ALIENS Rules CapAp Version

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 Aliens: This Time it’s War is a 2-player card game that recreates the events portrayed in the movie ‘Aliens’. One player will play the part of the Colonial Marines whilst the other plays that of the Alien Queen and her spawn. Card Types Battlefields Battlefields represent the Marines’ current location and the area in which combat is currently taking place. There are spaces at the top of each Battlefield where the turn marker can be placed (the numbers in brackets). At the start of each Marine turn, the Marine player advances the turn marker one space (representing the Marines’ progress through the facility). If the turn marker has already reached the last space on a battlefield, it will advance onto the next Battlefield. Example: Last turn, you reached the “4” space on the “Reactor Chamber” B attlefield. This turn, move the marker to the “5” space on the “APC Withdrawal” B attlefield. It is also possible for the turn marker to be advanced or moved backward due to card effects (representing obstacles being bypassed or causing a hindrance to the Marines). The turn marker can never be moved back to a previous Battlefield. The turn marker cannot be advanced to the next Battlefield due to a card effect. , , and spaces are usually skipped when advancing the turn marker. A space may be used if a card requires additional rounds to be played on a Battlefield and it is the only previous space available. The , and spaces only appear on the “Dropship Evac” Battlefield and are always skipped unless the, Ferro , or Newt , Character Cards are flipped over before the turn marker has advanced past the “Dropship Evac” Battlefield. For further det ails refer to Ferro and Newt’s Character C ards. Battlefields also contain a power value (the number in the green blood splat at the bottom left of the card). This number is always added to the Marine player’s total power wh ilst the turn marker is on the Battlefield (power is discussed in greater detail further in this rulebook). Turn Spaces Battlefield name  Additional power  granted to the Marine Player by the batt le ield  

description

Rules, board games

Transcript of ALIENS Rules CapAp Version

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Aliens: This Time it’s War is a 2-player card game that recreates the events portrayed in the movie ‘Aliens’. Oneplayer will play the part of the Colonial Marines whilst the other plays that of the Alien Queen and her spawn.

Card Types

Battlefields

Battlefields represent the Marines’ current location and the area in which combat is currently taking place. There arespaces at the top of each Battlefield where the turn marker can be placed (the numbers in brackets). At the start ofeach Marine turn, the Marine player advances the turn marker one space (representing the Marines’ progress throughthe facility). If the turn marker has already reached the last space on a battlefield, it will advance onto the nextBattlefield.Example: Last turn, you reached the “4” space on the “Reactor Chamber” Battlefield. This turn, move the marker tothe “5” space on the “APC Withdrawal” Battlefield. It is also possible for the turn marker to be advanced or moved backward due to card effects (representing obstaclesbeing bypassed or causing a hindrance to the Marines). The turn marker can never be moved back to a previousBattlefield. The turn marker cannot be advanced to the next Battlefield due to a card effect.

, , and spaces are usually skipped when advancing the turn marker. A space may beused if a card requires additional rounds to be played on a Battlefield and it is the only previous space available. The

, and spaces only appear on the “Dropship Evac” Battlefield and are always skipped unless the, Ferro

, or Newt , Character Cards are flipped over before the turn marker has advanced past the “DropshipEvac” Battlefield. For further details refer to Ferro and Newt’s Character Cards.

Battlefields also contain a power value (the number in the green blood splat at the bottom left of the card). Thisnumber is always added to the Marine player’s total power whilst the turn marker is on the Battlefield (power isdiscussed in greater detail further in this rulebook).

Turn Spaces 

Battlefield name 

 Additional power

 granted to the Marine

Player by the

battle ield  

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Character Cards

The Colonial Marine Character Cards represent the various members of the ill-fated expedition to LV-426. Each has a

Survival Rating on the right hand side of their card represented by a number of symbols. When the Marine Playeris forced to kill a Marine – either through card effects, or as a result of the Attack Phase – they must choose one oftheir Marine Character Cards and flip it over (for most Marines this results in death and they no longer have an effecton the game, some however will reveal that they need to be killed a second time). The Marine Player must choose to

kill a Marine with the lowest Survival Rating possible. Example: Drake cannot be killed if Apone is still alive, as Aponehas a lower Survival Rating (1) than Drake does (2). If there is more than one Marine with the same Survival Rating,the Marine Player can choose from amongst the available Marines with that Survival Rating. Example: If Apone hadalready been killed, the Marine player could choose either Spunkmeyer or Drake as they both possess the samesurvival rating (2). Some Marines have an effect stated on the bottom of their card, if applicable; this takes effect assoon as the Marine is killed.

The Airlock and Nuclear Countdown Deck

 At the end of every Alien Player’s turn, compare the Alien and Marine Players’ total power on the current Battlefield. If

the Marine Player’s total power is equal to, or exceeds that of the Alien Player ’s, then reduce the “Nuclear CountdownDeck” by one (either by flipping the top card over or by replacing it with the next card).

Once per game, whilst the turn marker occupies a turn space on the “Sulaco Loading Bay” Battlefield, the MarinePlayer may activate the “ Airlock” during his “Card Phase” by following the instructions on the card and flipping it over.This allows the Marine Player to kill all Aliens on the Battlefield along with all Operations cards and Marine CharacterCards. For each card the Marine Player discards from his hand, he is able to prevent one of his Marines from beingkilled.

Survival Rating 

Effect

when killed 

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Player cards

The player decks consist of three different types of card; Events, Operations/Aliens, and Obstructions. Events areplayed from a player’s hand for an immediate effect and are then discarded (they are not played onto the Battlefield).Operations (for the Marines player) and Aliens (for the Alien player) are played onto the controlling player's side ofthe current battlefield. These cards are placed in a vertical line to form a column. Cards are played into a player’s“column” in order to contribute their power towards the player’s total power on that Battlefield. Once a card is playedinto a player’s column it remains there and continues to contribute its power every turn as long as the Battlefield it

has been played on remains the current one. Each card in a column is considered a separate row; a row can nevercontain more than one card. Obstructions are played on the opposing player’s side of the current Battlefield into theopposing player’s column (no more than 2 obstructions may be placed on a player’s column per Battlefield).These cards are played in order to limit an opponent’s ability to generate power on a Battlefield. A maximum of 3cards are allowed in the Marine player's column on each Battlefield. The Alien player’s column has no size limit. 

Marine card examples

Event Operations Obstruction

Alien card examples

Event Operations Obstruction

Remember: When playing any type of card, card effects can only be applied to the current Battlefield unless statedotherwise.

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The amount of power an Operations or Aliens card contributes is displayed in the blood splat (Green for Operationsand red for Aliens) located at the top left of the card. 

Some cards require a cost to be paid before you can play them. The cost (located at the top right of the card) is paid

by discarding (face up) that number of additional cards from the player's hand. The cost on Marine cards is indicatedby a digital ammo counter. The cost on the Alien cards is indicated by Alien eggs (each egg representing a value of“1” ) 

Some Operations cards (for the Marine player), and Aliens cards (for the Aliens player) generate a card effect whenthey are played. These effects take place as soon as the card is played on a Battlefield, and are designated by anarrow symbol followed by the effect text on the card.

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Example of Play

In the example below, the turn mar ker is on the “APC Withdrawal” Battlefield. Previous and upcoming Battlefields areignored, along with any cards played on them. The Alien player has one card in his column which is contributing apower of “1” due to its power value. The Marine player has two cards in his column; however, one is an obstructionthat has been played by the Alien player. This has been played in order to limit the number of cards the Marine playercan place into his column on this Battlefield. The other card in the Marine player’s column has a power of “1”.However, the “APC Withdrawal” Battlefield contributes and additional 3 power (displayed at the bottom left of the card)

to the Marines total power as long as it’s the current battlefield. This increases the Marine player’s total power to 4,which is enough to beat the Alien player’s total power of 1.

Marine Power for

current battlefield  

 Alien Power for

current battlefield  

Marine Column for

current battlefield  

 Alien Column for

current battlefield  

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Special Tokens

Some Alien cards allow special tokens to be placed on them to improve their effectiveness. There are two types of

special token, toughness tokens and +1 power tokens . A toughness token acts as an additionallife, meaning that a card that would normally kill an Alien, if played on a Alien with a toughness token, would insteadcause the token to be removed. If another card was subsequently played on the Alien and it had no toughness token,

it would be killed (discarded) as normal. +1 power tokens increase the printed power value on an Alien card by one. Ifa card is able to gain a special token it will say so in the card’s effect text.

Victory Conditions

• The Aliens win if all the Marines are killed or  if Bishop is killed before the turn marker reaches the “Sulaco LoadingBay” Battlefield.

• The Colonial Marines win if Ripley is alive after the final turn space (“16”) of the “Sulaco Loading Bay” Battlefield or  ifthe "Nuclear Countdown Deck” drops below “1”. 

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Setup

Place the Battlefield cards in the middle of the table in the following order: “Reactor Chamber ”, “ APC Withdrawal”,“Operations Centre”, “Dropship Evac”, and “Sulaco Loading Bay”. The turn marker is placed on turn space “0” of the“Reactor Chamber ”.

Place the Airlock card next to the “Sulaco Loading Bay” Battlefield.

Place all Marine character cards face up in front of the Marine player. Set the "Nuclear Countdown Deck" to “10”.

Each player shuffles their deck and draws 5 cards.

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PLAYING THE GAME

The Colonial Marine player always takes the first turn.

Each player completes his entire turn before play passes to the opponent. Play passes back and forth in this fashionuntil one player wins.

Turn Sequence

Each player’s turn is divided into four phases, taken in the following order:

(MARINE PLAYER ONLY) Advance Turn Marker Phase: Move the marker ahead one space – this may move youonto a new Battlefield.

Draw Phase: Draw two cards (there is no limit on hand size).

Card Phase: Play any number of cards from your hand. You may also discard any of your own cards from the currentBattlefield (usually to create space in your column for more powerful cards). You do not need to play any cards if youdo not want to.

(ALIEN PLAYER ONLY) Attack Phase: Compare the Alien and Marine player s’ total power on the current Battlefield(including the Marines’ current Battlefield bonus). If the Alien player ’s total power for the current Battlefield exceedsthat of the Marine player, then a Marine is killed. If the Marine player’s total power is equal to, or exceeds that of the

 Alien player, then the “Nuclear Countdown Deck” is reduced by one. 

Special Card Rules

• P-5000 Powerloader cannot be removed by the Alien player, but is still removed if the “Airlock” is activated .

• Toughness tokens do not prevent instant kill card effects such as the “Airlock” being activated or the event cards“You always were an asshole, Gorman” and “Get away from her, you bitch”.

• The Queen must be on the current battlefield to play “Get away from her, you bitch”.

• The "M3 Body Armor" card is played reactively during the Alien player's turn.

• Marine Obstruction cards cannot be played on a battlefield with more than 2 Alien Attack cards already present.

• Obstructions are not removed when the “Airlock” is activated. 

• Burke's death cannot reduce the "Nuclear Countdown Deck” below 1. 

Remember, once a card is playedinto a player’s column it remains

there and continues to contribute

its power every turn as long as

the Battlefield it has been played

on remains the current one.