ISS Vanguard Complete UNLOCKED Rules Summary
ISS Vanguard Complete UNLOCKED Rules Summary
• The effect of an Equipment card can only be used by the Crewm. carrying it. • Some Threats are represented by more than one standee. Unless the card states
otherwise, any Crewmember in a Sector with any of the secondary Standees may
• Some Mission Equipment cards place a token on the Planet board: once a not perform the Special Action on the Threat card, and is not considered to be in
Mission Equipment token is placed on the Planet board, any Crewm may benefit the same Sector as the Threat.
from its effects, including Crewm from Sections that could not carry the card.
• When moving, Threats ignore the icon, but they still only move to connected
Once placed, Equipm. can't be relocated by simply placing it again (FAQ).
Sector, unless their card states otherwise.
• If you are instructed to discard an Equipment card, return it to the Armory [B]
INJURIES [p40]
DISCOVERIES [p39]
• Gaining an Injury: whenever you gain an Injury, place its card in the leftmost
• They represent interesting objects, samples, and specimens gathered by the empty Injury slot on the bottom of your Crew board. Then, take 1 Injury die and
ATeam on alien worlds. They are divided into 5 decks and placed above the place it in the top dice slot of any column of your Crew board that currently does
Planet board when preparing the Planet board (page 24 SB). not have an Injury die in it. If you place a die in a slot containing a Section die,
• Gain a Discovery: take the top card from the corresponding deck and place it in move that die (and any dice below it) one slot down.
the indicated space below the Lander board. During Planetary Exploration, there Any dice that are moved to a slot that your Crewmember cannot use (due to their
is no limit to the number of Discoveries that can be on the Lander. However, at rank) are moved to your Spent Pool. You may rearrange the dice below an Injury
the end of the Planetary Exploration, you must discard any Discoveries in excess die, before they are pushed down.
of the limit shown on the Lander board. Discarded Discoveries are placed on the
• If you gain an Injury and there are no more Injury cards of that type available
bottom of the corresponding deck.
(they are already all in play), gain the Wounded Injury instead.
• Whenever you gain a Discovery card (in any way), if there are any Lead tokens
• Removing an Injury: some game effects allow you to remove an Injury die and
on that deck, place those Lead tokens next to the bag (or back in the bag if they
also sometimes an Injury card. They are separate things.
have the icon) before drawing the card.
If you remove an Injury die, take it from its dice slot and place it back in the
• If a Discovery has a Planetary Exploration ability, that ability may be used at any
supply. If you remove an Injury card, take it from its Injury slot and place it back
time during Planetary Exploration, unless stated otherwise by the card.
in the Injuries deck.
• If a Discovery has a Ship Management ability, its effect is resolved when it is
• Flipping an Injury: some effects may allow you to flip an Injury card face down.
unloaded, during Unloading procedure of Ship Management (pag 28 SB).
A face down Injury card is inactive; Injury dice cannot be placed on this card.
• Once unloaded, Discoveries are stored in Gathered Discoveries [B]. However, it still counts as an Injury for all rules that count the number of Injury
• Many Research Projects require Discoveries to be paid as a cost. To pay a cards you have, such as Emergency Evac and Medbay.
Discovery, move it from Gathered Discoveries [B] back to its Discovery deck. Global Conditions, Missions, Poi [p41]
• Unique Discoveries:
Whenever you are instructed to take any numbered Global Condition, Mission, or
Numbered 1-32 are slotted into the Ship Book during Unloading and POI card, if there are multiple copies of that card available, take one at random.
should never be discarded or removed from the game!
• Dice Combinations on the current Global Condition card can be triggered any
Numbered 33+ are discarded during Planetary Exploration.
number of times during a Dice Check. Any Special Effect on the current Global
If the Planetary Exploration tells you to gain a Unique Discovery without Condition card is added to every Dice Check and must be resolved before other
specifying its number, take the top Unique Discovery from the Unique Discoveries Special Effects.
slot on the Planet board.
• Completing Missions: most missions complete automatically; you will be
LEADS [p39] instructed to discard the card when you reach a certain point in the game (a
Logbook entry, or as the effect of another card). Other missions require you to
• They represent clues that guide Crewmembers toward Discoveries.
trigger their Completion text once you have met the requirements. This can be
• At the beginning of Planetary Exploration, all 20 Lead tokens are done before or after any Action.
placed in the Lead bag. • Replacing POI cards: simply discard all POI cards from the Sector (return them to
• Whenever instructed to gain 1 or more Lead tokens, randomly draw them out of Points of Interest in [A]) and place the new POI card in their place.
the bag and place them one by one in an order of your choice on top of the • Whenever a new POI card is placed in a Sector, discard all Time tokens and
corresponding Discoveries deck. If there are no Leads available in
markers from the previous POI card in that Sector. Do not remove markers or
the bag, you cannot gain any more Leads at this moment.
tokens placed directly on the Sector!
• Lead tokens have a value between 0 and 3.
• Completing the Rank-Up card: as soon as you meet the requirements listed on
• Gain Discoveries: when the total value of Lead tokens on a the current Rank-Up card, flip the card over to the Completed side. You will gain
Discovery deck is 3 or more, place all Lead tokens on the deck by the benefits provided by this card during the Debriefing of Ship Management.
the side of the bag and then gain the top Discovery card. If a Lead token has a
icon on it, place it back in the Lead bag instead of placing it next to the bag.
• This could mean that you place one token, gain a Discovery, then place another
token and gain another Discovery.
• Additional instructions written on Leads:
◦ +1 Card When this Lead token is placed on a Discovery deck, a Crewm.
chosen by the Science Section player draws 1 Section card.
ISS VANGUARD UNLOADING (SB p28)
Ship Management Summary • Unload Unique Discoveries (U.D.): in any order, resolve the When unloaded
effect of any U.D. on the Lander or in the Found Discoveries slot of the Planet
AFTER PLANETARY EXPLORATION board. Move U.D. 1-32 to corresponding slot at SB p29-30 and U.D. 33+ to [A]
Leaving the Planet → Docking → Debriefing → Unloading → • Gain Bonus Bridge Upgrades: when you fill a complete row of slots at SB p29
Medbay → Memorial Wall → (Save Point) then gain the card listed next to the row and place it in Awaiting... envelope.
LEAVING THE PLANET (SB p25) • Unload other Discoveries: in any order, resolve the When unloaded effect
of any non-Unique Discoveries on the Lander or in the Found Discoveries slot of
• Clean Up Components
the Planet board. Move these cards to Gathered Discoveries [B].
◦ Return Section cards and dice to their Section Compartments
• Discoveries gained during Ship Phase don't trigger When Unloaded eff. (FAQ)
◦ Equipment cards to the Armory [B]
• Store the Lander: return the Lander board to the box, move Lander Mod cards to
◦ POI cards to Point of Interest [A], Threat cards to the box. the Awaiting... envelope.
◦ Optional Missions to Missions [A] and Global Condition cards to [A]
MEDBAY (SB p32)
◦ Lead tokens to the Lead Bag, Unique Discoveries numbered 33+ to [A] (FAQ)
◦ Return to the box all remaining tokens, markers, minis, dice and standee. • Install Upgrades: take Medbay Upgrade cards out of the Awaiting... envelope
and insert into appropriate slots at SB p33.
• Components Check: leave on the table only the following components
• Release non-injured crewmembers: move ATeam crewm with no injuries to
◦ Planet board with revealed POI cards, Threat cards, unclaimed Unique
Resting Crew [B]
Discoveries, non-Optional Missions
◦ Decks of cards: Discovery, Event and Injury deck. • Crewmembers in Medbay recover: move each Crewm currently in Medbay one
slot to the right. Crewmembers who would move from Light Injuries slot instead
◦ Crew boards, ATeam Crewmember cards and any Injury cards
move to the Available Crewmembers (hand) of the corresponding Section player.
◦ Lander board with Mods, gathered Discoveries and Unique Discoveries 1-32 .
You may assign any number of Available Crewmembers as Therapists.
◦ Success tokens, Rank-Up card
Each Therapist allows you to move one crewm in Medbay one slot to the right.
DOCKING (SB p26) The slot they move to must be empty or they don't move.
• Mission Failure: if at least one Mission card on the Planet board or Mission • Injured Crewmembers go to Medbay. Injured (but alive) Crewm from ATeam go
Failed token on the Lander, return Rank-Up card, lower Morale. Discard the into an empty Medbay slot at p32-33, depending on the number of Injuries:
Mission Failed token and return any Mission cards left on Planet board. 1 Injury → Light Injuries 2 Injuries → Moderate 3 Injuries → Critical
• Discard Excess Discoveries: if Discoveries + Unique Discoveries exceed your If all slots of required type are occupied, insert Crewm into a higher injury slot.
Lander capacity, then discard non-Unique Discoveries to stay inside the limit. If there is no such empty slot , Crewm dies: remove their Rank sleeve, return
Unique Discoveries cannot be discarded. Rank sleeve in Section comp. and place Crewm card back on their Crew board.
• Assemble Available Crewmembers: each Section player takes their Crewm Return all Injury cards back to the Injury deck
from Resting Crew [B] into their hand: they are the Available Crewmembers. • Make Survival Checks: Crewm in a Critical slot must make a Survival Check.
ATeam Crewm cards still stay on the Crew boards on the table. Roll 3 Injury dice: if you roll 1 and 1 OR 2 results, the Crewm dies:
remove their Rank sleeve, return Rank sleeve in Section compartment and place
During Ship Management, Available Crewm (those in players' hands) can be
Crewm card back on their Crew board.
assigned to various tasks. Whenever you assign a Crewm, immediately
return them to Resting Crew [A]. You can't assign the last Available MEMORIAL WALL (SB p36)
Crewm of a Section, as you need them for the next Planetary Exploration. • Memorialize Dead Crew: insert each dead Crewm (those unsleeved on Crew
DEBRIEFING (SB p27) boards) into the Section specific lowest numbered empty slot at p37-38.
If there are no more slots available for the Section, insert them into the first
• Promote: if Rank-Up card was Completed, check criteria shown on the card and
available non-Section specific slot at p38.
promote all ATeam Crewmembers that meet the criteria (number of Success
tokens based on their current Rank). Do not consume any Success token during If there are no more slots available, remove Crewm from the game instead.
this process. Apply the bonus printed on any slot you fill.
◦ To promote, replace current Rank sleeve with sleeve of 1 Rank higher and • Store Crew boards. They should be empty now: return them in the box.
return the Crewm on their Crew board.
SAVE POINT (SB p39)
◦ If there are no Rank sleeves available for the new Rank, they can't be promot.
◦ If no Crewm ranked up return the Rank-Up card to Rank-Ups [A] This is the most convenient time to end your session & save your game.
If you want to continue playing, skip this and go to SB p2 BRIDGE instead.
◦ If at least 1 Crewm ranked up, remove the Rank-Up card from the game.
1-Record your current Planet board: if the Landing card with the name of your
• Create the Success Pool: add together all the Success tokens from the Lander, current planet was removed from the game, skip this step and proceed to step 2
the Planet board slot and the Token bag. If a Planet Record sheet for your current planet is in Recorded Planets [B],
• Sell Dice: once per Ship Management, you may sell 1 die from each Section, dispose of it. Take a blank Planet Record sheet and fill it as follows:
providing that each Section remains with at least 4 dice. Each Section player 1.1 Name of the current Planet; Number of the Landing card in Planetary Scanner;
chooses any 1 Section die from their Compartment and returns it to the box. 1.2 Number and name of all POI cards in each Sector. Mark if Sector was Finished.
Add 4 Success tokens to the Success Pool. 1.3 Name and Sector number of any Threat on Planet board.
• Buy Dice: discard Success tokens equal to the number of dice owned by each 1.4 Number of each Unique Discovery still on Planet board.
Section to buy a die for each Section. Each Section player then chooses any 1 1.5 Place the Planet Record sheet in Recorded Planets [B]
Section die from the box and adds to their Compartment. 2-Save other cards and trays:
You can repeat and buy more dice, providing you have enough tokens to pay for. 2.1 To the box: Threat cards & standees
For example: if each Section has 6 dice, discard 6 Success tokens to add 1 die to 2.2 To Points of Interest [A]: POI cards on Planet board or not.
each Section or 6+7=13 tokens to buy 2 dice for each Section. 2.3 To Unique Discoveries [A]: Unique Discoveries on Planet board.
Each time you buy a die, you may assign 1 Available Crewm of Rank 2 or 3 to 2.4 To the Awaiting... envelope: Available Crewmembers, Planetary Scanner,
be an Instructor. Each Instructor reduces the cost to buy a new die by 1 (Rank 2 tokens from Success, Command and Energy Pools in the Token bag.
Instructor) or by 2 (Rank 3 Instructor). 2.5 Close and store the Planetopedia
• Buying and selling dice can be done in any order. 2.6 Shuffle Event discards back into Event deck, then return Discoveries,
Each Section must always have the same number of dice. Event and Injury decks to [A]. Finally, Close and Store the Ship Book.
BEFORE PLANETARY EXPLORATION MORALE SB p3
Morale cannot be raised above High . If Morale is Very Low and you are
(Resuming a Saved Game) → Bridge → Ship Facilities (Research Laboratory, instructed to lower Morale, instead each Section player must choose 1 Section
Production Complex, Barracks, Situation Room, Add-On Facility) → die for each Section and return it to the box. Morale remains Very Low .
Hangar → Mission Launch Procedure → Begin Planetary Exploration
SHIP FACILITIES (SB p6-17)
RESUMING A SAVED GAME (SB p1)
• You can visit any number of facilities, as many times you want, at the cost of one
• Take the Awaiting... envelope and from it take out the Planetary Scanner . Command token per visit.
• From the Token bag: take out Energy , Command and Success tokens • At the bottom of this summary, you can find Ship Facility rules.
and place them on the indicated pools on the left of the Ship Book. If the Penalty • When you have finished visiting facilities:
token is in the Token bag, add it to the Command Pool. a) discard all remaining Energy and Command tokens from the token pools,
• From the Awaiting... envelope, each player takes the Crewm for the Sections b) place all remaining Success tokens in the Token bag,
they control into their hand: they are the Available Crewmembers. c) place all remaining Situation cards in the Awaiting... envelope.
During Ship Management, Available Crewm (those in players' hands) can be HANGAR (SB p18)
assigned to various tasks. Whenever you assign a Crewm, immediately
return them to Resting Crew [A]. You can't assign the last Available • Install New Landers: take all Lander cards out of the Awaiting... envelope, and
Crewm of a Section, as you need them for the next Planetary Exploration. insert each into an empty slot at p19. If all slots are occupied, you remove from
the game an existing Lander (not the Basic Lander) or the new Lander.
BRIDGE (SB p2) • Install Lander Mods: take all Lander Mod cards out of the Awaiting...
• Install Bridge Cards: take all Bridge cards out of the Awaiting... envelope, and envelope, and insert each into an empty slot at p21. If all slots are occupied, you
insert them in appropriate slots at p3. Bridge Upgrade (Travel) cards goes to p4. may remove existing Mods from the game.
If the slot is occupied, return existing card to the Bridge [B] and insert the new. • Repair Landers: if any Lander cards on p19 are placed face down, you may pay
If the existing card has a Tech Level lower then your current Tech level, remove it the Repair cost to flip them face up.
from the game instead.
• Choose a Lander: choose a face-up Lander card on p19 and take the
• Generate Command and Energy Pools: place the Command tokens corresponding Lander board form the box, placing it on the table.
indicated by the Objective card, in the Command pool on the left of the Ship Book.
• Customize the Lander: Choose Mods from p21, place them in empty slots on the
If the Penalty token is in the Command pool,
Lander board (max 1 per slot). Pay attention to the Mod type (Structural / Utility).
discard the Penalty token and all but one Command token.
Place the Energy tokens indicated by the Tech Level card, in the Energy pool MISSION LAUNCH (SB p23)
on the left of the Ship Book. Before you land on a new planet now you get another opportunity to record the
Check Morale and Bridge Upgrade cards for effects that modify the above pools. current planet.
• Check Situations: take all Situation cards out of the Awaiting... envelope, • Skip steps 1 & 2 and go directly to step 3 (Prepare the Away Team)
resolve all the EFFECT: texts in any order. Do not discard the cards. if Planetopedia is not open OR it is open and the Landing card in Planetary
• Reveal new Situations: from the Possible Situations [B] draw the Situation Scanner matches the current Planet board.
cards indicated by the current Objective card. Place them face up on the table. • Skip step 1 and go directly to step 2 (Clean up) if Planetopedia is open and the
Read their text but do not resolve their effects. Landing card that matches the current Planet board has previously been removed
If Morale is Very Low , draw 1 additional Situation card. from the game.
• Prepare the Planetary Scanner: return the Landing card in the Planetary 1. Record your current Planet Board: same as Save Point , SB p39, step 1.
Scanner to Landing Cards [B] 2. Clean up the Planet Board: return POI, Unique Discoveries and Threats to box.
STARMAP (SB p5) 3. Prepare the Away Team: each player select 1 of the Available Crewmembers; if
• Fly ISS Vanguard to new places: Open the System Maps book on the page playing solo, you must select at least 2 Crewm from 2 different Sections.
indicated by the Current System bookmark. a) If there are not enough Avail. Crewm, each Section may draw 1 random
You may perform any of the following task, in any order, as many times you want: Crewm from Recruits , insert this card into a Rank 1 sleeve and add it to
Avail. Crewm then check Log 991 and mark the first unmarked box here.
a) Fly to a new System: choose one Outbound System from those listed, pay the
If more than 1 box is marked, each Section returns 1 chosen die to the box.
listed Energy cost. Read the Log listed next to the system (if any). If there is no
Each player then select 1 Avail Crewm for the Away Team.
Log, open the new System Map on the page listed and mark the page with the
Current System bookmark. b) Return any remaining Avail. Crewm to Resting Crew [B]
Log 999 can be used to to track which systems and planets you have visited. c) Each player places each Crewm in the ATeam in a Crew board, place dice from
b) Visit a destination within the system: choose a destination listed in the lower Section compartment into color-matching slots, respecting Rank depicted,
half of the page, pay the listed Energy cost and follow the instructions next to returning excess dice to Section compartment.
that destination. d) Each player creates a Section deck with at least 10 Section cards, each with
If the destination ha a icon, take the listed Landing card and place it on the rank <= Crewm rank. Shuffle the deck.
Planetary Scanner so the information about the planet is hidden. End this step. e) Place the indicated # of markers in the Charges slot of each Crew board.
If the Landing card listed is no longer in the game, you cannot land there. 4. Load the Lander: each ATeam Crewm may choose 1 Small Equipment from
This step ends when you place a Landing card in the Planetary Scanner, you Armory [B]. Then, as a group, choose a number of Personal and Mission
are unable to perform any other task, or you choose to end the step. Equipment up to the limit indicated on the Lander board.
WARNING: if you end this step without a Landing card in the Planetary Scanner, f) Take any number of Mission Equipment Upgrades for the Mission
immediately read the Adrift section. Equipment cards you have just chosen.
• Scan Planet: take the Scanner, flip it to the side with the Energy cost, and follow
g) Equipment that depicts a Section icon, can be used only by that Section Crew.
instructions on it to scan the Landing card.
h) Place a marker on the Supplies track: highlighted space is the base number
You may assign 1 or more Available Crewmembers to a Scouting Mission.
i) Supplies and Lander Equipments limits can be modified by Lander Mod cards
Each of them reduces the Energy cost of revealing the next part of the Landing
on the Lander.
card by 1.
• Close and store System Maps book 5. Strap in! Check the Landing card. It contains the number of a Log with a
Briefing. Go to this Log number and perform the Landing sequence indicated.
ADRIFT
Lower Morale, place Penalty token in the Command Pool, then go to SB p39
(Save Point) and continue from there.
BEGIN PLANETARY EXPLORATION (SB p24) PRODUCTION COMPLEX (SB p12)
1. Prepare the Planet Board: if there is a Planet Record sheet for your current Complete Projects through 3 stages of production. Speed up production by
planet in Recorded Planets [B], start at step 1a, otherwise at step 1b. assigning Crewmembers to the Assembly line.
a) Use the Planet Record sheet for your current planet to restore all saved POI 1. Gain new Production Projects (PP). Move all PP from Awaiting... envelope to
cards, Unique Discoveries and Threats. Go to step c. empty slots on p13. If there aren't enough empty slots, return any remaining PP
b) Place indicated Unique Discoveries on the Planet board, as they are written, to the envelope.
stacking them from bottom to top. 2. Install Production Upgrades. Move all Production Upgrades from Awaiting...
c) Place Mission and Global Condition cards and follow any other instructions envelope to empty Production Upgrade slots (first row) on p14.
printed in their slots. 3. Progress Current Projects. Move all PP in Production Queue slots on page 14
d) Check that 20 tokens are inside the Lead bag. Place it next the Planet board. one slot to the right. When a PP moves right from a Stage 3 slot, production is
e) Shuffle all 5 Discoveries decks separately. Place them above Planet board. complete: flip the card, resolve its text and remove it from the game.
Only Queue 1 (second row on p4) is available at start of the campaign.
f) Shuffle the Event deck. Place it to the left of the Planet board. Place Injuries
deck to the right. 4. Start New Projects. Choose any number of PP on p3 and place them in their
listed Starting slots of any available Production Queue on p4. If listed starting slot
2. Disembark: is occupied, you may place a PP to the left of the Starting slot. If there is no
a) if Lander hasn't yet been placed by the Briefing Log, place the Lander in any empty valid slot, return the PP to Ready for Production slot.
Sector with a Lander icon 5. Boost Production. You may assign Available Crewmembers to work in
b) if ATeam minis hasn't yet been placed, place ATeam minis in the Lander sector. Assembly. Choose 1 PP on p4 and assign Available Crewmembers with
c) Draw 2 random Rank-Up cards from [A]. Choose one and place its Incomplete matching Convert icons to progress the PP one slot to the right (it must be
side up in the indicated space next to the Lander board. Return the remaining empty). Flip, resolve and remove from game if production is completed.
Rank-Up cards to [A]. If players cannot agree, Science player decide. You can repeat this (no limit).
If there are no more Rank-Up cards in [A], take all removed-from-game Rank-Up BARRACKS (SB p16)
cards, shuffle and add them to Rank-Ups [A]
Trade Crewm between Sections, Dismiss Crewm, Train Crewm (= get new Crewm).
d) Divide Personal and Mission Equipment cards between players.
Crewmembers can't carry Equipment cards of another Section. 1. Transfer or Dismiss Crewmembers. Players may transfer their Avail. Crewms
If players cannot agree, Recon player decide. between Sections, losing 1 Rank during the process (only for Rank 2 or 3 Crewm).
To do this, exchange the Rank sleeves. The trade cannot be completed if a Rank
e) Each Crewm places a Turn token on the Crew board, Turn Available side up. sleeve of the appropriate level is not available.
f) Each Crewm draws a number of Section cards indicated on their Crew board Resting Crewmembers may also be traded. Place the Crewm (in their new Rank
g) The Recon player chooses a Crewm to receive the Start token. sleeve) to Resting Crew [B].
3. Planetary Exploration Players may also Dismiss any Available or Resting Crewmembers: just remove
Follow the rules of chapter III of the Rulebook to perform a Planetary Exploration. their sleeve, return the sleeve to Section compartment and return Crewm to
Store the Ship Book. Recruits [B]
2. Train Recruits. You may assign Available Crewmembers of Rank 3 to train
Recruits. For each assigned Crewm, you may promote one Rank 1 Crewm of the
same Section to Rank 2. Place both the assigned and the promoted Crewm to
Resting Crew [B].
3. Draft New Crewmembers. Take 5 random cards from Recruits [B]. If Morale is
High , take 6 cards instead; if Morale is Low or Very Low , take only 4 cards.
If there are not enough cards, take as many as you can.
SHIP FACILITIES (SB p6-17) Then in any order chosen by Security player, each Section player chooses one of
• You can visit any number of facilities, as many times you want, at the cost of one those Crewm cards, insert into a Rank 1 sleeve and add to their hand. Not chosen
Crewmembers return to Recruits [B].
Command token per visit.
If a Section has no Rank 1 sleeves remaining, that Section player may remove an
• When you have finished visiting facilities:
Avail. Rank 1 Crewmember from their sleeve, return the sleeve to the Section
a) discard all remaining Energy and Command tokens from the token pools, compartment, the Crewm to Recruits [B] and then use the sleeve for the new
b) place all remaining Success tokens in the Token bag, Crewmember.
c) place all remaining Situation cards in the Awaiting... envelope.
situation Room (SB p17)
RESEARCH LABORATORY (SB p8) Solve 1 Active Situation. More, if you assign Crewmembers to be Supervisors.
Develop new Technologies, using Discoveries taken from Gathered Discoveries [B] 1. Solve a Situation. Apply the When Solved effect of 1 Situation card above the
For each visit at the lab, you may complete 1 or more Research Projects with the SB or in the Awaiting... envelope (FAQ). If an effect requires a choice, the
same keyword (your choice). Security Section Player chooses.
1. Install Research Projects (RP). Take all RP cards out of the Awaiting... 2. Solve Additional Situations. You may assign Available Crewmembers to be
envelope and insert each into an empty slot on p9. Supervisors. After assigning Crewmembers, apply the When Solved effect of 1
If all slots are occupied, return any remaining RP card to the envelope. Situation card above the SB where the icons printed next to When Solved
2. Complete a Research Project (RP). Pay the Discoveries cost of any one RP on match the Convert icons of the assigned Crewmembers. You may repeat this any
p9 and take the card from its slot. Other RPs with same keyword shown in top- number of times.
right corner, can be payed and taken from the slot too.
ADD-ON FACILITY (SB p40)
To pay a Discovery, move it from Gathered Discoveries [B] back to its deck.
Requires campaign progress.
Discoveries spent must match requirements like Rare or Ultra-rare, but you can
spend an Ultra-Rare Discovery to pay for a Rare Discovery.
Finally, flip all RPs you took from slots, resolve their text in any order, and remove DO NOT look at the next page if you haven't yet unlocked the add-on facility
them from the game.
3. You may assign Available Crewmembers to do Lab Work. Choose a slot on p9, Or... just see next page BEWARE OF SPOILERS!!
assign Avail. Crewmembers with matching Convert icons, pay the Discovery cost,
flip the RP card, resolve it and remove it from the game.
You can repeat this (no limit).
Do not look after this SPOILER alert if you have not unlocked the add-on facility.
Do not look after this SPOILER alert if you have not unlocked the add-on facility.