Aliens Predator Customizable Card Game
Official Online Rule Book


VERSION 2


Click here for printable versions of this rulebook!

Section 1: Introduction Section 2: The Cards

Section 3: Game Play
Section 4: Special Rules and Conditions


Section 5: Setup

APPENDIX A: Glossary

APPENDIX B: Resource and Restriction List

CREDITS

THE TURN SEQUENCE



Section 1: Introduction




Game Objectives and Species/Faction Goals

Stuff You Need In Order To Play The Game





Section 2: The Cards




Main Characters

    Two card types represent living creatures. The first type, are Main Character cards: Humans (and Synthetics), Predators, and Aliens.



    1 - Name The name of the card. Words located in the card Names of Characters, Locations and Items also count as Resources for that card.

    2 - Speed Speed is an Attribute used for two different abilities: defense (how hard the character is to hit in combat) and movement (how many locations a character may move).

      Example: A character with a Speed of 2 can move 2 locations during the Movement Round. Anyone attacking him must roll above a 2 with the die to hit him.

    3 - Power Power is another Attribute used for two different abilities: damage (the base damage a character can inflict in "hand-to-hand" Close Combat) and resistance (how much damage a character can resist from a hit, before he starts taking damage points). Hand-to-hand weapons add to a character's base damage, while guns (Ranged weapons) usually replace it. If a character's Power is reduced to 0, the character dies.

      Example: An Alien Warrior with Power 5 attacks (and hits) a Predator with Power 6 (by rolling higher than the target's defense). The Alien Warrior's effect text gives him +3 to his base damage, so he does 5 (Power) + 3 = 8 damage. The Predator has 6 Power, and so resists the first 6 points of damage. The Predator suffers the difference: 8 (Alien damage) - 6 (Predator resistance) = 2 (damage taken). The Predator suffers 2 points of damage; his Attributes and Abilities are reduced by 2, and 4 more points of damage will kill him (refer to section on THE EFFECT OF DAMAGE).

    4 - Resources and Restrictions Main Characters possess Resources. Resources represent characteristics or skills that character has. These Resources sometimes indicate the character's Species or Faction, make a character a valid target for certain Events (another card type), or allow him to find Items, when those Items have the matching Restriction. Some special Items also require a character to possess a certain Resource in order to use them. In addition, some Resources have a direct affect on game play:

      Adaptable or Leader: Plus 1 to a player's maximum hand size.

      Alien: Aliens may not pick up or find Items.

      Predator: Only the Predator can use Predator Items. Also, Predators cannot use Human Items (green-framed Items).

      Marine: Only characters with the Marine Resource can use Military Arms (Human Items with the Military Arms Restriction).

      Synthetic: Aliens may not attack any ready Synthetic Character who has not moved this turn. Likewise, they may not use captured Synthetic Characters as a host to mature Aliens. Synthetic Characters do not heal. Finally, Synthetic Characters may never attack any human character (unless specifically allowed by another card).

      Resources are printed in white, Restrictions are printed in yellow (for more on Restrictions, see Supporting Characters).

    5 - Effect If a Main Character has any special skills or rules, they will be detailed here.

    6 - Caption The card quote, often a line from one of the movies, adds to the flavor of the card, but has no effect on game play.

    In most scenarios, the Rogue, Marines and Predator players are unable to bring new Main Characters into the game once it has started, though the Aliens player is able to do so through its normal growth cycle.

    Note: The frames for Main Characters identify the Species: green, Humans; orange, Predator; blue, Aliens.
Supporting Characters

    Supporting Characters represent all of the beings who are not Main Characters. Supporting Characters must be discovered during the course of game play. They enter play during the Search Round (see below).

    Most Supporting Characters are controlled by Main Characters of the Human Species. To remain controlled, they must remain at a location with a Human Main Character at all times. If that Human Main Character is captured or killed, they become uncontrolled. Supporting Characters cannot move, search, pick up, or attack if uncontrolled (unless specifically allowed to by another card).



    1 - Name The name of the card. Words located in the card Names of Characters, Locations and Items also count as Resources for that card.

    2 - Speed Speed is an Attribute used for two different abilities: defense (how hard the character is to hit in combat) and movement (how many locations a character may move).

    3 - Power Power is another Attribute used for two different abilities: damage (the base damage a character can inflict in "hand-to-hand" Close Combat) and resistance (how much damage a character can resist from a hit, before he starts taking damage points). Hand-to-hand weapons add to a character's base damage, while guns (Ranged weapons) usually replace it. If a character's Power is reduced to 0, the character dies.

    4 - Resources and Restrictions Supporting Characters always have Restrictions, which tell you where the character can be found. To bring a Supporting Character into play (from your hand), search Locations that possess the Resources (printed in white on the Location) that match the Supporting Character's Restrictions (printed in yellow on the Supporting Character).

    Example: The Mechanic has the Restriction "Machine Shop." A Human, Predator, or Alien character searches the Machine Shop Location (or a location with the Machine Shop Resource) to bring a Mechanic into play from that player's hand.

    In addition, Supporting Characters may possess resources of their own. If so, these will be listed in white.

    5 - Effect If a Supporting Character has any special skills or rules, they will be detailed here.

    6 - Caption The card quote, often a line from one of the movies, adds to the flavor of the card, but has no effect on game play.

    Note: Grayish frames identify all Supporting Characters.
Locations

    Locations can be compared to scenes in the movies. New locations are played near the beginning of the Movement Round, during the Play Locations Step. Character movement between locations is discussed in the Movement section of these rules. The Battleground is defined as all locations currently in play in the game. YOUR locations lined up in front of you, are defined as your HUD (Heads Up Display). A player must have a character present in a location to search it. There are two classes of locations: Ground Locations and Cross Locations. The first class, Ground Locations, are oriented vertically, and represent places at the "ground" level (neither high nor low).



      1 - Name

      2 - Resources and Restrictions Locations possess Resources (in white). These allow Items, Events, and Supporting Characters with the matching Restrictions (in yellow) to be found or played there.

        Some locations also possess Restrictions (in yellow). These usually put limits on what kinds of locations may be played adjacent to the location with the Restriction.

      3 - Effect If a Location has any special rules they will be listed here. If the location becomes Damaged, the effect text is ignored.

      4 - Caption
Items

    Items are weapons and other devices that are found during the Search Round. Depending on the Scenario, characters may start the game with certain Items already in their possession. Once found, they can be used whenever appropriate. Aliens may not find, pick up, or use any Items. Predators may pick up Items, but cannot use (green) Human Items (they can only use the orange Predator Items).

    Limited Items:

      Limited is a new term that applies only to certain Item cards. Item cards with the term "Limited" in their effect text are restricted to a maximum of 3 copies of that specific card in the player's draw deck.

    Weapon Items:

      Some Items are considered "weapons." What makes an Item a weapon, is what the Item can be used for. If the Item is intended to be used to inflict damage on the enemy, it is probably a weapon. If the Item does not affect the damage you can inflict on the enemy, it is probably not a weapon. Other Items offer "armor." Armor essentially adds to a character's resistance to damage. A character can only use one weapon and one armor item at a time. Two kinds of Items, Ammo and Attachments, can be used to enhance or modify weapons.

    Ammo Items:

      Ammo Item cards represent various types of ammunition that can be loaded into certain Ranged weapons (but not "edged" weapons). An Ammo Item card's effect text will indicate what types of weapons may use it. Once per turn, an Ammo Item may be Rotated when an attack is declared, to represent loading that ammunition into the weapon. The Ammo remains loaded until the end of the turn, even if it is depleted during that turn. If an Ammo Item becomes depleted during the course of a turn, all remaining declared attacks with that weapon are canceled. All Ammo depleting events/concepts (i.e. empty) played upon a weapon with a rotated Ammo card, cause the Ammo card to be depleted and discarded instead of the weapon's "default" ammo. That weapon would still retain its original ammunition if its Ammo card was depleted in this manner. Cards that normally replenish a weapon (i.e.: Extra Ammo) will not replenish an Ammo card. Extra Ammo only replenishes a Weapon with its basic ammunition.

      Ammo cards redefine the effect text of the Weapon that the Ammo is loaded in, by either adding or subtracting to the current weapon's damage dealing capability, or by replacing that weapon's effect text completely. A character may carry as many Ammo cards as he/she desires, but only 1 Ammo card may be loaded in a weapon at any given time. A rotated Ammo item may be removed from a weapon by paying 1 CP. This can only be done outside of a combat sequence. Ammo cards ready as normal during the Ready round.

    Attachment Items:

      Attachment Items represent gadgets characters clip onto other Items, to enhance their effects. These Attachments may only be used if they are currently attached to the appropriate undamaged item, as described in its effect text. An Item may have only one attachment at a time. Once per turn, an Attachment Item may be declared to be "attached" to an Item the Attachment can legally attach to. The Attachment remains attached to that Item until the end of the turn. During the next turn, the Attachment can either remain attached, or the owner can declare it "attached" to a different Item, or the owner can detach the Attachment altogether.

        1 - Name

        2 - Resources and Restrictions Items can only be brought into play by searching a location that has the Resource it is restricted to. In addition to the Restrictions listed in yellow, some possess Resources of their own, in white. Here are some examples of commonly seen Resources and Restrictions on Items:
          Short-Ranged Resource: Short-Ranged weapons allow the character to make a Ranged attack on an opponent at the same location.

          Long-Ranged Resource: Long-Ranged weapons allow the character to make a Ranged attack on an opponent at the same location OR at an adjacent location.

          Predator Item Restriction: These Items may only be used by characters with the Predator Resource.

          Military Arms Restriction: These Items may only be used by characters with the Marine Resource.

        3 - Effect If a Item has any special skills or rules, they will be detailed here. If an Item becomes Damaged, its effect text is ignored.

        4 - Caption

        Note: Predator Items are identified by orange frames, Human Items by green frames.
    Vehicles

      Vehicles are similar to Items, but generally larger and more complex. They also have Attributes like characters.

      Unless stated otherwise in a Vehicle's effect text, Vehicles may enter any location except Confined, Cover, Submerged, and Cross-Locations.

        1 - Name

        2 - Speed A Vehicle's speed determines how many locations it can move through and how hard it is to hit in combat. (ie: MPs and Defense value)

        3 - Capacity Capacity refers to the total number of characters including the Driver/Pilot that may be on board the Vehicle.

        4 - Armor Armor acts as a barrier that must first be worn down before the Vehicle's Hull starts to suffer damage.

        5 - Hull Hull should be treated in the same manner as characters use the Power Attribute. Hull refers to the amount of resistance a Vehicle has after its Armor is destroyed. When the Hull is reduced to 0, the Vehicle is destroyed and discarded.

        6 - Resources and Restrictions Vehicles have Resources and Restrictions similar to Items. They also may have certain vehicle-oriented specialized Resources. "Enclosed" represents a type of Vehicle with a limited field of view and protection from harsh environments. Enclosed Vehicles are considered to be a separate location for purposes of Characters being together and controlled.

        7 - Effect

      Note: For more information about Vehicles, refer to Special Rules for Vehicles in Section 4.
    Events
      Event cards are played at any appropriate time to cause the described effect. Unless otherwise stated, events which affect a character's abilities (To Hit, Defense, Movement, Damage, and Resistance) or Attributes (Speed or Power) occur and then expire at the end of the current Round. Only one Event card may INCREASE a specific character's specific ability at any time, though any number of Events may DECREASE an ability at a time. ANY number of Event cards may increase OR decrease an Attribute at a time.

        Example: Good Shot and Adrenaline Rush are both Events which affect a character's "to hit," which is an ability. Therefore, only one of them can increase a character's (Young Tusk, for example) "to hit" for that Round. On the other hand, Protect The Queen and Defend The Hive are Events which affect Speed and/or Power, which are Attributes. Therefore, both cards can be used to boost the Attributes of an Alien character you target with them.

      Note: While only one Event card can increase an Ability at a time, other kinds of cards (Items or Characters for example) can FURTHER increase that Ability. Cards are not cumulative, unless otherwise stated.

      Some Event cards have "permanent" in their effect text. This means they stay out on the table, and continue to affect the game. This also makes these cards vulnerable to certain other cards that cancel "permanent" Events. Other Event cards that DON'T modify abilities or Attributes, do NOT necessarily expire at the end of the current round (even though they may not say "permanent"). These cards should specify how long their ongoing affect lasts, and indicate whether they remain on the table, or whether the card is played and discarded. If they do not specify, then they either resolve immediately, or last for that Round (depending on the card).

        1 - Name

        2 - Resources and Restrictions Many Events have Restrictions. If the Restriction (in yellow) on the card is not a Resource (in white) possessed by the Character, the Location, or the Item being targeted, the Event may not be played. Some Events can add Resources to their targets, and some Events have an enhanced effect if additional Restrictions are met.

          Example: The Event Calculated Risk has the Tactics Restriction. The Marine Character CPL HICKS has the Tactics Resource, so a player can play Calculated Risk on Hicks.

        Note: Species and Faction Restrictions (Human, Rogue, Marine, Predator, Alien) refer to what player is allowed to play the card, NOT to the character that can be targeted.

        ERRATA NOTE: All cards in the Premiere edition of Aliens Predator with the Marine Restriction are now considered to have the Human Restriction instead.

        3 - Effect

        4 - Caption

        5 - Combat Pool Some extra-powerful cards require you to spend Combat Pool in order to play or use the card. This number tells how much Combat Pool you are required to spend.

      Note: Most Event cards are played on a specific Location, Character, or Item, but some are played on one or more of your opponents, or affect all players in the game.
    Battle Conditions
      This card type may only be played at the very beginning of the game. The Battle Condition is played on the table before any other cards, including starting locations and characters. Each player may begin with one Battle Condition in play.

        1 - Name

        2 - Effect

      If two players play the same Battle condition, the effects are not cumulative. Also, Battle conditions may never be targeted by Event cards, and are never canceled or discarded. Lastly, because these are not event cards, the effects of Battle Conditions are cumulative with those of event cards.
    Barriers
      A Barrier represents an impassable obstacle. A Barrier is placed between any two locations to block all movement and combat between them. The Barrier is conceptually located in BOTH of the locations it is played between (and thus may be targeted by Close Combat from either location). Each Barrier has a Species or player restriction. A character controlled by the appropriate player must rotate to play a Barrier card, and only during the Movement or Search Rounds. The Barrier must be placed between the character's current location and an adjacent Location. If one of the locations moves or is destroyed, the Barrier is immediately discarded.

        1 - Name

        2 - Power

        3 - Resources and Restrictions

        4 - Effect

        5 - Caption

      Barriers have a defense of 0; this may not be modified. Barrier's Resistance may not be modified by non-barrier events. A Barrier may be attacked by both close and ranged combat and takes damage to its Power rating as if it were a character. As with characters, each point of damage reduces the Barrier's Power by 1. When its Power is reduced to 0, the barrier is discarded. No attacks may be declared through a barrier into the adjacent location while the barrier is still in play.

      Additionally, if a player controls other characters that could not normally pass the Barrier, those characters may pass if moving with a character type allowed to pass. For example a Human player may move controlled Pet Supporting Characters (non-human) past Pressure Doors with controlled Human Characters.





      Section 3: Game Play




      The Turn Sequence

        R-M-P-A Order

          The Aliens Predator CCG is played in game turns. EVERY PLAYER ACTS DURING EACH GAME TURN. Game turns are divided into Rounds. Some Rounds are further divided into Steps, and some Steps are even further sub-divided into Segments. In each Round, Step, or Segment, EACH player acts before anyone proceeds. The Rogue Player acts first, then the Marines Player, then the Predator Player, then the Aliens Player, in what is known as R-M-P-A Order. If you are playing in a game that has more than one player of a certain Species or Faction (two Predator Players, for example), those players should roll a die before the game, to determine what order they will proceed in.

          If more than one player wishes to act, or one is trying to take multiple actions, the players take turns acting and playing cards in the R-M-P-A (Rogues, Marines, Predator, Aliens) Order. So, first the Rogue Player may act or play an Event card, then the Marines Player may take one action, then the Predator, then the Aliens, and finally the Rogues again... until everyone has completed all the actions they wish to take in that Round, Step, or Segment.

        Timing Issues
          If a timing dispute arises, they are resolved by applying card effects in R-M-P-A order. For example, if an Alien plays down three cards in rapid succession, another player could dispute the play, force the Alien to pick up and take back into his hand the second and third card played, and then himself play a card before the Aliens player can play the other two cards. The Alien's first card played would then be resolved, followed by the other player's card, and then any subsequent card played, as the normal flow of card play resumes.

          NOTE: There are very few cards in the Aliens Predator CCG that can be played as a reaction to another card play. Normally, Event cards resolve the instant they are played, and cannot be reacted to before they have had their result. This is generally the case, but there are exceptions, such as Not So Fast.

        Starting Cards

          The turn sequence progresses through the following Rounds:

          1. Ready Cards Round 2. Movement Round 3. Discard and Draw Round 4. Combat Round 5. Search Round

          But before the first Round of the game, players play out their Starting Cards in R-M-P-A Order.

          Starting Cards are any cards that you "begin" or "start" the game with, already in play. They may be Battle Conditions, Scenario-specified Starting Cards (for example, starting characters, starting locations, etc.), or even cards you "begin" or "start" with, that are granted to you by other Starting Cards (for example, Pvt. Distephano can begin play with a Lacrima 99, when he is used by the Marines). Starting Cards do not count towards or against any Draw Deck restrictions or requirements (for example, if a Scenario allows the Aliens to start with 3 Alien Warrior cards, the Aliens Player may still include 3 ADDITIONAL Alien Warriors in his Draw Deck).

          Battle Conditions are always the first Starting Cards to be played. Each player may play one Battle Condition, and they are played in R-M-P-A Order. Duplicate Battle Conditions are NOT cumulative, but different Battle Conditions may enhance each other.

          Next, Scenario-specified Starting Cards are played. Rogues play theirs first, then Marines, then Predators, then Aliens.

          Lastly, any additional Starting Cards which may be played, are played in R-M-P-A Order.

        Starting Hands

          After Starting Cards are played, some Scenarios grant players Starting Hands. The cards in a Starting Hand are NOT Starting Cards. They come from your Draw Deck, and they count towards/against your Draw Deck requirements and restrictions. Unless a Scenario specifically grants one, players do NOT ordinarily get a Starting Hand.

      The Ready Cards Round
        Rotating

          All characters in the game (and some Items, Locations, and Events) are required to rotate to perform certain actions. These actions are collectively called Main Actions. For characters, Main Actions include Combat and Searching, as well as other actions that specify rotating. Movement is NOT a Main Action, and does not require rotating. A card can move whether it is rotated or not.

          Cards set upright are referred to as "ready" to take a Main Action. When a card takes a Main Action, it is rotated sideways to show that its action has been taken. During the Ready Cards Round, all rotated cards are set back to their upright position. Actions that require rotating include (but are not limited to):

          Declaring an Attack. Searching. Activating card effects that specifically require rotating. Picking up Items during the Search Round. Dropping an Item when it is NOT the Movement or Search Round. Moving another character (see dragging).

          A rotated character may not rotate again to take another action, unless that character is first readied somehow. For example, a character who rotated to use the Dodge And Roll card could not normally Attack or Search during the same turn.
      The Movement Round
        Step 1: Evacuation/Downloading Data.

          Many Scenarios require players to Evacuate characters in order to win the game. To Evacuate characters, you must rotate them at the required location, during the Evacuation Step at the beginning of the Movement Round.

          Additionally, Rogues with data tokens may conceptually have their ship "download" those tokens from them, at their starting location, during this Step.

          Note: Characters can NOT Evacuate if there is an enemy present at their Evacuation Location, BUT enemies do not prevent Rogues from having their data downloaded.


        Step 2: Play New Locations

          During this Step, before any characters have moved, each player may place any Location cards in his hand onto the Battleground, into his HUD (Heads Up Display, the locations in front of each player). Players are required to play new locations in some Scenarios, like the CONTACT Scenario. New locations are placed to the left or right, on either end of the location string in your HUD. Locations CANNOT normally be played in between two other locations. They can only go on the ends. New locations are always played onto one's own Heads Up Display, never into an opponent's HUD. A player who draws a duplicate of a location he already has in play in his HUD, should immediately discard the duplicate out-of-play (but not draw a card to replace it).

          [WE NEED TO PUT THE DIAGRAM IT MENTIONED HERE]

        Step 3: Movement

          After locations have been played, each player may move his characters. Players take turns conducting movement in R-M-P-A (Rogues-Marines-Predator-Alien) Order: First the Rogues move all their characters, then the Marines, then the Predator, then the Aliens. At the beginning of this Step, all players' characters begin with Movement Points equal to their Speed. Each time a character moves into another location, reduce his Movement Points by 1. A player may move any number of characters together as a group. A character with no movement remaining may not move. Characters may only move into adjacent locations.

          For example, assume two players are competing on the following battleground:

          Marine Player

          Kitchen - Docking Bay - Weapons Locker - Barracks - Isolated Corridor

          Predator Player

          Predator Shuttle - Airlock - main Corridor - Tavern - Engineering - Kitchen

          [SUGGEST A GRAPHIC REPLACES THIS]

          (The two Kitchen cards are the same location since they have the same name. The Isolated Corridor and main Corridor are not the same location, as their names are not identical.)

          Assume a Marine is at the Kitchen card next to the Docking Bay and the Predator is in the Kitchen next to Engineering. Both are considered to be at the same location.

          A Marine character is in the Docking Bay. He moves to the Kitchen. He may then move to any of the following adjacent locations: Engineering or Docking Bay (where he just came from).

          Hive Movement:

            Aliens may move directly to or from the Breeding Chamber and any locations with the Hive resource using 2 Movement Points (IF the Hive location is part of their Hive). Because they are moving directly between the Breeding Chamber and Hived locations, the presence of enemies between these locations has no effect on this movement. This movement is commonly called Hive Movement.


          Outnumbering/Moving Past Enemies:

            During the Movement Round, whenever a character is at a location with more enemies than that player has characters present, movement is reduced by 1 for every extra unhidden enemy Main Character card. This effect is called Outnumbering. Conceptually, large groups of the enemy are in your character's way. If your character succeeds in getting past an Outnumbering group, he has done what is called "moving past enemies/opponents."

            Additional Alien tokens on a card do not affect Outnumbering. A single Alien warrior card with 5 Alien tokens counts as only one card for blocking movement.

            Example: Pvt Hudson (Speed 2) starts his turn alone, in a location with 3 Alien Warriors. Since there are two more opposing characters than him, his speed is reduced by 2 to 0. He cannot move as he has been trapped by the Aliens. If he was with his full squad (making 4 Marines total), he would suffer no penalty (instead each of the 3 Aliens would themselves suffer a movement penalty of -1, since the Marines would Outnumber the Aliens by 1).

            Note: Only enemy Main Characters count against Outnumbering your characters. Supporting Characters you control will not help in Outnumbering an enemy, BUT they will help to keep you from being Outnumbered yourself.


          Dragging/Moving Other Characters:

            A character may rotate and spend one extra movement point per location to "drag" another character (who has not moved) along with them. The character being moved is also rotated (if not already rotated). This is called Dragging, and is useful for moving injured characters. As her effect text says, the Alien Queen may not be moved. This includes dragging. You can normally only rotate characters you control, so you can't drag opponent's characters, because you can't rotate them.

          Hidden Movement:

            Predators utilize hidden movement as an effect of their Camouflage Suit. However, other Species may also use hidden movement as an effect of other cards in play.
            Characters capable of hidden movement can use it any time they are allowed to move. This means, if a character is outnumbered to the point of being unable to move, he cannot use hidden movement. To use hidden movement, first take a number of markers (the exact number of markers is determined by the cards enabling hidden movement). All of the markers should have the same identifying name or symbol on the top. One of the markers has a symbol on the bottom to represent the "actual" character. All of the other markers should have blank bottoms representing "decoys". The concept works similar to the classic "shell game." Being careful not to allow another player to see their bottoms, place all markers at the hidden character's location. During the Movement Round, move at least one (and as many as all) of the markers from the hidden character's current location, treating each as if it were the actual character. The marker with the marked bottom designates the true location of the hidden character at all times.

            Hidden tokens are always +1 defense greater than the actual character's defense, while they remain unrevealed.

            If two or more "hidden" markers representing the same character end their movement at the same location, remove decoy markers from that location until only one marker representing that character remains.

            If a hidden character is ever capable of using more decoy markers than he currently has in play, he may add the additional markers to the battleground before he moves any markers. The new markers may begin their movement from the location of any of the character's hidden markers. A player adding new decoy tokens is naturally allowed to pick up and "shuffle" markers at the same location with the aim of misdirecting his opponents from knowing which may be his "actual" character marker.

            A player may examine the bottom of any of his own markers at any time.

            There are several ways that markers may be revealed (showing whether or not the marker represents the actual character). These include:

            The player controlling the character can voluntarily reveal any or all markers at any time (removing any decoy marker revealed).

            A hidden character must reveal himself to declare an attack.

            A hidden character must reveal himself before he can find anything while searching.

            In general, a hidden character usually must reveal himself if he wants to interact with a location he is in (ie pick up something, attack, search, or play an event card that makes reference to that location).

            All attacks against a hidden token are resolved just as if they were made against the actual character (the owner may even play Event cards if he wishes, whether or not the token is, in fact, a decoy or the actual character). If an attacker successfully "hits" the marker, it must be revealed when it would take damage. If it designates the actual character, the character takes damages normally. If the marker revealed is a decoy, the damage is ignored, but the hidden marker token is removed from the battleground.

            Whenever an effect allows an opponent to "view" a hidden marker, he looks at the bottom to see if it is the actual character or simply a decoy. This knowledge is not imparted to the other players, and does not reveal the marker. When instructed to "reveal" a marker, however, turn it over for all players to see. Whenever a decoy marker is revealed, remove it from the battleground. If an actual character is ever revealed, all his corresponding decoy markers are immediately removed.

        Step 4: Aliens Mature

          As the game progresses, Aliens will capture characters. New Chest Bursters emerge from the bodies of the captives. Chest Bursters mature into adulthood as Alien Warriors. During the Aliens Mature Step, the Aliens Player administrates this Alien life cycle, while his opponents stand by, helpless to prevent it.

          New Aliens are brought into play and matured in the player's Breeding Chamber location, by capturing characters and using them as hosts for Alien Chest Bursters.

          During the first Aliens Mature Step, after a character has been captured and placed on the Breeding Chamber, that character dies and is replaced by an Alien token (put on the Chest Burster section of the Breeding Chamber) OR a Chest Burster Character Card.

          During the next Aliens Mature Step, that Chest Burster character or token matures into an Alien Warrior token (placed on the Alien Warrior section of the Breeding Chamber) or an Alien Warrior Character Card. An Alien Warrior token can either be left on the Alien Warrior section of the Breeding Chamber, OR it can be placed on an Alien Warrior Character Card present at the Breeding Chamber.

          NOTE: Chest Burster tokens MUST automatically mature into Alien Warriors, but the Chest Burster Character Card may choose whether or not to mature.

          Some cards may allow modifications to this cycle. For example, the Royal Jelly event can allow a Chest Burster card or token to be replaced with a more specialized Alien Character Card instead of an Alien Warrior. And a Chest Burster that came from Pet host, can be matured into a Pet Hybrid, IF the player has a Pet Hybrid card ready to complete the cycle (otherwise it becomes a default Alien Warrior token).

          Alien tokens can be transferred between cards and new Alien character cards can be brought into play during this step, as well. See Section 5, under Special Rules for Aliens: Alien Groups, for details.

      Discard And Draw Round

        At this time all players may discard as many cards from their hands as they wish (though you are NEVER forced to discard cards during Discard and Draw, regardless of how small your legal hand size is). They may then refill their hands back to their current legal hand size. The base hand size of each player is set by the chosen Scenario. During the game, each player's hand size will change with factors like number of Alien Warriors in play, characters with Leadership or Adaptable Resources in play, number of Hostages controlled, or the play of various Event cards. Any player who begins the round with more cards in his hand than his currently allowed hand size, may not draw unless he first discards down below his current hand size (however, he is not FORCED do discard down to his allowed hand size). All cards are discarded face up.

        Players who draw through their entire draw deck, shuffle their discards to create a new draw deck. However, each time they do so, their legal hand size is reduced by one. This action is called "cycling" your deck.

        The hand size of the Aliens player is increased by one for each Alien Warrior character or token at the same location as the Queen during this round. All Alien Warrior cards and Alien Warrior tokens count toward this hand size increase.

        The hand size of the Rogue Player is increased by one for each Hostage the player controls.

        In addition to these Species-specific hand size bonuses, certain Resources like Adaptable and Leader also give a hand size bonus.

        NOTE: No cards may be played during the Discard and Draw Round.

      The Combat Round

        Each ready character may rotate to attack one opponent during this round. During combat, any players who wish to play events may do so at any time, unless the card modifies a character's SPEED, defense, die roll "to hit" or any other die roll; these must be played before the die is rolled. If two players wish to play an event at the same time, RMPA order is used (the Rogues play first, then the Marines, then the Predator, then the Aliens) While a character's basic Attributes (Speed and Power) have no restriction on their modification, each of a character's specific abilities (Damage, To Hit, Resistance, Movement, and Defense) may only be increased by one Event card in any given combat. However, ANY number of negative modifiers may be applied. Any player may play event cards to modify a combat, even if none of his characters are involved. All combat event cards played, are discarded at the end of each Combat round, unless specifically stated otherwise. Attacks may not be declared against one's own characters.

        Step 1: Declare Attacks

          Characters must rotate if they wish to declare an attack; they must at this time declare the type of attack (whether Ranged or Close Combat) as well as the target, and any weapon used for the attack. Close Combat and Short-Ranged attacks can only target enemies at the same location as the attacker. Long-Ranged attacks can target enemies at the same location as the attacker, OR enemies at any location adjacent to the attacker.

          Segment 1: Declare Unhidden Close Combat

            First, if unhidden characters using Close Combat (hand-to-hand) want to attack, they must rotate to declare their attacks at this time, in Rogues - Marines - Predator - Aliens Order.

          Segment 2: Declare Unhidden Ranged Combat

            Second, if unhidden characters using Ranged weapons (guns and other weapons with the Ranged Resource) want to attack, they must rotate to declare their attacks at this time, in R-M-P-A Order.

          Segment 3: Declare Hidden Close Combat

            Third, if hidden characters using Close Combat (hand-to-hand) want to attack, they must rotate (revealing themselves) to declare their attacks at this time, in R-M-P-A Order.

          Segment 4: Declare Hidden Ranged Combat

            Fourth, if hidden characters using Ranged weapons (guns and other weapons with the Ranged Resource) want to attack, they must rotate (revealing themselves) to declare their attacks at this time, in R-M-P-A Order.

        Step 2: Resolve ranged Attacks

          Any attacks made with ranged weapons are resolved first. If a character has not declared an attack in the previous step, he may NOT make one now, even if he himself is the target of an attack, unless specifically allowed by a card in play. Even though players take turns rolling the die, all Ranged Combat is resolved simultaneously, as if everyone is shooting at once.

          Segment 1: Rolling "To Hit"

            In this segment, players take turns rolling to find out if they will hit their targets. However, targets are not actually "hit by damage" until Segment 2.

            To resolve an attack, the attacker rolls the die, and adds any "to hit" bonuses from events or effect text. Compare the attacker's total "to hit" against the target's total defense (Speed plus any modifiers). If the "to hit" is higher than the target's final defense then the target will be HIT.


          Segment 2: Attack Resolution

            At this time, if successful rolls were made against them, all such cards are simultaneously "hit with damage."

            To apply damage in Ranged combat, compare the attacker's final damage (weapon damage plus modifiers) to the defender's final resistance (Power plus modifiers). In Ranged combat, damage is not increased by the attacker's power; the Ranged weapon the attacker is using normally takes the place of the damage the attacker would have dealt in hand-to-hand. Subtract the defender's total resistance (including armor points) from the attacker's total damage. The difference is the number of damage points the defender suffers. Place that number of damage tokens on the defender. NOTE: Cards which modify damage, resistance, or Power may be played after a hit is determined.

          The Effects of Damage:

            For each point of damage on a character, Speed and Power are reduced by 1, and the character suffers a -1 penalty to his roll "to hit." Speed cannot be reduced below 0; if a character's Power reaches 0, the character dies. Dead Predator, Marine and Rogue Main Characters are removed from play. Dead Aliens and Supporting Characters are discarded. Any Item cards carried by a dead character are dropped where they died.

            NOTE: when resolving damage in a combat Step, the damage points do not lower a hit character's Attributes or abilities until the very end of that Step (when all of the damage suffered is applied to the character at once).

        Step 3: Resolve close combat Attacks

          After all ranged attacks are resolved and damage from those attacks has been applied, resolve all close combat attacks using the same procedure as that used for resolving ranged attacks.

          Segment 1: Rolling "To Hit"

            Players take turns rolling to find out if they will hit their targets, using the same procedure as that used for Ranged attacks. Once again, targets are not actually "hit by damage" until Segment 2.

          Segment 2: Attack Resolution

            At this time, if successful rolls were made against them, all such cards are simultaneously "hit with damage."

            In close combat, the attacker's damage is equal to his power plus any card modifiers, plus a hand-to-hand weapon bonus if he is using one. As with Ranged Combat damage, Close Combat damage is resolved by subtracting the defender's total resistance, from the attacker's total damage. The difference is the number of damage points that the defender takes.

          Capturing characters:

            Aliens have special rules for capturing characters; see Special Rules for Aliens.

      The Search Round

        Step 1: Declare Searches

          Characters may rotate to declare a search of their current location during this round. If they have an Item or Supporting Character in their hand, it can only be found by searching a location that has the necessary Resource (or by searching the location the card is specifically Restricted to). Ordinarily, characters can only find cards that you have in your hand. However, certain special locations and other cards allow characters to search your draw deck to find things. Any card that specifies "Searching" or "finding" something is a "search action" and can only be used during the Search Round.


        Step 2: Find Items and Characters

          Players now play cards found in the searches previously declared. A player cannot use a Medikit simply by playing it directly from their hand onto a wounded target character. The character must search a location with the matching Resource in order to find the Medikit. Items and Supporting characters are only found now, after the declare searches step is over; they cannot themselves be used to search or assist a search on the same turn they are found (because the Declare Searches Step has already passed).

          A found Item goes onto the character who declared the search for it, even if the player has other characters present at that location during the round (See also picking up and transferring items under special rules).


      Section 4: Special Rules And Conditions




      Special Rules For Humans
        The Human Species is divided into two Factions, each with special rules governing its goals and behavior.

        Special Rules for Rogues

          Resurrection introduced a new Faction into Aliens Predator: the Rogues. The Rogues Faction represents the dark side of the Human Species. Rogues are typically underhanded, sneaky, deceitful criminals and mercenaries. The Rogues are extremely weak in firepower and require more thought to be successful. This new faction relies more on strategy to stay alive than the other factions. The Rogues are risky but they are also one of the most entertaining factions to play. No remorse, no code of honor.

          Prohibited Concealable Weapons:

            Only Rogue characters may use Prohibited weapons. Many Prohibited weapons are also Concealable. A Rogue character may rotate to conceal a Concealable weapon/item any time during the Search round. That concealed item is then flipped face down until it is revealed due to being used, dropped, or some other Event/reason. During the Rogues segment of the Movement round, each Rogue may declare 1 free attack with a concealed Concealable weapon, which reveals the Item (this special "backstab attack" follows the current rules for free attacks and does not require the Rogue to rotate). Only concealed Concealable weapons may be used in the Rogue Free "backstab" Attack. Normally, any action your character takes with a concealed weapon will reveal it. For example: Firing it, dropping it, or passing a concealed weapon to another character will reveal it.

          Rogues And Data Theft:

            Rogues specialize in all forms of illegal activities. One of the more lucrative illegal acts is the theft of sensitive information. A Rogue with a Data Drive, or a Rogue Synthetic, may rotate at a location with Hi-Tech or Computers during the Search round to gain 1 Data token on that Drive or Synthetic. Rogue Synthetic characters store Data as if they have a built-in Data Drive; these Data tokens are permanently lost should the Synthetic die. Synthetics can safely traverse Water/Submerged locations with their Data tokens.

            Data Drives (or Synthetics) will store a maximum of 5 Data tokens. Discard all Data tokens on a Data Drive, if the Data Drive enters a Water/Submerged location. A damaged Data Drive will not lose any currently stored Data tokens, but the Data tokens would be irretrievable until the Data Drive is repaired.

            Rogues steal the data by taking it to their Starting Location, and rotating at the start of the Movement Round to conceptually have their ship "download" the data from them. This downloading is NOT prevented by enemies present.

          Rogues And Hostages:

            Rogues may rotate to search for Supporting Characters as normal, and Rogue characters may control Supporting Characters at their location. However, any non-Rogue Human Supporting Characters found and/or controlled through the course of the game immediately become Hostages. The only action the Hostages can/will perform is to follow the Rogues. In addition, they will only follow the Rogues if there is a Rogue character openly displaying a weapon at the Hostage's location.

            The Rogues automatically take control of any non-Rogue Human Supporting Character that was left unaccompanied by a Marine Main Character simply by entering that location. That unattended, non-Rogue, Human Supporting Character immediately becomes a Hostage (exceptions are cards that make Supporting Characters "remain uncontrolled," like Crazed Civilian). Hostages immediately drop any Items they may be carrying at their current location. Unique Hostage Supporting Characters count as 2 Supporting Characters for purposes of evacuation.

            The Rogue player may not: a) force a Hostage to declare attacks, b) force Hostages to pick up any item, c) force Hostages to rotate to perform ANY action, or d) play any cards which require the Hostage's Resources as part of the Event's Restrictions.

          Hostages and Liberation:

            Hostages are not controlled by the Marines Player unless there are no Rogue Main Characters at the Hostage's location. Marines may liberate any Hostage held by the Rogues by eliminating all the Rogues accompanying a group of Hostages at one location. Mark each Hostage that gets liberated (use pennies or any other handy token). Each liberated character counts as 2 Supporting Characters for the purposes of the rescuing Supporting Characters Marine Victory Conditions.

        Special Rules for Marines

          Marine Code of Honor:

            Marines are the good guys. Marines (and other characters controlled by the Marines Player) will never take any direct action to harm non-Rogue Human characters, unless (a) those characters first try to attack the Marines Player's characters, or (b) those characters are in league with the Rogues (i.e.: Pvt. Distephano).

          Military Arms:

            These are top of the line military-grade heavy weapons, requiring military training to use. Only characters with the Marine Resource may use Military Arms.

      Special Rules for Predators

        HONOR:

          The Predator will often strive to achieve victory by gaining the honor required by the chosen Character(s) and Items the Predator Player uses. Gain honor by killing opposing Characters. A kill is worth the sum total Honor Value of the killed Character, plus the total Honor Value of all of the Items that Character was carrying when the Predator killed him.

          Card Type Honor Value
          Human Main Characters 2
          Supporting Characters 1
          Unique Supporting Characters 2
          Each Weaponry Item they possess 2
          Each Military Arms Item they possess 4
          Each Prohibited Item they possess +2 to regular value
          Each Unique Ammo Item they possess +1 to regular value
          Each Unique Attachment Item they possess +1 to regular value
          Chest Burster 1
          Face Hugger 1
          Alien Warrior/Cloned Alien Warrior 2
          Alien Sentry 4
          Royal Guard 3
          Recessive Guard 4
          Elite Guard 5
          Pet Hybrid 3
          Predator Hybrid 15
          Per Alien token in any Alien Group +1
          Young Queen 5
          Alien Queen/Cloned Queen 13
          Warrior Queen 16
          Newborn 18
          Evacuated Captured Character +1 to regular value


          During the game play, keep track of the number of Honor earned by recording kills on a piece of paper, or with any small tokens on hand, such as pennies.

        Predator Hunting Packs:

          Some Scenarios allow a player to use more than one Predator Main Character. Predator Hunting Packs are represented by a small group of typically lower level Predators working together to achieve a common goal. Hunting Packs are not War Parties out for blood. They typically serve as training missions, demonstrating methods in survival. Because of the training aspects of the Hunting Packs, there are typically restrictions upon what Predator Items the Packs have access to, how many Predators are attending, and so on (these restrictions will be listed in the individual Scenarios). Hunting Packs also have access to separate Victory Conditions from the solo Predator. Each Predator in a Hunting Pack must be different. In addition The Outcast may not be used in a Hunting Pack.

        Predator Capuring Rules:

          Predator capturing represents the ultimate in precision and control. A Predator with both Lethal and Veteran Resources, may declare his intention to "attack to capture" a character in Close Combat, at -2 to the combat roll "To Hit." If this Close Combat attack succeeds in doing lethal damage the target, that character is immediately rotated with no effect and considered captured by the Predator player.

          Predators without out both Veteran and Lethal resources may still attempt to capture living characters by declaring Close Combat attacks at -2 "to hit," but they may only do so if their target is Bound (see Binding in Section 4).

          Captured characters are immediately placed (along with all of their items) upon the Predator who captured them. For all intents and purposes, captured characters are considered dead and as such treated like an Item until they are evacuated or freed. Captured characters do not impede the Predator's movement. Captured characters DO count as an item for purposes of item destroying Event cards such as Acid Splash and Acidic Attack, etc.

          Captured characters may not: a) rotate, b) ready for any reason, c) use free attacks, d) pick up items, e)drop items). Captured Aliens may not transfer tokens, or mature tokens/cards. Each Predator may hold only 1 captured character at a time.

          A captured character may be freed/released by: a) killing the Predator currently holding him/her or b) the Predator character voluntarily releasing him/her. A captured character freed/released in this manner retains all items and gains as many damage counters as necessary to leave the character with 1 power.

          A Predator with a captured character who begins the Movement Round in any Predator Ship location (Predator Shuttle, Predator Ship, or Predator Mothership) may rotate to evacuate the captured character. The evacuated captured character is then removed from the game. A Predator character who just evacuated a captured character immediately readies again. Captured characters that are successfully evacuated are worth +1 honor greater than the character's normal honor value.

      Special Rules for Aliens

        Attacking:

          If a ready Alien has a valid, unhidden target during the Combat Round, he MUST make an attack. It is the Alien's nature to attack when it can. Aliens do NOT have to attack hidden tokens, although they may choose to. Some Aliens, such as Face Huggers, cannot attack during the Combat Round, so naturally this rule would not apply to them.

        Infected Characters:

          An Infected character (a character with the Infected Resource) has been impregnated with an Alien Chest Burster embryo. Every turn during the Ready round, every infected character must make a burst/infected roll by rolling a six-sided die. On a roll of 1 or 2, the embryo matures into a Chest Burster and the Infected character immediately dies. If the game includes an Aliens player, place a Chest Burster token on the location with the Breeding Chamber resource. All items the character was holding are dropped at the Location where the character died.

        Breeding Chamber:

          The Breeding Chamber has two specially marked sections, a Chest Burster section and an Alien Warrior section. Each Alien token at the Breeding Chamber, depending on the section in which it resides, represents either a Chest Burster or an Alien Warrior. Treat these tokens just like additional characters during any combat that occurs at the Breeding Chamber. At the end of any combat all injured tokens on the Breeding Chamber automatically heal completely.

          Note: Tokens on the Breeding Chamber are treated like characters ONLY during combat, not at any other time. They cannot search or rotate at other times.

        Creating a Breeding Chamber:

          Breeding Chambers can only be brought into play during the game by creating a Queen (refer to ALIEN QUEENS below). In addition to this rule, a Breeding Chamber may only be brought into play if all adjacent locations are Hived. A newly created and placed Breeding Chamber gains any of the following applicable resources depending upon which location it replaced: Indoor, Outdoor, Low, High, Ground. For example, when a Chest Burster is matured into a Young Queen in a Low, Outdoor location, the Breeding Chamber would be considered to gain the following resources: LOW and OUTDOOR. All other resources and effect text from the original location are ignored. You may never replace an Entry location with a Breeding Chamber. All Breeding Chamber locations are considered Distinct.

        Capturing and Infecting Opposing Characters:

          Supporting Characters are considered automatically captured, when killed by Aliens (unless the Aliens specifically want to kill them). Main Characters, however, are harder to capture. In order for an Alien to capture a Main Character, that Alien must declare it is "attacking to capture" the target Main Character, at -2 to hit. Multiple Aliens may "attack to capture" a single target. If the "attacks to capture" do lethal (enough to kill) damage to the target Main Character, that target is captured. Otherwise, the target takes damage as normal. Aliens do not HAVE to "Attack to Capture" opposing Main Characters. If the Aliens Player chooses, the Aliens may simply declare regular attacks, with no "to hit" penalty, and kill the opposing Main Characters.

          Whenever an Alien captures a character, the captured character (along with any Items the character has) is automatically moved to the Breeding Chamber (Items are dropped at the Breeding Chamber, when the captured character arrives). Characters captured and moved to the Breeding Chamber will automatically produce a Chester Burster token (dying in the process) during the next Aliens Mature Step. If for any reason the Aliens Player does not have a Breeding Chamber in play, any captured characters are considered killed instead.

        Hive Construction:

          During the Aliens Mature Step, Aliens may extend the Hive. To convert a location into a Hived location (by giving it the Hive Resource), the player must have at least four Aliens (including Alien tokens) at the location. Rotate the Alien cards you want working on Hive Construction. If at least four of the rotated Aliens survive at that location at the end of the Search Round, the location is now Hived.

          The new location now has the Hive Resource. No Supporting Characters may be found at the Hived location unless the card specifically allows it, even if all other Restrictions are met. Aliens may now move between this location and the Breeding Chamber as if it were any other part of the player's Hive.

          Note: Several characters have Restrictions that match locations that already have the Hive Resource printed on them (Cocooned Victim, Doctor Gediman, Purvis). These characters may be found at those specific locations, but not at any other Hive locations.

          In most Scenarios, turning every location into part of the Hive wins the game for the Aliens Player. This Victory Condition is called a Hived Win. Mark locations as hived with small tokens, or turning upside down.

        Hive Movement:

          Hive Movement (as in the effect text of Breeding Chamber cards) allows an Alien character in any Hive location to spend 2 Movement Points to move directly to an undamaged Breeding Chamber in play. Alien characters in an undamaged Breeding Chamber may spend 2 MPs to move directly to any Hive location in play. (treat this Hive Movement as if the Breeding Chamber was temporarily adjacent to the target Hive location).

          Note: For games with more than one Aliens Player, your Aliens may not "hive move" to any Hive location that an opposing Aliens Player has played (because such locations are not part of their Hive), unless your Aliens first "hive" that location themselves (making it a part of their Hive). In order to fulfill a Hived Win in games like these, your Aliens must make all locations part of their Hive.

        Increased Hand Size:

          During the Discard and Draw Round, the hand size of Aliens Players temporarily increases by one for each Alien Warrior (including Alien Warrior Tokens) they control at the same location as their Queen. All Alien Warrior cards and Alien Warrior tokens count towards this hand size increase.

        Alien Groups:

          All Alien character cards, except Queen cards (any character card with the word "queen" in its name), the Newborn, and Molted Aliens, can be used to represent any sized group of the same type of Aliens. Each Alien token on a non-Queen character card (as well as the appropriate sections of the Breeding Chamber) represents additional Aliens. Any non-Queen Alien card (with Alien tokens on it) can therefore be referred to as an Alien Group.

          During the Aliens Mature Step, each of your Alien Character Cards has the option of Maturing into an Alien Token, which is placed on another Alien character card of the same type at the same location (the Character Card goes to your hand). If the Alien card is an Alien Warrior or Chest Burster card at the Breeding Chamber, you could also choose to mature it into an Alien token of the same type, and place it on the Breeding Chamber in the appropriate area.

          Also during the Aliens Mature Step, each of your Alien Tokens has the option of maturing into an Alien Character Card of the same type (from your hand). This action, of transforming a card into a token, or a token into a card, is called Maturing. Each token on the table, and each card on the table OR in your hand, may only Mature once per turn.

          Also during the Aliens Mature Step, you may transfer Alien Tokens from one card to another (of the appropriate type) at the same location. This action is called Transferring, and it can only be done one token at a time. However, this is an unlimited action, and one token may perform as many Transfers as you like, in a single Aliens Mature Step.

          Additional Alien Tokens on a card do NOT operate as separate characters. They do not help block other characters' movement (for Outnumbering). They may not rotate to take their own actions (with the exception of Alien Tokens on the Breeding Chamber during Combat). Instead, each additional Alien Token on a character card adds +1 To Hit and +1 to damage in combat. Furthermore, for each Alien token on a card, that card may ignore the effects of one damage token (damage is still inflicted and marked normally, but there are no penalties to Speed, Power, or To Hit). When an Alien Character Card is killed, all tokens are removed and the card is discarded.

          NOTE: If an injured Alien Character Card is matured into an Alien Token, all of its damage tokens disappear! However, Alien Groups (character cards with Alien Tokens on them) cannot mature into tokens until all of the Alien Tokens on the card are Transferred to a different card, one-by-one. If the damage is not enough to kill the Alien card without any tokens, then you may mature the card itself into a token.

        Alien Molting Process:

          During the Aliens Mature Step, in the presence of the Queen, a player may play a Royal Jelly Event card upon a specified Alien character card (without any Alien Tokens on it) and replace it with the appropriate new upgrade card (with the Molted Resource). The replaced Alien character card goes to your hand. Molted Alien Character Cards may not form into Alien Groups, but you may have up to 5 copies of each Molted Character Card in your draw deck instead of the normal 3. Molted Alien Character Cards may never Mature into tokens.

        Transporting Captured Characters:

          When an Alien character captures a non-Alien character, the captured character (and any Items the character was carrying) immediately moves directly to the Breeding Chamber automatically, bypassing any connected locations, for free. No Alien Character Cards or Alien Tokens are moved with it. Items the captured character was carrying, are dropped in the Breeding Chamber when the character arrives.

        ALien Queens:

          Queens mature through a different cycle than that of other Alien characters. In most scenarios, the Aliens Player begins with a Queen, but this will not always be the case. To create a Queen, you must have both the Royal Jelly event card and Young Queen character card in your hand. During the Aliens Mature Step, play the Royal Jelly card on a Chest Burster card or token, and replace the Chest Burster with the Young Queen (this is "creating a Queen," for the purposes of making new Breeding Chambers). During future Aliens Mature Steps, the player may replace the Young Queen with an Alien Queen from his/her hand.

          When a Queen (Young Queen) is created from a Chest Burster, the Aliens Player may immediately replace her location with a Breeding Chamber, IF he/she possesses one (he/she is allowed to search their deck and discards with no penalty; shuffle deck) AND IF the adjacent locations are Hived. If an Alien Queen ever takes damage, she can be immediately replaced with a Warrior Queen card, if the Aliens Player possesses one (he/she is allowed to search their deck and discards with no penalty; shuffle deck). There is also an Egg Sack Detachment Event card, which allows the Aliens Player to replace and Alien Queen with a Warrior Queen, even though the Alien Queen may have taken no damage.

          Note: When an injured Queen matures into a different type of Queen, all of the damage on the original Queen disappears.

          No Aliens Player may have more than one Queen in play at any time. Alien Tokens may not be placed on any Alien Queen card.

        Defending the Queen:

          All Queens (Young Queens, Alien Queens, and Warrior Queens) gain +1 defense for each Lethal Alien (including Alien Tokens) the player has at the same location.

        Cloned Aliens:

          Cloned Aliens represent and engineered version of the xenomorph, reproduced from a clone of an impregnated Ripley. Due to the cloning process, Cloned Aliens have gained some abilities but lost others. To represent this, the Cloned Aliens player is restricted to using ONLY Alien Main Character Cards that have the Cloned Resource. The only exceptions to this are the Face Hugger, Chest Burster, and Young Queen Character Cards. Until "Cloned" versions of these cards are officially in print, the Cloned Aliens player may use these 3 cards as if they had the Cloned Resource. A Cloned Aliens deck may never contain any regular Alien Warrior, Royal Guard, Pet Hybrid, Predator Hybrid, or Warrior Queen cards, and a Hive Aliens deck may never contain any Cloned Aliens.

        Newborn:

          The Newborn may only be brought into play under special conditions. During the Aliens Mature Step, the Aliens Player may discard a controlled Cloned Queen and replace her with the Newborn from that player's hand. Bringing the Newborn into play immediately resets the player's base hand size to 3. All previous modifications to that player's hand size are negated. The Newborn will always attack unhidden characters at the same location. These attacks are always to kill, never to capture.

          While the Newborn is in play, the Aliens Player controlling the Newborn may not bring any Queen Main Characters into play. Whenever the Newborn is at the same location as any other unhidden Aliens under his control, those unhidden Aliens (cards or tokens) are immediately consumed. When an Alien is consumed, it is immediately discarded and the Newborn gains a number of Gore Tokens based on what type of Alien Character or Token was consumed (see chart).
          Type of Alien Consumed (card or token) Tokens Gained
          Face Hugger or Chest Burster 1
          Cloned Alien Warrior (any) 2
          Recessive Guard 4

          At any time before a die roll, the controlling Aliens player may spend Gore Tokens on the Newborn character card in order to purchase enhanced abilities for the Newborn character. These bonuses are considered cumulative and permanent unless otherwise noted. The maximum number of attacks (via Free Attacks, extra attacks from Event cards or card effects, and extra Gore tokens attacks) the Newborn can declare in one turn is limited to no more than 4.
          Tokens Spent Bonus Received
          2 +1 Damage or Movement
          2 +1 Defense or Resistance [Until end of Turn]
          3 +1 to hit or hand size
          8 +1 Close Combat attacks
      Victory: Winning the Game

        When one player succeeds in fulfilling his Victory Conditions, which are determined by each Scenario, he or she wins immediately. If there are more than two players, they may choose to continue playing to determine a second place winner.

      Picking Up, Transferring, and Dropping Items

        Your character can pick up and/or receive transferred Items from other characters you control at the same location, during the Movement Round, for a cost of one Movement Point per Item. Alternatively, a character may rotate at any time during the Movement or Search Rounds, to pick up or receive an Item for no Movement Point costs. You can pick up the Items enemy characters have dropped, the same way you pick up other Items.

        Aliens can never pick up anything unless specifically outlined in a specific Scenario.

        A character may drop Items with no penalty any time during the Movement or Search Rounds. A character can drop an Item at any other time, by rotating to drop it.

      Environmental Damage

        Environmental Damage is a special form of damage that stems from some potent or pervasive environmental condition, which ignores the target's normal defense, armor and Power/resistance. Environmental Gas and Environmental Acid Damage are common examples. Environmental Damage can occur in various forms (for example, Environmental Gas Damage), or may be general (simply "Environmental Damage. Characters may become immune to specific forms of Environmental Damage by means of Items or other cards that confer such immunities. For example, a special breathing apparatus such as Mask can provide immunity to Environmental Gas Damage.

        Note: Cards that grant immunity to certain types of Environmental Damage (i.e. Gas, Acid, etc.) only protect against that specific type. Cards that grant immunity to ALL Environmental Damage (i.e. Compression Suit) protect against all types.

      Combat Pool

        Combat Pool represents the awareness, mental readiness, tactical ability, and overall fitness of each player's forces. Many powerful cards require an expenditure of Combat Pool to play them.

        Combat Pool is represented by tokens. To keep them all in one easy location, you might keep Combat Pool tokens on the tip card. Use the pile of tokens to designate the player's starting Combat Pool. Add tokens when Combat Pool is earned, remove them when it is spent.

        A card that requires a Combat Pool expenditure, will designate the cost on the card, either in the card's effect text, and/or by a number printed on the card inside the Combat Pool symbol ( ).

        Optionally, players may choose to play simpler games, ignoring all Combat Pool plays texts and symbols on the cards.

        The tokens supplied with each Starter Deck can be used to denote Combat Pool ( ) or reversed to denote Damage Points ( ) [GRAPHICS NEEDED].

      Increasing Damage or Resistance With Combat Pool

        Once per character each round, a player may spend 2 Combat Pool during the Damage Resolution Step of any Combat sequence to add +1 to his/her character's resistance or damage.

      Research Points

        Research Points (or RPs) represent scientific advances in information. RPs are different from Combat Pool, but are used in a similar way. Certain cards allow you to accumulate Research Points, and your accumulated RPs can be used in combination with other cards to give you an advantage.

      Free Attacks

        A Free Attack is any attack that doesn't require rotating. Usually (but not always) these attacks are granted to your characters by certain Event cards. Also, usually (but not always) these attacks (like most Event cards) resolve as they are initiated. This means, unless you have a card that specifically plays or is used in response to an attack, there is nothing you can do to "interrupt" the free attack.

      Species/Faction Restrictions

        The species/faction restriction on an Event card refers to which PLAYER may play the card, NOT which CHARACTER may be targeted by it. The effect text of the card indicates what may be targeted by the card

        Example: Synthetics may use cards that have the Human restriction, as the Human restriction refers to the player, not the character.

        Rogues and Marines are two factions of the Human Species, thus both Rogue and Marines Players may use cards with the Human Restriction.

      Premiere Event Card Species Restriction Errata

        All Premiere Event Cards with the Marine Restriction on them, are now considered to have the Human Restriction on them instead.

        This change does not alter the effect text of a card. If a card's effect text specifies a Marine target, a main character with the Marine Resource must be the target of the card. This change ONLY applies to Premiere Edition cards, not to the cards of any other Aliens Predator Expansion.

      Binding

        Binding Items, Ammo, and Attachments typically restrain a character rather than killing the character outright. A successful hit from a binding weapon, or a weapon using binding Ammo, will do no damage (unless otherwise stated on the card) and the target is considered Bound.

        Bound characters are immediately rotated with no effect (if they weren't already rotated), any declared attack by the Bound character is considered negated, and the Bound character may not ready himself for ANY reason, until he is freed. Bound characters have a total Speed and Defense of 0, which cannot be modified.

        Bound characters may not take any actions, use any effect text-related abilities, or use any Resources. Bound characters may not: a) rotate, b) ready, c) use free attacks, d) pick up items, e) drop items, or f) move from their current location, unless they are dragged (refer to rules in Section 3 on Dragging/Moving Other Characters). Bound Aliens may not transfer Alien Tokens, or mature tokens/cards.

        At the beginning of the Discard and Draw step, all Bound characters must make a Break Roll. On a natural roll of 6, the Bound character is immediately freed and is not longer considered Bound.

        In addition to, and immediately following the Break Roll, the Bound character may attempt to muscle his way out. Other characters at the Bound character's location may rotate to add their current Power stat to the Bound character' current power (+1 for each Alien Token).

        If this combined total exceeds the binding strength of the Item, the character is immediately freed. Any "edged" weapon which uses a blade, such as Combat Knife, Throwing Disc, Claws, etc., may be used to add an additional +2 to this calculation and can be used by the Bound character and/or the characters assisting him/her.

        Characters Bound specifically by Force Nets cannot be dragged or moved for ANY reason, unless they are later captured or freed.

      Traps

        Traps are a new variety of cards that will debut in the Atmosphere Expansion. Information on these will be made available at that time.

      Special Rules for Vehicles

        Currently the P.T.V. (Personal Transport Vehicle) is the only Vehicle in the Aliens Predator CCG. More Vehicles, like the A.P.C., will debut in the Atmosphere Expansion.

        We are in the process of revising how rules for Vehicles will work, and they could end up with different Attributes than the P.T.V. For purposes of gameplay, the following rules apply specifically to the P.T.V.:

        The P.T.V. is found and used much the same way an Item is, except that it can be targeted by attacks without the attacker having to use the Disarmament Event.

        SPEED is the Speed of the P.T.V., and also essentially replaces the Speed Attribute of the character using the P.T.V. Thus, Vriess would be Speed 2 while sitting in the P.T.V. If Hicks were sitting in a P.T.V., he would also be Speed 2.

        CAPACITY tells how many characters can "ride" on the Vehicle.

        ARMOR on the P.T.V. works differently than other Armor items in the game, and ONLY protects the P.T.V. It does not offer any protection to the character riding on it. The P.T.V.'s Armor works like a Barrier protecting the Hull from damage.

        HULL is exactly like a Power attribute for the Vehicle. If the P.T.V.'s Hull is reduced to 0 because of damage, it is destroyed (the character riding on it "falls off" unharmed).

        In effect, Armor and Hull are like TWO Power Attributes, in terms of resistance and taking damage. First, damage is applied, resisted, and taken by the Armor, until it is totally gone. Then damage is applied, resisted, and taken by the Hull until it is totally gone (at which point the Vehicle is destroyed).

        So, when the P.T.V. gets hit for the first time, its resistance to damage is its Armor attribute (3). If the P.T.V. takes damage, the Armor attribute is reduced first (which does NOT affect Hull or Speed). After the Armor is gone, then the Hull attribute is used for resistance and the taking of damage. When the Hull takes damage, each point of damage DOES reduce Hull and Speed. And when the Hull is gone, the Vehicle is destroyed (discarded).

        Vehicles can only be modified by cards that specifically say they modify Vehicles.

      Creating A New Scenario