m quarantined, I can still participate in votes and Tasks normally
If I’m released from quarantine, I can discard the Quarantine token and get two more dice, although I don’t automatically retrieve those dice
Remember: Even if I’m quarantined and my die limit is reduced to zero or fewer dice, I’ll always have access to at least one die
If I am successfully quarantined, I will lose my Commander card to the player who called the vote. However, if the player who called the vote is also in quarantine (or if I called the vote on myself), then my Commander card will pass to the first player on my left who is not in quarantine.
Keep in mind: There may be rare cases where all players who are not revealed as Infected end up in quarantine. If this happens, the last player to be quarantined will keep the Commander card. The first player to be released from quarantine will immediately become the new Commander.
The Tiring Effect
When I draw a Fatigue token, if it matches one of the Characters in the game, I have to flip my Character card over. Once I’m fatigued, I can’t use my Character’s special ability. It’s a real bummer! On top of that, I can only roll and submit one die during a Malfunction, so I’m not as effective as I could be.
But here’s some good news: If I successfully REPAIR LIFE SUPPORT and get rid of the Fatigue token, I can flip my Character card back over and regain access to my awesome special ability. From then on, I can roll and submit dice normally. Phew!
Unveiling the Infected
When I reveal myself as the Infected, a bunch of stuff happens:
When a player reveals as part of the ACTION ORDER, their turn ends immediately, unless they revealed because of the ISSUE ORDER action and revealing was their first action. In this case, they can immediately take an Infected action.
Players who have openly declared for the Infected team have different rules to follow:
No longer can I perform the usual tasks. Instead, I am granted access to five new actions. Let me tell you about them.
First up, we have “Interference.” This action involves drawing three Task cards. You can then choose to discard some of them, keeping only the ones you want. The remaining cards are placed back on top of the Task deck, in whatever order you prefer.
Next, we have “Energy Spike.” Here’s how it works. If there are no more than one Shield token on the board, you get to add an additional Shield token. And if there are already two or more Shield tokens on the board, it’s time to test the shields. Roll a die and see how it turns out. If the result matches the current Failure Condition, you’ll need to draw either a Fatigue or an Outpost token and place it on the board.
Lastly, we have “Sabotage.” This action requires a bit of strategy. Here’s what you need to do:
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Interference
When choosing this action, draw three Task cards. You can then decide to discard as many as you want, and put the remaining cards back on top of the Task deck in any order you prefer.
Energy Spike
If there are 0-1 Shield tokens on the board, add one Shield token. If applicable, test the shields.
If there are two or more Shield tokens on the board, roll a die to test the shields. Check the result against the current Failure Condition. If the result matches, draw either a Fatigue or Outpost token and place it on the board.
Sabotage
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Ok, here’s what you need to do. Take that Sabotage token and put it on top of either the Shield Control, Outpost Status, or Life Support label on the board. Now, if anyone tries to fix that area, they’ll have to roll a die like they normally would. Whether they fix it or not, they have to get rid of two dice to remove the Sabotage token. If they don’t have two dice, they just get rid of as many as they can.
If you want to fix a sabotaged area, you’ll need up to three dice. One for the repair attempt and two because of that pesky Sabotage token.
An Infected player can move the Sabotage token from one area to another if they want. But remember, there can only be one sabotaged area on the board at a time.
Test Commander
When I’m the Commander, I have to roll all of my active dice and choose one to submit. It’s a bit nerve-wracking, not knowing what the outcome will be.
Now, let’s talk about Demoralize
Here’s a tricky rule that affects all players, starting from the person sitting on the left side of the Infected player. We have Black Strong dice and Red Weak dice. During Demoralize, we have to replace all our active black dice with red dice. This continues until we run out of red dice in the Available Resources pool. It can be a challenge, but we’ll figure it out!