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Pre-Mission Checklist
1. Distribute the Character Cards. Each player will have 2 Grunts and
one random Named Character Card (each Named Character will have
a special ability). Return the rest of the Character Cards to the box.
Character
Card Number: CHAR-
HUDSON Character
Card Number: CHAR-
GRUNT
8 13
Card Name: Hudson Card Name: Grunt
Character Name / Character Name /
Subtitle: Character Subtitle: Character
Card Title
COME AND GET IT, BASTARDS!
Firepower 2 Firepower 2
Card
Hudson gets +2 Firepower
when you have 2 or fewer
Characters in your Squad.
2. Each player will have a Player Board. Players will place their Character
cards onto the three slots on their Player Board in the Ready position
(Ready is showing). The rightmost slot is the Point Man (Beware
the Point Man will generally take Wounds first!).
HUDSON GRUNT
Card Number: CHAR-
GRUNT Depleted
Card Number: CHAR- Card Number: CHAR-
8 13 13
Card Name: Hudson Card Name: Grunt Card Name: Grunt
Turn Sequence/
Character Name / Character Name / Character Name /
Subtitle: Character Subtitle: Character Subtitle: Character
Actions
COME AND GET IT, BASTARDS!
Ready
3. Place the large APC tile with the Sector Row numbers pointing
towards the middle of the playing area.
Entrance Sector Numbers
Xenomorph
Phase Sequence
Hive Track
Xenomorph
Phase Icon
1
4. Each player’s Squad miniature begins on the APC tile on the Sector 3
entrance. Each miniature should have a colored base ring that
corresponds with their Player Board.
5. Take 3 random Mission Cards to be used in the game. Place them face
up near the play area. These cards will give the platoon special abilities
Subtitle: Mission
Character Name /
Video Evidence
Card Name: Obtain
Card Number: MISS-6
once you begin placing Objective Tokens on them. Put any unused
Mission Cards back in the box
MISSION
OBTAIN VIDEO EVIDENCE
Card Title
Card Ability
ACTIVATE AT ANY TIME. MOVE ALL
XENOMORPHS IN A SINGLE TILE TO AN
ADJACENT TILE.
TM & © 20th Century Fox. ©2020 UDC. PRINTED IN CHINA. TM & © 20th Century Fox. ©2020 UDC. PRINTED IN CHINA. TM & © 20th Century Fox. ©2020 UDC. PRINTED IN CHINA.
+1
Here’s how.
• Find each player’s 3 Phase Cards, corresponding to the color of that
player’s Player Board.
• Add the single Lt. Command Card.
• Take the number of Xenomorph Phase Cards equal to the number
of players in the game and shuffle them in with the Player Phase
and Lt. Command Cards. The Phase Deck is now ready. Keep the
remaining Xenomorph Phase Cards handy, you will need them
during the game.
Hive Entrance
2
8. Mix up the Wound Tokens and place them face up
(as shown), and near the playing area.
10. Shuffle the Tracking Cards to form the Tracking Deck and place it
Subtitle: Tracking
Character Name /
Card Name: N/A
25
Card Number: TRAC-
face-down near the playing area.
Xenomorph Dice
12. Place the Hive Counter on the first space
of the Hive Track on the APC tile.
Xenomorph
Phase Note: This space has a
Sequence
Xenomorph Phase icon.
Xenomorph
Phase Icon So during setup, resolve
Xenomorph Phase. (see The
Xenomorph Phase on page 8). Since
there are no Xenomorphs on the board
Entrance at this time, you can skip both the
Xenomorphs Attack (step 1) and
the Xenomorphs Move (step 2) and
Sector Numbers go straight to Xenomorphs Spawn
(step 3).
Hive Counter Your Set up is complete. You’re ready
Hive Track for duty!
3
Begin the Game
Turns in Aliens™: Bug Hunt are governed by the Phase Deck.
The game begins once the top card of the Phase Deck is played.
There are 3 different types of cards that will prompt the players
on what to do.
1. If the card played is a Player Phase Card that player
takes a turn. Proceed to Player Turn Sequence.
last space of the track, the Hive Track resets back Xenomorph Phase Card
to the first space. (Don’t forget the first space also
has a Xenomorph icon!)
• Proceed to the Xenomorph Phase.
•
Card Number: PHAS-
GAME OVER MAN! GAME OVER! Add another Xenomorph Phase Card to the Phase Deck
discard pile.
7
Card Name: Game
Over Man! Game
Over!
Character Name /
Subtitle: Phase
Note: Once a card from the Phase Deck is played, the current player’s
turn ends no matter what. When there are no more cards in the Phase
Deck, just take the cards in the Phase Deck discard pile, shuffle them
together, and continue.
Trust your fellow Marines and your USCM training. Now get moving
Marines, play that first Phase Card!
4
Player Turn Sequence
During their turn each player will do these two simple steps.
1. Movement - The player may spend up to 3 Movement Points each
turn to move their Squad.
2. Action – The player may perform one of the following actions:
• Shoot
• Capture an Objective
• Breach a Barrier
• Reload
The Player Turn Sequence and Player Actions are
printed on each of the Player Boards for easy reference.
Movement
A Squad can spend up to 3 Movement Points (MP’s). It costs 1 MP to
exit a Location Tile, or 2 MPs if the squad is exiting through a barrier
(this does not breach the barrier).
If a Squad is moving into an empty complex space that has no
Location Tile, that Squad draws a new tile, places it there, and their
movement ends.
Each tile has only one entrance, marked by a bright light. When a new
tile is placed, the entrance is always placed next to the exit of the last
tile the Squad was in. If there were Xenomorphs in the empty complex
space, they are placed on the new tile.
Entrance
• A Location Tile may contain Hive and/or Objective icons.
• If a Squad enters a new Location Tile and it has an
Objective icon, place an Objective Token there.
Objective Token
• If a Squad enters a new Location Tile and it has a
Hive icon, place the proper number of Xenomorph Dice
there indicated by the number on the Hive icon.
Hive Token
5
Normally, a Squad cannot exit a tile that contains Xenomorphs. The
exceptions to this rule are:
• If their tile contains another Squad.
• If the Squad moves to a tile containing another Squad, through a
passage that doesn’t have a barrier.
Finally, Squads may move to or from the APC tile, but only through
Sector 3.
The Complex grid is 5 tiles wide and 6 tiles long. Players cannot exit
the Complex grid.
Xenomorph
Phase Sequence Location Tiles
Empty Complex
Space
Entrance
Xenomorph Icon
Sector Numbers
Hive Track
Actions
Once the Squad has moved (or not moved), it may take one of the
following actions:
• Shoot: See below for the procedure for fighting the Xenomorphs.
• Capture an Objective: If your tile has an Objective Token on it,
remove it and place it on any Mission Card.
• Breach a Barrier: Choose a barrier in your tile and place a
Breach Token over it. It no longer counts as a barrier. If a
tile is later placed on the other side of that breach, it
remains breached even if the new tile indicates a barrier
on that side.
Breach
Token
• Reload: Ready all of your depleted Characters.
6
Shooting
Whenever a player takes the Shoot Action follow the steps below.
Furthermore, the Squad takes 1 Wound (face up) for each you
rolled. One of the Characters that fired must take the Wound. Repeat
this until all the Wounds have been distributed.
3. Now roll any Xenomorphs that are being targeted in adjacent tiles.
As before, Xenomorphs that rolled are killed and returned to the
Xenomorph pool.
Note: Squads can shoot from the APC tile, but only to the first tile of
Sector 3. This is resolved just like any other attack, but any surviving
Xenomorphs escape instead of moving to the APC tile.
7
Depleted
HUDSON GRUNT
Card Number: CHAR- Card Number: CHAR-
8 13
Card Name: Hudson Card Name: Grunt
Character Name / Character Name / GRUNT
Card Number: CHAR-
Turn Sequence/
Subtitle: Character Subtitle: Character
13
Card Name: Grunt
Actions
Character Name /
Subtitle: Character
4 4
TM & © 20th Century Fox. ©2020 UDC. PRINTED IN CHINA. TM & © 20th Century Fox. ©2020 UDC. PRINTED IN CHINA.
Ready
8
3. The Xenomorphs Spawn
• Play the top card of the Tracking Deck. Each Tracking Card has 5
Subtitle: Tracking
Character Name /
Card Name: N/A
54
Card Number: TRAC-
Sectors corresponding to the 5 Sectors on the APC tile. Each “Blip”
represents a Xenomorph Die that must be deployed in that Sector.
equal to the Hive number, then repeat this process with all the
Hives in that Sector.
• If you still have any Xenomorphs left after filling up the Hives,
place them in the closest empty space to the APC tile in that Sector
that doesn’t contain a Location Tile. If the Sector row is filled, place
the Xenomorphs in the last tile in that sector.
• Repeat this process for each Sector that has “Blips” in it on the
Tracking Card (see example below).
Subtitle: Tracking
Character Name /
Card Name: N/A
39
Card Number: TRAC-
Example of Xenomorph
Dice placement
• Some Tracking Cards have card text. After all the Xenomorphs have
been deployed simply follow the instructions on the card.
9
How to Place Wounds
When a Character takes a Wound, put a on its card face up
(as shown) without looking at the other side.
• The maximum number of Wounds a Character can have is equal to
the Character’s Armor number on the Character Card.
• Once a Character has that many Character HUDSON
Wounds, whenever it takes another 8
Card Number: CHAR-
Complex Overrun
If you must place Xenomorphs and cannot because they have all
escaped or have been placed in the complex, the complex has been
overrun by the Xenomorph horde and you must abort the mission.
The game ends. You’ve lost!
Once the Xenomorph Phase effects are resolved, play the next Phase Card.
10
Missions and Objectives
Each game, you will have 3 different Mission Cards to complete. To
complete a Mission, there must be 3 Objective Tokens placed on it. You
cannot put more than 3 Tokens on a Mission Card.
Whenever a player discovers a Location Tile with an Objective, place an
Objective Token on it. Whenever a player takes the “Capture an
Objective” action, the players decide which Mission Card to place it on.
Subtitle: Mission
Character Name /
Video Evidence
Card Name: Obtain
Card Number: MISS-6
sure it’s face up.
Objective Token Objective Token
Each Mission has an ability. To activate face up face down
that ability, you must flip one of its Objective
Tokens face down. If the Mission has no
MISSION
OBTAIN VIDEO EVIDENCE
tokens showing face up, then it cannot be ACTIVATE AT ANY TIME. MOVE ALL
11
Duty Roster
Game Design: Ryan Miller
Brand Manager: Travis Rhea
Associate Brand Manager: Corrine Deng
Director of Game Development: Bubby Johanson
Associate Product Manager: Rob Ford
Graphic Design: Krista Timberlake
Copy Editor/Writer: Anders Mattson
Art Direction: Samantha Padilla
Box Art: Vinz el Tabanas
Game Art: Caio Cacau, Daniel Reneau, Vinz el Tabanas
Miniatures: Jacob Anderson, Julio Elizondo
Project Managers: Louise Bateman, Tonya Lashley
Director of Creative Services: Mike Eggleston
VP of Production and Logistics: Suzanne Lombardi
President, Upper Deck Company: Jason Masherah
Playtesters: Zachary Apps, Eden Avery, Ryan Carroll, Corrine Deng,
Julio Elizono, Rob Ford, Michelle Fricke, Roland Garcia, Ryan Garcia,
Cassie Hailey, Christina Hamill, Cori Herrera, Vanessa Jasso,
Kevin Jimenez, Bubby Johanson, Bree Klusmeyer, Taylor Litonjua,
Anders Mattson, Tyler Mayes, Morten Mikkelstuen, Robert Miller,
Shirley Miller, Darren Nielsen, Samantha Padilla, Jackie Palmer,
Paula Perkins, Susan Quigley, Randy Reyes, Travis Rhea, Matt Rogers,
Nicolas Rogers, Teresa Rowlee, Nicole Ruman, Mark Shaunessy,
Katie Thompson, Krista Timberlake, Ted Tronson, Steve Warner,
Amanda Wolf, Jennifer Wu