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Project California

3-5 Players, Co-Op w/ Hidden Traitor


Sit Rep
Youve just come to, you remember that you are on a trip from Human Space, on you are part of a team
that is on their way to visit the Krukian colonies. This was important because its the first time any
Humans have made the trip to Krukian Space. However, not everybody was happy about this move,
there were those on the other side, that didnt want this trip to happen at all. Which finally jogs your
memory, and why you were not conscious just moments ago! There has been a Hull Breach!!
The ship is losing O2 quickly, and it seems that all the systems are down, the ship is a sitting duck in
space and if we dont get our act together, were all going to be popcicles!

Setup
Have each player select a public role, which will be the character they are representing in the ship.
-

For 3 players, randomly select 4 Loyal Objective cards and 1 Random Traitor Objective card.
Randomize them and have each player take 1.
For 4 or 5 players, randomly select 5 Loyal Objective cards and 2 Random Traitor Objective
Cards. Randomize them and have each player take 1.

Players keep their objectives secret!!


Give each player a starting set of Effort Cards (-2, -1, 0, 1, 2, 3)
Then shuffle the square room tiles together and randomly distribute them to build the ship like this

Hannah starts in the Bridge, Wizguizit starts in the Engines, Zzlixz starts in the Cafeteria, Chandler starts
in the Sleeping Quarters and Amos starts in the Power Core.
First Player: Whoever is playing Hannah is first player, if not Hannah, then Amos, then Zzlixz.

Round Sequence
Starting with the first player, each player has a turn, then if there are any mission tasks that were voted
on, they are performed, then there is a recover phase and lastly the Oxygen Leakage phase.

Players Turn
Each player has three parts to their turn, an escape part, act part and an endure part. During the act
part, the player may perform up to three actions that require effort, then after all actions are
performed, they must endure.
Part 1 Escape
Escape Detainment
If the player is detained and conscious, they may make an escape attempt, do do this, they play
an effort card face up, add their mech skill and roll the Effort die. The player must meet or
exceed the escape difficulty to no longer be detained.
The player must discard non-negative effort cards in the amount equal to the current oxygen
level meters effort loss level.
If the room is not guarded, the difficulty to escape is 5.
If the room is guarded, the guarding player(s) will play an effort card and roll the effort die and
add their Command skill. The escaping player must beat each guarding players escape difficulty
in order to escape.

Part 2 Act
Move
To move from one room to another, players must play one effort card face up, and roll the effort
die. If the player meets or exceeds the difficulty, they successfully move to the next room.
Players can move from one room to another, if the engines and power are out so is the ships gravity,
moving from room to room is much harder than normal, with a difficulty of 3. Once gravity is back
online, movement difficulty is 0 (It still requires and effort card and a die roll!)

Dig Around
If the player is in a room that can provide stuff, they can go looking for it. To do this, the player plays
a face up effort card and rolls the effort die. If the die and the effort card added together meet or
exceed the difficulty of digging around in the room, they successfully find something!
To know what they find, they need to roll the effort die one more time, the room has a chart that
says what you find: Structural, Technical or Nonsense. Whatever it the player finds, they draw one
of those cards from the supply and keep it for themselves. They must not tell anybody what they
drew.

Hand Off
A player can freely give up to one stuff to each other player in the same room as them. This does not
count against the 3 actions a player has on their turn.

Detain
A player may attempt to detain another player. When a player has been detained, they must skip
the Act part of their turn.
To detain a player, both players play one Effort card face down, then they both roll the Effort Die
and add that value to the effort card played and their Command skill. The player attempting to
detain must roll HIGHER than the defending player, if so the player is detained.
Unconscious players cannot fight against a detain attempt.

Guard
A player can choose to end their turn with a guard action if there is a detained player in the room.
That player is then guarding any players detained in that room.

Initiate a Mission Task


Some rooms have critical mission tasks that need to be accomplished, in order to get the ship
running again, and ready to travel. These tasks are much harder and require multiple people to
perform them. This task does not count against the 3 tasks a player has on their turn, however
taking this task ends the players Act phase.
Any players that take a turn following the player that initiated the task, has the opportunity to enter
or exit the room the task is being performed within.

Part 3 Endure
Expend Effort
The player must discard effort cards in the amount equal to the current oxygen level meters
effort loss level.
If a player cannot discard enough effort cards, they pass out from over exertion, and are
unconscious for the next round. They discard any remaining effort cards.

Performing Mission Tasks


Each conscious player in a room where a mission task is being performed, must participate, by doing the
following:
-

Selecting 1 effort card to play face down


Selecting any number of Resource cards to play face down

Once each contributing player has performed the above tasks. Shuffle the played effort cards together,
then shuffle the played Resource cards together. Then add the following items:
-

Total value of Effort Cards


Total value of Bonus for Resources
Total Applicable Skills for each player

If the sum of those three things meets or exceeds the difficulty for the task, it is successfully completed.
Regardless of success, discard all contributed Effort cards and Resource cards to their appropriate
discard piles.

Recovery
Shuffle all discarded effort cards and the effort deck together.
Each player draws Effort cards from the Effort deck, until they have 6 effort cards in hand.
After drawing cards, any unconscious players must discard effort cards equal to the current effort loss
rate of the oxygen track.
If every player is unconscious during the Recovery phase, then each player dies and the game is over.
If at least one player is still alive, then process oxygen leakage.

Oxygen Leakage
If oxygenator is offline, and the breach is not sealed, move oxygen level down 2 spaces.
If oxygenator is online OR the breach is sealed, move oxygen level down 1 space.
If oxygenator is online AND the breach is sealed, move oxygen level up 1 space.

Game Over
When the game ends, each player will then reveal their secret objectives. If a player managed to
complete their Primary Objective and at least 1 of their Secondary Objectives they won!

Rooms
There are 10 total rooms in the ship, some can be searched for goods, and some other rooms have
major mission milestones that need to be completed, below is a detailed listing.

Bridge
This is the main control center for the ship, Hanna starts in this room at the beginning of the game.
Resources
Deck: B
Difficulty: 3
Mission Tasks
-

Repair Navigation System


Allows the players to use the Jump Ship mission task.
o Required: Power Core
o Skill: Tech
o Difficulty: 20
o Resources: Structural +0, Technical +3, Nonsense -2

Jump Ship
If successful the ship jumps to Krukian space and the game ends.
o Required: Navigation System, Engines
o Skill: Command
o Difficulty: 10
o Resources: Structural +0, Technical +2, Nonsense -2

Engines
Provides the ship with Gravity and the power to Move, Wizguzit starts here.
Resources
There are no resources in the Engines
Mission Tasks
-

Repair Engines
Changes move difficulty to 0, and gives the ship the ability to move
o Required: Power Core
o Skill: Mech
o Difficulty: 20
o Resources: Structural +4, Technical +2, Nonsense -2

Med Bay
A good place to dig around for Technical stuff.
Resources
Deck: B
Difficulty: 3
Mission Tasks
There are no mission tasks in the Med Bay

Oxygenator
Resources
You cannot dig around for stuff in the Oxygenator room.
Mission Tasks
-

Repair Generator
Provides fresh 02 for the ship, reduces Oxygen Leakage rate.
o Required: None
o Skill: Mech
o Difficulty: 20
o Resources: Structural +2, Technical +2, Nonsense -2

Storage
A great place to dig around for things.
Resources
Deck: C
Difficulty: 1
Mission Tasks
There are no mission tasks in Storage

Cafeteria
Provides a great place to look for Structural stuff. Zzlixz starts here.
Resources
Deck: A
Difficulty: 4
Mission Tasks
There are no mission tasks in the Cafeteria

Sleeping Quarters
Provides a great place to look for stuff. Chandler starts here.
Resources
Deck: C
Difficulty: 2
Mission Tasks
There are no mission tasks in the Sleeping Quarters

Corridor
The hull has been breached here! If the breach has not been sealed, the difficulty to leave this room is 6
Resources
There are no resources in the Corridor
Mission Tasks
-

Seal the Breach


Allows players to move through the room freely, reduces the effect of Oxygen Leakage
o Required: None
o Skill: Mech
o Difficulty: 25
o Resources: Structural +4, Technical +0, Nonsense -2

Entertainment Quarters
Provides a great place to look for stuff.
Resources
Deck: A
Difficulty: 4
Mission Tasks
There are no mission tasks in the Entertainment Quarters

Power Core
Provides power to the main systems of the ship, Amos starts here.
Resources
There are no resources in the Power Core
Mission Tasks
-

Repair the Power Core


Allows the ship to be fully powered
o Required: None
o Skill: Mech and Tech
o Difficulty: 30
o Resources: Structural +3, Technical +3, Nonsense -2

Stuff
The stuff decks contain cards that are used to perform mission tasks, as well as special ability cards.
There are three types of stuff: Structural, Technical and Nonsense and they are mixed into three 24 card
decks.
Deck A contains a mixture that is 66% Structural and 33% Nonsense.
Deck B contains a mixture that is 66% Technical and 33% Nonsense.
Deck C contains a mixture that is 33% Structural, Technical and Nonsense.

Nonsense Cards
Nonsense cards have abilities that can handy during the game, to use the cards ability on your turn
(unless otherwise stated by the card) discard it and gain its effect.
Nonsense cards can also be put in as contributed resources for mission tasks, and they reduce the total
effort put in.

Effort Cards
The effort deck consists of 36 Effort cards with the following mixture:
1
2
5
5
5
5
5
5
2
1

-4 Effort Card
-3 Effort Cards
-2 Effort Cards
-1 Effort Cards
0 Effort Cards
+1 Effort Cards
+2 Effort Cards
+3 Effort Cards
+4 Effort Cards
+5 Effort Card

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