
As a member of the USCM Marines, you may think you have a thankless job, and you’d be right. But the fighting spirit of a USCM Grunt is THE MOST IMPORTANT component of any mission. Without it, our warfighting and force-projection capabilities would eventually grind to a halt. Semper Fi Marines, Oorah! Game Setup Here’s how to set up the game. Take a look at the components, and then follow the Pre-Mission checklist below. Pre-Mission Checklist 1. Distribute the Character Cards. Each player will have 2 Grunts and one random Named Character Card (each Named Character will have a special ability). Return the rest of the Character Cards to the box. HUDSON GRUNT CardCharacter Number: CHAR- CardCharacter Number: CHAR- 8 13 Card Name: Hudson Card Name: Grunt Character Name / Character Name / Subtitle: Character Subtitle: Character Card Title COME AND GET IT, BASTARDS! Hudson gets +2 Firepower Firepower 2 when you have 2 or fewer Firepower 2 Characters in your Squad. Card 4 Text 4 Armor TM & © 20th Century Fox. ©2020 UDC. PRINTED IN CHINA. Armor TM & © 20th Century Fox. ©2020 UDC. PRINTED IN CHINA. 2. Each player will have a Player Board. Players will place their Character cards onto the three slots on their Player Board in the Ready position (Ready is showing). The rightmost slot is the Point Man (Beware the Point Man will generally take Wounds first!). HUDSON GRUNT GRUNT Depleted Card Number: CHAR- Card Number: CHAR- Card Number: CHAR- 8 13 13 Card Name: Hudson Card Name: Grunt Card Name: Grunt Character Name / Character Name / Character Name / Subtitle: Character Subtitle: Character Subtitle: Character Turn Sequence/ Actions COME AND GET IT, BASTARDS! Hudson gets +2 Firepower 2 2 when you have 2 or fewer 2 Characters in your Squad. 4 4 4 TM & © 20th Century Fox. ©2020 UDC. PRINTED IN CHINA. TM & © 20th Century Fox. ©2020 UDC. PRINTED IN CHINA. TM & © 20th Century Fox. ©2020 UDC. PRINTED IN CHINA. Point Man Slot Ready 3. Place the large APC tile with the Sector Row numbers pointing towards the middle of the playing area. Entrance Sector Numbers Xenomorph Phase Sequence Hive Track Xenomorph Phase Icon 1 4. Each player’s Squad miniature begins on the APC tile on the Sector 3 entrance. Each miniature should have a colored base ring that corresponds with their Player Board. 5. Take 3 random Mission Cards to be used in the game. Place them face up near the plaSubtitle: Mission Character Name / y Evidence Video Card Name: Obtain area.Card Number: MISS-6 These cards will give the platoon special abilities once you begin placing Objective Tokens on them. Put any unused Mission Cards back in the box MISSION OBTAIN VIDEO EVIDENCE Card Title ACTIVATE AT ANY TIME. MOVE ALL XENOMORPHS IN A SINGLE TILE TO AN ADJACENT TILE. Card Ability Objective Token Objective Token Objective Token face up face down TM & © 20th Century Fox. ©2020 UDC. PRINTED IN CHINA. Spaces 6. Take the Phase Cards and build the Phase Deck. GAME OVER MAN! GAME OVER! Card Number: PHAS- 7 Card Name: Game Over Man! Game Over! Character Name / LT. COMMAND:<Subtitle: Phase CHOOSE A SQUAD. THAT SQUAD TAKES A TURN. +1 TM & © 20th Century Fox. ©2020 UDC. PRINTED IN CHINA. TM & © 20th Century Fox. ©2020 UDC. PRINTED IN CHINA. TM & © 20th Century Fox. ©2020 UDC. PRINTED IN CHINA. Here’s how. • Find each player’s 3 Phase Cards, corresponding to the color of that player’s Player Board. • Add the single Lt. Command Card. • Take the number of Xenomorph Phase Cards equal to the number of players in the game and shuffle them in with the Player Phase and Lt. Command Cards. The Phase Deck is now ready. Keep the remaining Xenomorph Phase Cards handy, you will need them during the game. 7. Mix up the Location Tiles Barriers face down and place them in a single stack near the playing area. Objective Hive Entrance 2 8. Mix up the Wound Tokens and place them face up (as shown), and near the playing area. 9. Put the Breach Tokens in a pile near the playing area. Subtitle: Tracking Character Name / Card Name: N/A 25 Card Number: TRAC- 10. Shuffle the Tracking Cards to form the Tracking Deck and place it face-down near the playing area. ™ TM & © 20th Century Fox. ©2020 UDC. PRINTED IN CHINA. Tracking Card Tracking Card 11. Place the Xenomorph Dice in a pile next to the playing area. You’ll be placing them on the board during the game as instructed. Xenomorph Dice 12. Place the Hive Counter on the first space of the Hive Track on the APC tile. Xenomorph Phase Note: This space has a Sequence Xenomorph Phase icon. Xenomorph Phase Icon So during setup, resolve Xenomorph Phase. (see The Xenomorph Phase on page 8). Since there are no Xenomorphs on the board Entrance at this time, you can skip both the Xenomorphs Attack (step 1) and the Xenomorphs Move (step 2) and Sector Numbers go straight to Xenomorphs Spawn (step 3). Hive Counter Your Set up is complete. You’re ready Hive Track for duty! 3 Begin the Game Turns in Aliens™: Bug Hunt are governed by the Phase Deck. The game begins once the top card of the Phase Deck is played. There are 3 different types of cards that will prompt the players on what to do. 1. If the card played is a Player Phase Card that player takes a turn. Proceed to Player Turn Sequence. 2. If the card played is the Lt. Command Phase Card, TM & © 20th Century Fox. ©2020 UDC. PRINTED IN CHINA. the players decide which player LT. COMMAND:< Player Phase Card will take that turn. Proceed to CHOOSE A SQUAD. THAT SQUAD TAKES A TURN. Player Turn Sequence. TM & © 20th Century Fox. ©2020 UDC. PRINTED IN CHINA. GAME OVER MAN! GAME OVER! 3. If the card played is a Card Number: PHAS- Lt. Command Card7 Card Name: Game Xenomorph Phase Card Over Man! Game Over! advance the Hive Counter Character Name / Subtitle: Phase 1 space along the Hive Track. This may interrupt the turn if the Hive Counter lands on a space with a special +1 icon (see below). If the Hive Counter leaves the TM & © 20th Century Fox. ©2020 UDC. PRINTED IN CHINA. last space of the track, the Hive Track resets back Xenomorph Phase Card to the first space. (Don’t forget the first space also has a Xenomorph icon!) • Proceed to the Xenomorph Phase. GAME OVER MAN! GAME OVER! Card Number:• PHAS- Add another Xenomorph Phase Card to the Phase Deck 7 Card Name: Game Over Man! Game discard pile. Over! Character Name / Subtitle: Phase +1 TM & © 20th Century Fox. ©2020 UDC. PRINTED IN CHINA. Note: Once a card from the Phase Deck is played, the current player’s turn ends no matter what. When there are no more cards in the Phase Deck, just take the cards in the Phase Deck discard pile, shuffle them together, and continue. Trust your fellow Marines and your USCM training. Now get moving Marines, play that first Phase Card! 4 Player Turn Sequence During their turn each player will do these two simple steps. 1. Movement - The player may spend up to 3 Movement Points each turn to move their Squad. 2. Action – The player may perform one of the following actions: • Shoot • Capture an Objective • Breach a Barrier • Reload The Player Turn Sequence and Player Actions are printed on each of the Player Boards for easy reference. Movement A Squad can spend up to 3 Movement Points (MP’s). It costs 1 MP to exit a Location Tile, or 2 MPs if the squad is exiting through a barrier (this does not breach the barrier). If a Squad is moving into an empty complex space that has no Location Tile, that Squad draws a new tile, places it there, and their movement ends. Each tile has only one entrance, marked by a bright light. When a new tile is placed, the entrance is always placed next to the exit of the last tile the Squad was in. If there were Xenomorphs in the empty complex space, they are placed on the new tile. Entrance • A Location Tile may contain Hive and/or Objective icons. • If a Squad enters a new Location Tile and it has an Objective icon, place an Objective Token there. Objective Token • If a Squad enters a new Location Tile and it has a Hive icon, place the proper number of Xenomorph Dice there indicated by the number on the Hive icon. Hive Token 5 Normally, a Squad cannot exit a tile that contains Xenomorphs. The exceptions to this rule are: • If their tile contains another Squad. • If the Squad moves to a tile containing another Squad, through a passage that doesn’t have a barrier. Finally, Squads may move to or from the APC tile, but only through Sector 3. The Complex grid is 5 tiles wide and 6 tiles long. Players cannot exit the Complex grid. Xenomorph Phase Sequence Location Tiles Empty Complex Space Entrance Xenomorph Icon Sector Numbers Hive Track Actions Once the Squad has moved (or not moved), it may take one of the following actions: • Shoot: See below for the procedure for fighting the Xenomorphs. • Capture an Objective: If your tile has an Objective Token on it, remove it and place it on any Mission Card. • Breach a Barrier: Choose a barrier in your tile and place a Breach Token over it. It no longer counts as a barrier. If a tile is later placed on the other side of that breach, it remains breached even if the new tile indicates a barrier on that side.
Details
-
File Typepdf
-
Upload Time-
-
Content LanguagesEnglish
-
Upload UserAnonymous/Not logged-in
-
File Pages13 Page
-
File Size-