Contents
Welcome to the Deep Space D-6 Game!
Hey there, space explorer! Strap in and get ready for an intergalactic adventure. In this game, you’ll be facing off against the challenges of deep space all on your own. It’s just you, your trusty starship, and the unknown void.
Objective
Your mission is to survive the onslaught of crisis cards and make it back to Earth in one piece. Sounds simple, right? Think again. Deep space is a treacherous place, filled with all sorts of dangers lurking around every corner.
Game Setup
So, how do we get started? Well, first things first, let’s make sure we’re ready for liftoff. Place the enemy deck and the station deck right in front of you. These decks contain the different challenges and obstacles that you’ll be facing throughout the game.
Now, time to pick a ship! You can choose from a variety of different starships, each with their own unique abilities and strengths. Remember, the ship you choose will have a big impact on your strategy, so choose wisely!
Alright, we’re almost ready to embark on our cosmic journey. Give the crisis deck a good shuffle and draw 5 cards. These cards represent the problems and challenges you’ll be facing during your mission. Keep them face down for now, we’ll get to them in a bit.
Gameplay
Our adventure begins! On your turn, you’ll be facing a crisis card. These cards will throw all sorts of obstacles at you, from enemy ships to system failures. But fear not, intrepid explorer! You have a few tricks up your sleeve.
Each crisis card has a matching icon that represents the spaceship systems needed to overcome it. Do you have the right systems? Then great, you’re on your way to solving the crisis! If not, you’ll have to roll the dice and hope for the best.
Rolling dice now, are we? Here’s the deal: You have a pool of crew dice that you can assign to your ship’s systems. Each crew member comes with their own unique abilities, so choose wisely. You’ll use these dice to regenerate your ship’s systems or launch attacks on the enemy. It’s all about finding the right balance.
Keep an eye on your hull integrity, though. The enemy is relentless, and they won’t hesitate to attack your ship. If your ship takes too much damage and your hull integrity reaches zero, well, it’s game over, my friend. Mission failed.
Victory or Defeat
Remember, the ultimate goal is to survive and make it back home. If you manage to defeat all the crisis cards and successfully complete your mission, congratulations! Victory is yours. However, if your ship succumbs to the perils of deep space, don’t worry. Failure is just another step on the path to success. You can always try again.
So, are you ready to face the mysteries of the universe? Are you prepared to navigate the depths of deep space all by yourself? Strap in, activate your starship, and let’s get this adventure started!

Hey there! So, picture this – you’re the Captain of the USS Crypsis, a really cool starship. You’re just cruising along in the Auborne system on a routine patrol when, out of nowhere, you get a distress call. Exciting, right? Well, buckle up, because things are about to get intense!
Welcome to Deep Space D-6, an awesome game where you play all by yourself. It’s all about surviving in the deep, dark depths of uncharted space. Every turn, you roll some dice to see what your crew can do. Then, you have to decide where to send them – to a station or on a mission. It’s up to you to keep your ship running and safe from all the dangers that pop up. It’s a challenging game, but if you can survive, you’ll win!
The Components
- 1 Ship Board
- 6 Crew Dice
- 1 Threat Die
- 1 Hull Tracker cube (Gray 8mm cube)
- 1 Shield Tracker cube (Green 8mm cube)
- 36 Threat cards
What You Need to Do to Win
In order to win, your main goal is to survive by defeating all the threats that are present in the threat deck.
Setting Up the Game
- Place the game board in the middle of the playing area. Put the Hull tracker on the number 8 on the Hull track. Put the Shield tracker on the number 4 on the Shield track.
- Mix the Threat Deck thoroughly and put it above the game board.
- Draw 2 Threat cards and put them in the corresponding areas.
Now you are ready to start!
About Your Ship
This is your ship. It not only represents your vessel, but it also keeps track of its status as well.

Whoa, there’s a lot to keep track of in this game. Let me break it down for you in simple terms:
1 Hull Track – This shows how well your ship is holding up. If it reaches 0, you’re out of the game.
2 Shield Track – Think of this as your ship’s force field. Any damage first goes to the shields.
3 Scanners – Keep track of the information you gather here. Once it’s full, draw a new threat card.
4 Damage Track – External threats go here. Move them down as they take damage. When they’re off the board, they’re gone.
5 Crew Stations – Your crew has specific roles. Place their dice here to use their abilities. (check out Crew)
6 Infirmary – Injured crew dice go here. They can’t be used until you heal them using medical.
7 Threats – These bad guys want to destroy your ship. (Learn more in Threats)
8 Internal Threat Zone Place Internal Threats on this side of the board.
The Team and Stations
Your crew members and the actions they can perform are represented by Crew Dice. You can activate stations multiple times as long as you have enough crew members.

Commanders are incredibly powerful individuals on the ship. They have the unique ability to alter the outcome of a Crew Die roll. If you find yourself in a situation where you’re not satisfied with the result, a Commander can come to your aid. They can change any Crew Die to the side of your choice. It’s a game-changer! What’s even more impressive is that a Commander can also alter the roll of another Commander. That’s right, they have the ability to change the outcome of a fellow Commander’s roll. It’s like a double dose of power in one package.
But that’s not all a Commander can do. They also have the power to re-roll any Crew Dice that haven’t been assigned yet in Step 3. So, if luck isn’t on your side and you’re not happy with the initial roll, you have the chance to try again. It’s like getting a second chance at success.
Commanders are truly a force to be reckoned with. Their ability to manipulate the outcome of a roll can completely change the course of a mission. So, if you’re looking for an edge in the game, a Commander is definitely someone you want on your side. They have the power to take control and turn the tides in your favor.

Fire! I tell my Tactical crew. It’s their job to take out any threats that come our way. The more crew members I assign to Tactical, the more damage we can do. We can even split up the damage between multiple targets. It’s like playing darts, but with lasers. As we fire, we watch the external threats’ damage track move down, showing how much we’ve hurt them.

Medical – I’m here to tell you that when you use this upgrade, it’s like a magic spell that brings all your injured crew members from the Infirmary back to join the rest of your team. It’s like a big “welcome back” party for them! Or, if you’ve got a Threat die that’s been locked in the Scanners, Medical can help unlock it and set it free.

Science – Recharge your shields to the maximum level. Or, you can activate the Stasis Beam: Just put a Science die on a threat. Guess what? That threat won’t be able to do anything in the next Threat Activation phase. Oh, and don’t worry, I’ll give you back that die during the Gather Phase.

Engineering – Fixing the Hull. How much the hull gets fixed depends on how many engineering crew dice I assign.

Alert! Danger Ahead! – When you roll these dice, quickly put them in the Scanner. Fill all the spots, and a new threat card shows up. Remember, you can’t use these dice until Step 6.
You can assign your crew to a threat, even if it won’t complete it. That way, your crew dice will stay the same in later rounds. For example:

Completing the internal threat called Time Warp requires two members of the Science crew. If you only have one Science crew member available this round, you can assign them to the Time Warp card and save it for next round.
On the following rounds, you can assign another Science crew die to the Time Warp to finish tackling the threat. *Crew assigned to a threat in this way can be called back during step 6.
Types of Threats
There are two different types of threats: External
and Internal
. External threats generally cause damage to your ship’s hull, while Internal threats usually result in negative effects for your ship and crew.

1 Starting Health – Once I draw a threat, I place it along the damage track at its starting value. As a threat takes damage, I move it down the Damage Track. When it reaches 0 Health, the threat is destroyed, and I discard the card.
2 Activation Value – This value tells me when the threat will activate. Every time the Threat die is rolled, all threats that match the Threat die face are activated.
3 Effect – When a threat is activated, it triggers a specific effect.
4 Away Missions – Certain threats, both internal and external, offer the option to perform an Away Mission. If a card has crew symbols on the bottom right, I can assign crew members to these threats to complete the mission. Once the mission is completed, I move all the dice used to the Returned Section of the board.
Special Threats
Distracted – When this card is revealed, I place a crew die on the ? space. You can’t use this unit until I activate or complete this threat.
Time Warp – The starting health value of a threat can’t be exceeded.
Nebula – While this card is in play, you can’t use or recharge shields. When it gets destroyed, the shield tracker goes back to position 0.
Boost Morale & Friendly Fire – If it’s impossible to activate the effect of a card, I discard it without doing anything.
Game Play
Deep Space D-6 happens in multiple rounds. Each round has the following steps:
1. Roll your available Crew Dice

First things first, I need to round up all the crew members available. When I find crew members, I’ll immediately assign them to the Scanners and lock them in their positions.
Step 2: On the Lookout for Danger
Now it’s time to check the Scanners for any signs of trouble. If I spot three Detected Threat icons on the Scanners, it’s time to draw a new threat card. I’ll set aside those dice and consider them reset. If there are any remaining Detected Threats, I’ll leave them there until I can take care of them.
Step 3: Assigning the Crew
I get to choose where to place my Crew dice next – whether it’s on Stations or Away Missions. Once I assign them, their actions are immediately resolved. I can pick any order I want to assign the crew, and it’s okay if some crew members are left unassigned for now.
Step 4: Unveiling New Threats
Now it’s time to draw a new threat card. Internal Threats are placed on the left side of the ship board, while External Threats are positioned on the right, according to their starting health value.
Step 5: Danger Strikes
This is the moment we’ve been waiting for. The threats I’ve discovered will now become active. Brace yourself!
Okay, here’s what you do – it’s not too complicated, I promise. First, roll the Threat Die. Whatever face it lands on, activate all the matching threats. The order matters, so we start with the Internal Threats and then move on to the External Threats. Oh, and a quick note – if any damage is done to your Ship, it always hits the Shield first. Just something to keep in mind.
Now, let’s talk about gathering up your crew. You’ll need to return any crew members you’ve assigned and put your dice back in your available pool. But here’s the catch – crew members in the Infirmary, the Scanners, or those who are Distracted don’t count. They get to stay where they are. If you want, you can gather some crew members from your Away Missions. But pay attention! If you can’t gather any Crew Dice, that means your crew is incapacitated, and you lose the game right away. So make sure you have at least some crew to count on!
And that’s pretty much it! After you’ve gone through those steps, a new round begins, and you go back to step 1. Keep going until you reach the End of the Game. And when you get there, guess what? You win if there are no more cards left for you to draw. Simple as that – no cards, game over, and you’re the champ!
Keeping Yourself Safe Online
Hey there! Today, I wanted to chat with you about something super important: staying safe online. It’s a pretty big deal, so let’s dive right in.
First things first, we need to talk about threats. Yeah, they’re out there, and they can wreak havoc on your digital life if you’re not careful. But don’t worry! By taking a few simple steps, you can protect yourself like a pro.
1. Keep Your Passwords Strong
Let’s start with the basics: passwords. They’re like the gatekeepers to all your online accounts, so you want them to be super strong. Think of a password as your secret code that only you know. It should be unique and not something easy to guess.
2. Think Before You Click
Next up, we have the infamous phishing emails. They’re like sneaky little traps trying to trick you into revealing your personal info. So, before you click on any suspicious links or download any strange files, take a moment to think. Trust your gut, and if something feels off, don’t click!
3. Update, Update, Update!
Software updates may not be the most exciting things in the world but just trust me on this one, they are so important! These updates patch up any security holes in your devices, making it harder for the bad guys to get in. So, don’t ignore those update notifications – your future self will thank you.
Well, there you have it. By keeping your passwords strong, being cautious before you click, and staying on top of those updates, you’ll be well on your way to keeping yourself safe online. It may sound like a lot, but trust me, it’s totally doable. You’ve got this!

Let’s see how the game unfolds:
I’m Captain Niven, and right now my ship has 5 Hull and 0 shields. Suddenly, our scanners pick up an enemy Assault Cruiser. Time to take action! I quickly roll my crew dice and input the data into the scanners, trying to get a fix on this new threat.

I start by instructing the Medic to take care of the Detected Threat. Then, I take charge as the Commander and decide to swap out one of the Tactical dice for a Science die.
Choosing the Science die allows me to fully recharge the shields. The ship’s shields are now at their maximum of 4.

Using the Tactical Dice, I’m able to inflict 3 points of damage on the Cruiser, pushing it further down the damage track.
At this point, I can no longer assign any more crew members. I draw a new Threat card and it reveals the Internal Threat: Pandemic. I place this threat on the left side of the board.


I roll the Threat die and it comes up with the Cruiser, causing some damage to my ship. The Cruiser deals 2 Hull damage, which first hits my Shields. On top of that, the Pandemic sends one of my crew members to the Infirmary. So now, my ship has 5 Hull and 2 Shields left.
Now, during the gather step, I can only gather 5 crew members because one of them is stuck in the Infirmary. This means in the next rounds, I will only be able to roll 5 Crew Dice until I use a Medical Die to heal the crew member in the Infirmary.