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INSANITY INSANITY INSANITY INSANITY
TRACK TRACK TRACK TRACK

INSANITY
TRACK
Generator overheat
Computer
If there is a Malfunction marker in the Generator system failure
Room, place a Fire marker in that Room.
Place a Fire marker in each Room Evacuation
neighboring a Room with a Fire marker. If there is a Malfunction marker pod ejection
Fire does not spread through Closed in any Room with a Computer,
Doors or Technical Corridors. place a Malfunction marker in each Remove the Escape pod token with the
If there is no Malfunction marker in the Generator other Room with a Computer. lowest number. Remove this card from
Room, place a Malfunction marker in that Room.
Remove this card from the game and reshu�e Remove this card from the game the game and reshu�e the Event deck
the Event deck (including Discard pile). and reshu�e the Event deck. (including Discard pile).

fire wave Ship AI failure


Fuel explosion
Find the Room with the lowest number If there are at least 2 Malfunction markers
Place a Fire marker in each Engine. containing a Fire marker. Place a Fire in a Room with a Computer, start Self-
Remove this card from the game marker in each neighboring Room. Destruct sequence. Otherwise, place a
and reshu�e the Event deck Fire does not spread through Closed Malfunction marker in the Room with the
(including Discard pile). Doors or Technical Corridors. lowest number containing a Computer.

Whispers
Terror Terror
Draw another Event card, then place a Noise
marker in each Corridor with the same Each Character draws cards from Each Character draws cards from
number than the one on this new Event card their Action deck until they have 5 their Action deck until they have 5
and that is connected to a Room containing cards in hand and then Scans all their cards in hand and then Scans all their
a Character. If a Corridor already contains a Contamination cards. If they have at least Contamination cards. If they have at least
Noise marker, resolve an Encounter instead. 1 INFECTED result, increase their Insanity 1 INFECTED result, increase their Insanity
Afterward, discard the new Event level to 5. Afterward, all Characters level to 5. Afterward, all Characters
card without resolving it. discard all cards from their hands. discard all cards from their hands.
EVENT
EVENT EVENT
EVENT EVENT
EVENT

EVENT
EVENT EVENT
EVENT EVENT
EVENT

EVENT EVENT EVENT


EVENT EVENT EVENT
Terror

Each Character draws cards from


their Action deck until they have 5
cards in hand and then Scans all their Fear Fear
Contamination cards. If they have at least
1 INFECTED result, increase their Insanity Every Character whose Insanity level is Every Character whose Insanity level is
level to 5. Afterward, all Characters higher than the number of cards in their higher than the number of cards in their
discard all cards from their hands. hand is dealt a Contamination card. hand is dealt a Contamination card.

agoraphobia

If there is more than 1 Character in a


Room, place a Despoiler in that Room. Monophobia Tendrils
Do not resolve a Surprise Attack. If there
is more than 1 Room eligible it appears Each Character alone in a Room and Every Character in a Room with Technical
in the Room with the lowest number. not in Combat resolves a Panic card. Corridors increases their Insanity level.

Whispers

Draw another Event card, then place a Noise


marker in each Corridor with the same Agoraphobia
number than the one on this new Event card
Neurosis and that is connected to a Room containing If there is more than 1 Character in a
a Character. If a Corridor already contains a Room, place a Despoiler in that Room.
Every Character in a Room with Noise marker, resolve an Encounter instead. Do not resolve a Surprise Attack. If there
a Lair or in a Room neighboring Afterward, discard the new Event is more than 1 Room eligible it appears
a Lair draws a Panic card and resolves it. card without resolving it. in the Room with the lowest number.
EVENT
EVENT EVENT
EVENT EVENT
EVENT

EVENT
EVENT EVENT
EVENT EVENT
EVENT

EVENT EVENT EVENT


EVENT EVENT EVENT
Hunt

Each Void Seeder not in Combat moves to a


Monophobia neighboring Room containing a Character,
if possible. If several Rooms are eligible, it
Each Character alone in a Room and moves to the Room with the lowest number.
not in Combat resolves a Panic card. Otherwise, it does not move.
EVENT
EVENT EVENT
EVENT EVENT
EVENT

EVENT
EVENT EVENT
EVENT EVENT
EVENT

EVENT EVENT EVENT


EVENT EVENT EVENT
4 5

braineating braineating terror

If player has at least 1 Serious Wound, they die. If player has at least 1 Serious Wound, they die. The Character su�ers 1 Serious Wound.
Otherwise, they su�er 2 Serious Wounds. Otherwise, they su�er 2 Serious Wounds. Draw and resolve a Panic card.

4 3 3

duplicate duplicate

Take the Void Seeder miniature corre- Take the Void Seeder miniature corre-
terror sponding to the symbol of the Character’s sponding to the symbol of the Character’s
Insanity level on the Insanity track and Insanity level on the Insanity track and
place it in the Room. This Void Seeder place it in the Room. This Void Seeder
The Character su�ers 1 Serious Wound. doesn’t perform a Surprise Attack nor doesn’t perform a Surprise Attack nor
Draw and resolve a Panic card. attacks during the current Attack step. attacks during the current Attack step.

2 6 4

Frenzy Frenzy
Bite
Any Character in the Room who has Any Character in the Room who has
su�ered at least 1 Serious Wound dies. su�ered at least 1 Serious Wound dies.
All other Characters in this Room su�er All other Characters in this Room su�er If the Character has at least
1 Serious Wound and increase 1 Serious Wound and increase 2 Serious Wounds, they die.
their Insanity level. their Insanity level. Otherwise, they su�er 1 Serious Wound.
INTRUDER
INTRUDER INTRUDER
INTRUDER INTRUDER
INTRUDER
ATTACK
ATTACK ATTACK
ATTACK ATTACK
ATTACK

INTRUDER
INTRUDER INTRUDER
INTRUDER INTRUDER
INTRUDER
ATTACK
ATTACK ATTACK
ATTACK ATTACK
ATTACK

INTRUDER INTRUDER INTRUDER


INTRUDER
ATTACK INTRUDER
ATTACK INTRUDER
ATTACK
ATTACK ATTACK ATTACK
3 2

Bite Bite Bite

If the Character has at least If the Character has at least If the Character has at least
2 Serious Wounds, they die. 2 Serious Wounds, they die. 2 Serious Wounds, they die.
Otherwise, they su�er 1 Serious Wound. Otherwise, they su�er 1 Serious Wound. Otherwise, they su�er 1 Serious Wound.

5 4 2

fear fear fear

The Character gets a Contamination The Character gets a Contamination The Character gets a Contamination
card. Draw and resolve a Panic card. card. Draw and resolve a Panic card. card. Draw and resolve a Panic card.

2 6 5

fear Scratch Scratch

The Character gets a Contamination The character su�ers 1 Light Wound The character su�ers 1 Light Wound
card. Draw and resolve a Panic card. and gets a Contamination card. and gets a Contamination card.
INTRUDER
INTRUDER INTRUDER
INTRUDER INTRUDER
INTRUDER
ATTACK
ATTACK ATTACK
ATTACK ATTACK
ATTACK

INTRUDER
INTRUDER INTRUDER
INTRUDER INTRUDER
INTRUDER
ATTACK
ATTACK ATTACK
ATTACK ATTACK
ATTACK

INTRUDER INTRUDER INTRUDER


INTRUDER
ATTACK INTRUDER
ATTACK INTRUDER
ATTACK
ATTACK ATTACK ATTACK
4

Scratch Scratch

The character su�ers 1 Light Wound The character su�ers 1 Light Wound
and gets a Contamination card. and gets a Contamination card.
INTRUDER
INTRUDER INTRUDER
INTRUDER INTRUDER
INTRUDER
ATTACK
ATTACK ATTACK
ATTACK ATTACK
ATTACK

INTRUDER
INTRUDER INTRUDER
INTRUDER INTRUDER
INTRUDER
ATTACK
ATTACK ATTACK
ATTACK ATTACK
ATTACK

INTRUDER INTRUDER INTRUDER


INTRUDER
ATTACK INTRUDER
ATTACK INTRUDER
ATTACK
ATTACK ATTACK ATTACK
3+ 3+ 2+

pyromaniac Hallucinations Hallucinations


Place a Fire marker in the Room Discard all Ammo markers Discard all Ammo markers
you are in, if there is none. from one of your weapons. from one of your weapons.

3+ 3+ 2+

ripping off
Hopelessness the bandages
Self-mutilation
Draw 3 cards from your Action deck
and remove one of them from the game. Deal 1 Light Wound to yourself
Deal 2 Light Wounds to yourself. Discard the rest. and undress 1 Serious Wound.

2+ 2+ 4+

blind escape destructive outburst


Destruction
Draw an Event card and move your Place a Malfunction marker
Character through indicated Corridor. in the Room you are in, if there is none. Discard a Heavy Item from your hand,
if possible (not a Heavy Object).
INSANITY
INSANITY INSANITY
INSANITY INSANITY
INSANITY

INSANITY
INSANITY INSANITY
INSANITY INSANITY
INSANITY

INSANITY INSANITY INSANITY


INSANITY INSANITY INSANITY
3+ 3+ 3+

Bloodlust Bloodlust
Defeatism
Deal 1 Serious Wound to every other Deal 1 Serious Wound to every other
Character in the Room you are in. If you are Increase the Insanity level of every Character Character in the Room you are in. If you are
alone, deal 1 Serious Wound to yourself. in the Room you are in (including you) by 1. alone, deal 1 Serious Wound to yourself.

2+ 2+ 2+

Demotivation
Insane Courage Sabotage
Each Character in the Room you are in
(including yourself) discards 1 Action card from Move your Character to a neighboring Set the item counter to 0 in
their hand. Increase your Insanity level by 1. Room with a Void Seeder. the Room you are in.

5+ 5+ 2+

Demotivation
Heart Attack Heart Attack Each Character in the Room you are in
(including yourself) discards 1 Action card from
Your Character dies. Your Character dies. their hand. Increase your Insanity level by 1.
INSANITY
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INSANITY

INSANITY
INSANITY INSANITY
INSANITY INSANITY
INSANITY

INSANITY INSANITY INSANITY


INSANITY INSANITY INSANITY
3+ 2+

ripping off
the bandages
Self-mutilation
Deal 1 Light Wound to yourself
Deal 2 Light Wounds to yourself. and undress 1 Serious Wound.

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