PBF Stationfall tutorial

Just checking, I thought @mr.ister asked for green, so I picked blue?

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LINDSEY’S STRATEGY

Note that Lindsey’s Secret Identity, Engineer, has an Agenda that is affected by Contamination. Because Engineer is Lindsey’s Secret Identity, she does not want any Contaminated Characters to Escape from the station. Looking further at Engineer/Lindsey’s Agenda, the straightforward way to score many points is to arm something called the Antimatter. Antimatter is an Item found in the section “Magnetic Containment.” The Antimatter will detonate 4 Minutes after being removed from Magnetic Containment, so Lindsey would like that to happen, and probably fast, to mess up other players’ plans. So, what to do?

The Antimatter is in a Section behind a locked corridor. Locked corridors can be passed by Characters that have the Officer Ability (which removes the lock). The Engineer has that Ability. But to make it harder for other players to guess Lindsey’s Secret Identity she will try to use the Station Chief to access Magnetic Containment rather than Engineer. Station Chief also has the Officer Ability. Antimatter is in a room with a Hazard token.

A Human needs a Helmet on their Character card to survive a Hazard. So somehow Lindsey needs to get a Helmet for Station Chief.

NOTE: Outer Space represents space, immediately outside the station. In the game this is 1 Section and you move to and from it using the Airlock Action following the Outer Space arrows. These are sometimes bidirectional and sometimes only allowing one direction. Moving to and from Outer Space takes 1 Action, just as any other movement between Sections. This way, a space walk into Outer Space can be a shortcut. To move from Forward Airlocks to Aft Airlocks for example only requires 2 Actions via Outer Space. Also note that Outer Space is always Hazardous, so any Human Character has to have a Helmet to be able to go there.

LINDSEY’S ACTIONS
Lindsey will play with her Kompromats open since her hand is open in this Tutorial. First she makes Station Chief a Conspirator.

  • Place 1 Influence cube on Station Chief’s Character card.
    Since it is Lindsey’s first turn, Station Chief is her only Conspirator.

  • Place her Activation disc on Station Chief.
    She then decides to activate the Station Chief. Station Chief was not Exhausted so Lindsey gets 1 extra Action = 2 Actions (as well as a Free Pick Up/Drop). Station Chief starts in Therapy Garden.
    Lindsey chooses to use the once-per-activation Free Pick Up there immediately to get a Kompromat, in case it might be useful later.

  • Pick Up the Kompromat. The Kompromat is Astrochimp’s.

LINDSEY’S STRATEGY
Lindsey’s original plan was to move Station Chief to Storage to Pick Up the Helmet there, but since she got the Astrochimp Kompromat, it is probably a better idea to have Astrochimp help out with that during a later Minute.

LINDSEY’S ACTIONS
Lindsey chooses to take the Action “Step” twice.

  • Step Station Chief from Therapy Garden to Aft Hub and then to Reactor.

TURN 1

  • Create your first Conspirator, by placing 1 Influence cube on any Character card. If one of the cards’ two abilities is in a purple box, there may be special rules on how to place Influence or Activation discs there. It is written on the card in these cases.

  • Place your activation disc on your Conspirator.

  • Take 1-2 actions. (1 action if the Character was Exhausted, otherwise 2) Choose between Step and Pick Up in any combination.

  • If you can, Pick Up a Kompromat. Try to have your activated Conspirator be in a Section with a Kompromat at some point during your turn, and pick this up, as your Character’s Free Pick Up Action.

Because of Lindsey: Do not place Influence cubes on Station Chief, Stowaway or Astrochimp to make Lindsey’s Actions work in future turns. Avoid Picking Up the Helmet in the Aft Airlocks to make Lindsey’s Actions work in future turns. You are also not allowed to down the Station Chief or Astrochimp at this time.

@RossM is up.

Ok. Sounds like we need to down the AI and smash some helmets.

Place 1 influence on the Cyborg.

Activate cyborg.

Move to nano factory and pick up K card.

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Next up is @COMaestro

remember: Because of Lindsey: Do not place Influence cubes on Station Chief, Stowaway or Astrochimp to make Lindsey’s Actions work in future turns. Avoid Picking Up the Helmet in the Aft Airlocks to make Lindsey’s Actions work in future turns. You are also not allowed to down the Station Chief or Astrochimp at this time.

Maybe I am missing it, but what are the small, green Kopromat symbols on the board, like in the Mainframe or Therapy Garden?

Okay, place one influence cube on the Counselor. Activate the Counselor. Step into the Shred Room. Then use the section action to take the Kompromat from the Kitchen.

@mr.ister is up

Remember the Lindsey restrictions.

I’ll place an influence cube on Medical and activate them. I’ll move to the Rec room, pick up the Kompromat and move to the Suite.

Next up is Lindsey.

A new turn means first of all that the Minute marker moves 1 step to the right, in this case to Minute 12. So, 12 minutes left until Stationfall, in game-story time. The first player does not change.

  • Move the Minute Marker from 13 to 12

Some Actions require or are modified by Items. As you saw during setup, some Items are available from the start on Characters or in different Sections. Other Items can be manufactured in certain Sections, where it says “Manufacture.” Items are represented by square tokens, they are physical objects that are handled with the Actions Pick Up, Drop, Give, Throw and Rob. These names are fairly self explanatory. (As always, check the Reference manual for exact details). Some of the Actions in the game require an Item to perform, such as Sabotage, which means that you damage a Section and disable any Section Actions this Section may allow. Section Actions are described further in the next Minute.

Actions might also be affected by Character Abilities. An Ability is written in colored spaces in the middle of the Character cards. They are often important if you want to create powerful combos with your Actions. Their colors indicate which kind of Ability it is; red for offensive Abilities, purple for Abilities that deal with Activation, Influence Cubes, etc. For more details on these colors, see the Character Dossier.

LINDSEY’S STRATEGY
Lindsey wants to Activate a new Character in order to get 2 Actions. If she were to Activate the Station Chief again, she would not get the extra Action, since the Station Chief is Exhausted, which is shown by the fact that there already is an Activation disc on her at the start of Lindsey’s turn. Because of the Kompromat she received last turn, Lindsey thinks making Astrochimp a Conspirator is a good plan to be able to do things with him in preparation for using her Kompromat. Her plan is to set Astrochimp up to be able to dramatically Throw the helmet in a later Minute to help Station Chief get it.

LINDSEY’S ACTIONS

  • Place an Influence cube on Astrochimp and move her Activation disc from Station Chief to Astrochimp.

Step twice, making use of Astrochimp’s Ability “Tunnel Rat.” It lets Astrochimp Step through Vents, which are the dashed yellow lines on the map. This Ability does not cost anything, it just lets Astrochimp have more paths to move along.

  • Step through the Vent that leads from the Kitchen to Reactor.
    Then, as the second Step, move through the corridor to Aft Airlocks and Free Pick Up the Helmet. Place the Helmet token on Astrochimp’s Character card on one of the Item slots.

PLAYERS’ ACTIONS - TURN 2

  • Add a new Conspirator to your conspiracy. Place an Influence cube on a Character that is not a Conspirator of yours yet.

  • Activate your new Conspirator. Move your Activation disc to that Character card. Remember that you get 1 extra Action if the Character is not Exhausted.

  • Try to Pick Up an Item. Moving and picking up a Kompromat is a good thing to do, but also try to find Items to Pick Up this turn that you think can be useful for you.

  • Try to utilize the Character’s Ability. If you can, try to make use of an Ability that your new Conspirator has, or at least check its Abilities and read up on them so you know what they mean.

Because of Lindsey: As before, avoid placing cubes on Station Chief, Stowaway or Astrochimp and do not Reveal as Stowaway or Astrochimp (to make Lindsey’s Action work in future turns).

@RossM is up

Good thing she chose not to do that, since I already picked that up :smiley:

Place a cube on stowaway.

First action, step into Aft exhaust

Free action pick up Kompromat

You can’t do that, sorry. See the “because of Lindsey” restrictions.

Ok. Ignore that.

Cube on Troubleshooter

Double move to Chem Lab.

Free action to pick up Kompromat

@COMaestro is up

Because of Lindsey: As before, avoid placing cubes on Station Chief, Stowaway or Astrochimp and do not Reveal as Stowaway or Astrochimp (to make Lindsey’s Action work in future turns).