Hello! This is a submission for a jam of some sort, as you can see, I ran out of time. Give me a day or so to write up a guide here, you probably won't be able to play the game as-is. Cheers!

Instruction Manual

Components

  • 6 Crewmember Meeples
    • Blue
    • Green
    • Yellow
    • Red
    • Black
    • Purple
  • 4 Game Rooms
    • Bio-Labs
    • Engineering
    • Bridge
    • Vent
    • Crew  Quarters

Setup

All crew members begin in the crew quarters window. 

Gameplay

Gameplay will consist of a series of turns, in which multiple actions will be taken at will. 

To act, place a crewmember onto a slot in a room. The outcome of each room is different, see #Station Algorithms for more information. Press the button, which will change the game state appropriately. After using a room, that room and the crew inside cannot be interacted with for the rest of the turn.

Once the turn is complete, apply food consumption, and then all rooms and crew are enabled.

Food Consumption: Crew members consume 0.5 food each, rounded up. If food goes below this amount, a 1d6 is rolled. If this number is less than or equal to the food deficit. one random crewmember will die.

Station Algorithms

Hydroponics

Rounding Down: (Sum of Rolls / 2). Crew will consume 0.5 food each per turn, rounding up. If there is not enough food, there is a chance that one random crew-member will die.

RollOutcome
1+0 Food
2 -3
+1 Food
4-5+2 Food
6-7+3 Food
8-9+4 Food
10 -11
+5 Food
12-13+6 Food
14+7 Food

Bio-Scan

Requires a 6+ roll to progress. Once full, scans occupant. Always accurate at the scan. Use to confirm a suspected impostor.

RollOutcome
1-5+0 Readiness
6-8+1 Readiness

Helm

Outcomes based on selected sector. Pilot makes single roll; applied to both tests. Upon successfully navigating a sector, the sector traveled counter to the right of the helm room will increment by one. Once three sectors have been navigated, the destination has been reached - but you may continue to pilot.

TestLess Than
Equals ToGreater Than
DifficultyFailPassPass
DangerTake Damage = Danger
Take Damage = Danger
No Damage

Scanner

Finds a new sector. Difficulty based on current found sectors. Occupant must roll equal to or greater than current sector count.

Maintenance

Repairs the ship equal to the roll. If damage is taken past the 0 point, there is a chance of one of the crew-members dying.

Vent

Removes the occupant from the ship. Be careful! There is no verification - you could throw a perfectly innocent crewmember out!

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