A normal turn requires two Actions, or the Pass Action ends it early. Basic Actions discard the stated number of Action cards; playing an Action card resolves one chosen printed effect before discarding it. Card payment does not trigger the paid card's effect.
Rule reference: Rulebook pp11–13
A normal turn resolves two Actions, or Pass ends it early, then any required Oxygen loss and Fire damage in that order. The Player Phase cycles clockwise until everyone has Passed. A turn and a round are different.
Rule reference: Rulebook pp11,14,17
Pass ends your turn and prevents further normal turns in this Player Phase. You may discard hand cards. End-of-turn Oxygen and Fire still apply; eligible reactions remain possible.
Rule reference: Rulebook p12
Lose one Oxygen at the end of each turn in a section whose Life Support is inactive. An Oxygen token restores three, capped at seven. Oxygen zero is legal; a further loss creates Suffocating.
Rule reference: Rulebook pp17,28
Crossing below zero Oxygen gives Suffocating and resets Oxygen to zero. The next Oxygen loss kills. Gaining Oxygen or ending a turn in an active-Life-Support section removes Suffocating.
Rule reference: Rulebook p17
Each of the three sections has an independent active/inactive system. Active Life Support prevents that section's turn-end Oxygen loss, without refilling Oxygen. Reactor shutdown permanently removes all three systems.
Rule reference: Rulebook p17; current Life Support/Reactor Room effects and Rooms Help Sheet
A numeric roll resolves every adjacent corridor with that value: place Noise in an empty unmarked corridor, resolve the bag if it was already noisy, or move its largest Intruder into the room. Movement into an occupied room still makes Noise. Hazard places directly in the room.
Rule reference: Rulebook pp26–27; FAQ v1.2
Resolve an Intruder bag token in the character's room. This does not use the token's corridor quantities. It can occur even when numeric Noise has no matching corridor.
Rule reference: Rulebook pp26–27
A room can normally hold up to three Secure tokens. Each cancels one attack from an entering or placed Intruder and is discarded. It does not cancel later attacks from an Intruder already there. Shelter's permanent security is a separate room effect.
Rule reference: Rulebook pp25,29; FAQ v1.2
Flip an eligible empty corridor to its Noise-zero side and remove its Noise. Secure Action cards require an adjacent corridor leading to a room with another Character or the Robot; some Room and Item effects have different printed conditions. Closed Doors block the effect, and attached Hibernatorium corridors cannot be reinforced.
Rule reference: Rulebook pp19,29; current Secure/Fast Secure cards; Security Robot Room; Phosphates/Engineering Equipment; FAQ v1.2
The basic Action costs two cards rather than one and adds a Secure token on arrival where permitted. It still resolves arrival Noise or the Exploration entrance effect. It is not inherently silent movement.
Rule reference: Rulebook pp12,24–25
Movement can trigger attacks from source-room and transit-corridor Intruders, largest first, with a combined maximum of three. Card prevention follows its exact wording. Arrival Hazard is a separate timing.
Rule reference: Rulebook p24; FAQ v1.2
Draw the next Exploration card, align its diagram to North, draw the stated room type for the section, and place only legal new corridors within the facility. Resolve markers and the entrance effect in order; card removal instructions still apply when an entrance effect is skipped.
Rule reference: Rulebook pp19–25; FAQ v1.2
Tokens determine arrivals and round-end Development according to the current Intruder Help Sheet. The four-player initial bag has one Blank, two Larvae and seven Adults. Non-Blank tokens normally leave the bag after resolution; Blank returns and adds Adults.
Rule reference: Rulebook pp9,15,25–27
Use a functional loaded Ranged Weapon against an Intruder in your room. Add a Hit, roll the Shoot die, and apply weapon text. Critical or a numeric result no greater than accumulated Hits kills an ordinary Adult/Drone. Spend Ammo only on the Ammo face unless another effect says so.
Rule reference: Rulebook pp33–34; current Ranged Weapon cards; FAQ v1.2
Target an adjacent unblocked corridor with a functional loaded weapon. Spend one Ammo, roll Burst, then allocate Hits. Adult and Larva need one each; Drone needs two at once. The four-plus-special face supplies both four Hits and the weapon's printed special effect.
Rule reference: Rulebook pp33–34; current Ranged Weapon cards; FAQ v1.2
A full token permits two spends: full to half, then discarded. Loaded Ammo cannot be moved between weapons. Tactical Gear can load a compatible weapon from personal slots. The stated Action or effect must be paid; ammo use follows Shoot/Burst and the exact card.
Rule reference: Rulebook pp28,33–34; current Ranged Weapon cards; FAQ v1.2
The Queen uses a Hits track and a twelve-card Health deck. Reaching the skull or a successful Shoot kill result resolves a Health card, its additional discards and its effect, then resets Hits. The effect still resolves on her final card. Only an empty Health deck kills her permanently.
Rule reference: Rulebook pp34–35; FAQ v1.2
These cards clog the Action deck and count toward the five-card refill. Hidden infected/non-infected text is revealed only through permitted scanning. A Contamination card cannot be used as an ordinary Action-card payment.
Rule reference: Rulebook pp13,15,36,38–39
Scan the applicable Contamination cards as instructed. An infected card places a Larva if the character does not already have one. Rest can remove non-infected scanned cards; follow the actual effect for what is scanned, discarded or removed.
Rule reference: Rulebook pp36,38; current Rest cards
At endgame, a character with a Larva gains a new Contamination, shuffles all cards and draws four. Any Contamination in that hand kills, whether its hidden word says infected or not. Exact deck membership and the recorded draw determine the result.
Rule reference: Rulebook pp38–39
Cover the leftmost uncovered health section, reducing available Health positions as necessary, and apply the wound's printed effect. Removing a wound shifts other wounds but does not itself heal the Health marker. Duplicate effects do not stack.
Rule reference: Rulebook p18; current Serious Wound effects
A Room cannot normally be used while malfunctioned. A malfunctioned weapon is nonfunctional, and a second malfunction destroys it. Computer icons remain on rooms; specific bypass effects such as Portable Device still follow their own conditions.
Rule reference: Rulebook pp16,28,37; FAQ v1.2
The Robot starts unrevealed in the undiscovered Hibernatorium. Discovery or the Controller's specific exception reveals it. Activation follows local/remote costs and its exact ability; personal and Robot gear are distinct. A malfunctioned Robot cannot act.
Rule reference: Rulebook p37; current Robot and Supporting Robot Controller cards
Each player secretly receives a Private and a Mission Objective and retains one once per game outside a resolving Action. Commitment gives the track's current card reward. A winner must survive and satisfy the retained Objective; the public Mission Task is not everybody's personal win condition.
Rule reference: Rulebook pp10,13,38–39; Objectives Help Sheet
This public task needs at least two Eggs in total carried by all characters who Escape. Escaped carriers still count if they later die. Hibernation is not Escape. Each player's retained Objective determines whether the task's success helps them win.
Rule reference: Current Objectives Help Sheet, Primary Samples
A Nest Room Action takes or destroys one Egg and then makes Noise. An Egg is a Heavy Item and occupies a Hand. Removing the last original Egg destroys the Nest permanently; Fire still present at game end is not proof the Nest was destroyed.
Rule reference: Rulebook p28; Nest Room effect; FAQ v1.2
Use the available exit under its conditions, pay the Room Action and make Noise. An Intruder remaining after Noise makes the attempt fail, even if its attack was prevented. The Shuttle is a one-person one-use exit and is unaffected by Anti-Aircraft.
Rule reference: Rulebook pp37–39
The Lander normally attempts landing when the track reaches round ten. Active top Anti-Aircraft destroys it; inactive permits landing and removes Anti-Aircraft. Boarding is a paid Room Action with Noise. An Intruder entering the Landing Zone ejects all passengers. At the start of Event Phase one passenger can launch everybody aboard.
Rule reference: Rulebook pp15,37; FAQ v1.2
Two hidden tokens are stacked in section B. The top status governs the Lander's arrival. Life Support B permits private inspection/reordering; Reactor shutdown removes the system. Inactive successful landing also removes it permanently.
Rule reference: Rulebook pp9,37
The Hibernatorium must be discovered and active. Its paid Room Action makes Noise and fails if an Intruder remains. Hibernated is not Escaped. Facility destruction kills Hibernated characters, and survivors still receive endgame infection checks.
Rule reference: Rulebook pp15,37–39; FAQ v1.2
An active Autodestruction countdown destroys the facility at its deadline. FAQ also makes it trigger before endgame on an early finish. Hibernated characters inside die. Reactor shutdown removes the countdown and three Life Support/Anti-Aircraft systems while leaving Hibernatorium status unchanged.
Rule reference: Rulebook pp15,37–39; FAQ v1.2
Apply the specific card's target, rank, range and timing. Rank differs from player number and internal character ID. Closed Doors block effects across them; ordered movement cannot cause Opportunity Attacks. A permitted Chain of Command reaction can refuse its effect.
Rule reference: Rulebook p13 and current Command cards; FAQ v1.2
The basic Use Any Tactical Gear Action costs one Action card and permits multiple tokens. Choose sequentially. Oxygen, Medpack, Ammo and Grenade each follow their own effect; consent permits only the specific listed interplay effects on another character.
Rule reference: Rulebook pp28–29; FAQ v1.2
Resolve the actual Search card: draw one Item for each matching Item icon in your room, keep one, and put the unchosen cards at the bottoms of their corresponding decks without revealing them to other players. Newly gained Items with Tactical Gear slots arrive fully loaded.
Rule reference: Rulebook p28; current Search Action cards
A horizontal Heavy Item occupies one Hand slot. Eggs also count as Heavy Items. A full pair of Hands requires discarding an existing Item before gaining another, unless a specific effect changes carrying capacity. A Heavy Item cannot go in the Backpack.
Rule reference: Rulebook pp28–29
Each character normally has two physical slots for Heavy Items, including Eggs. These equipment Hands are separate from the hand of Action cards. Losing an Item also loses Tactical Gear attached to it.
Rule reference: Rulebook pp16,28–29
Regular vertical Items are held privately in the Backpack, which has no quantity limit. Their faces remain secret until used or legally revealed. Heavy Items and Armor do not fit there. Use an Item normally costs one discarded Action card; passive effects follow their printed timing.
Rule reference: Rulebook pp11,28–29
A room can have one Fire marker. At turn end, after Oxygen, a character there loses one Health. During Intruder Phase, Fire deals one Hit to each Intruder in that room and destroys one Nest Egg. Event spread follows the card; Closed Doors block it. A required Fire marker with none left destroys the facility.
Rule reference: Rulebook pp12,14,23,39
The Server Room can grant a Data token. A character holding it can Activate the Robot remotely from a room with a Computer without paying the extra Action card. Data does not waive the normal activation cost or permit any room action anywhere.
Rule reference: Rulebook p37; current Server Room effect
The basic Action costs two discarded Action cards and is unavailable with an Intruder in your room or a room Malfunction. Resolve one selected printed room effect and its instructions. Nest Egg actions and exit attempts require their own Noise roll. Specific cards or Items may grant an explicit exception.
Rule reference: Rulebook pp11,13,20–23; current Room effects
A Closed Door blocks objects and Actions across it, including movement, Burst, Grenades, commands and reinforcement; Noise still resolves across it. Intruders plan paths ignoring Doors but destroy a blocking Door instead of moving on that attempt. Destroyed Doors stay open. Only printed Door slots can be closed.
Rule reference: Rulebook pp21–22,30–32; FAQ v1.2 p2
One Armor Item occupies the Heavily Injured section of the Health track, rather than a Hand or Backpack. Its effect follows the card. If the Health marker enters that section, the Armor breaks and is discarded before remaining damage. A character already on that section cannot gain Armor.
Rule reference: Rulebook p29; current Armor card
Pay one Action card, gain one Contamination, choose an Intruder in your room, deal one Hit, then roll Shoot to check its death. The Ammo face has no effect. If it survives, resolve its retaliation or prevent it by placing Malfunction on one of your Weapons; a second Malfunction destroys that Weapon. Larva and Queen use their own Health rules.
Rule reference: Rulebook pp11,34–35
The marker's printed section determines Healthy, Injured or Heavily Injured; Intruder Attack conditions refer to that state. Reaching the skull kills the character and loses carried Items. Serious Wounds cover Health slots and limit recovery. Removing a Wound restores available capacity without moving the Health marker. Entering the Armor section breaks Armor before remaining damage.
Rule reference: Rulebook p18 and current Character board; Armor p29
Mara Keene is the fictional Officer in this four-player example. Printed rank 9; starting Weapon Sawed-off Shotgun. Rank matters for lower-ranking Command targets. The retained Objective is a private choice, not an innate role victory condition.
Rule reference: Current Character board, Action cards and starting Item; Rulebook pp9–13,33
Nia Calder is the fictional Medical Support in this four-player example. Printed rank 2; starting Weapon Carbine. Rank matters for lower-ranking Command targets. The retained Objective is a private choice, not an innate role victory condition.
Rule reference: Current Character board, Action cards and starting Item; Rulebook pp9–13,33
Tomas Vale is the fictional Combat Engineer in this four-player example. Printed rank 8; starting Weapon Automatic Shotgun. Rank matters for lower-ranking Command targets. The retained Objective is a private choice, not an innate role victory condition.
Rule reference: Current Character board, Action cards and starting Item; Rulebook pp9–13,33
Ivo Soren is the fictional Heavy Gun Operator in this four-player example. Printed rank 5; starting Weapon Bf Gun. Rank matters for lower-ranking Command targets. The retained Objective is a private choice, not an innate role victory condition.
Rule reference: Current Character board, Action cards and starting Item; Rulebook pp9–13,33