# Survival Guide

## Objective:

Restore power to the ship in order to access FLIGHT RECORDER DATA from the central computer "ANGEL", and escape, alive.

The first player to reach the AIRLOCK with the FLIGHT RECORDER DATA, or the last player to be killed, is the winner.

## Gameplay

At the start of a new game:

* Each player places their token in INNER HATCH/AIRLOCK
* Each player takes their ACCESS CODES card in hand

On each player's turn they may do one or all of the following, in any order (except PLAY):

* MOVE to another adjacent ROOM
  * If a ROOM has not been discovered:
    * Place one ROOM tile card from the deck next to the previous room

      Connect in the direction any arrow indicates so that lines connect

      Orient the new ROOM tile as needed

      Take a STATUS card
  * Each player may move two adjacent discovered rooms if no other actions are done that turn.
  * If carrying the FLIGHT RECORDER DATA a player can only move one room and must take a STATUS card after moving.
* SEARCH current ROOM (take one STATUS card)
* PLAY one STATUS or ITEM card from hand. Playing a card is the end of a turn.

## Status

‌STATUS are cards that are taken when a ROOM is searched.‌

Unless a STATUS card says to be played immediately, it may be held and played when the card indicates. When a STATUS card is played, whether optionally or immediately, it counts as the end of your turn. Discard the STATUS card after it has been played.

When a card is played or discarded, it is placed on the discarded pile.

If there are no remaining STATUS cards to take:

* Shuffle a new deck.
* Place a FIRE token in ENGINEERING, or the next adjoining room not currently on fire.

### Blackout

There is an unexpected temporary power failure, in the darkness you try to find somewhere to fix this, but become lost.

<mark style="color:red;">**Play immediately.**</mark>\ <mark style="color:red;">Each RUNNER may move an opponent to any room not currently on fire.</mark>

### Beast

‌<mark style="color:red;">**Play immediately.**</mark>\ <mark style="color:red;">You are BLEEDING.</mark>\ <mark style="color:red;">You must reach MEDICAL within 8(eight)turns, or lose the game.</mark>\ <mark style="color:red;">Begin on your next turn.</mark>\ <mark style="color:red;">SYSTEMS ACCESS cards cannot be played.</mark>\ <mark style="color:red;">If another BEAST comes into play while BLEEDING, you lose the game.‌</mark>

### Familiar

‌<mark style="color:red;">**Play immediately if not carrying PORTABLE STORAGE UNIT**</mark>\ <mark style="color:red;">Prevents BEAST attacks while in hand.</mark>\ <mark style="color:red;">Prevents BROKEN SPIRIT while in hand.</mark>\ <mark style="color:red;">Cannot be discarded while in hand.‌</mark>

### Fire

<mark style="color:red;">**Play immediately.**</mark>\ <mark style="color:red;">Place a FIRE token at this location or next adjoining room not currently on fire. No STATUS cards can be played at this location until the fire is out.</mark>\ <mark style="color:red;">If every room is on fire, the game is over.‌</mark>

### Moonlight Requisition

‌<mark style="color:red;">**Play optionally on your turn.**</mark>\ <mark style="color:red;">You may take an ITEM card from the deck.</mark>\ <mark style="color:red;">An ITEM in hand can be discarded to take another.‌</mark>

### Scuttle Procedure

### Key Card

‌<mark style="color:red;">**Play optionally on your turn.**</mark>\ <mark style="color:red;">Allows operation of systems in REACTOR CORE, ANGEL and AIRLOCK.‌</mark>

### Annex

### Broken Spirit

‌<mark style="color:red;">**Play immediately.**</mark>\ <mark style="color:red;">Place a GRAVE token at this location if not already.</mark>\ <mark style="color:red;">Discard one ITEM card in hand.</mark>\ <mark style="color:red;">Return to previous adjacent room.</mark>\ <mark style="color:red;">No STATUS cards may be played in this room.‌</mark>

### Emergency Bypass

‌<mark style="color:red;">**Play optionally on your turn.**</mark>\ <mark style="color:red;">You may move one additional adjacent room this turn.‌</mark>

### Forewarning

‌<mark style="color:red;">**Play optionally on your turn.**</mark>\ <mark style="color:red;">You may see the next STATUS card in the deck.</mark>

### Holding Capacity

<mark style="color:red;">‌</mark><mark style="color:red;">**Play optionally on your turn.**</mark>\ <mark style="color:red;">While in hand you may keep one more additional ITEM card in hand.</mark>

### Hull Breach

‌<mark style="color:red;">**Play immediately.**</mark>\ <mark style="color:red;">Remove any FIRE or GRAVE tokens at this location.</mark>\ <mark style="color:red;">All RUNNERS in this room must skip a turn.‌</mark>

### Inside Intel

‌<mark style="color:red;">**Play optionally on your turn.**</mark>\ <mark style="color:red;">You may see the entire hand of one other RUNNER.‌</mark>

### Interference

<mark style="color:red;">‌</mark><mark style="color:red;">**Play at any time.**</mark>\ <mark style="color:red;">ACCESS CODE cards cannot be played this turn.</mark>\ <mark style="color:red;">A RUNNER of your choosing must discard SYSTEMS ACCESS.‌</mark>

### Reflex Action

<mark style="color:red;">**Play optionally on your turn.**</mark>\ <mark style="color:red;">You may play two other cards currently in hand this turn.</mark>

### Manifest

‌<mark style="color:red;">**Play optionally on your turn.**</mark>\ <mark style="color:red;">You may shuffle and search the ITEM deck for a desired card and move it to the top of the deck.</mark>\ <mark style="color:red;">You cannot see more ITEM cards than the current number of discovered rooms.</mark>

### Security Lockdown

<mark style="color:red;">‌</mark><mark style="color:red;">**Play optionally on your turn.**</mark>\ <mark style="color:red;">All RUNNERS in a room of your choosing must skip a turn.‌</mark>

### Structural Analysis

<mark style="color:red;">‌</mark><mark style="color:red;">**Play optionally in SCIENCE LAB while RELIC is in hand.**</mark>\ <mark style="color:red;">Abilities of the RELIC card may now come into play.‌</mark>

### Transient Amnesia

‌<mark style="color:red;">**Play immediately.**</mark>\ <mark style="color:red;">Discard any one STATUS card in hand.</mark>

### Unexpected Behavior

## Items

‌ITEMS are cards that each player holds when one can be taken as the result of a MOONLIGHT REQUISITION or SYSTEMS ACCESS.‌

Only one ITEM may be kept in hand unless another card indicates otherwise.<br>

### Isotopes

‌<mark style="color:red;">**Play only in REACTOR CORE with SYSTEMS ACCESS**</mark>\ <mark style="color:red;">MAIN POWER is restored and ANGEL can be accessed.</mark>\ <mark style="color:red;">Flip all RUNNER tokens.‌</mark>

### Fire Suppressor

<mark style="color:red;">‌</mark><mark style="color:red;">**Abilities become active while in hand**</mark>\ <mark style="color:red;">Ignore the FIRE token at this location.‌</mark>

### Portable Storage Unit

<mark style="color:red;">This ITEM card does not need HOLDING CAPACITY.</mark>\ <mark style="color:red;">Cannot be dropped while FAMILIAR is in hand.‌</mark>

### Proximity Sensor

<mark style="color:red;">‌</mark><mark style="color:red;">**Abilities become active while in hand**</mark>\ <mark style="color:red;">Remove any GRAVE token from the room you are present.</mark>\ <mark style="color:red;">Ignore GRAVE token if present.</mark>\ <mark style="color:red;">Prevents BEAST and BROKEN SPIRIT while in hand.</mark>\ <mark style="color:red;">Prevents BROKEN SPIRIT while in hand.</mark>\ <mark style="color:red;">Prevents BEAST attacks while in hand.‌</mark>

### Trauma Kit

<mark style="color:red;">‌</mark><mark style="color:red;">**Play only if bleeding.**</mark>\ <mark style="color:red;">You are no longer BLEEDING.</mark>\ <mark style="color:red;">Discard and do not return to ITEM deck.‌</mark>

### Relic

<mark style="color:red;">‌Prevents BEAST attacks while in hand.</mark>\ <mark style="color:red;">**Play only after analysis in lab once per game.**</mark>\ <mark style="color:red;">Place RELIC token at desired location.</mark>\ <mark style="color:red;">May be played to teleport back to where RELIC token is located.‌</mark>

## Hard Reset

This card is kept separate from the STATUS and ITEM decks and played in an emergency.

**Play only once per game at any time.**\
Return to AIRLOCK. Discard all cards from hand.


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