Survival Guide
DISPATCH Game Instructions (WIP 202001240101)

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

β€ŒSTATUS are cards that are taken when a ROOM is searched.β€Œ
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.

Beast

β€ŒPlay immediately. You are BLEEDING. You must reach MEDICAL within 8(eight)turns, or lose the game. Begin on your next turn. SYSTEMS ACCESS cards cannot be played. If another BEAST comes into play while BLEEDING, you lose the game.β€Œ

Blackout

Play immediately. All RUNNERS must discard all SYSTEMS ACCESS cards.β€Œ

Broken Spirit

β€ŒPlay immediately. Place a GRAVE token at this location if not already. Discard one ITEM card in hand. Return to previous adjacent room. No STATUS cards may be played in this room.β€Œ

Emergency Bypass

β€ŒPlay optionally on your turn. You may move one additional adjacent room this turn.β€Œ

Familiar

β€ŒPlay immediately if not carrying PORTABLE STORAGE UNIT Prevents BEAST attacks while in hand. Prevents BROKEN SPIRIT while in hand. Cannot be discarded from hand.β€Œ

Fire

β€ŒPlay immediately. Place a FIRE token at this location or next nearest room not currently on fire. No STATUS cards can be drawn or played at this location until the fire is out. If every room is on fire, the game is over.β€Œ

Forewarning

β€ŒPlay optionally on your turn. You may see the next STATUS card in the deck. Discard to prevent TRANSIENT AMNESIA this turn.β€Œ

Holding Capacity

β€ŒPlay optionally on your turn. While in hand you may keep one more additional ITEM card in hand. Only one of this card can be kept in hand. Cannot be discarded if carrying an ITEM.β€Œ

Hull Breach

β€ŒPlay immediately. Remove any FIRE or GRAVE tokens at this location. All RUNNERS in this room must skip a turn.β€Œ

Interference

β€ŒPlay at any time. ACCESS CODE cards cannot be played this turn. A RUNNER of your choosing must discard SYSTEMS ACCESS.β€Œ

Manifest

β€ŒPlay optionally on your turn. You may shuffle and search the ITEM deck for a desired card and move it to the top of the deck. You cannot see more ITEM cards than the current number of discovered rooms.

Moonlight Requisition

β€ŒPlay optionally on your turn. You may take an ITEM card from the deck. An ITEM in hand can be discarded to take another.β€Œ

Possible Side-effects

β€ŒPlay optionally on your turn. You may draw another STATUS card.β€Œ

Reflex Action

β€ŒPlay optionally on your turn. You may play two other cards currently in hand this turn.

Inside Intel

β€ŒPlay optionally on your turn. You may see the entire hand of one other RUNNER.β€Œ

Security Lockdown

β€ŒPlay optionally on your turn. All RUNNERS in a room of your choosing must skip a turn.β€Œ

Structural Analysis

β€ŒPlay optionally in SCIENCE LAB while RELIC is in hand. Abilities of the RELIC card may now come into play.β€Œ

Systems Access

β€ŒPlay optionally on your turn. Allows operation of systems in REACTOR CORE, ANGEL and AIRLOCK.β€Œ

Transient Amnesia

β€ŒPlay immediately. Discard all STATUS cards in hand, minus exemptions.

Unstable Element

β€ŒPlay immediately. Discard any ISOTOPES in hand.

Items

β€ŒITEMS are cards that each player holds when one can be taken as the result of a MOONLIGHT REQUISITION or SYSTEMS ACCESS.β€Œ
Only one ITEM may be kept in hand unless another card indicates otherwise.

Isotopes

β€ŒPlay only in REACTOR CORE with SYSTEMS ACCESS MAIN POWER is restored and ANGEL can be accessed. Flip all RUNNER tokens.β€Œ

Fire Suppressor

β€ŒPlay optionally on your turn. Remove the FIRE token at this location.β€Œ

Portable Storage Unit

This ITEM card does not need HOLDING CAPACITY. Cannot be dropped while FAMILIAR is in hand.β€Œ

Proximity Sensor

β€ŒAbilities become active while in hand Remove any GRAVE token from the room you are present. Ignore GRAVE token if present. Prevents BEAST and BROKEN SPIRIT while in hand. Prevents BROKEN SPIRIT while in hand. Prevents BEAST attacks while in hand.β€Œ

Trauma Kit

β€ŒPlay only if bleeding. You are no longer BLEEDING. Discard and do not return to ITEM deck.β€Œ

Relic

β€ŒPrevents BEAST attacks while in hand. Play only after analysis in lab once per game. Place RELIC token at desired location. May be played to teleport back to where RELIC token is located.β€Œ
Last modified 9mo ago