project california pnp v1

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Project California 3-5 Players, Co-Op w/ Hidden Traitor Sit Rep You’ve just come to, you remember that you are on a trip from Human Space, on you are part of a team that is on their way to visit the Krukian colonies. This was important because it’s the first time any Humans have made the trip to Krukian Space. However, not everybody was happy about this move, there were those on the other side, that didn’t want this trip to happen at all. Which finally jogs your memory, and why you were not conscious just moments ago! There has been a Hull Breach!! The ship is losing O2 quickly, and it seems that all the systems are down, the ship is a sitting duck in space and if we don’t get our act together, we’re all going to be popcicles! Setup Have each player select a public role, which will be the character they are representing in the ship. - For 3 players, randomly select 4 Loyal Objective cards and 1 Random Traitor Objective card. Randomize them and have each player take 1. - For 4 or 5 players, randomly select 5 Loyal Objective cards and 2 Random Traitor Objective Cards. Randomize them and have each player take 1. Players keep their objectives secret!! Give each player a starting set of Effort Cards (-2, -1, 0, 1, 2, 3) Then shuffle the square room tiles together and randomly distribute them to build the ship like this Hannah starts in the Bridge, Wizguizit starts in the Engines, Zzlixz starts in the Cafeteria, Chandler starts in the Sleeping Quarters and Amos starts in the Power Core. First Player: Whoever is playing Hannah is first player, if not Hannah, then Amos, then Zzlixz.

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Page 1: Project California PnP v1

Project California

3-5 Players, Co-Op w/ Hidden Traitor

Sit Rep

You’ve just come to, you remember that you are on a trip from Human Space, on you are part of a team

that is on their way to visit the Krukian colonies. This was important because it’s the first time any

Humans have made the trip to Krukian Space. However, not everybody was happy about this move,

there were those on the other side, that didn’t want this trip to happen at all. Which finally jogs your

memory, and why you were not conscious just moments ago! There has been a Hull Breach!!

The ship is losing O2 quickly, and it seems that all the systems are down, the ship is a sitting duck in

space and if we don’t get our act together, we’re all going to be popcicles!

Setup

Have each player select a public role, which will be the character they are representing in the ship.

- For 3 players, randomly select 4 Loyal Objective cards and 1 Random Traitor Objective card.

Randomize them and have each player take 1.

- For 4 or 5 players, randomly select 5 Loyal Objective cards and 2 Random Traitor Objective

Cards. Randomize them and have each player take 1.

Players keep their objectives secret!!

Give each player a starting set of Effort Cards (-2, -1, 0, 1, 2, 3)

Then shuffle the square room tiles together and randomly distribute them to build the ship like this

Hannah starts in the Bridge, Wizguizit starts in the Engines, Zzlixz starts in the Cafeteria, Chandler starts

in the Sleeping Quarters and Amos starts in the Power Core.

First Player: Whoever is playing Hannah is first player, if not Hannah, then Amos, then Zzlixz.

Page 2: Project California PnP v1

Round Sequence

Starting with the first player, each player has a turn, then if there are any mission tasks that were voted

on, they are performed, then there is a recover phase and lastly the Oxygen Leakage phase.

Player’s Turn

Each player has three parts to their turn, an escape part, act part and an endure part. During the act

part, the player may perform up to three actions that require effort, then after all actions are

performed, they must endure.

Part 1 Escape

Escape Detainment

If the player is detained and conscious, they may make an escape attempt, do do this, they play

an effort card face up, add their mech skill and roll the Effort die. The player must meet or

exceed the escape difficulty to no longer be detained.

The player must discard non-negative effort cards in the amount equal to the current oxygen

level meter’s effort loss level.

If the room is not guarded, the difficulty to escape is 5.

If the room is guarded, the guarding player(s) will play an effort card and roll the effort die and

add their Command skill. The escaping player must beat each guarding player’s escape difficulty

in order to escape.

Part 2 Act

Move

To move from one room to another, players must play one effort card face up, and roll the effort

die. If the player meets or exceeds the difficulty, they successfully move to the next room.

Players can move from one room to another, if the engines and power are out so is the ships gravity,

moving from room to room is much harder than normal, with a difficulty of 3. Once gravity is back

online, movement difficulty is 0 (It still requires and effort card and a die roll!)

Page 3: Project California PnP v1

Dig Around

If the player is in a room that can provide stuff, they can go looking for it. To do this, the player plays

a face up effort card and rolls the effort die. If the die and the effort card added together meet or

exceed the difficulty of digging around in the room, they successfully find something!

To know what they find, they need to roll the effort die one more time, the room has a chart that

says what you find: Structural, Technical or Nonsense. Whatever it the player finds, they draw one

of those cards from the supply and keep it for themselves. They must not tell anybody what they

drew.

Hand Off

A player can freely give up to one stuff to each other player in the same room as them. This does not

count against the 3 actions a player has on their turn.

Detain

A player may attempt to detain another player. When a player has been detained, they must skip

the Act part of their turn.

To detain a player, both players play one Effort card face down, then they both roll the Effort Die

and add that value to the effort card played and their Command skill. The player attempting to

detain must roll HIGHER than the defending player, if so the player is detained.

Unconscious players cannot fight against a detain attempt.

Guard

A player can choose to end their turn with a guard action if there is a detained player in the room.

That player is then guarding any players detained in that room.

Initiate a Mission Task

Some rooms have critical mission tasks that need to be accomplished, in order to get the ship

running again, and ready to travel. These tasks are much harder and require multiple people to

perform them. This task does not count against the 3 tasks a player has on their turn, however

taking this task ends the player’s Act phase.

Any players that take a turn following the player that initiated the task, has the opportunity to enter

or exit the room the task is being performed within.

Page 4: Project California PnP v1

Part 3 Endure

Expend Effort

The player must discard effort cards in the amount equal to the current oxygen level meter’s

effort loss level.

If a player cannot discard enough effort cards, they pass out from over exertion, and are

unconscious for the next round. They discard any remaining effort cards.

Page 5: Project California PnP v1

Performing Mission Tasks

Each conscious player in a room where a mission task is being performed, must participate, by doing the

following:

- Selecting 1 effort card to play face down

- Selecting any number of Resource cards to play face down

Once each contributing player has performed the above tasks. Shuffle the played effort cards together,

then shuffle the played Resource cards together. Then add the following items:

- Total value of Effort Cards

- Total value of Bonus for Resources

- Total Applicable Skills for each player

If the sum of those three things meets or exceeds the difficulty for the task, it is successfully completed.

Regardless of success, discard all contributed Effort cards and Resource cards to their appropriate

discard piles.

Recovery

Shuffle all discarded effort cards and the effort deck together.

Each player draws Effort cards from the Effort deck, until they have 6 effort cards in hand.

After drawing cards, any unconscious players must discard effort cards equal to the current effort loss

rate of the oxygen track.

If every player is unconscious during the Recovery phase, then each player dies and the game is over.

If at least one player is still alive, then process oxygen leakage.

Page 6: Project California PnP v1

Oxygen Leakage

If oxygenator is offline, and the breach is not sealed, move oxygen level down 2 spaces.

If oxygenator is online OR the breach is sealed, move oxygen level down 1 space.

If oxygenator is online AND the breach is sealed, move oxygen level up 1 space.

Game Over

When the game ends, each player will then reveal their secret objectives. If a player managed to

complete their Primary Objective and at least 1 of their Secondary Objectives they won!

Page 7: Project California PnP v1

Rooms

There are 10 total rooms in the ship, some can be searched for goods, and some other rooms have

major mission milestones that need to be completed, below is a detailed listing.

Bridge

This is the main control center for the ship, Hanna starts in this room at the beginning of the game.

Resources

Deck: B

Difficulty: 3

Mission Tasks

- Repair Navigation System Allows the players to use the Jump Ship mission task.

o Required: Power Core

o Skill: Tech

o Difficulty: 20

o Resources: Structural +0, Technical +3, Nonsense -2

- Jump Ship If successful the ship jumps to Krukian space and the game ends.

o Required: Navigation System, Engines

o Skill: Command

o Difficulty: 10

o Resources: Structural +0, Technical +2, Nonsense -2

Engines

Provides the ship with Gravity and the power to Move, Wizguzit starts here.

Resources

There are no resources in the Engines

Mission Tasks

- Repair Engines

Changes move difficulty to 0, and gives the ship the ability to move

o Required: Power Core

o Skill: Mech

o Difficulty: 20

o Resources: Structural +4, Technical +2, Nonsense -2

Page 8: Project California PnP v1

Med Bay

A good place to dig around for Technical stuff.

Resources

Deck: B

Difficulty: 3

Mission Tasks

There are no mission tasks in the Med Bay

Oxygenator

Resources

You cannot dig around for stuff in the Oxygenator room.

Mission Tasks

- Repair Generator

Provides fresh 02 for the ship, reduces Oxygen Leakage rate.

o Required: None

o Skill: Mech

o Difficulty: 20

o Resources: Structural +2, Technical +2, Nonsense -2

Storage

A great place to dig around for things.

Resources

Deck: C

Difficulty: 1

Mission Tasks

There are no mission tasks in Storage

Page 9: Project California PnP v1

Cafeteria

Provides a great place to look for Structural stuff. Zzlixz starts here.

Resources

Deck: A

Difficulty: 4

Mission Tasks

There are no mission tasks in the Cafeteria

Sleeping Quarters

Provides a great place to look for stuff. Chandler starts here.

Resources

Deck: C

Difficulty: 2

Mission Tasks

There are no mission tasks in the Sleeping Quarters

Corridor

The hull has been breached here! If the breach has not been sealed, the difficulty to leave this room is 6

Resources

There are no resources in the Corridor

Mission Tasks

- Seal the Breach

Allows players to move through the room freely, reduces the effect of Oxygen Leakage

o Required: None

o Skill: Mech

o Difficulty: 25

o Resources: Structural +4, Technical +0, Nonsense -2

Page 10: Project California PnP v1

Entertainment Quarters

Provides a great place to look for stuff.

Resources

Deck: A

Difficulty: 4

Mission Tasks

There are no mission tasks in the Entertainment Quarters

Power Core

Provides power to the main systems of the ship, Amos starts here.

Resources

There are no resources in the Power Core

Mission Tasks

- Repair the Power Core

Allows the ship to be fully powered

o Required: None

o Skill: Mech and Tech

o Difficulty: 30

o Resources: Structural +3, Technical +3, Nonsense -2

Page 11: Project California PnP v1

Stuff

The stuff decks contain cards that are used to perform mission tasks, as well as special ability cards.

There are three types of stuff: Structural, Technical and Nonsense and they are mixed into three 24 card

decks.

Deck A contains a mixture that is 66% Structural and 33% Nonsense.

Deck B contains a mixture that is 66% Technical and 33% Nonsense.

Deck C contains a mixture that is 33% Structural, Technical and Nonsense.

Nonsense Cards

Nonsense cards have abilities that can handy during the game, to use the card’s ability on your turn

(unless otherwise stated by the card) discard it and gain it’s effect.

Nonsense cards can also be put in as contributed resources for mission tasks, and they reduce the total

effort put in.

Effort Cards

The effort deck consists of 36 Effort cards with the following mixture:

1 -4 Effort Card

2 -3 Effort Cards

5 -2 Effort Cards

5 -1 Effort Cards

5 0 Effort Cards

5 +1 Effort Cards

5 +2 Effort Cards

5 +3 Effort Cards

2 +4 Effort Cards

1 +5 Effort Card

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