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T R AV E L O G U E 0 0 6 : K A É LY F O S

Welcome to Paradise
In an effort to prove that the reality of
space travel is far more illustrious than the
fictions we read as kids, the universe has
provided this stately destination: the massive
severed head of an ancient celestial being,
floating with a comfortingly lifeless calm
through the dark recesses of existence.

A gentle rotation should provide just


enough gravity to keep our feet on the
luxurious ground of soft supple meat—
well-maintained through the ages by
the preserving vaccuum of space.

Initial scans also indicate the abundant


presence of parasitic blood-hungry
lifeforms; almost certainly willing—likely
with great, even aggressive, enthusiasm—
to provide us a robust exercise regiment
and full lineup of group activities such as
desperately fleeing for our lives, screaming
in abject terror, and fighting to the death.

This, truly, will be one to write home about.


QUICK SETUP
Shuffle and stack the waking nightmare Perform the following steps to construct
1 and bloodsucker behavior cards face- 4 the environment:
down in the area designated for planet-
specific cards, separated by type. Set
aside secret cards A & B until referenced. → Place the Scarab, glowing fold, exterior
orifice, interior orifice, bony protrusion,
and vesicle cluster face-up as shown.
DATABASE STOCKPILE DYNAMO

→ Note the separation between the


UNEARTH
MATERIALS
your node
CHARGE
POWER
two groupings of nodes.
anywhere

→ Randomly place a nest token on the vesicle


cluster, bony protrusion, and glowing fold.
→ Separate the remaining environment cards
by “exterior” and “interior” (see card backs),
and place them face-down as shown.
→ Place the crew on the Scarab.

WAKING NIGHTMARE BLOODSUCKER BEHAVIOR


K A É LY F O S K A E LY F O S

EXTERIOR INTERIOR
Place the
2

EXTERIOR NODE
ENVIRONMENT
K A E LY F O S

EXTERIOR NODE
ENVIRONMENT
K A E LY F O S

INTERIOR NODE
ENVIRONMENT
K A E LY F O S
bloodsucker and BLOO
DSUCK
ER NEST

doppelganger trap
C

BONY PROTRUSION
INTERIOR NODE
DESTROY DESTROY DESTROY
RESEARCH HUT LABORATORY WORKSHOP TRAP
CKER
ODSU

tokens “build”
BLO
BUILD

side-up in the
BUILD BLOODSUCKER TRAP

PLANET-SPECIFIC TOKENS

INTERIOR NODE
ENVIRONMENT
K A E LY F O S
area designated
NEST
KER
DSUC

for planet-
B

TO INTERIOR
EXTERIOR ORIFICE

INTERIOR ORIFICE
GLOWING FOLD
EXTERIOR NODE

BLOO

EXTERIOR NODE

INTERIOR NODE
TO EXTERIOR
specific tokens. BUILD
DOPPLEGANGER
TRAP
BUILD
DOPPLEGA
TRAP
NGER
EXTERIOR NODE
ENVIRONMENT
K A E LY F O S

EXTERIOR NODE
ENVIRONMENT
K A E LY F O S

INTERIOR NODE
ENVIRONMENT
K A E LY F O S
LOW TRUST HIGH TRUST BLOOD
SUCKE
R NEST

VESICLE CLUSTER
INTERIOR NODE
DISTRIBUTE DISTRIBUTE

Place the red-triangle trigger tokens on


3 the 3rd and 6th spaces of the timeline. THE EXTERIOR INTERIOR
SCARAB ORIFICE ORIFICE
TIME
GLOWING BONY
FOLD PROTRUSION
&
VESICLE
CLUSTER
PLANET PRIMER
MEAT TERRORS Move
On Kaélyfos, you are being hunted; → Each bloodsucker moves the amount
monstrous parasitic beasts—quickly dubbed indicated, toward the nearest explorer.
"bloodsuckers"—pursue you at every turn.
You'll have to balance avoiding the monsters, → If multiple explorers are equally close—
luring them into traps, and finding what you or if 2 directions take the bloodsucker
need to survive; which may sometimes mean equally close to the nearest explorer—
traveling into the horrific depths of the head. look at the dots on the bloodsucker's
node; these represent pheromone
BLOODSUCKERS levels present in the environment. The
bloodsucker will move toward the tied
When the time marker reaches option that takes them over the most
a bloodsucker (triangle) trigger pheromone dots on their current node.
token: reveal and resolve a
bloodsucker behavior card. → If a trap is nearer than any explorer,
bloodsuckers will move toward the trap.

Bloodsucker Behavior Example:

BLOODSUCKERS SPAWN: PROTRUDING


VERTEBRAE
EXTERIOR ORIFICE FIBROUS CAPSULE

C, B, A
EXTERIOR NODE EXTERIOR NODE
EXTERIOR NODE

EXTERIOR ORIFICE
EXTERIOR NODE
BLOODSUCKERS MOVE: THINK CAREFULLY,
THEN ACQUIRE

1 Node EXTERIOR ORIFICE


Grey Matter
EXTERIOR NODE

BLOODSUCKERS ATTACK:
Each bloodsucker gives a distress to an explorer
on their node and is then removed from play. If
there are multiple explorers on a node, the crew
TO INTERIOR

decides who each bloodsucker attacks.

Each bloodsucker behavior card will cause the These 2 explorers are equal distance from
monsters to act. Bloodsuckers will spawn on the bloodsuckers, so the bloodsuckers
nests, move toward explorers, and then attack prioritize the most pheromone-y option.
any explorers on their node. In that order. (Note that the pheromone dots on the
TO INTERIOR

destination node are irrelevant.) TO INTERIOR

Spawn
Attack
→ Place a bloodsucker (black marker) on
the nests indicated, in the order shown. → Each bloodsucker gives a distress to an
explorer on their node and is returned to the
→ If a bloodsucker would spawn and there are supply. If there are multiple explorers, the
no black markers available, it doesn't spawn. explorers choose who takes the distress.
PLANET PRIMER
WAKING NIGHTMARES Example of interior vs exterior
Distress from bloodsucker attacks causes you
to experience terrifying visions. When you gain EXTERIOR INTERIOR
distress, it will instruct you to draw a waking

adjacent not adjacent


nightmare card. Roll a discovery die, and resolve
the corresponding nightmare. Then return the

FIBROUS CAPSULE

TENDRIL GROTTO
EXTERIOR NODE

INTERIOR NODE
nightmare card to the bottom of the deck.

BLOODSUCKER DORMANCY
It's key to note that bloodsuckers act in quick
bursts and then go dormant for a time. While it’s EXTERIOR INTERIOR

TO INTERIOR
EXTERIOR ORIFICE

INTERIOR ORIFICE
EXTERIOR NODE

INTERIOR NODE
unnerving, you may enter and move through a ORIFICE ORIFICE

TO EXTERIOR
node with bloodsuckers on it without suffering an
attack. They only attack when an effect says so.

TRAPS
You're not without defenses.
→ If you are on a node with an
empty build site, you may

REFERENCE & FAQ


build a trap as a free action
by spending 1 material and CKER TR
BLOODSU PS 2
AP

placing an available trap TRA

token onto that build site.


→ If a bloodsucker moves onto a node with a → You can only experience 1 waking nightmare
trap, it is instantly trapped (even if explorers per turn, even if attacked multiple times.
are also present); place it on the trap token. → Bloodsuckers completely ignore the
→ If a trap has caught 2 bloodsuckers Scarab and any explorers on it. If all
it is destroyed. Return it and the explorers are on the Scarab and no traps
bloodsuckers to the supply. are built, the bloodsucks will not move.
→ Ignore the doppelganger traps
INTERIOR VS EXTERIOR until they are referenced.
Kaélyfos is divided into two halves: exterior and → You may destroy a trap on your node (and
interior (see: quick setup). The only way to move any bloodsuckers on it) as a free action.
between the two is by moving from one "orifice"
node to the other. All other nodes across the → Bloodsuckers caught in traps count as
separation from each other are not considered “bloodsuckers” where effects are concerned.
adjacent. E.g., “for each bloodsucker on your node,”
would count a bloodsucker in a trap.

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