Cyborg
Move to storage
Pick up blunt for free
Cyborg
Move to storage
Pick up blunt for free
@COMaestro is up
Start with putting a cube on the Daredevil, then using Kompromat on the Engineer to throw the Relic/Artifact thingie into the Forward Hub.
Next actions will depend on whether Lindsay does it or not.
That is a good question, but the default rules for bots (Lindsey is not actually following the bot rules) is that bots do not accept Kompromat or become suspect from rejecting it, and thematically and according to the Lindsey instructions, the Engineer doesn’t care about becoming Suspect, and can win if Guilty.
So I’m inclined to say that the Engineer shouldn’t throw the artifact and should become Suspect, but I’m also happy to be overruled if the players allow it and you are willing to wait for their thoughts.
Seems thematic.
I agree with @mr.ister
The Engineer is now suspect, and you can continue with your turn @COMaestro
Use Kompromat on Daredevil to move her to Storm Shelter.
Activate Daredevil and pick up Helmet for free, then step to Tanks and then Forward Hub.
Activate Medic, give Suitcase to Astrochimp, move to Aft Airlocks.
Give is an action, and step is an action. Move to aft airlocks requires two steps for a character that isn’t a tunnel rat.
Right, I missed the dashed line. Then I’ll step into the Machine Shop instead.
DIFFERENT STATES
Many Agendas, as well as the BC Friend and BC Grudge points, award points for Characters as being Downed or Escaped. Characters can have different states. Live is one, basically meaning alive and ready to perform actions, Live is in most cases the starting state of a Character. Escaped is another state, covered earlier in connection with Pods. The remaining two states are Down and Annihilated. As mentioned during the previous Minute, Fire Downs Characters. But the most common action used to Down a Character is Attack.
Apart from Downing a Character just because it is in your Agenda, or to get BC Grudge points, there is normally a competition over different Items on the station. In particular when things start to heat up. In this Tutorial game, the Rocket Wings may be a very desirable Item to fight over, since it is an alternative way of Escaping. The Basic Actions Rob and Attack can both be used to take Items from other Characters.
Both Rob and Attack require the Character to have a Gun or Bludgeon to perform. Helmets protect Humans against an Attack or Robbing by Bludgeons, there is no protection from an Attack by a Gun.
The Attack Action Downs a Colocated Character. This gives the Character the state Down and places a Down marker on the Character card. You also turn the Character’s pawn upside-down to show the Downed version of the Character icon.
The Rob Action forceably takes 1 item from a Colocated Character.
The Pickup Action can be used to take an Item from a Colocated Down Character.
You can effectively Throw to Outer Space using the Section action Airlock (instead of Throw).
Characters can be Downed in many other ways too. All Characters have Self-Preservation, meaning they can not take Actions that with certainty would immediately Down themselves.
Characters that are Down may not take Actions or be Activated. To make the Character Live again you can take the Basic Action Revive with a Character that is in the same Section and has a Nanogel Item.
Nanogel has two sides, numbered 1 and 2. This means they can be used two times each. Flip them to the “1” side after the first use.
Characters can also be Annihilated, for example if it is in a Pod that is Damaged when it Launches or if they are in Outer Space and the Antimatter detonates in Outer Space. Annihilated characters cannot be revived. Place the Annihilated marker on their Character card. They can never take Actions or be Activated again in this game. But you can still Reveal, score points and win, even if your Secret Identity is Annihilated.
One important factor when it comes to Downing other Humans is that, unless the Section where it occurs is Dark or if the Cameras are OFF, you become a Suspect. Cameras can be modified by the Section Action Cameras ON / OFF taken in Security Station.
LINDSEY’S STRATEGY
Lindsey, (being Engineer) wants to make sure that no Contaminated Characters leave the station and that the Antimatter is still on board when it detonates. She will use Troubleshooter (provided that Troubleshooter still is Live and has a Bludgeon or Gun) to move towards any Contaminated Characters and try to Down them. Plan B is to Activate Station Chief and try to run away from any one that seems to be on their way to try to take the Antimatter from Station Chief.
Of course, plan A and plan B have been scuppered now, so I’m going to implement plan B as well as I can, by having the Troubleshooter pick up a replacement bludgeon.
LINDSEY’S TURN
Influence the troubleshooter, step twice to Hydroponics, free pick up the bludgeon.
Then resolve the Vault X time marker: reveal that Project X is a Tentacled Monstrosity!
At the end of EVERY players’ turn, this is going to resolve, so please include project X instructions in every turn from now on.
This turn, the monstrosity steps into the Cryo Lab
(The Engineer holding the artifact and the rocket pack is cackling maniacally at this point.)
PLAYERS’ ACTIONS - TURN 6
One final note on what you can do during your turn that was briefly mentioned above is Renegotiate. Instead of Activating, you can Renegotiate meaning you take your Activation disc back and, if you want, 1 Cube from any Character that is not Escaped or Annihilated. This is usually not done until the game has progressed a bit.
@RossM is up.
Don’t forget to add Tentacled Monstrosity instructions at the end of your actions.
Free action
Pick up helmet
Move to therapy garden
Down counsellor
X instruction incoming
I think I’m dragging the engineer toward the tentacled monstrosity.
@COMaestro is up
Reveal as the Daredevil.
Free step into the Bio Lab due to the hazard.
Step into the Cryo Lab.
Tentacled Monstrosity consumes the Engineer.