RULE HINTS
QUICK REFERENCE MANUAL
Each player has 5 Action Points (AP) per turn. Unused AP is lost at end of turn.
Move your miniature to an adjacent room through a corridor. Moving generates 1 Noise token in the corridor you pass through.
Roll your combat dice against an intruder in your room. You must have a weapon. Intruder rolls defense dice. Each unblocked hit = 1 Wound on the intruder.
Take 1 item card from the current room tile or from a dead crew member.
Place 1 item from your hand into the current room. Free action.
Combine 2 component cards from your hand to create a crafted item. Discard the components, keep the result.
Activate the computer terminal in the current room. Each room has a unique action listed on its tile.
Toggle a door in an adjacent corridor between open and closed. Closed doors block intruder movement and reduce noise spread.
Become Hidden. While Hidden, intruders ignore you when moving. You lose Hidden status if you attack, make noise, or are in a room when an intruder activates.
Give 1 item from your hand to another crew member in the same room.