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Aliens: This Time its War is a 2-player card game that recreates the events portrayed in the movie

Aliens. One
player will play the part of the Colonial Marines whilst the other plays that of the Alien Queen and her spawn.

Card Types

Battlefields
Battlefields represent the Marines current location and the area in which combat is currently taking place. There are
spaces at the top of each Battlefield where the turn marker can be placed (the numbers in brackets). At the start of
each Marine turn, the Marine player advances the turn marker one space (representing the Marines progress through
the facility). If the turn marker has already reached the last space on a battlefield, it will advance onto the next
Battlefield.
Example: Last turn, you reached the 4 space on the Reactor Chamber Battlefield. This turn, move the marker to
the 5 space on the APC Withdrawal Battlefield.
It is also possible for the turn marker to be advanced or moved backward due to card effects (representing obstacles
being bypassed or causing a hindrance to the Marines). The turn marker can never be moved back to a previous
Battlefield. The turn marker cannot be advanced to the next Battlefield due to a card effect.
,
, and
spaces are usually skipped when advancing the turn marker. A
space may be
used if a card requires additional rounds to be played on a Battlefield and it is the only previous space available. The
, and

spaces only appear on the Dropship Evac Battlefield and are always skipped unless the, Ferro

, or Newt
, Character Cards are flipped over before the turn marker has advanced past the Dropship
Evac Battlefield. For further details refer to Ferro and Newts Character Cards.
Battlefields also contain a power value (the number in the green blood splat at the bottom left of the card). This
number is always added to the Marine players total power whilst the turn marker is on the Battlefield (power is
discussed in greater detail further in this rulebook).

Turn Spaces

Additional power
granted to the Marine
Player by the
battlefield

Battlefield name

Character Cards
The Colonial Marine Character Cards represent the various members of the ill-fated expedition to LV-426. Each has a
Survival Rating on the right hand side of their card represented by a number of
symbols. When the Marine Player
is forced to kill a Marine either through card effects, or as a result of the Attack Phase they must choose one of
their Marine Character Cards and flip it over (for most Marines this results in death and they no longer have an effect
on the game, some however will reveal that they need to be killed a second time). The Marine Player must choose to
kill a Marine with the lowest Survival Rating possible. Example: Drake cannot be killed if Apone is still alive, as Apone
has a lower Survival Rating (1) than Drake does (2). If there is more than one Marine with the same Survival Rating,
the Marine Player can choose from amongst the available Marines with that Survival Rating. Example: If Apone had
already been killed, the Marine player could choose either Spunkmeyer or Drake as they both possess the same
survival rating (2). Some Marines have an effect stated on the bottom of their card, if applicable; this takes effect as
soon as the Marine is killed.

Survival Rating

Effect
when killed

The Airlock and Nuclear Countdown Deck


At the end of every Alien Players turn, compare the Alien and Marine Players total power on the current Battlefield. If
the Marine Players total power is equal to, or exceeds that of the Alien Players, then reduce the Nuclear Countdown
Deck by one (either by flipping the top card over or by replacing it with the next card).
Once per game, whilst the turn marker occupies a turn space on the Sulaco Loading Bay Battlefield, the Marine
Player may activate the Airlock during his Card Phase by following the instructions on the card and flipping it over.
This allows the Marine Player to kill all Aliens on the Battlefield along with all Operations cards and Marine Character
Cards. For each card the Marine Player discards from his hand, he is able to prevent one of his Marines from being
killed.

Player cards
The player decks consist of three different types of card; Events, Operations/Aliens, and Obstructions. Events are
played from a players hand for an immediate effect and are then discarded (they are not played onto the Battlefield).
Operations (for the Marines player) and Aliens (for the Alien player) are played onto the controlling player's side of
the current battlefield. These cards are placed in a vertical line to form a column. Cards are played into a players
column in order to contribute their power towards the players total power on that Battlefield. Once a card is played
into a players column it remains there and continues to contribute its power every turn as long as the Battlefield it
has been played on remains the current one. Each card in a column is considered a separate row; a row can never
contain more than one card. Obstructions are played on the opposing players side of the current Battlefield into the
opposing players column (no more than 2 obstructions may be placed on a players column per Battlefield).
These cards are played in order to limit an opponents ability to generate power on a Battlefield. A maximum of 3
cards are allowed in the Marine player's column on each Battlefield. The Alien players column has no size limit.

Marine card examples


Event

Operations

Obstruction

Alien card examples


Event

Operations

Obstruction

Remember: When playing any type of card, card effects can only be applied to the current Battlefield unless stated
otherwise.

The amount of power an Operations or Aliens card contributes is displayed in the blood splat (Green for Operations
and red for Aliens) located at the top left of the card.

Some cards require a cost to be paid before you can play them. The cost (located at the top right of the card) is paid
by discarding (face up) that number of additional cards from the player's hand. The cost on Marine cards is indicated
by a digital ammo counter. The cost on the Alien cards is indicated by Alien eggs (each egg representing a value of
1 )

Some Operations cards (for the Marine player), and Aliens cards (for the Aliens player) generate a card effect when
they are played. These effects take place as soon as the card is played on a Battlefield, and are designated by an
arrow symbol followed by the effect text on the card.

Example of Play
In the example below, the turn marker is on the APC Withdrawal Battlefield. Previous and upcoming Battlefields are
ignored, along with any cards played on them. The Alien player has one card in his column which is contributing a
power of 1 due to its power value. The Marine player has two cards in his column; however, one is an obstruction
that has been played by the Alien player. This has been played in order to limit the number of cards the Marine player
can place into his column on this Battlefield. The other card in the Marine players column has a power of 1.
However, the APC Withdrawal Battlefield contributes and additional 3 power (displayed at the bottom left of the card)
to the Marines total power as long as its the current battlefield. This increases the Marine players total power to 4,
which is enough to beat the Alien players total power of 1.

Alien Power for


current battlefield

Alien Column for


current battlefield

Marine Power for


current battlefield

Marine Column for


current battlefield

Special Tokens
Some Alien cards allow special tokens to be placed on them to improve their effectiveness. There are two types of

special token, toughness tokens


and +1 power tokens
. A toughness token acts as an additional
life, meaning that a card that would normally kill an Alien, if played on a Alien with a toughness token, would instead
cause the token to be removed. If another card was subsequently played on the Alien and it had no toughness token,
it would be killed (discarded) as normal. +1 power tokens increase the printed power value on an Alien card by one. If
a card is able to gain a special token it will say so in the cards effect text.

Victory Conditions
The Aliens win if all the Marines are killed or if Bishop is killed before the turn marker reaches the Sulaco Loading
Bay Battlefield.
The Colonial Marines win if Ripley is alive after the final turn space (16) of the Sulaco Loading Bay Battlefield or if
the "Nuclear Countdown Deck drops below 1.

Setup
Place the Battlefield cards in the middle of the table in the following order: Reactor Chamber, APC Withdrawal,
Operations Centre, Dropship Evac, and Sulaco Loading Bay. The turn marker is placed on turn space 0 of the
Reactor Chamber.

Place the Airlock card next to the Sulaco Loading Bay Battlefield.

Place all Marine character cards face up in front of the Marine player. Set the "Nuclear Countdown Deck" to 10.

Each player shuffles their deck and draws 5 cards.

PLAYING THE GAME


The Colonial Marine player always takes the first turn.
Each player completes his entire turn before play passes to the opponent. Play passes back and forth in this fashion
until one player wins.

Turn Sequence
Each players turn is divided into four phases, taken in the following order:
(MARINE PLAYER ONLY) Advance Turn Marker Phase: Move the marker ahead one space this may move you
onto a new Battlefield.
Draw Phase: Draw two cards (there is no limit on hand size).
Card Phase: Play any number of cards from your hand. You may also discard any of your own cards from the current
Battlefield (usually to create space in your column for more powerful cards). You do not need to play any cards if you
do not want to.
(ALIEN PLAYER ONLY) Attack Phase: Compare the Alien and Marine players total power on the current Battlefield
(including the Marines current Battlefield bonus). If the Alien players total power for the current Battlefield exceeds
that of the Marine player, then a Marine is killed. If the Marine players total power is equal to, or exceeds that of the
Alien player, then the Nuclear Countdown Deck is reduced by one.

Remember, once a card is played


into a players column it remains
there and continues to contribute
its power every turn as long as
the Battlefield it has been played
on remains the current one.

Special Card Rules


P-5000 Powerloader cannot be removed by the Alien player, but is still removed if the Airlock is activated.
Toughness tokens do not prevent instant kill card effects such as the Airlock being activated or the event cards
You always were an asshole, Gorman and Get away from her, you bitch.
The Queen must be on the current battlefield to play Get away from her, you bitch.
The "M3 Body Armor" card is played reactively during the Alien player's turn.
Marine Obstruction cards cannot be played on a battlefield with more than 2 Alien Attack cards already present.
Obstructions are not removed when the Airlock is activated.
Burke's death cannot reduce the "Nuclear Countdown Deck below 1.

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