Every room is a rocket mission. Crew players want to reach the next planet safely. Infiltrants want the route to fail before safe arrival.
The same ship can continue into mission 2, mission 3, and beyond if the Crew reaches each destination. Survival alone is not enough. Arrival is the real win condition.
NIGHT to repair, sabotage, shield, spy, or use role-specific moves. Exact costs and strengths are live values and can shift with auto-balance.DAY, watch the night replay: Crew impact first, short pause, infiltrant counter-impact after that.SIGNAL-SYNC, then move into nomination and tribunal.| Resource | Meaning | Effect |
|---|---|---|
AP | Night action points. | Actions consume AP. Wounds and subsystem pressure can reduce it. |
Life-AP | Your personal health pool. | Tribunal hits reduce it. At 0 you are eliminated. |
Signal | Your connection to the room. | At 0 you lose the room: SIGNAL LOST. |
Signal Reserve | The part of your signal above the safe floor. | Can be spent during night for tactical boosts like stronger repairs, deeper scans, or heavier sabotage. |
Mission Progress | Distance traveled on the current route. | Crew only wins if this reaches safe arrival in time. |
| Phase | Purpose | Good habit |
|---|---|---|
NIGHT | Spend AP on hidden actions. | Think in systems and route impact. |
DAY | Read the replay and report. | Separate Crew gain from infiltrant damage. |
SIGNAL-SYNC | One quick follow-up interaction per living player. | Scan, jam, stabilize, resync, or lock route. |
NOMINATION | Pick who enters tribunal. | Watch the live vote table. |
TRIBUNAL | Resolve wounds and eliminations. | Read the live tally before you lock a vote. |
LOCK ROUTE, and can blank route-window bonuses.| Action | Purpose |
|---|---|
repair | Raise subsystem values and protect route progress. |
sabotage | Push systems into warning or collapse. |
protect | Specialist / infiltrant only: apply a Signal Mask to one living player. It hides the day-report trail and blocks normal spy intel unless Deep Scan pierces it. |
spy | Read a clue about another player's action. |
steal | Manipulator move to steal or redirect value. |
Signal Reserve modules. Reserve is the amount of signal above the safe floor. Spending it gives short-term power, but pushes you closer to SIGNAL LOST if the night turns bad. The exact action numbers on cards and buttons are live values propagated by the auto-balance system.Each living player gets exactly one fast interaction: SCAN, STABILIZE, JAM, RESYNC, LOCK ROUTE, or LEAK.
Nomination decides who enters the accused lane. In tribunal, the two accused players cannot vote. Everyone else chooses who takes the hit. Jam and Stabilize still influence the outcome.
| Team | Wins when ... |
|---|---|
| Crew | the ship reaches the destination safely. |
| Infiltrants | the route fails, systems collapse, or the Crew can no longer secure the mission. |
Because Crew wins only by arrival. Survival without arrival does not count.
The base color tracks the mission level. Strong status effects then overlay that with alert tones so players can understand both depth and danger.
Players need to understand gross gain and gross damage before the net result makes sense.