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™ “What the hell are you?” – Dutch equal to or greater than their health, then the player dies and is out of the game. If all Overview the players die, then the wins. But Legendary ® Encounters: A Predator™ Deck if even one player survives to complete the Building Game is really two games in one: final objective, the players win. You can play as humans working together Game Summary: Hunters to escape and fight off the Predator. Or your group can play as competing to (Players are Predators) hunt humans and earn the most Honor. In this fully competitive mode, the basic game mechanisms are the same: 1-5 players Game Summary: Hunted each start with a Role such as Elder Hunter or (Players are Humans) Jungle Hunter and a deck of basic cards. Each In this fully cooperative mode, 1-5 players turn, you’ll add a card from the Prey deck to each start with a Role such as Tracker or the Wilds. You’ll also play cards to generate CIA Agent and a deck of basic cards. At Attack and Recruit Points, and at the end of the start of your turn, take a card from the your turn, any Prey in the Combat Zone will Enemy deck and place face down on the strike you. board to show how a Predator is stalking However, there are several differences: Prey you in the Wilds. Then play cards from your enter play face up (Predators are good at hand to generate Attack, Recruit Points, and spotting their prey). There are no Objectives special abilities. You’ll use Attack to drive off to complete; instead, you’re trying to kill Prey the Predator or reveal face-down cards in and pass Tests to earn the most Honor. Some the Wilds. You’ll use Recruit Points to gain Prey will equip Gear cards to become more new cards for your deck. At the end of your dangerous, and if you’re not careful, you turn, if there are any Predator cards in the might find yourself in a Trap. Finally, some Combat Zone, you’ll draw Strike cards and cards allow you to strike and possibly kill a take damage. rival Predator (and then you can add him to Whenever your deck runs out of cards, your Trophy Room). shuffle your discard pile to make a new Your First Game As Humans deck, including all of the new characters For your first game, follow the setup rules you recruited. This allows your deck to on Page 3, using the specific card stacks get stronger over time. But beware – the listed there. This will allow you to simulate Enemy deck also grows in power. You’ll the movie Predator ™ playing as humans. face tougher enemy cards until the Predator After your first game, you can follow the finally appears for a final battle. instructions on page 18 to play through Players must work together to complete ™ as the humans or you can three Objectives such as “Locate and mix and match Objectives, Characters, and Wipe Out the Guerrilla Camp” or “Set Locations between both movies. Starting on Up a Defensive Position.” As the game Page 19 you’ll find instructions on how to play progresses, the Predator will attack and both movies as Predators. 1 wound the players. If a player takes damage ® • 9 cards labeled No Sport - 1 If You Have Legendary • 11 cards labeled Payback Time – 2 Encounters: An ™ • 13 cards labeled What the Hell Are You? - 3 Deck Building Game... • 9 cards labeled Drawn By Heat and You’ll find that the cooperative version of Conflict - 1 Predator is fully compatible with the • 11 cards labeled This is History – 2 game. You can mix cards with Dutch • 13 cards labeled A Taste for Beef – 3 cards and build an Enemy deck that has both • 8 Character card pools with the Xenomorphs and Predators. You can also following labels (each has 14 cards): play as Predators and compete to hunt Aliens • Woodland – Intel for Honor. (For rules on combining the two • Woodland – Strength games, see pages 19 & 27.) • Woodland – Survival • Woodland – Tech • Urban – Intel Sorting Guide • Urban – Strength You’ll find 700 cards in addition to the Game • Urban – Survival Mat. Here are some suggestions on how to • Urban – Tech initially sort your cards. Finally, organize the Hunted cards into the First, sort the cards into three groups: Starting following groups: cards, Hunter cards, and Hunted cards. You • 40 cards labeled Enemy Strike will use the same Starting Cards in both game • 24 cards labeled Young Blood modes, but you will never mix Hunter cards • 10 cards labeled with Hunted cards. Starting cards are called • 10 cards labeled Role Experience and Brute Strength. There are 60 of • 10 cards labeled Commander these. • 2 cards labeled Location Hunter cards come in many varieties, but they • 6 cards labeled Objective all have special green lettering either in their • 6 Enemy Mini-Decks with the following labels: name or in the Deck Label at the bottom of the • 9 cards labeled Expendable Assets - 1 card. There are 360 of these. The remaining • 11 cards labeled Flares, Frags, and cards are for playing as the Hunted. There are Claymores – 2 280 of these. • 13 cards labeled Get to the Choppa! - 3 Next, organize the Hunter cards into the • 9 cards labeled War Zone - 1 following groups: • 11 cards labeled Personal Little War – 2 • 60 cards labeled Prey Strike • 13 cards labeled Other-world Life-form – 3 • 24 cards labeled Mercenary • 8 Character card pools with the • 20 cards labeled Trap following labels (each has 14 cards): • 20 cards labeled Test • Blain • 20 cards labeled Challenge • Dillon • 20 cards labeled Gear • Dutch • 8 cards labeled Killer Instinct • Mac • 5 cards labeled Avatar • Danny • 5 cards labeled Role • 6 Prey Mini-Decks with the • Harrigan following labels: • Keyes • Lambert 2 Your First Game - Use These Cards Location: The Val Verdean Jungle Objective 1/Enemy Deck 1: “Expendable Assets” Objective 2/Enemy Deck 2: “Flares, Frags, and Claymores” Objective 3/Enemy Deck 3: “Get to the Choppa!” Characters: Blain, Dillon, Dutch, Mac (Note: All of these characters have the icon.) Player Roles: Lieutenant, Tracker, Guerilla, CIA Agent, Radioman (In a four player game, leave out the Radioman. In a three player game, leave out the CIA Agent and Radioman, etc.)

3 4 Playing as Humans • Your Defense Value is only used to attack other players. (Normally, you won’t want Game Setup to do this, but when you mix the game with Aliens, you might find yourself Player Cards playing against a Traitor or Alien Player.) Note: If you’ve played Legendary ® Game Stacks Encounters: An Alien™ Deck Building game, Note: Only the Commander, Strikes, Location, many of these rules are the same. But be Objective, Enemy, and Barracks spaces are sure to check out the Young Blood chart, used to set up the game. (Some spaces have the section called Two Ways to Win, and the two names. The top is playing as Hunters, the new Keywords. bottom is playing as Hunted.) Give each player their own personal 12-card Shuffle the 10 Commander cards together deck made up of these Character cards: and place that stack face down on its • 7 Experience designated space on the board. Avatar Card • 5 Brute Strength Shuffle the 40 Enemy Strike cards together

Each player then LIEUTENANT Card #: LEP203 AVATAR Name and place that stack face down on its space on Game #/Play as: 2 - selects one ofHumansCard the Frame: the board. Human Avatar ten Roles andCard takes Name: Lieutenant Type Line: Location and the appropriateDeck Label: Avatar The Val Verdean Jungle Avatar and Role Objectives LOCATION card. (You can Pick one Location and

Hazard 1: Ugly put it on the Put the Hazard card beneath your Avatar as a Mark. For each Mark you choose which Defense have, put the leftmost Enemy or hidden card in the Wilds into the You start the game with 5 Combat Zone. Command Decisions in your deck. Hazard 2: Uglier Location space. Same effect. ones you like or Hazard 3: Ugliest Same effect. Avatar 9 Health randomly deal out PREDATOR TM & © 2015 FOX. ©2015 UDC. ENCOUNTERS. Objectives are PREDATOR TM & © 2015 FOX. ©2015 UDC. ENCOUNTERS. the Avatars.) marked as either “1”,

Command deCisions The Avatar staysCard #: LEP213 in Lieutenant “2”, or “3.” Each game uses exactly one ‘1’, Game #/Play as: 2 - front of each HumansCardplayer Frame: one ‘2’, and one ‘3’ objective. Human Role during the game.Card Name: Command Pick a ‘1’, a ‘2’, and a ‘3’ and place them on Decisions • Your HealthType Line: Lieutenant the Objective space with Objective 1 on the Deck Label: Role determines how top and Objective 3 on the bottom. (Players much strike have to complete Objectives in order, from

damage it takes 0+ Call For Backup: You get +2 . Objective 1 to Objective 3.) to kill you. 2 Get to the Choppa! Role 0 Card #: LEP193 Objective 3 PREDATOR TM & © 2015 FOX. ©2015 UDC. ENCOUNTERS. Objective # • Your Avatar also Game #/Play as: 2 - HumansCard Frame: determines which Objective Flares, Frags, and Claymores ExpEndablE assEts Card Name: Get to the Card #: LEP192 ObjectiveCard 2 #: LEP191 Objective 1 Role Character card you get. Each playerChoppa! Game #/Play as: 2 - Game #/Play as: 2 - Type Line: Objective 3 HumansCard Frame: HumansCard Frame: should take that card and add it to theirDeck Label: Objective Objective Objective 3 - Predator Card Name: Flares, Card Name: deck as a 13th card. Frags, and Claymores Expendable Assets TypeObjective: Line: Survive… Objective One Way 2 or the Other. Type Line: Objective 1 DeckEvent: Label: El Cazador Objective Trofeo de los Hombres Deck Label: Objective 2 Draw- Predator a Strike for each Mark you have. 1 - Predator

Objective: Set up a Defensive Position. Objective: Locate and Wipe Out the Guerrilla Camp.

Event: Right Out From Under Our Noses Event: Better Equipped Every Day Objective 3 - Predator Put the top card of the Enemy deck into the Hills If the Guerrilla Camp is in the Wilds, move it one PREDATOR TM & © 2015 FOX. ©2015 UDC. ENCOUNTERS. face down. (It pushes any card there into the space to the right. Combat Zone.)

5 Objective 2 - Predator Objective 1 - Predator PREDATOR TM & © 2015 FOX. ©2015 UDC. ENCOUNTERS. PREDATOR TM & © 2015 FOX. ©2015 UDC. ENCOUNTERS. The Enemy Deck So when you’re done, you’ll have one Enemy Each of the Objectives you picked has a deck with the Objective 1 cards on the top corresponding “mini-deck” of Enemy cards. and the Objective 3 cards on the bottom. The mini-decks are stacked on top of each Note: Don’t look at the Young Blood other with Objective 1’s mini-deck on the top cards you shuffle in – it keeps things and Objective 3’s mini-deck on the bottom. more suspenseful.

Val Verde Guerrilla EVENT Card #: LEP225 CardEnEmy - Human #: LEP223 Card #: LEP222 Game #/Play as: 2 - Game #/Play as: 2 - Game #/Play as: 2 - YOUNG BLOOD CHART Humans HumansCard Frame: Humans Card Frame: Enemy - Event Card Frame: HAZARD

PREDATOR TM & © 2015 FOX. ©2015 UDC. ENCOUNTERS. PREDATOR Young Young Young Jungle Card Name: Event Deck Label: Expendable Number of Special Card Name: Val Verde Type Line: Event Assets - 1 HAZARD! Bloods in Bloods in Bloods in Guerrilla Deck Label: Expendable Players Rules Type Line: Enemy - Hu- Assets - 1 mini-deck 1 mini-deck 2 mini-deck 3 man Deck Label: 1 0 0 0

Death: If the Guerrilla Camp is in the Wilds, you 2 0 1 2 may move it one space to the left. If it isn’t in the Wilds, draw a Strike. 3 2 3 4 Expendable Assets - 1 3 Expendable Assets - 1 Expendable Assets - 1 PREDATOR TM & © 2015 FOX. ©2015 UDC. ENCOUNTERS. PREDATOR TM & © 2015 FOX. ©2015 UDC. ENCOUNTERS. 4 4 5 6 There are also 24 Young Over Here One Blood cards which areCard #: LEP316 EnEmy - HuntEr Game #/Play as: 2 - 5 4 5 6 Preparation Humans Round randomly shuffled intoCard Frame: the Enemy - * Generic mini-decks dependingCard on Name: Over Here *If you’re playing five players, then each player gets Type Line: Enemy - how many players thereHunter are. one free “preparation” turn. Take those turns as Deck Label: Young (See the Young BloodBlood Chart.) normal except skip the Enemy Phase.

Here’s how to build the Reveal - Wilds: Draw a Strike then turn this Some players enjoy playing solo but Enemy face down. Enemy deck: controlling two Avatars. In this case, use the Young Blood 1 • Find Objective 3’s thirteen PREDATOR TM & © 2015 FOX. ©2015 UDC. ENCOUNTERS. 2 Player row in the Young Blood Chart. card mini-deck. Shuffle in Note: This chart should now also be used for the proper number of Young Bloods. Then, putting Drones in the Hive deck when playing put that stack face down on the Enemy Legendary ® Encounters: An Alien™ Deck space on the board. Building Game and when combining the • Find Objective 2’s eleven card mini-deck. two games. Shuffle in the proper number of Young Bloods. Then, put that stack face down on top of Objective 3’s mini-deck that’s already on the Enemy space. • Find Objective 1’s nine card mini-deck. Shuffle in the proper number of Young Bloods. Then, put that stack face down on top of Objective 2’s and Objective 3’s mini-decks that are already stacked on the Enemy space. 6 The Barracks Push Other Cards Forward There are 8 different Characters in the game If Necessary with 14 cards each. To build the Barracks, Each of the five spaces in the Wilds can only pick four Characters (at random or your hold one card. Whenever a card enters a choice) and shuffle all of those characters’ space in the Wilds, if there’s already another 14 cards together for a total of 56 cards. card there, the existing card gets pushed one space toward the Hills to make room for it. So a single card entering the Wilds Starting the Game sometimes causes several cards to get • Put the top five cards of the Barracks pushed forward. into the five spaces of the Headquarters (HQ). • Remember: Only push a card forward if • Each player shuffles their own personal it needs to move to make room for another deck of 13 cards and draws a hand of 6 card entering that space. cards from it. • Cards move the same way whether they’re • Choose a player to go first. Players take face-down or face-up. turns in clockwise order.

Over Here On Your Turn Card #: LEP316 EnEmy - HuntEr Game #/Play as: 2 - Humans During your turn, complete the Card Frame: Enemy - Generic Card Name: Over Here Type Line: Enemy - following phases in order: Hunter Deck Label: Young 1. Enemy Phase: Draw an Enemy card Blood

Reveal - Wilds: Draw a Strike then turn this (keeping it face down) and add it to Enemy face down.

Young Blood 1 the Wilds. PREDATOR TM & © 2015 FOX. ©2015 UDC. ENCOUNTERS. 2. Action Phase: Play cards from your hand, using them to recruit, scan, and fight. A Card Might Get Pushed to the 3. Strike Phase: Each enemy in the Combat Zone strikes. Combat Zone 4. Cleanup Phase: Discard your hand and all If a card is on the Hills space and gets cards played. Then draw six new cards. pushed, it then leaves the Wilds and enters the Combat Zone. If it’s face-down, then Enemy Phase: Add an Enemy immediately turn it face up. (See pages 9-10 Card to the Wilds for what happens when a card turns face-up.) At the beginning of your turn, without The Combat Zone can hold any number of looking at it, put the top card of the Enemy cards. Each time a new one is added, slide deck face down into the closest space in the the existing ones over to the right. Wilds. Here comes the Predator!

7 Action Phase: Play cards from • You get any Attack listed in the Attack icon on the card, but you don’t have to your hand, using them to recruit, use that Attack right away. scan, and fight. • Some cards say something like “2+” Your deck is made up of Character cards. inside their Recruit or Attack icon. Here are the different parts of a character: The “2” means that you always get at least 2 from that card. The “+” Character Card symbol means you might get more Recruit Points or Attack based on what Luck is My speciaLty Name TeamCard #: LEP298Icon Lambert Game #/Play as: 2 - the card says for its special ability. CharacterHumansCard Frame: Character Name • Keep the cards you play face up in front ClassBarracks -Icon Uncommon Card Name: Luck is My of you until the end of your turn. Specialty Type Line: Lambert • You don’t have to play every card in your Deck Label: hand. Some cards are very powerful in the Recruit Points: right circumstances but risky or even Use these to recruit harmful in the wrong ones. more characters 2 : You may put any number of the cards you gain this turn on top of your deck. Attack: 2 6 Cost: How many Use this to scan PREDATOR 2 TM & © 2015 FOX. ©2015 UDC. ENCOUNTERS. Recruit Points it Class and Team Abilities spaces & kill enemies costs to recruit • Some characters have an ability with a Special Ability this character Class Icon and a colon, like : You get +3 • You can only use a Class ability if you’ve already played another card of After you add an Enemy card, you play cards that class earlier in your turn. from your hand. Some of your cards produce • A card’s class is shown with the class “Recruit Points” that let you recruit more icon on the card’s upper left and also in characters. Other cards produce “Attack” the color of the card’s border. that let you scan spaces and kill enemies. • You can only use a card’s Class ability once Some cards give you special abilities like even if you played two or more cards of drawing cards or healing. the required class earlier in the turn. • Play each card in your hand in any order, • Some characters have an ability with a one at a time. Team Icon such as or . • Each time you play a card, do what • These work the same way as Class that card says immediately. (Some abilities. cards say “Once this turn,” which • A card’s Team icon is on the card’s means you can wait until a later point upper left hand corner. in the turn in order to use that effect.) •You get any Recruit Points listed in the Recruit icon on the card, but you don’t have to use those Recruit Points right away. 8 The Door SwingS BoTh wayS Example of a Class Ability:Card #: LEP290 Harrigan appears in its place, and then recruit that new Game #/Play as: 2 - HumansCard Frame: • “The Door SwingsBarracks Both - Uncommon character if you have enough Recruit Points. Card Name: The Door Ways” always givesSwings Bothyou Ways You can also recruit a Commander from the Type Line: Harrigan 2 when you playDeck Label: it. Commander stack. To do so, spend 3 Recruit • If you have already Points and put the top card of the Commander played another card stack into your discard pile. Commanders always earlier in the turn, then : Discard any number of cards from your hand, then draw that many cost 3 Recruit Points, and there are Commanders you can use the Class 2 cards. 6 for each of the five character classes. (You won’t ability on “The Door PREDATOR 2 TM & © 2015 FOX. ©2015 UDC. ENCOUNTERS. know which one you will get until you recruit it.) Swings Both Ways” to Besides being different classes, Commanders discard and then draw cards. are identical. • If you play two copies of “The Door Some special abilities instruct you to “gain” Swings Both Ways” as your first two a character. Whenever you gain a character, cards of the turn, then you won’t get to unless the effect says otherwise, it goes to your use the Class ability of the first one, but discard pile. you will get to use it on the second one. How to Scan a Space Recruiting Characters, Scanning During the game, there will be hidden (face- Rooms, and Fighting Enemies down) cards in the Wilds. It’s usually a good In-between playing cards from your hand idea to scan those cards in order to turn them or after you’ve played all of your cards, you face up. That way, if you find a Predator card, can recruit any number of characters, scan you can try to kill it before it moves into the any number of rooms, and fight any number Combat Zone and starts striking you. of enemies. You can do any or all of that as Each of the five spaces in the Wilds has a Scan many times as you’re able and in any order. Cost. To scan a space that has a hidden card, How to Recruit a Character spend Attack equal to that space’s Scan Cost. The HQ section of the board has five spaces, Then, turn the hidden card face up. each of which contains exactly one face-up There are also special abilities in the game that character from the Barracks. let you scan a space. In those cases, To recruit a character from the HQ, spend you don’t have to pay the Scan Cost to Recruit Points equal to that character’s cost scan the space. (found on its bottom right corner) and then put it into your discard pile. When your deck runs out and you shuffle your discard pile to make a new deck, you will soon draw that new character and be able to use its abilities. Whenever there is an empty space in the HQ for any reason, immediately refill it with the top Turning a Hidden Card Face Up card of the Barracks face up. For example, you A hidden card turns face up when its space might recruit a character, see what new character is scanned or when it enters the Combat 9 Zone. Depending on what kind of card it is, Event on Objective 2. And if you make it to different things happen when it’s turned Objective 3, Event cards will trigger the Event face up. on Objective 3. (See Completing Objectives Revealing an Enemy on Page 11 for more info on Events) Enemies make up the majority of the cards in Revealing a Hazard the Wilds. They might be human, guerrillas Each Location card has three Hazard abilities or gang members, or Predator cards. Here numbered 1, 2, and 3. The first time you are the different parts of an Enemy card: reveal a Hazard card in the game, it triggers the first Hazard ability on the location. The Enemy Card second time you reveal a Hazard card, it Soviet AdviSor Name Card #: LEP226 EnEmy - Human triggers the second ability on the location. The Game #/Play as: 2 - Humans third time you reveal a Hazard, it triggers the Card Frame: Enemy - Jungle Card Type & third ability on the location. Card Name: Soviet Descriptor Advisor Type Line: Enemy - Hu- Marks man Deck Label: Expendable Each Hazard card becomes a Mark on the Assets - 1 player who revealed it. This means the Predator is paying special attention to that Special Ongoing: Each Val Verde Guerrilla has +1 . Ability Attack: You must player. A player can be marked multiple have this much Expendable Assets - 1 5 times, and many effects refer to marked PREDATOR TM & © 2015 FOX. ©2015 UDC. ENCOUNTERS. Attack in order to kill this enemy. players. Marks last the whole game unless an When an enemy is revealed, it stays where it is effect removes one. and continues to move through the Wilds the Revealing a Goal or Special Card same way a face-down card moves. Sometimes you’ll find a Goal or Special card. Some enemies have “Reveal” abilities. These cards will always have Reveal abilities When an enemy is turned face up, its that tell you what to do. Reveal ability triggers once, and then can How to Fight an Enemy be ignored afterwards. Once an enemy has been turned face up, Revealing an Event you can fight it. You can fight any number Each Objective card has an Event ability. of enemies, one at a time, that are in either When an Event card is revealed, follow the Wilds or the Combat Zone. To fight an the Event ability located on the current enemy, spend Attack equal to that enemy’s Objective, and then put the Event card into Attack value in order to kill it. Then, put that the Discarded Hazards/Events space. card onto the Dead Prey/Enemies space on At the beginning of the game you’ll be on the board. Objective 1 so when you reveal an Event card You can only fight an enemy if you have it will trigger the ability on that objective. enough Attack to kill it. If somehow an Later in the game, after you’ve completed enemy has 0 Health, it will die immediately Objective 1, you’ll be on Objective 2, so any when you attack it. Event cards that get revealed will trigger the After you kill an enemy, if you have more 10 Attack leftover, you can use it to scan rooms Whenever these enemies strike you after you and/or fight more enemies. drew a strike card, follow the instructions of Some enemies have a “Death” ability. When their abilities. that enemy dies, follow the instructions of Some effects allow you to “Avoid” a strike. its Death ability. In that case, you don’t draw the strike card. You’ll notice that most Predator enemy cards If you avoid the strike of an enemy with have names and art themed around one of a Strike ability, then you don’t follow the its equipment or other characteristics. This instructions of the ability. represents which tactic the Predator is using Cleanup Phase: Discard Your Hand against you. When you kill that card, you’re not really killing the Predator; instead, you’re and Draw Six New Cards just driving it off temporarily • At the end of your turn, put all the cards you played this turn into your discard Strike Phase: Each Enemy in the pile. Also, discard any cards in your hand Combat Zone Strikes that you didn’t play this turn. (You can From right to left, each enemy in the Combat look through your discard pile at any time Zone strikes you, one at a time. When an to see what’s in there.) enemy strikes, you must draw a card from • Then, draw six new cards from your deck. the Strike Deck. • If you don’t have enough cards left in Most strikes have a damage number. Put your deck and you still need to draw those strikes next to your Avatar. If you ever more, then shuffle your discard pile to form have damage greater than or equal to your a new deck. Then draw the rest of the cards Avatar’s health, then you have died and are you need. out of the game. You must remove all of your • Don’t shuffle your discard pile into a new cards from the game. It’s now up to your deck until your deck has completely teammates to avenge you! run out AND you still need to draw or Some strikes have additional effects, some reveal more cards from your deck. do nasty things instead of causing damage, (Sometimes this can lead to your deck being temporarily empty.) and a few are “Close Calls” (which don’t hurt at all). Completing Objectives Some enemies have abilities that let them There are many different types of Objectives. strike outside of the Strike Phase. This works Some require you to find and reveal certain just like when an enemy strikes during the cards. Some require you to attach special Strike Phase – you draw cards to a space in the Wilds. And some a strike. require you to kill a specific enemy. Fortunately, some effects allow you to heal The players can only be on one Objective at strikes. When a strike is healed or otherwise a time. Whenever an Objective is completed, discarded, put it into the Discarded Strikes immediately put it on the bottom of the three space on the board. Objective cards. Players can then work toward Some enemies have a Strike ability. completing the next Objective. 11 Players must always complete Objective 1 Keyword Abilities on Characters before they can complete Objective 2 and There are several keyword abilities found on must complete Objective 2 before they Characters: can complete Objective 3. When the third Objective is completed, the game is over and Coordinate Coordinating allows you to let another the players have won. player “borrow” one of your cards. It is On your first time playing with an Objective, a critical way to help your teammates kill it might not be immediately clear how to tough enemies. Many Barracks cards and all complete it. However, you’ll always be Commanders have Coordinate. able to figure it out as you make your way During another player’s turn, you can through the Enemy deck. Coordinate with them like this: Objective Goal Cards • Set aside a Coordinate card in your hand Some Objectives require face up, and then immediately draw a new Defensive Position Card #: LEP229 Objective 2 - GOal you to do somethingGame with #/Play as: 2 - card to replace it. While it is set aside, it’s HumansCard Frame: cards you’ll find in theMission considered “out of play.” Card Name: Defensive Enemy deck. Position • That player can now play a virtual copy of Type Line: Objective 2 - Goal the card you coordinated with them. (See These cards are markedDeck Label: asFlares, a Frags and Claymores Copying a Card on Page 16) “Goal” for Objective- 21, 2, or Reveal: Move to Operations. Operations: While the Hills are clear, the team may • At the end of that player’s turn, put the card 3. If one of these cards has discard cards with a printed total of 6 from their hands to attach this to the Hills and complete the Objective. you Coordinated into YOUR discard pile. an ability that allows you to Hills: When a hidden card enters this space, scan it. do something, you can only Flares, Frags and Claymores - 2 You can only Coordinate one card to each PREDATOR TM & © 2015 FOX. ©2015 UDC. ENCOUNTERS. use the ability if you’re on player on their turn. However, multiple the proper Objective. players can each coordinate one card to the If a card instructs you to “complete the player whose turn it is in order to give that objective,” but you haven’t yet completed the player a huge advantage. previous one, then ignore that effect until you When you Coordinate a card to a player, they do complete the previous one. can choose not to play a virtual copy of it. Two Ways to Win Either way, you still draw a replacement card.

Once you reach Objective 3, you can win by The Speech Commander Card #: LEP288 Harrigan Card #: LEP201 PhilliPs Game #/Play as: 2 - Game #/Play as: 2 - killing the Predator himself. He’s labeled as HumansCard Frame: HumansCard Frame: Barracks - Common Starting Common “Final Enemy” and you can only fight him Card Name: The Card Name: Com- Speech mander once you’ve completed Objective 2. (If you Type Line: Harrigan Type Line: Phillips Deck Label: Deck Label: Com- haven’t completed Objective 2 yet when he mander shows up, then you’re probably in trouble.) Killing the Final Enemy is a Major Victory. Coordinate 2 Coordinate Each Objective 3 mini-deck also has an 1 1 Commander 3 alternate way to win. These are labeled as PREDATOR 2 TM & © 2015 FOX. ©2015 UDC. ENCOUNTERS. PREDATOR TM & © 2015 FOX. ©2015 UDC. ENCOUNTERS. “Minor Goal,” and they allow you to win a Minor Victory. It’s worse than killing the Predator, but better than dying. 12 Example of coordinating: It’s Player A’s turn. scan two spaces for free. (Note: It doesn’t Player B decides to Coordinate the “The matter if someone coordinated a card to you Speech” card. Player B sets aside the card before or after you played “It Ain’t No Man.” face up, draws a replacement card, and tells All that matters is if they coordinated with you Player A they are coordinating with them. before you activate its Call For Backup ability.) Player C decides to Coordinate as well. Brothers in Arms Player C sets aside “Commander,” draws a Anytime on the turn you’ve played a card with replacement card, and tells Player A they are Brothers in Arms, you may activate its ability coordinating with them. Luck is My speciaLty Card #: LEP298 Lambert once. When you do, you get its special text one Player A now copies Gameboth #/Play as: 2 - HumansCard Frame: time for each Barracks character you’ve played of the Coordinate cards,Barracks - Uncommon Card Name: Luck is My this turn with a different name from the one on gaining 1 Attack fromSpecialty the Type Line: Lambert the Brothers in Arms card. first one and 2 RecruitDeck Label: For example, Player A plays “Bad Idea” which Points from the second. is a Dutch card. He then plays another Dutch Even better, because “The card, a Mac card, and two different Blain 2 : You may put any number of the cards you gain this turn on top Speech” is a card, of your deck. 2 cards. He then activates “Bad Idea’s” Brothers which allows him to trigger 6 PREDATOR 2 TM & © 2015 FOX. ©2015 UDC. ENCOUNTERS. in Arms ability. Because “Bad Idea” is a Dutch the class ability on his “Luck card, he counts each character he’s played is My Specialty” card. other than Dutch. He has played Mac and At the end of Player A’s turn, the card Blain for a total of two. (The second Blain card Player B had coordinated goes to Player’s doesn’t help.) “Bad Idea’s” Brothers in Arms B’s discard pile and the card Player C had ability grants +2 so Player A will gain a coordinated goes to Player C’s discard pile. total of +4 (two for Mac and two for Blain). Call for Backup Because each Barracks includes only four

Each Role card has a Call for Backup ability different characters, the best Bad Idea Card #: LEP278 Dutch that gives you a bonus for each time someone you can get from a BrothersGame #/Play as: 2 - HumansCard Frame: Barracks - Uncommon coordinates a card to you that turn. When in Arms ability is its effectCard Name: Bad Idea Type Line: Dutch you play a card with Call for Backup, you may three times. If someoneDeck Label: activate its ability only once anytime on that coordinates a barracks turn. When you do, you get its special text once character you haven’t played for each time someone has coordinated with you yet this turn, that can help Brothers in Arms: You get +2 . that turn. your Brothers in Arms 1+ ability. (Note: Role cards and 6 For example, it’s Player A’s turn. He plays “It PREDATOR TM & © 2015 FOX. ©2015 UDC. ENCOUNTERS. Ain’t No Man,” but he doesn’t activate its Call Commanders don’t count For Backup ability yet. Player B and C each toward Brothers in Arms.) coordinate a card to him. Player A activates Showboat his Call for Backup ability which triggers twice Showboat works just like Brothers in Arms (once for each coordinated card) and reads except for when you choose to activate it. “Once this turn, you may scan any space.” Instead of counting each other character you’ve So during this turn, Player A will be able to played that turn, you count each other card 13 Now It’s PersoNal of the same characterCard you #: LEP289 Harrigan Combat Zone that has Double Strike will Game #/Play as: 2 - played that turn. HumansCard Frame: strike you twice, one at a time. You would Barracks - Common For example, PlayerCard A Name: plays Now It’s have to avoid each of those strikes in order Personal “Now It’s Personal” Typewhich Line: Harrigan not to draw a Strike card. Deck Label: is a Harrigan card. He then Runner plays two other Harrigan At the end of the Enemy Phase, a Runner in cards that turn. Then, he Showboat: You get +1 . the Wilds will move one space, pushing any activates the Showboat 2+ 4 card in that space as normal. ability on Now It’s Personal. PREDATOR 2 TM & © 2015 FOX. ©2015 UDC. ENCOUNTERS. Because he’s played two other Harrigan cards that turn, the Showboat Additional Rules ability gives him +1 twice. “Your Characters” There’s no limit to how many times you can If an effect refers to “your characters,” this get a Showboat effect in one turn. includes any character in your hand as well Note: If you play two copies of the same as any characters you’ve played this turn. The Showboat card, when you activate them, characters in your deck and discard pile do not they will each “see” each other. count. Virtual copies of characters (such as a card Abilities on Enemies that was coordinated to you) also do not count. Enemy abilities will say when they happen. For example, some abilities are “Ongoing” “Kill” which means it’s always on. Some are only In addition to spending Attack to kill enemies, active while the enemy is in the Wilds. Some there are many effects that say to “kill” are only in a specific space while some are certain cards. Killed enemies go to the Dead only in the Combat Zone. Prey/Enemies space, and killed characters If multiple enemy abilities trigger at the same go to the Dead Characters space. And if time, resolve them in this order. Go from somehow a Hazard or Event gets killed, put it right to left in the Combat Zone. Then, go into Discarded Hazards/Events space. from left to right in the Wilds. If a card says to kill “one of your characters,” you can kill a character in your hand or one Soviet AdviSor Able to bend light One at a time Val Verde Guerrilla Card #: LEP226 EnEmyCard - Human #: LEP255 EnEmy - HuntCardEr #: LEP233 EnEmy - HuntCardEr #: LEP225 EnEmy - Human Game #/Play as: 2 - Game #/Play as: 2 - Game #/Play as: 2 - Game #/Play as: 2 - Humans Humans Humans Humans you’ve already played this turn. If you kill one Card Frame: Enemy - Card Frame: Enemy - Card Frame: Enemy - Card Frame: Enemy - Jungle City Jungle Jungle Card Name: Soviet Card Name: Able to Card Name: One at a Card Name: Val Verde you’ve already played this turn, you still get Advisor Bend Light Time Guerrilla Type Line: Enemy - Hu- Type Line: Enemy - Type Line: Enemy - Type Line: Enemy - Hu- man Hunter Hunter man to use the Recruit Points, Attack, and special Deck Label: Expendable Deck Label: Personal Deck Label: Flares, Deck Label: Assets - 1 Little War - 2 Frags and Claymores - 2 abilities the character produced, including

Ongoing: Each Val Verde Guerrilla has +1 . Wilds: This Enemy can’t be fought by Combat Zone: When any player draws a Death: If the Guerrilla Camp is in the Wilds, you Marked players. Close Call, they draw another Strike. may move it one space to the left. If it isn’t in the Wilds, draw a Strike. Once this turn abilities. Killed characters

Expendable Assets - 1 5 Personal Little War - 2 5 Flares, Frags and Claymores - 2 7 Expendable Assets - 1 3 PREDATOR TM & © 2015 FOX. ©2015 UDC. ENCOUNTERS. PREDATOR 2 TM & © 2015 FOX. ©2015 UDC. ENCOUNTERS. PREDATOR TM & © 2015 FOX. ©2015 UDC. ENCOUNTERS. PREDATOR TM & © 2015 FOX. ©2015 UDC. ENCOUNTERS. also still count for the purposes of triggering another card’s Class or Crew ability. Some enemies also have keyword abilities: Killing starting cards (Experience and Brute Strength) can actually be good for you Double Strike because it means you will draw your more During the Strike Phase, an enemy in the powerful characters more often instead of 14 those weaker ones. You can’t kill a virtual card Special Abilities On Cards (i.e. a card someone coordinated to you). • Cards can override the rules of the game. “Gaining” Cards • If one card says you can’t do something Whenever you gain a card, put it into your while another tells you to do it, “can’t” discard pile. After you shuffle your deck, beats “can.” you’ll be able to draw that new card. • If a card tells you to do something, but you can’t do all of it, then do as much as you Running Out of Cards in the can. For example, if a card tells you to Enemy Deck discard two cards from your hand, but Sometimes the Enemy deck will run out you only have one card, then just discard while the players are struggling to defeat the the one card. Final Enemy. If you need to add an Enemy • If a card requires a choice, but it’s not clear card and the deck is empty, then take all of who should make the choice, then the the dead Enemies and shuffle them together player whose turn it is makes the choice. to make a new Enemy deck. (Do not shuffle • If a card instructs “you” to do something, in any discarded Events, Hazards, Goals, or but you’re not sure to whom it refers, it Special cards. Shuffle in only Enemies.) refers to the player whose turn it is. In the unlikely event that the Enemy deck runs out a second time, your time is up, “Show” a Card This just means to show the other players and the Predator kills everyone. (As stated that you have a particular card in your hand above, this happens when you need to add a or in play in front of you. You don’t have to Enemy card, but there isn’t one left.) play or discard the card. Running Out of Cards in the Barracks “Once this turn” I See You If the Barracks runs out, keep playing Card #: LEP282 Mac Most card abilities takeGame #/Play as: 2 - normally except that the HQ will no longer HumansCard Frame: place immediately whenBarracks - Uncommon refill. Once there are no longer cards in the Card Name: I See You you play the card. However,Type Line: Mac HQ, you will no longer be able to recruit Deck Label: some say “Once this turn” characters (other than Commanders). which means that you can Running Out of Cards in the choose to use that ability

Brothers in Arms: Once this turn, you may Commander Stack later on during your Action heal a Strike from any player. If this stack runs out, keep playing normally Phase instead of right away. 2 5 except that you will no longer be able to However, once you get to the PREDATOR TM & © 2015 FOX. ©2015 UDC. ENCOUNTERS. recruit Commanders. Strike Phase part of the turn Running Out of Cards in the it’s too late to use it. Strike Deck “Avoid any one Strike” If you get to Avoid any one Strike, you can When this deck runs out, immediately skip drawing a strike once during that turn. It shuffle all of the discarded strikes to make could be from an Enemy striking during the a new Strike Deck. If a player is killed, their Strike Phase or another effect like an Event. If strikes go to the discarded strike pile. 15 you choose to avoid a strike from an enemy “Clear” Space with a Strike special ability, then that special A space is considered “clear” if there is no card ability won’t occur. in that space. A space that has an attached card “Cancel a Strike” can still be clear if there is no other card in it. Some strike cards give you a chance to cancel Copying a Card them after you’ve drawn them before they tak Some effects allow you to play a virtual copy effect. When you cancel a strike, discard it, of a card. When you copy a card, pretend as and it’s like the strike never happened. though you just played that card. You get all “Next Player” of its Recruit Points, Attack, Class and Team Some effects refer to the next player. Usually Symbols, and special abilities. You can’t kill a this means the player who is next to act. virtual card. However, if there’s only one player left in “Pay or Abilities” the game (whether because you’re playing Some cards allow you to “pay” or in solo or because everyone else is dead), then order to get an effect. In this case, just spend “next player” refers to you. For example, if the amount and follow the instructions. The an effect says “you and the next player each or you spent is gone and can’t be used draw a strike,” you would draw two strikes. for anything else. Enemy gets -1 Health Enemies in Front of Players Some effects reduce an enemy’s health. It Sometimes an enemy might end up in front can never go below 0. When you fight an of you instead of in the Wilds or Combat enemy who has its health is 0, you can kill it Zone. In that case, you can’t play effects to without spending any Attack. move that enemy. “Attach” to a Space Deck Labels Some cards tell you to “attach” to that space. Most cards in the game have a label on In this case put it in that space of the Wilds, them that makes it easier to tell where but slide it up a bit. This way, other cards can a card belongs. This is especially useful still go into that space on top of the attached when you’re cleaning up and reorganizing a card, but the attached card’s name is still finished game. visible. Attached cards don’t move from their EVENT Defensive Position Just a scratch Flesh Wound attached space unless a game effect forcesCard #: LEP223 Card #: LEP229 Card #: LEP098Objective 2 - GOal Card #: LEP301Damage Strike Strike Game #/Play as: 2 - Game #/Play as: 2 - Game #/Play as: 1- Game #/Play as: 2 - HumansCard Frame: HumansCard Frame: PredatorsCard Frame: them to. Guerrilla Camp HumansCard Frame: Card #: LEP224 Objective 1 - GOal Event Mission Predator Strike Human Strike Game #/Play as: 2 - Card Name: Event Card Name: Defensive Card Name: Just a HumansCard Frame: Card Name: Flesh Mission Type Line: Event Position Scratch Wound Card Name: Guerrilla Deck Label: Expendable Type Line: Objective 2 Type Line: Damage Type Line: Strike Camp Assets - 1 - Goal Strike Deck Label: Enemy Type Line: Objective 1 - Goal Deck Label: Flares, Deck Label: Prey Strike Strike Deck Label: Expendable Frags and Claymores Assets - 1 - 2 Reveal: Move to Operations. Reveal: Attach to the River. Then move it one space to the right for each discarded Event. Operations: While the Hills are clear, the team may Wilds: While this space is clear, pay 1 discard cards with a printed total of 6 from their Wipe out the Guerrilla Camp (discard it) and hands to attach this to the Hills and complete complete the Objective. the Objective.

Hills: When a hidden card enters this space, scan it.

Expendable Assets - 1 PREDATOR TM & © 2015 FOX. ©2015 UDC. ENCOUNTERS. Expendable Assets - 1 Flares, Frags and Claymores - 2 Prey Strike 2 Enemy Strike PREDATOR TM & © 2015 FOX. ©2015 UDC. ENCOUNTERS. PREDATOR TM & © 2015 FOX. ©2015 UDC. ENCOUNTERS. PREDATOR TM & © 2015 FOX. ©2015 UDC. ENCOUNTERS. 1 PREDATOR TM & © 2015 FOX. ©2015 UDC. ENCOUNTERS. 16 Timing Teams If a card tells multiple players to do something at the same time, the player Dutch’s Team: “So why don’t you use whose turn it is does it first. Then, the other the regular army? What do you need us for?” players go in clockwise order. “’Cause some damn fool accused you of If multiple cards are moved to the Combat being the best.” – Dutch and Dillon Zone at the same time, then turn the first one face up (if necessary), and resolve any Reveal triggers or its Hazard or Event ability. Then, Harrigan’s Squad:“This is what I call turn the next card face up, and so on. the speech, kid. It’s the only one I got and If multiple effects occur at the same time, and I only give it once, so pay attention. ‘Til it’s not clear what order to resolve them in, now, it’s all been fun and games. Cops and the player whose turn it is chooses the order. robbers, Dunkin Donuts. But you’re in the shit now. Metro Command is a war zone.” – Lt. Mike Harrigan Character Classes

Intel cards are the best at gaining Jungle Hunter:“Only in the hottest information and drawing cards. years this happens. And this year, it grows hot. We begin finding our men. We found Leadership cards help the team and them sometimes without their skins... and are good at gaining characters. sometimes much, much worse. ‘El cazador trofeo de los hombres’ means the demon Strength cards are good at fighting who makes trophies of men.” – Anna enemies (and gain Honor if you’re a predator).

Survival cards can avoid drawing City Hunter:“There’s no stopping what strikes and can heal. can’t be stopped. No killing what can’t be killed. This thing that’s killing your people Tech cards can do a variety of weird and mine is from the other side. I can feel and powerful effects like skipping the enemy him all around. You can’t see the eyes of the phase by putting a card from your discard demon, until him come callin’. This is dread, pile on top of your deck. man. Truly dread.” – King Willie.

Adjusting Difficulty The game can be very hard, especially for newer players. Some Objectives and Locations are harder than others, and some combinations of characters and roles work better than others. In addition to trying out 17 different combinations, here are some ways Scoring to make the game easier or harder. If you’d like to keep score for your games, To make the game easier, do one or more use these rules. of these: • If the players lose, they score 0 points. • During Setup, shuffle extra Young Blood • If the players win by killing the Final cards into each Enemy mini-deck. Young Enemy (a Major Victory), they score 5 Bloods are weaker than normal Enemy points plus 1 point for each player cards so the more Young Bloods you use, that survived. the easier the game. We recommend • If the players win by a Minor Victory, they starting with one extra Young Blood per score 1 point for each player that survived. mini-deck. • Treat each player’s Defense value as Playing Through the Movies extra Health. We suggest playing through the movies • Give each player one (or two) free before you start mixing Barracks or Enemy “preparation” turns where they get to skip decks. To do so, use the following cards: the Enemy Phase. (Note: If you are playing Predator™ with five players, each player automatically • Location: The Val Verdean Jungle gets a preparation turn.) • Objective 1 / Enemy Deck 1: Expendable To make the game harder, do one or more Assets of these: • Objective 2 / Enemy Deck 2: Flares, Frags • During Setup, don’t shuffle in as many and Claymores Young Blood cards. The fewer there are, • Objective 3 / Enemy Deck 3: Get to the harder the game. We recommend the Choppa! starting by removing one Young Blood per • Characters: Blain, Dillon, Dutch, Mac mini-deck. Note: All of these characters have the icon. • During Setup, put cards from the Enemy Player Roles: Lieutenant, Tracker, Guerilla, deck face down into the Wilds. The more CIA Agent, Radioman cards, the harder the game. Predator 2™ • Location: The Streets of Los Angeles Optional Rule: All or Nothing • Objective 1 / Enemy Deck 1: War Zone With this variation, the game ends shortly • Objective 2 / Enemy Deck 2: Personal after one player dies. If a player is killed, Little War finish the current turn. Then, each surviving • Objective 3 / Enemy Deck 3: Other-World player gets one more turn. If the players Life-Form haven’t won the game by the end of that last • Characters: Danny, Harrigan, turn, then they lose. (This rule makes the Keyes, Lambert game harder and avoids a player needing to Note: All of these characters have the icon. sit out for a while due to an early death.) Player Roles: Detective, Swat Officer, O.W.L.F. Agent, Gangster, Reporter 18 Combining Predator™ with “Avoid the next Strike” abilities as “Avoid any Aliens™ one Strike.” You can combine both Legendary ® Game Term and Board Conversions Encounters games by doing the following: • Specialist = Experience Setup • Grunt = Brute Force 1. Choose which board to play on. (This • Sergeant = Commander won’t affect gameplay.) • Hive = Enemy 2. Give each player a starting deck of 7 • Complex = Wilds Experience or Specialists and 5 Brute • Room = Space Force or Grunts. • Drone = Young Blood 3. Use either Commanders or Sergeants. If a card references a space on the board you’re 4. Use a Location from either game. not using, then treat it as though it refers to the 5. Use any three Objectives and their mini- equivalent space on your board: decks as long as there’s an Objective 1, • Airlock = Hills Objective 2, and Objective 3. • Ruins = Med-Lab 6. Use either Drones, Young Bloods, or both • River = Weapons Locker when making the Enemy deck. • Graveyard = Power Station 7. Choose either of the games’ Strike Decks. • Undergound = Ventilation Shafts 8. Put the Hatchery Facehuggers and Chestbursters on the Hatchery. 9. Choose any four characters to make the Barracks. 10 . Each player gets an Avatar from either Playing as Predators game and its role card. Game Setup Many of the basic game concepts and rules are Special Rule: Marks the same when playing as Predators. This section If you’re playing with a Location from Aliens, will go over what’s different and what’s new. The whenever you reveal a Hazard and follow the biggest change is that instead of working together instructions, the player whose turn it is then to fight the Predator, the players are now rivals, puts the Hazard card next to his Avatar. It counts competing to earn the most Honor. as a “Mark.” But if the Hazard’s instructions Note: Other than the starting cards (Experience say to put the Hazard somewhere else, like in and Brute Strength), all cards for this game mode someone’s deck or back into the Hive, then do have green names or deck labels. that instead of having it Mark a player. Player Cards Special Rule: Avoid the Next Strike Give each player their own personal 12-card and Avoid any One Strike deck made up of these character cards: In Aliens, there are cards that let you avoid • 7 Experience “the next strike.” In Predator, similar cards • 5 Brute Strength let you choose which strike to avoid. (This is Each player then selects one of the five useful if you want to avoid an enemy with a Predator Roles and takes the appropriate Role 19 Strike ability.) When mixing the games play Avatar and Role Card. (You can choose which together, and place that stack face down on ones you like or you can randomly deal out its space on the board. the Avatars.) Your Avatar works the same way There are no Locations or Objectives in this in this game mode except that each Avatar is mode. Instead, shuffle the 20 Gear cards and also worth an amount of Honor and has an 20 Trap cards separately, and place them on Initiative Number which tells you which player their respective spaces. goes first. Set aside the Tests and Challenges. They won’t Jungle Hunter Name Card #: LEP087 AvAtAr - 7 Game #/Play as: 1- be used until after you’ve played a few games. PredatorsCard Frame: Initiative Number Predator Avatar The Prey Deck Card Name: Jungle Hunter There are six Prey mini-decks, each labeled Type Line: Avatar - 7 Deck Label: Avatar “1,” “2,” or “3.” During the game, three mini-decks are stacked on top of each other with the “1” deck on top and the “3” deck on

You start the game with 3 Defense the bottom. Text Like a Chameleon in your deck. Health 3 Avatar 11 PREDATOR TM & © 2015 FOX. ©2015 UDC. ENCOUNTERS. Honor Value Soviet AdviSor Blain Mac Card #: LEP226 CardEnEmy - Human #: LEP047 WorthyCard Prey -#: human LEP054 Worthy Prey - human Game #/Play as: 2 - Game #/Play as: 1- Game #/Play as: 1- Humans Predators Predators Card Frame: Enemy - Card Frame: Prey - Card Frame: Prey - Jungle Jungle Jungle Card Name: Soviet Card Name: Blain Card Name: Mac Trophy Room Advisor Type Line: Worthy Prey Type Line: Worthy Prey Type Line: Enemy - Hu- - Human - Human Leave space next to your Avatar for your man Deck Label: Payback Deck Label: What the Deck Label: Expendable Time - 2 Hell Are You? - 3 Trophy Room. You’ll put each Trophy youAssets - 1 collect (Prey, Gear, Traps, etc.) there face up Ongoing: Each Val Verde Guerrilla has +1 . Strike: Draw another Strike. Wilds: When another Prey is killed, move Mac Death: Draw a Strike. to the Combat Zone. – where they’re worth Honor. You can look “Payback time.” Expendable Assets - 1 5 2 Payback Time - 2 7 3 What the Hell Are You? - 3 8 through your Trophy Room at any time, but PREDATOR TM & © 2015 FOX. ©2015 UDC. ENCOUNTERS. PREDATOR TM & © 2015 FOX. ©2015 UDC. ENCOUNTERS. PREDATOR TM & © 2015 FOX. ©2015 UDC. ENCOUNTERS. other players can’t. There are also 24 Mercenary cards which Game Stacks are randomly shuffled into the mini-decks, Shuffle the 8 Killer Instinct cards together, depending on how many players there are. and place that stack face down on its space (See the Mercenary Chart on Page 21.) on the board.

Shuffle the 60 Prey Strike cards Drifter Card #: LEP079 Prey - Human Game #/Play as: 1- Predators Heavy MacHine Gun Poison TraP Card #: LEP175 CardGEAR #: LEP117 trap Card Frame: Prey - Game #/Play as: 1- Game #/Play as: 1- Generic PredatorsCard Frame: PredatorsCard Frame: Card Name: Drifter Gear - Generic Trap Type Line: Prey - Human Card Name: Heavy Card Name: Poison Deck Label: Mercenary Machine Gun Trap Type Line: Gear Type Line: Trap Deck Label: Gear Deck Label: Trap

Underground: This Prey can’t be fought.

Ongoing: This Prey has +2 . Ongoing: You can’t Heal Damage. 1 Mercenary 2 PREDATOR TM & © 2015 FOX. ©2015 UDC. ENCOUNTERS.

1 Gear 1 Trap 4 PREDATOR & PREDATOR 2 TM & © 2015 FOX. ©2015 UDC. ENCOUNTERS. PREDATOR TM & © 2015 FOX. ©2015 UDC. ENCOUNTERS. 20 Here’s how to build the Prey deck: features one of the four different classes: • Choose three Prey mini-decks (one “1”, Intel, Strength, Survival, and Tech. one “2”, and one “3”) Note: There are no Leadership cards when • Shuffle the proper number of Mercenaries playing as Predators. into each one separately. To build the Armory, pick four groups (at • Then, put the “3” mini-deck on the Prey random or your choice,) and shuffle all of space on the board. those cards together for a total of 56 cards. • Then, put the “2” mini-deck on top of the “3.” (You can pick four different classes or double • Then put the “1” mini-deck on top of the “2.” up on one or two of them.) So when you’re done, you’ll have one Prey deck with the “1” mini-deck on the top and Starting the Game the “3” mini-deck on the bottom. • Put the top five cards of the Armory into Note: For your first game as Predators, we the five spaces of the Headquarters (HQ). recommend playing through the first movie. • Each player shuffles their own personal (See page 26) deck of 13 cards, and draws a hand of 6 cards from it. MERCENARY CHART • The player with the lowest Initiative Mercenaries Mercenaries Mercenaries number (found on their Avatar) will go first. Number of in in in Special Players mini-deck 1 mini-deck 2 mini-deck 3 Rules then play proceeds clockwise. 1 0 0 0 On Your Turn During your turn, complete the following 2 0 1 2 phases in order: 3 2 3 4 1. Prey Phase: Draw a Prey card, and add it 4 4 5 6 to the Wilds face up. 2. Action Phase: Play cards from your hand, One 5 4 5 6 Preparation using them to recruit cards, fight prey, and Round* avert danger. 3. Strike Phase: Each Prey in the Combat * If you’re playing with five players, each player Zone strikes. gets one free “preparation” turn. Take those turns as 4. Cleanup Phase: Discard your hand and all normal except skip the Prey Phase. cards played, and then draw six new cards. Some players enjoy playing solo but controlling two Avatars. In this case, use the Prey Phase: Add a Prey Card to 2-Player row in the Mercenary Chart. the Wilds The Armory This Phase works just like in the other mode with one big exception: Prey cards are revealed Predator character cards go into the Armory. immediately and enter the Wilds FACE UP. They represent a Predator’s equipment (With a few exceptions, you won’t need to scan and skills. hidden cards when playing as Predators.) There are eight different groups of Armory There are three different types of cards in the cards, each with 14 cards. Each group is Prey deck: Prey, Gear Up and Danger. 21 labeled either “Woodland” or “Urban” and Blain Gear Up Danger Card #: LEP047 Card #:Worthy LEP052 Prey - human Card #: LEP068 Heavy MacHine Gun Card #: LEP175 GEAR Game #/Play as: 1- Game #/Play as: 1- Game #/Play as: 1- Game #/Play as: 1- Predators PredatorsCard Frame: PredatorsCard Frame: PredatorsCard Frame: and the active player must draw Card Frame: Prey - Gear Up - Rare - Jungle Danger - City Gear - Generic Jungle Card Name: Gear Up Card Name: Danger Card Name: Heavy a Trap card and place it in front of Card Name: Blain Type Line: Type Line: Machine Gun Type Line: Worthy Prey Deck Label: What the Deck Label: A Taste for Type Line: Gear him face up. - Human Hell Are You? - 3 Beef - 3 Deck Label: Gear Deck Label: Payback Time - 2 When you draw a Trap, it takes effect immediately. Traps range

Strike: Draw another Strike. Ongoing: When this enters the Combat Zone, Death: Draw a Strike. discard it and draw a Trap. Ongoing: This Prey has +2 . from annoying to deadly. A trap remains in front of you until you 2 Payback Time - 2 What the Hell Are You? - 3 3 A Taste for Beef - 3 6 7 Gear PREDATOR TM & © 2015 FOX. ©2015 UDC. ENCOUNTERS. PREDATOR & PREDATOR 2 TM & © 2015 FOX. ©2015 UDC. ENCOUNTERS. PREDATOR TM & © 2015 FOX. ©2015 UDC. ENCOUNTERS. 1 PREDATOR & PREDATOR 2 TM & © 2015 FOX. ©2015 UDC. ENCOUNTERS. spend to disable it and put it Honor Value into your Trophy Room. (Showing resolve by averting danger and disabling Revealing a Prey traps gains you Honor.) When you reveal a Prey, it enters the Underground, pushing other cards as Action Phase: Play Cards from your normal. Some Prey are labeled “Worthy Hand, using them to Recruit Prey,” and one per game is labeled “Ultimate Characters, Fight Prey, etc. Prey.” Some cards reference those terms. Predator character cards work the same way Revealing a Gear Up as human character cards: You’ll play them to When you reveal a Gear Up, it doesn’t enter get , , and special abilities, and you can the Wilds. Instead, discard it, and draw the trigger special abilities by matching icons. top card of the Gear stack. Attach the new

HolograpHic Map projector Shiplink card face up to the closest Prey to the Prey Card #: LEP023 Urban - IntelCard #: LEP026 Urban - Intel Game #/Play as: 1- Game #/Play as: 1- deck. (The Underground is the closest space. PredatorsCard Frame: PredatorsCard Frame: Armory - Common Armory - Rare If there are no Prey in the Wilds, then attach Card Name: Holo- Card Name: Shiplink graphic Map Projector Type Line: Urban - Intel it to the leftmost Prey in the Combat Zone.) If Type Line: Urban - Intel Deck Label: there are no Prey at all, then leave the Gear Deck Label: in the Underground, and attach it to the next Prey to enter that space. : When you draw a new hand at the Activate: Each other Predator end of your turn, draw an extra card. reveals their hand and discards each Starting, Role, and Killer Gear cards grant abilities to Prey. A Prey can 2 2 3 Instinct card in their hand. 7 have multiple Gear. If two or more Gear on a PREDATOR 2 TM & © 2015 FOX. ©2015 UDC. ENCOUNTERS. PREDATOR 2 TM & © 2015 FOX. ©2015 UDC. ENCOUNTERS. Prey have an ability occur at the same time, the first Gear it found goes first. Some cards say “Activate:” This means you Revealing a Danger can choose to activate that card anytime after Danger cards represent tricks and other you’ve played it to get that text during your defensive maneuvers your prey has set up to Action Phase. trap you. Danger cards enter the Wilds and Recruiting a character card works the same move just like a Prey. However, they can’t way in both game modes. be fought. Instead, you can pay to avert a Fighting a Prey works the same way in both Danger and put it into your Trophy Room. modes except for when you kill a Prey, put However, if a Danger card ever enters the it next to your Avatar in your Trophy Room. Combat Zone, it is immediately discarded, If that Prey had any Gear, you also put those 22 into your Trophy Room. Healing Damage and You can spend to avert a Danger in the Restoring Honor Wilds or to disable a Trap in front of you. In Healing works a little Gauntlet Plasma Bolt both cases, you put the card into your Trophy Card #: LEP033 Urban - SUrvival different when playingGame #/Playas as: 1- PredatorsCard Frame: Room. Armory - Uncommon a Predator. Many cardsCard Name: Gauntlet Some effects may cause a card to turn face Plasma Bolt have the keyword “Heal”Type Line: Urban - Sur- down in the Wilds. In this case, you spend vival followed by a number.Deck Label: to scan spaces the same way you’re Each time you play one, used to. you’ll accumulate points of Heal 2 Activate: You may kill this card. If you do, Healing (the same way you avert a Danger or disable one of Strike Phase: Each Prey in the 3 your Traps. accumulate or ). 6 Combat Zone Strikes PREDATOR 2 TM & © 2015 FOX. ©2015 UDC. ENCOUNTERS. Prey cards strike from the Combat Zone the You can spend those points same way as in the other mode. during your Action Phase When playing as Predators, there are two to heal that much damage. When you heal types of Strikes: Damage and Dishonor. all the damage from a Strike, discard it. You can’t partially heal the damage from a Strike; Damage strikes work as usual: If you ever it’s all or nothing. have damage equal to or greater than your For example, let’s say you have the Health, you die. following Strikes: Flesh Wound Dishonor strikes won’t kill you. Instead, they Card #: LEP097 Damage Strike Game #/Play as: 1- PredatorsCard Frame: go next to your Avatar, and at the end of the Gotta Hand it to ‘Em Just a scratch Card #: LEP099 DamageCard Strike #: LEP098 PredatorDamage Strike Strike Flesh Wound game they subtract from how much HonorGame #/Play as: 1- Game #/Play as: 1- Card Name:Card #: Flesh LEP097 Damage Strike PredatorsCard Frame: PredatorsCard Frame: WoundGame #/Play as: 1- Predator Strike Predator Strike Type Line:PredatorsCard Damage Frame: you’ve earned. Predator Strike Flesh Wound Card Name: Gotta Card Name: Just a Strike Card #: LEP097 Damage Strike Card Name: Flesh Hand it to ‘Em Scratch Deck Label: Game #/Play as: 1- Note: Once you draw a fatal Strike, you Wound Type Line: Damage Type Line: Damage PredatorsCard Frame: Type Line: Damage Strike Strike Predator Strike immediately die and stop drawing strikes. Strike Deck Label: Prey Strike Deck Label: Prey Strike Card Name: Flesh Deck Label: Wound Type Line: Damage Strike Just a scratch Wounded Pride Deck Label: Card #: LEP098 DamageCard Strike #: LEP104 Dishonor strike Prey Strike 1 Game #/Play as: 1- Game #/Play as: 1- PREDATOR 2 TM & © 2015 FOX. ©2015 UDC. ENCOUNTERS. PredatorsCard Frame: PredatorsCard Frame: Predator Strike Predator Strike Prey Strike 3 Prey Strike 2 Card Name: Just a Card Name: Wounded PREDATOR TM & © 2015 FOX. ©2015 UDC. ENCOUNTERS. PREDATOR TM & © 2015 FOX. ©2015 UDC. ENCOUNTERS. Prey Strike 1 PREDATOR 2 TM & © 2015 FOX. ©2015 UDC. ENCOUNTERS. Scratch Pride Type Line: Damage Type Line: Dishonor Strike Strike Prey Strike 1 Deck Label: Prey Strike Deck Label: Prey Strike If you play cards that total PREDATOR 2 TM & © 2015 FOX. ©2015 UDC. ENCOUNTERS. up to three points of healing, you have the following options: You could heal the “Gotta Hand it to ‘Em.” Prey Strike 2 -1 Prey Strike PREDATOR TM & © 2015 FOX. ©2015 UDC. ENCOUNTERS. PREDATOR TM & © 2015 FOX. ©2015 UDC. ENCOUNTERS. OR heal the “Just a Scratch” and one “Flesh Cleanup Phase: Discard Your Wound.” OR heal all three Flesh Wounds. Restoring honor works the same way: you Hand and Draw Six New Cards accumulate points of Restoring, and you This works the same way you’re used to. spend them to remove that much dishonor. When you restore all the dishonor from 23 EyE Flash a Strike, discard it. YouCard #: LEP011 Woodland - Strength Room, and then the game ends. Game #/Play as: 1- can’t partially restorePredatorsCard the Frame: Note: if an effect puts an Ultimate Prey back Armory - Common dishonor from a strike;Card Name: it’s Eye Flash into the Prey deck, then the game continues. Type Line: Woodland - all or nothing. Strength When a Predator dies, he first sets his self- Deck Label: If a strike causes both destruct timer, then turns his Avatar face down damage and dishonor, you and is out of the game. Finish the current must heal the damage and 2 : Restore 2 turn, and then each other living Predator gets restore the dishonor on 3 one more turn. Then the game ends. (Each the same turn in order to PREDATOR TM & © 2015 FOX. ©2015 UDC. ENCOUNTERS. survivor runs away from the explosion.) discard that Strike. Note: If the Ultimate Prey is killed during Note: You can’t heal damage or restore these “extra” turns, then the game ends honor for another Predator. immediately. Dueling other Predators If you need to add a Prey, but the Prey deck During your Action Phase, is empty, then shuffle the unused Mercenary

Harpoon Gun cards and make a new Prey deck out of them. if you play a card thatCard #:has LEP035 Urban - Tech Game #/Play as: 1- If that deck runs out, and you need to add a the Duel keyword, you’rePredatorsCard Frame: Armory - Common Prey card to the Wilds, then the game ends allowed to attack anotherCard Name: Harpoon Gun and all the Prey run away. player. Spend equalType Line: Urban - Tech to that Predator’s currentDeck Label: Once the game is over, each player should defense (the symbol) to count up all of the Honor in their Trophy force them to draw a Strike. Room. This includes Honor from Prey, Gear, Duel Danger, Traps, and Predators they’ve killed. You are only allowed to 2 2 attack another Predator PREDATOR 2 TM & © 2015 FOX. ©2015 UDC. ENCOUNTERS. If they survived, they also get Honor from if you played a card with their Avatar. Then, subtract any Dishonor the Duel. You can only attack once per each player has. instance of Duel you played. (If you play two The player with the most Honor wins. (You cards with Duel, you can attack one player can win the game even if you died.) twice or two different players once each, but If two or more players are tied, then use the you must spend the proper amount of following tie breakers in order: each time.) 1. Did one of them kill the Ultimate Prey? You don’t have to Duel. 2. Did one of them kill the most Predators? If you Duel a Predator, and they draw a strike 3. Did one of them kill the most Worthy Prey? that kills them, then put their Avatar into your 4. Did one of them kill the most total Prey Trophy Room. (including Worthy Prey)? Ending the Game 5. Does one of them have the most total The game ends in one of three ways: When cards in their Trophy Room? the Ultimate Prey dies, when a Predator dies, 6. Is only one of them alive? or when the Prey deck runs out. If those players are still tied, then they share When the Ultimate Prey dies, resolve any the glory as the Prime Hunters! Death abilities it has, put it into your Trophy 24 Tests and Challenges OPTIONAL RULE: You can also play with Tests and Challenges are additional ways visible Challenges. Just turn them face up at for you to gain Honor. They are optional the beginning of the game. cards you can add to the game after you’ve Keyword Abilities on Prey played a few times. Add in Tests first. Then, Runner once you’re used to them, you can add in At the end of the Prey Phase, a Runner in the Challenges too. Wilds will move one space, pushing any card Tests in that space as normal. During setup, shuffle ten random Tests into Escape the Armory. Whenever a Test is revealed, When a Prey with Escape enters the Combat put it into the Testing Ground. (This typically Zone, it immediately gets discarded. happens when you need to draw an Armory Lethal card to fill the HQ, including at the beginning When a Lethal Prey strikes you, you die if you of the game.) draw a Damage strike. Each Test has a condition. When you meet that condition on your turn, put the Test Disarming When a Disarming Prey is revealed, each into your Trophy Room. (Note: If you reveal player randomly discards down to 4 cards. a Test in the middle of your turn, whatever Players now draw two fewer cards at the end you’ve done so far on your turn doesn’t of their turns. count toward earning that Test.) If a card effect tells you to reveal the top Arrest card of the Armory, and it’s a Test, then Police Officers can arrest other Prey. Put the put that Test into the Testing Ground and Police Officer on top of the other Prey. The reveal another card instead. After the game, Prey loses its game text and the text of any of remember to remove any leftover Tests from its Gear. It can’t be fought or killed, it doesn’t the Armory. strike, and it can’t gain Gear. When the Police Officer moves, the arrested Prey moves with Challenges it. When the Police Officer is killed, the Prey Once you’ve played with Tests, you can add goes back to acting normal. While a Prey is in Challenges. During setup, give each player arrested, it still counts as being in play for the a random Challenge card. Challenges are purposes of other cards referencing it. secret and should go underneath your Avatar Trophies face down. You can look at it at any time. Everything in your Trophy Room counts as Each challenge is a specific goal for the a Trophy. This includes Prey, Gear, Dangers, player. At the end of the game, players Traps, Tests, other Predators, and so on. reveal their Challenges and earn Honor based on how successful they were. Solo Play When playing solo, try to earn as much Some Challenges refer to Armory cards. Honor as you can. Armory cards are any cards that started the game in the Armory (excluding Tests). 25 Adjusting Difficulty and some other effects won’t be useful The game can be very hard, especially for while playing cooperatively, but there are newer players. Also, if your play group tends some advantages: You are now allowed to to Duel a lot, then you might want to make heal damage and restore honor for other the Prey deck easier. Predators. You’re also allowed to spend to To make the Prey deck easier, do one of disable another Predator’s trap. (Put it into the following: your Trophy Room.) • During Setup, shuffle extra Mercenary Some Traps should be removed before you cards into each Prey mini-deck. start: Flash Trap, Laser Trap, Log Trap, and Mercenaries are weaker than normal Prey Razor Trap. cards, so the more you face earlier in the Poison Trap and Snare Trap prevent you from game, the easier it will be. We recommend Healing or Restoring Honor from anyone. But starting with one extra Mercenary per other Predators can still Heal or Restore from you. mini-deck. The group wins the game by killing the • Give each player one extra preparation Ultimate Prey. Win or lose you can also total turn before Prey cards start entering up how much Honor the group earned in the Wilds. order to try to beat your best score. On the other hand, some players might find the game too easy. (This often happens when Playing Through the Movies you play solo becuase there’s no one to Duel We suggest playing through the movies you and you get more turns to make your before you start mixing Armory cards or Prey deck awesome.) mini-decks. To do so, use the following cards: To make the game harder do one or more Predator™ of these: • Prey Deck 1: No Sport - 1 • During Setup, don’t shuffle in as many • Prey Deck 2: Payback Time - 2 Mercenary cards. The fewer there are, • Prey Deck 3: What the Hell Are you? - 3 the faster the game will get hard. We • Armory: Woodland (Intel, Strength, recommend starting by removing one Survival, Tech) Mercenary per mini-deck. Note: All of these characters have the icon. • Have each player take one turn where the Player Roles: Jungle Hunter and any others only thing that happens is the Prey Phase Predator 2™ and Strike Phase. (Players don’t play • Prey Deck 1: Drawn By Heat and Conflict - 1 cards or discard their hand at the end of • Prey Deck 2: This is History - 2 the turn.) • Prey Deck 3: A Taste for Beef - 3 Playing Cooperatively • Armory: Urban (Intel, Strength, Survival, Instead of competing, you and your Tech) fellow Predators can work together to Note: All of these characters have the icon. hunt the Ultimate Prey. Everyone must Player Roles: City Hunter and any others agree beforehand that the game will be played cooperatively. The Duel keyword 26 Hunting Aliens • Hive = Prey Deck You can mix both Legendary ® Encounters • Complex = Wilds games in order to play as Predators hunting • Operations = Testing Ground the Aliens. • Room = Space • Drone = Mercenary Setup If a card references a space in the board • Play on the Aliens board. you’re not using, then treat it as though it • Choose a Location from Aliens. refers to the equivalent space on your board: • Choose three Objectives, and build the Hive deck from Aliens as normal. (Use the • Airlock = Hills Mercenary Chart to determine how many • Ruins = Med-Lab Drones to include in the mini-decks.) • River = Weapons Locker • Use the Prey Strike deck. • Graveyard = Power Station • Use the Hatchery. • Undergound = Ventilation Shafts • Leave the Trap stack nearby in case an Special Rules effect tells you to draw one. (However, if The gameplay is a cross between Aliens you draw Shadow Trap, then discard it and Predator: and draw a new one.) • You are playing competitively. When • Build the Armory as normal, and put it on you kill an enemy, it goes into your the Barracks space. Trophy Room. • Put the Killer Instincts on the Sergeant • Enemies are worth Honor equal to the Space. number in their deck label. So if it’s from • Each player gets a starting deck, Avatar, “The S.O.S. – 1,” it’s worth 1 Honor. And if and Role card as normal. it’s from “No One Can Hear You – • Decide if you’re playing with the optional 2,” it’s worth 2 Honor. Alien Player rules. (More on this below.) • If it’s a Drone or it’s from the Hatchery • If you’re playing with Tests or Challenges, (including a Chestburster), it’s worth 1 Honor. then don’t use the following: Test of • During the Enemy Phase, reveal the top Courage, Test of Focus, Test of Respect, card of the Hive. If it’s an Event or Hazard, Cleverness, Cunning, Fearlessness,Technique. it resolves immediately. If it’s an Enemy, it Game Term and Board enters the Complex face up. If the card has Reveal trigger that moves it somewhere, Conversions do that now without pushing the card When you’re mixing games, several card that’s in the Ventilation Shaft. (This does names and game terms should be treated as count as revealing it in the Complex.) the same. So if an effect references one of • Some effects will tell you to add a face- the terms, it should reference both. down Hive card. In this case, don’t look at • Specialist = Experience the card. It must be scanned to turn it • Grunt = Brute Force face up. • Sergeant = Killer Instinct • If an Egg or Colonist Host dies to an Event, • Enemy = Prey no one gets the Trophy. 27 • You’ll be able to complete Objectives just any text that mentions the Trophy Room. Also, like in regular Aliens, and some of them some text will say different things depending will grant you Honor. (See below.) You on if you’re playing Predator or just Aliens.) can’t complete an Objective until the one They are organized by Alien movies. before it has been completed. • Enemies marked as Final Enemies also Alien™ count as Ultimate Prey. • If the Hive runs out of cards, then shuffle The S.O.S. the unused Drones to make a new Hive. If Objective: Find both parts of the S.O.S. they run out, then the game ends. (When you find one, put it in your Trophy • You can spend a Duel to be able to fight Room. It’s worth 1 Honor.) Ash for a turn. Event: Rough Landing • Failed Clones (in the Objective “You’re Each player draws a Strike. a Thing. A Construct.”) are worth Honor No One Can Hear You Scream based on their rarity. Common cards have Objective: Block the Ventilation Shafts. a colored frame around both sides of the (When you do, put the Ventilation Seal into card. Uncommons have the frame only on your Trophy Room. It’s worth 2 Honor.) the left, and Rares have no frame at all. Event: People are Disappearing • If a Facehugger jumps on you, you’ll Each player discards two random cards from have until the end of YOUR next turn to kill their hand. it before it impregnates you. Other players can’t fight a Facehugger that’s on you. A Perfect Organism • If you’re playing with the optional Alien Objective: Kill the Perfect Organism. (It’s player rules, a player dying to a worth 5 Honor instead of 3.) Chestburster won’t cause the game to end. Event: It’s Hunting Us Predator players can attack an Alien player Move the leftmost Enemy or hidden card in without needing to use a Duel keyword. If the Complex to the Combat Zone. Then, add a Predator kills the Alien Player, he puts a face-down Hive card to the Complex. their Avatar into his Trophy Room where The Nostromo it’s worth 5 Honor. Hazard 1: Brought Something Back • Even if you die to a Chestburster, you can Add three face-down Hive cards to the Complex. still win the game. However, if you’re Hazard 2: It’s Loose playing with the Alien Player rules, you Put the top two cards of the Hive into the can no longer gain or lose Honor once you Combat Zone. become an Alien. Hazard 3: Self-Destruct Updated Objectives and Locations Leave the Hazard card face up where it was Use the following updated Objective and revealed. It moves like an Enemy. If it reaches Locations text while playing Predators vs. the Combat Zone, then discard it and each Aliens. (You can also use these if you’d like player draws three Strikes. Disarm the Self-Destruct. (Put it to make playing regular Aliens harder. Ignore Pay 8 into your Trophy Room. It’s worth 3 Honor.) 28 Aliens™ characters. You or any other player may pay 6 Free your Avatar.) The Lost Colony Objective: Kill three Colonist Hosts. (Put them Alien3™ in your Trophy Room as normal.) Event: Low Visibility Where Are The Brothers? Add two face-down Hive cards to the Complex. Objective: Find both of the Missing Brothers, They Mostly Come At Night and rescue any that are still alive. (Once both are Objective: Set up Sentry Guns in two rescued and/or dead, complete this Objective.) rooms in the Complex. (If you’re playing as Event: Dead on Arrival Predators when you set up a Sentry Gun, Each player who hasn’t rescued a Missing then that’s your Sentry Gun for the rest of Brother draws two Strikes. the game. Only you get its bonus.) The Beast is Out There Event: Somebody’s Gonna Have To Go Objective: Set up ’s Head in the Out There Complex. (When you do, put it into your Each player draws two Strikes. Trophy Room. It’s worth 2 Honor.) Who’s Laying The Eggs Event: Easy Prey Objective: Kill the Queen. (She’s worth 5 Each player reveals their hand and discards a Honor instead of 3.) random character that costs 1 or more. Event: Taken to the Hatchery Nobody Can Stop It Put the leftmost character in the HQ into Objective: Kill the Beast. (Each time you Operations as a Captive. Then, add a face- wound it, put that Event card in your Trophy down Hive card to the Complex. Room. It’s worth 2 Honor, as is The Beast.) Any player can pay equal to a Captive’s Event: It’s a Dragon! cost to rescue it. (Gain it.) Add a face-down Hive card to the Complex. If Hadley’s Hope the Beast is in play, put the Event card under it. Hazard 1: What Are We Supposed to Use, Fiorina “Fury” 161 Harsh Language? Hazard 1: Stowaway Each player reveals their hand and discards all Shuffle five Facehuggers from the Hatchery characters that have a printed of 1 or more. into the Barracks. Hazard 2: They Cut the Power Hazard 2: Blood and Terror Add face-down Hive cards until the Complex Each player randomly chooses one of their is full. Then, turn all enemies in the Complex Enemy Trophies. Shuffle them together face face down, shuffle them together, and put down, and then put two into the Combat them back into the Complex. Zone and the rest on top of the Hive. (If Hazard 3: Cocooned you’re not playing with Trophy Rooms, then Each player draws a Trap. (If you’re not put two random dead Enemies into the playing with Traps, instead put your Combat Zone instead.) Avatar into Operations as a Prisoner. While Hazard 3-4: There’s No One Coming To imprisoned, you can’t fight, scan, or gain Help Us 29 Kill each character in the HQ, then refill Hazard 2: We Have to Work Together the HQ. Then, shuffle the Hazard into the Starting with you, each player may show any Barracks. When it’s drawn again, repeat this of their cards. For each of the 5 Classes that process and then kill it. isn’t shown, add a face-down Hive card to the Complex. Alien: Resurrection™ Hazard 3: They’re All Dead Breakout Each player reveals their hand and kills all of Objective: Kill three Xenomorph Clones. (Put their characters that have a printed of 1 or them in your Trophy Room as normal.) more Event: They’ve Escaped Other Combinations Add a face-down Hive card to the Complex. If If you’re feeling extra adventurous, there are there are any Enemies in the Complex, move even more ways to mix the games, such as them to the Combat Zone. playing as Predators and hunting a mix of You’re a Thing. A Construct. Human Prey and Aliens. Or you could mix Setup: Put the top three cards of the Barracks in Marvel Legendary ® cards for even more into the Combat Zone as “Failed Clones.” craziness. Have fun! They don’t strike but can be fought. Objective: Kill the Failed Clones. (Pay Game Contents equal to its to kill one. Then, put it in Rulebook, game board and 700 cards. your Trophy Room. Commons are worth • 35 Experience 1, Uncommons are worth 2, and Rares are • 25 Brute Strength worth 3 Honor.) • 15 Role Avatars (10 Human, 5 Predator) Event: Absolute Horror • 15 Role Character Cards (10 Human, Each player draws a Strike for each Failed 5 Predator) Clone in the Combat Zone. • 10 Commanders • 8 Killer Instincts She’ll Breed. You’ll Die. • 224 Character cards (16 characters with 14 Objective: Kill The Cloned Queen and The cards each) Newborn. (Each is worth 5 Honor, and both • 2 Locations must be killed to end the game.) • 6 Objectives Event: It’s Their Ship Now • 66 Enemy cards (6 different “mini-decks”) Kill the leftmost character in the HQ, and put • 66 Prey cards (6 different “mini-decks”) the Event card in its space. That space is no • 24 Young Blood cards longer part of the HQ. Then, add a face-down • 24 Mercenary cards Hive card to the Complex. • 40 Enemy Strikes The Auriga • 60 Prey Strikes Hazard 1: No Time to Waste • 20 Traps Gain the Hazard card. Each time a player draws • 20 Gear it, they immediately draw a Strike and then put • 20 Tests the Hazard card into any player’s discard pile. • 20 Challenges 30 Credits Game Design and Card Set Design: ® Ben Cichoski and Danny Mandel (Super Awesome Games) Brand Manager: Jason Brenner Development Team: Jason Brenner, Bubby Johanson, Travis Rhea, Matt Rogers, Mark Shaunessy, Crystal Goggio Product Manager: Bubby Johanson Graphic Design: Krista Timberlake Project Manager: Rachel Valverde Art Direction: Matt Rogers President, Upper Deck Company: Jason Masherah Director of Creative Services: Mike Eggleston Original Legendary ® Game Engine Design: Devin Low Playtesters: Jason Brenner, Heather Denaro, Chris Dotson, Crystal Goggio, Bubby Johanson, Travis Rhea, Matt Rogers, Mark Shaunessy, Jennifer Wu and many more Super Awesome Playtesters: Drew Clark, Mike Leoncavallo

Quick Reference Guide Mercenary/Young Blood Setup How many in How many in How many in Number of Players Special Rules mini-deck 1 mini-deck 2 mini-deck 3 1 0 0 0 2 0 1 2 3 2 3 4 4 4 5 6 *One Preparation 4 4 5 6 Round

*If you’re playing with five players, each player gets one free “preparation” turn, which is a normal turn except that you skip the Enemy/Prey Phase.

©2015 UDC. 2251 Rutherford Road, Carlsbad, CA 92008. All rights reserved. Printed in Canada. Predator & Predator 2 ™ & © 2015 Twentieth Century Fox Film Corporation. All Rights Reserved.