reconnecting…
Your turn
- Your subs are dice. They are rolled for you at the start of your turn.
- Dock them at the Rig's stations: tap subs, then tap a station. Glowing stations take what you picked. Some want a pair, a triple, a run of 3 or a 6.
- Stations give power cells and nodules, build new subs, salvage, draw gear, and land habitat pods on the Crater (Habitat Foundry, Pressure Dome, or a Dive Bell pod that reaches circle 7).
- You must dock every sub that still fits before you end your turn. Leftovers go to the Dry Dock.
- Gear cards have a use power (pay cells) and often a discard power. Tap a card to see both.
The Ancients fight back
- Every pod you land wakes them: an Ancient sub rises at the station that zone is tied to.
- After each round they take a turn, step by step. Watch the TV: every move shows its reason.
- Their subs feed the Pulse and the Spire, take gear and land their own pods.
Win and lose together
- Win: land 5 + number of players pods on the Crater, all of you together.
- Lose if the Pulse reaches 20, 8 Ancient pods are on the Crater, the Ancients hold 8 gear cards, or the deck runs dry.
- Salvage (the Wreck Salvage) can drain the Pulse and steal back Ancient tech.