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Syndicate Sleeper

The document outlines the credits and contributors for a game expansion titled 'The Syndicate Sleepers', detailing roles in game design, writing, and art. It includes setup instructions for various missions, new game mechanics, and objectives for players, particularly focusing on the introduction of new characters and challenges. The missions involve strategic gameplay elements such as defeating enemies and completing objectives to progress through the game.

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0% found this document useful (0 votes)
38 views20 pages

Syndicate Sleeper

The document outlines the credits and contributors for a game expansion titled 'The Syndicate Sleepers', detailing roles in game design, writing, and art. It includes setup instructions for various missions, new game mechanics, and objectives for players, particularly focusing on the introduction of new characters and challenges. The missions involve strategic gameplay elements such as defeating enemies and completing objectives to progress through the game.

Uploaded by

Prince Chan
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 20

Credits

Lead Game Design:


Filippo Chirico

Additional Game Design:


Tony Neville, Thibaud Tocqueville

Writing:

Contents
Tony Neville, Tracey Smart, Thibaud Tocqueville

Editing:
Tracey Smart, Luca Ruella THE SYNDICATES SLEEPER.......................3

SETUP..................................................................3
Art Director, Miniature Concept and Sculpting:
Tiles and Tokens............................................................ 3
Alexei Popovici
Halon Tank Tokens....................................................... 3
Assistant Sculptor: Infestation Cards............................................................ 3
Difficulty Level................................................................ 3
Dmitri Obonin
5 or 6 Player Games..................................................... 3
Cover Illustration: BETRAYER MODE............................................3
Filip Cebotari Agent Cache.................................................................... 4
Preparing the Agent Deck.......................................... 4
Map Illustration: Traditional Mode............................................................. 4
Ede Laszlo Cell Mode........................................................................... 4
Paranoia Mode................................................................ 4
Other Illustrations: In all cases, during the Setup Phase...................... 4
Filip Cebotari, Valentin Cebotari
MISSION 1.............................................................5

Rulebook Graphic Design: MISSION 2...........................................................6


Sergio Pérez Cruz MISSION 3...........................................................8

MISSION 4..........................................................10
Executive Producer and Project Management:
Emiliano Mancini MISSION 5........................................................... 11

MISSION 6..........................................................12
Playtesters:
MISSION 7..........................................................13
Luca Ruella, Thibaud Tocqueville, Massimo
MISSION 8..........................................................14
Morandi, Emiliano Mancini, antonio Antonelli, Simone
Gilardi, Roberto Moiso, Giordano Ferroni, George MISSION 9..........................................................15
McAllister, Kevin Felton, Chris Nunn, Riccardo MISSION 10.........................................................16
Brisa, Ivan Serafino, Fabrizio Ferroni, James D.
Notes.................................................................18

Special thanks to all our Kickstarter Backers, Tokens legend............................................19

especially those who reviewed pre-production ROUND SUMMARY....................................... 20


material.

2
2
THE SYNDICATES SLEEPER
The Syndicate Sleepers expansion add 2 more You get new Infestation Cards that spawn more
members to the Crew, Jasper Jackson and Akira Aliens and a brand new line of Neo-Morphosis
Gozen. that creates tougher Aliens, the Tubers, Widows,
and Borers.
Along with the new Crew, come the new Neo-Mor-
phosis die and cards for scaling the game to 5/6 These new Aliens can be included in any game, to
players. make it tougher.

SETUP To increase the difficulty level, remove some Ter-


minal tokens from the map or advance the Time
Sub-panel on the SIP.
The setup of each mission is illustrated in the mis-
sion mini-map. Sectors are indicated by the num- 5 OR 6 Player GAMES
ber on each map tile. Some missions have addi- Replace the Infestation Cards from the Core Box
tional rules and setup requirements. These are with the new Infestation Cards from The Syndi-
explained in the mission. cate Sleepers expansion.
Mission objectives Replace the Morphosis die from the Core Box with
Your main goal for the Mission. the Morphosis die from The Syndicate Sleepers
expansion.
Victory conditions
The tasks the crew members must complete. All

BETRAYER MODE
victory conditions must be completed to finish the
mission.

Additional rules
Playing Neo-Morphosis in Betrayer Mode re-
Extra rules for the mission.
quires three or more players.

TILES AND TOKENS In this game mode, one or more of the players are
Place tiles and tokens as shown in the mission secretly working against the other players.
mini-map. When playing in Betrayer Mode, before the game
starts, each player gets a card from the Agent Deck
HALON TANK TOKENS containing their role in the game: Crew or Agent.
Start each mission with one Halon Tank token
The identity of the Agents is hidden at the start
loaded in the SIP, unless indicated otherwise oth-
of the game. The Agents will not know if they are
erwise in the mission setup.
working with anyone else until all agents reveal
themselves openly to all players.
INFESTATION CARDS

Place one Infestation card on each tile unless While hidden, the Agents play as part of the Crew,
otherwise indicated by mission setup. although they can secretly manipulate the game
to their advantage. The Agent can reveal their
difficulty level true nature at any point in the game, but to win,
they must reveal themselves before their last
To decrease the difficulty level, add Terminal to-
victory condition is met.
kens to the map.

3
3
The Agent reveals themselves by showing the Preparing the Agent deck
Agent Card. This is an action, which can be per-
During the setup of Betrayer Mode games, shuf-
formed at any time, even when the Agent is not
fle cards to create an Agent Deck. This is used to
active. If there are other Agents present, they
assign roles randomly.
can choose when to reveal themselves and start
openly supporting the first Agent. There are three different ways you can do this:

To play in Betrayer Mode, just choose one of the


Traditional Mode
missions in this expansion.
Prepare the Agent Deck as follows:
To win, the Agents must complete the Agent Ob-
jective listed in the mission. ◼ ·One Agent Card.

◼ A number of Crew Cards equal to the number


of players minus one.

In this mode, all Crew Players know there is ex-


actly one Agent, but no one knows who it is.

Cell Mode

Prepare a larger Agent Deck as follows:

◼ A number of Agent Cards equal to the num-


ber of players minus one.

◼ A number of Crew Cards equal to the number


of players minus one.

The Crew Players will know there is at least one


Agent, but there could be multiple Agents working
together.

When the first Agent is revealed, there are some Paranoia Mode
small changes to gameplay:
Prepare the Agent Deck as follows:
From now on, the Agent will be the first player in
the Crew Phase. The remaining crew members ◼ Two Agent Cards.
decide their playing order after the Agent has ac- ◼ A number of Crew Cards equal to the number
tivated. of Players.
When characters obtain new items from Crates, No-one knows what is going on. There may be a
they do so in secret. team of Agents or none at all!
Each player keeps the Item Cards face down in
the play area and the cards are only revealed In all cases, during the
when they are used. The co-op members of the Setup Phase
game (including Agents who have not revealed ◼ ·Shuffle cards carefully and deal one card to
themselves) are allowed to show face-down each player.
Items to each other, so they can trade co-oper-
atively. ◼ Players look at the card in secret.

Agents have different objectives than the rest of ◼ The unused cards are set aside, without any
the co-op team. of the players looking at them.

Agents may attack doors and terminals. The Door


and Terminal Defense Value is listed on the SIP.

Agent Cache

The first revealed Agent has access to a hidden


cache of resources represented by cards in the
Agent Cache. The first Agent to reveal their true
nature to the other players gets these cards. The
cards can be traded with other Agents later.

4
4
MISSION 1: Let’s go out from here!

Hey what is happening? What are those screams coming from outside?
I don’t know but something horrible is trying to get in!
Ok, let’s get the hell out of here, the exit door is two sectors away, let’s go!

Mission objectives
◼ Exit the level.
Agent Objectives
Victory conditions
◼ Defeat 2 crew members using the fire sup-
◼ Reach the exit point with every crew member. press system.
◼ Get to the exit point with all the agents before
Additional Rules
the Time Subpanel reaches the first red area.
◼ The Magnetic Pass is represented by the
green and the yellow objective tokens.
◼ The red door can only be opened when the
crew members holding both Magnetic Pass to-
kens are in the same area as the red door.

5
5
MISSION 2: Too Many Pods

The computer is beeping. Let me check… Bad news, the oxygen level is running low! Looks
like we have to stabilize the oxygen level in Sector 7 to prevent the collapse of the ventila-
tion system. Wait, what is this??? The computer shows sector 7 is full of a strange organic
gas!
What?? Do you mean the gas that emerged from those horrible alien eggs?
Yes, that’s what I mean. I’m afraid Sector 7 is full of Pods! We have to open that door any-
way, so let’s go!

6
6
Mission objective Dr. Blare
◼ Prevent the ventilation system from collaps- ◼ If the fire suppression system is activated in a
ing. sector containing Dr. Blare, instead of dying he
will lose 2 Health Points.
Victory conditions ◼ When Dr. Blare is defeated, he flees. Remove
◼ Secure sector 7. his miniature and put an Objective Token down.
◼ Defeat Dr. Blare This is the Magnetic Pass.

◼ Open the red door.


Agent Objectives

Additional rules ◼ Prevent the crew from reaching their objective


before the Time Subpanel reaches the first red
◼ Do not place an Infestation Card in Sector 7.
spot.
◼ The blue door can only be opened by activating
2 Switches. The Switches are represented by
the yellow and green Objective Tokens in Sec-
tor 3 and 4.
◼ To activate the Switches, spend 1 action while
in the same area as the Switch token. The 2
Switches must be activated in the same round.
When activated, discard them and replace the
blue Door Token with an Open Door Token.
◼ The red door is locked. It can only be opened
from the terminal in Sector 8. A crew member
holding the Magnetic Pass must use the Re-
mote Control Doors terminal function to open
the red door.
◼ Before opening the red door, the crew must
secure Sector 7, and there must be no crew
members in Sector 7.
◼ As soon as a crew member enters Sector 7,
put down 9 Pods, 3 for each area.
◼ When the Pods neo-morphosize in Sector 7,
randomly place 5 Larva Worms and 4 Larvae
Hydras.
◼ The Halon System is not working beyond the
blue door. It is disabled in Sector 7 and 8.

7
7
MISSION 3: Something big

Look at the computer, it is showing something big, organic in Sector 8.


Sector 8? Damn, we need to get through there to reach the next level of the station.
Is there another way out?
No!
Wait a second… Sector 8 is connected to the hangar by the cargo elevator – and a gyro-
copter is there. If anything big is in Sector 8, we need to deal with it before it reaches the
gyrocopter and destroys our last chance of getting out of here.

8
8
Mission objectives The Hive Mother
◼ Stop the Hive Mother from reaching the han- ◼ If the Fire Suppression System is activated in
gar. a sector containing the Hive Mother, instead of
dying she will lose 2 Health Points.
Victory conditions ◼ When the Hive Mother is down to her last
◼ Defeat the Hive Mother Health Point, remove her from the board. She
◼ Exit the level with every crew member. escapes in the cargo elevator.

Additional Rules Agent Objectives


◼ The blue door can only be opened when the ◼ Defeat 2 crew members in the same round
crew members holding the 3 Magnetic Key To- when they are in the same Sector as the Hive
kens are in the same area as the blue door. Mother.
◼ The Magnetic Keys are represented by the ◼ Exit the level with all Agents.
green, yellow, and red Objective Tokens.

9
9
MISSION 4: Kaboom! Kaboom! Kaboom!

There is something growing below this level. It looks like pods!!! If all those pods open, we
are screwed!
There is a way out. If we blow up the Halon Tanks in Sectors 6, 7, and 8, the floor will col-
lapse and destroy them all! There is just one problem… How do we make them explode?
Hang on… there are fire torches we can use in Sector 5.

Mission objectives ◼ The red door can only be opened from the Ter-
◼ Set fire to the Halon Tanks and get out of there! minal in Sector 8.
◼ Every Larvae making a structural attack gets
Victory conditions a +1 bonus to its roll.
◼ Place one Objective Token over each of the ◼ S.A.M. can only be activated from the Terminal
Halon Tank tokens in Sectors 6, 7, and 8. in Sector 3.
◼ All crew members must exit the level before
the Time Subpanel reaches the first red spot Agent Objectives
on the SIP. ◼ Make S.A.M. explode in the same area as the
exit door to seal it.
Additional Rules ◼ Exit the station from the entrance door with all
◼ The Fire Torches are represented by the red, Agents.
green, and yellow Objective Tokens.
◼ The blue door can only be opened from the
Terminal in Sector 3.

10
10
MISSION 5: Get the Doc!

There is a lot of movement on this level.


Great, can we avoid it?
Nope, we have to go through. But the scanner is detecting humans, not aliens!
That’s great! Maybe they know what to do with those bugs!
Uhm, they are humans, but they are behaving strangely. They keep moving in circles, like
animals in a cage. And it also looks like the terminals in these sectors are missing some
hardware parts. I cannot connect with them. Let’s go check. Things cannot get any worse
than this!

Mission objectives ◼ To fix the Terminal, discard the magnetic HD


◼ Fix the terminals. while in the same area as a Terminal. Then flip
the Terminal token without performing a Tech
Victory conditions Test.

◼ Defeat the mutated scientists. ◼ The red door is locked. To open the red door,
a Remote Control Door action must be per-
◼ Fix the terminals.
formed on both Terminals in Sectors 4 and 5
◼ Reach the exit point with every crew member. in the same round. When that happens, replace
the red Door Token with an Open Door Token.
Additional Rules ◼ The blue door can only be opened from the
◼ The Terminals in Sectors 4, 5, and 8 are miss- Terminal in Sector 8.
ing a magnetic HD. Each mutated scientist has
a magnetic HD. To get it, defeat the scientist. Agent Objectives
When a scientist is defeated, they drop an Ob-
◼ Keep at least one mutant scientist alive until
jective token. This is the magnetic HD.
the Time Subpanel reaches the first red spot.

11
11
MISSION 6: Something very big!

We need to reactivate these circuits, otherwise the hangar door won’t open.
Are you sure?
Yeah, pretty sure.
Ok, and what’s the problem?
There is something huge in this sector.
Is there any other way to reactivate that circuit?
Nope.
OK, let‘s go!

Mission objectives Beremoth


◼ Reactivate the circuit for the hangar door. ◼ If the fire suppression system is activated in a
sector containing BEHEMOTH, instead of dying
Victory conditions he will lose 2 Health Points.
◼ Repair both Terminals in Sector 7 by placing 1 ◼ When BEHEMOTH is defeated, he flees. Re-
spare part into each Terminal. move his miniature.

Additional Rules Agent Objectives


◼ Split the crew so two members start at each ◼ Keep BEHEMOTH alive and one Terminal bro-
entrance. ken until the Time Subpanel reaches the first
◼ The spare parts are represented by red and red spot.
yellow Objective tokens.
◼ To put the spare part in the Terminal, use a
Drop action in the same area as the Terminal.

12
12
MISSION 7: Something is broken!

We have a problem. Looks like the door on this level has no power. It is beeping, indicating
a malfunction.
Do you think we can fix it?
Yes, we can try to use the power from the grids in Sectors 6, 7, and 8, but there is another
problem: something has damaged the terminals.
Can we fix them?
Yes. Let’s go!

Mission objectives ◼ Every Ripper making a structural attack gets a


◼ Open the red door and escape. +1 bonus to its roll.
◼ The red door can only be opened using the
Victory conditions function Remote Control Door from the Termi-
◼ All crew members must exit the level through nals in sectors 6, 7, and 8 in the same round.
the red door in Sector 2.
Agent/s Objectives
Additional Rules ◼ Prevent the crew from reaching their objec-
◼ Start the game with Sector 4 compromised. tive until the Time Subpanel reaches the first
Place a Warning Card over 1 slot of the SIP. red spot.
◼ Sector 4 is compromised but secured.
◼ The action “Scan two rooms” is disabled.
◼ Split the crew so two members start at each
entrance.

13
13
MISSION 8: Something is spreading

Something is spreading in this level.


Yeah, look at Sector 8, there is some kind of bacteria producing a liquid. It is acid! We need
to stop this. Yeah, but how? Do you want to kill bacteria with a gun???
Look here, there are halon tanks. We can fill them and use them to destroy all the bacteria.
Mmh sounds good!

Mission objectives
◼ Destroy the bacteria in Sectors 3, 6 and 8. ◼ Door to Sectors 3, 6, and 8 are jammed open.
◼ Do not place any Halon Tank token on the SIP.
Victory conditions
◼ No crew members can be in the sector when
◼ Load the Halon tokens into the SIP.
activating the Halon function on the SIP.
◼ Use them in Sectors 3, 6, and 8.
Agent Objectives
Additional Rules
◼ Defeat 2 or more crew in the same round.
◼ Follow the Fire Suppression System rules (no
more than 1 Halon Tank can be charged at a
time).
◼ Sectors 3, 6, and 8 must be secured before
using the Halon.

14
14
MISSION 9: DEFEAT the Big Doc!

We are stuck! Look at that door, it is locked. This type of door can only be opened with a
magnetic pass or a big explosion.
Let’s detonate the Bot?
That’s an idea. But what if we kill the big doctor instead?

Mission objectives Dr. Blare


◼ Open the locked doors and escape. ◼ If the Fire Suppression System is activated in a
sector containing Dr. Blare, instead of dying he
Victory conditions will lose 2 Health Points.
◼ Defeat Dr. Blare. ◼ When Dr. Blare is defeated, remove his minia-
◼ Exit the level with all crew members. ture and replace it with an Objective token. This
is the Magnetic Pass.
Additional Rules
Agent Objectives
◼ Split the crew so two members start at each
entrance. ◼ Keep Dr. Blare alive until the Time Subpanel
reaches the first red spot.
◼ The Magnetic Pass opens the red door.
◼ Exit the level with all Agents.
◼ You can also detonate SAM in the same area
as the red door to destroy it. In this case, follow
the rules for the explosion.
◼ The blue door can only be opened from Termi-
nal in Sector 8.

15
15
MISSION 10: Get out of here!

Come on, we’re almost out! Here’s the hangar door. If we manage to get out, we are safe.
Are you sure? It’s pretty cold out there.
Nope, we have more than 2 hours before the temperature drops. That should be enough
time to reach the cabin and call for help.
Ok, but there is still this big guy. He will hunt us down.
I know, let’s get rid of him! We must defeat him!

16
16
Mission objectives Behemoth
◼ Defeat BEHEMOTH and get to the hangar. ◼ Place BEHEMOTH in Sector 4 along with two
Infestation Cards instead of one.
Victory conditions ◼ After his first activation, at the end of each
◼ Defeat BEHEMOTH. round, BEHEMOTH heals 1 wound and spawns
◼ Exit the station with all crew members. 1 pod in his area.
◼ When an agent is in the same area as BEHE-
Additional Rules MOTH at the end of the Alien Activation phase,
he spawns 2 Pods instead of 1.
◼ Split the crew in 3 groups, one for each en-
trance. ◼ If the fire suppression system is activated in a
sector containing BEHEMOTH, instead of dying
◼ Place 2 Infestation Cards in Sector 8.
he will lose 2 Health Points.
◼ The blue door can only be opened via the Ter-
◼ When BEHEMOTH is defeated, he flees. Re-
minal in Sector 8.
move his miniature.

Agent/s Objectives
◼ Prevent the crew from reaching their objec-
tive.

Epilog

With their last strength, the crew reaches something that must have once been a forest.
There it also finds the mentioned cabin. It is in good condition, considering the circumstan-
ces. Quickly a fire is lit in the small fireplace inside with the firewood stacked on the outside
of the cabin. With an energy cell from the station, a radio that was in the cabin can also be
put back into operation.
"Hello? This is the research station "World Exit“ can anyone hear me?“ speaks Yuri into
the radio. No response, just static on the line. He repeats the radio call 3 more times. On
the fourth time, a voice on the other end of the line answers, "This is Central, we read you
"World Exit“. What can we do for you?“
"Please arrange for a gyrocopter to pick us up at the station. We urgently need to report
on what is happening here. But preferably in person, it would take too long to explain it all
over the radio“ Yuri replies to the control center.
"Got it. We‘re about to send a gyro...“ The sentence breaks off in the middle and you hear a
muffled beat on the line, then silence. " Central, come in, please. Central? Can you still hear
me?“ transmits Yuri, almost in a panic.
After a brief moment, the call is answered by a distorted voice "Sorry, minor disturbance.
We‘ll send someone to take care of you and give you a ride. Central over.“
"Thank goodness“ Robert calls loudly from the other end of the room. "Calm down, Robert“
says Yuri. He looks skeptical "We‘re not out of here yet. Somehow, I have a bad feeling ab-
out this“

17
17
NOTES

18
18
TOKENS LEGEND

19
19
ROUND SUMMARY

Level 3 Emergencies go Critical


◼ Discard the Emergency Card, level markers and Repair Attempt Tokens.
◼ Place a Sector Compromised Card on the System Interface Panel.
◼ Place a Sector Compromised Card in the Sector on the Game Board as reminder.

Escalate Active Emergencies


◼ Increase the Emergency Level of any existing emergencies by one.

Check Compromised Sectors


◼ Inspect each Compromised Sector in turn.
◼ If the Sector is not secure, create a new emergency and activate it.

Activate New Emergencies:


◼ Turn over any face down Emergency Cards.
◼ Add the Level 1 marker to the Emergency Report Field.
◼ Place a System Overload Token to disable the relevant terminal action.

Crew Phase
◼ Discard the recovering token and place the crew member back on the board.
◼ Flip the defeated token to a recovering token.
◼ Performs up to three Crew Actions:

Attack Heal (using a proper card)


Craft a craftable card (test) Drop/pick up/trade Item
Move Open/close door
Recharge fire suppression system Repair door/terminal
Search a crate Mission-specific actions
Terminal functions

Aliens Phase
◼ Draw and resolve the Alien Activation Card.

End of Round Phase


◼ Advance the time marker.

20
20

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