Unleashed From Groom Lake!

Somewhere out in the desert, near a secret government test lab that has been long shuttered, and unusual explosion occurred overnight. Witnesses reported colored lights in the sky beforehand. This is just the thing that you and your government conspiracy group “Out There!” has been waiting for!  

You gather your team and head out into the dark desert. In the middle of nowhere, you start to encounter burning rubble of unknown origin…small glows of fires burn in the night just over the horizon in all four directions. The evidence that you’ve so longed to find is all around you!  

After investigating a rather large cockpit-like structure in the dry lake bed known as Groom Lake, you have found all the evidence you need: ALIEN LIFE EXISTS! In your exuberance, you rush back to your vehicles to return to civilization with the news only to find all of your tires slashed, the brake lines and fuel lines cut, and all radios and cell phones dead. Apparently there’s a traitor in your midst.  

Now, it’s a fight for survival to get out of the desert as a team, while holding on to your precious evidence, AND with someone you can’t trust to be your friend.

The tiles and cards you need are available at this link in a .pdf file.

As a Human, the object is to get out of the desert alive to civilization with the most evidence of alien life. As the Alien Doppleganger, the object is to prevent the team from escaping the desert at all costs without being discovered. As the Hunter, the object is to discover who the Alien is and destroy him.


Each player gets one hidden character card. One player will be randomly assigned the ALIEN DOPPLEGANGER card. The Alien wants to keep his secret known from the humans. So if all the Humans and the Hunter die before reaching a civilization tile, whether or not the Alien is still alive, the alien player wins. Additionally, if the ALIEN collects 50 points of ALIEN PROOF - TECHNOLOGY, the alien "builds" an Alien weapon, and kills all of the players, winning the game.

The rest of the players are HUMANS. The Humans want to make it to civilization with the most proof of Alien existence. If the team makes it to civilization, then the surviving Human with the most Alien Points (AP) on his supply cards.

If five or more people are playing, than one player is the HUNTER. The Hunter solely wants the thrill of killing a creature from another planet, and living to tell the story. The Hunter is a modified Human, who is awarded the Alien character card for bonus points if he correctly guesses which player is the Alien.

There is, additionally, reference cards for each player that shows which Supply Cards can be used to overcome specific Hazards.


LIFE TOKENS (and Map Tokens):
Each player starts the game with an amount of LIFE TOKENS . If a player has no Life Tokens, then the player is “dead” and out of the game.

Life Tokens not used by players will also be used to indicate on the Map areas the Hazards that been overcome by the team. When the Team successfully overcomes an Open Hazard, a Life Token is placed on the Hazard, marking it as "closed". Tokens played on the Map are called Map Tokens.


SUPPLY CARDS come in 3 varieties:
--Tools (Water, Rope, Shovel, Compass)
-- Alien Proof (various evidence of an Alien Life form and/or their technology, each Alien Proof card has a value on it, determining how valuable that proof is)
-- Recovery (gains Life Tokens)

A player can carry a maximum amount of Supply cards up to his current limit of Life Tokens. If a player at any point, has more Supply Cards than Life Tokens, the player MUST discard the extra Supply Cards into the Supply Card Refresh Stack (NOT the Supply Card Discard Pile).

Players are NOT allowed to show any other player what cards they currently hold in their hands. They may discuss what they have and they may lie about what cards they currently hold.

If the Supply Card Deck ever runs out of cards, shuffle the Refresh Stack; this will become the new Supply Card Deck. Do not "shuffle in" the Discard Deck.

Alien Proof (lifeform)
Alien Proof (technology)

There is a single pawn which all players take turns moving. This pawn represents THE TEAM moving around in the desert, which is formed by placing Map Tiles next to each other.


The map of the desert is formed using the MAP TILES.

Map Tiles are played on the table, connected to previously played Map Tiles, creating a random desert. They come in 4 different types, Open Desert, Mountains, Canyons, and Civilizations. Along some of the edges of each Map Tile are red dots. When playing a Map tile on the “board” the tiles must be rotated and placed in such a way that blank edges match up next to blank edges, and red dots match to red dots.

Additionally, most Map Tiles have Hazard symbols on them, and a number that represents the difficulty in overcoming the Hazard. A Team cannot stay on a Tile until it has overcome the Hazard.

Canyon Tile
Open Desert Tile
Mountain Tile
Civilization Tile

The backs of the Map Tiles can have one of three different designs: 3, 6, and Compass. There are three piles of Map Tiles, each one composed of tiles based on the symbols on the tile backs.

Compass Icon
3 Icon
6 Icon

Eight six sided dice are needed.


Find the GROOM LAKE Map Tile. Place it in the middle of the table where everyone can reach. Place the Team Pawn on it.


Separate the Map Tiles into three stacks based on the icon on the back of each tile: 3, 6, or Compass. Shuffle each stack face down and put them near the center of the table. There will be an additional Tile Discard stack.


Give each player the correct number of Life Tokens.
For a 3 player game, each player starts with 6 Life Tokens.
For a 4 player game, each player starts with 5 Life Tokens.
For a 5 player game, each player starts with 4 Life Tokens.
For a 6 player game, each player starts with 3 Life Tokens.


Get the appropriate number of Character Cards.
For a 3 player game, 2 Humans and 1 Alien.
For a 4 player game, 3 Humans and 1 Alien.
For a 5 player game, 3 Humans and 1 Alien and 1 Hunter.
For a 6 player game, 4 Humans and 1 Alien and 1 Hunter.


You will now be making a starting stack of cards for each Character Card that you are going to be playing with. Shuffle the Supply Cards and deal out two Supply Cards face down for each Human and Hunter. Top off these stacks by placing one Human or Hunter card face-down on each stack Continue dealing Supply cards one at a time until two Recovery cards are dealt. Take the two Recovery cards and the Alien card and form a face down stack. Re-shuffle all unused Supply Cards.


Being careful not to reveal any cards, each stack needs to be randomly assigned to a player. One way to go about this is to have everyone leave the room except for one player. Let that player “shuffle” the stacks around on the table. When he is done, he leaves the room, and another player comes in and also ‘shuffles’ the stacks around on the table. At this point, all players can come in and randomly select a stack. Each player is now assigned a Character, and has two Supply Cards.


Deal all players an additional 10 Supply Cards. After looking at all of their Supply Cards, All players must discard (face down) down to3 starting Supply Cards.


Shuffle the all Supply Cards not being used by players together. Leave this where everyone can easily reach. Deal 6 Supply cards face up into a DISCARD STACK . Also, near the Supply Cards, there should be an area for a REFRESH STACK.

The Refresh Pile will be a stack of Supply Cards that are turned face down, while the Discard Stack has the cards face-up.

Place the remaining tokens in a pile near the center of the table.


Determine who goes first by any home rule method.


A player's turn includes TWO ACTIONS that the player may spend to do the following.
--PLAY A RECOVERY CARD (Counts as 1 Action)
--SCOUT THE AREA (Counts as 1 Action)
--MOVE THE TEAM to a neighboring Open Desert or Civilization Map Tile (Counts as 1 Action)
--MOVE THE TEAM to a neighboring Mountain Map Tile (Counts as 2 Actions)
--CALL FOR A VOTE to "kill" off a player (Counts as 2 Actions)

After performing his Actions, the player then ADVANCES THE DISCARD STACK .

A player can "spend" his Actions any way he wishes, provided he only spends a maximum of 2. So A player may Scout the Area twice, or Scout the Area once and Move the Team to a neighboring Open Desert Tile, or move the Team through two Open Desert Tiles.

At the cost of 1 Action, a player may discard a Recovery Supply card from his hand to gain Life Tokens. Discarded Recovery Cards are kept seperate from the game and are considered removed from the game.

The number of Life Tokens gained is equal tot he amount of Recovery Cards discarded, including the just discarded Recovery Card. So, the player who discards the first Recovery Card gains 1 Life Token. The player who discards the second Recovery Card gains 2 Life Tokens. And so on.


The player draws two Map Tiles. Other players are not allowed to see the tiles. The stack from which he draws from is based on how many played tiles away the Team is from Groom Lake, not including diagonals. If the Team is 3 tiles away or less, he draws the tiles from the "3" stack. If the Team is 4,5,6 tiles away, he draws from the "6" stack. Otherwise, the player draws from the "Compass" stack.

If the player is supposed to draw from the "3" stack, and there are no more tiles in that stack, the player must draw from the "6" stack.

If the player is supposed to draw from the "6" stack, and there are no more tiles in that stack, the player must draw from the "Compass" stack.

If the player is supposed to draw from the "Compass" stack, and there are no more tiles in that stack, the player draws a random tile from the Tile Discard Pool.

Scouting an area costs 1 Action.
The player must select one tile to play. The unselected Map Tile is placed in Tile Discard Pool face down. The Tile Discard Pool is an area off to the side where discaraded tiles are placed, where players can select one at random, if the case arises.

Map Tiles are played on to the map, and must be rotated such that the edges of the tiles next to each Map Tile match. When placing a tile next to pre-existing tiles, a red dot edge MUST go next to a red dot edge of a neighboring tile, and a non-red dot edge MUST go next to a non-red dot edge of a neighboring tile.

Tiles MUST be played:
A) Next to the tile that the Team is on. If the Team Tile is already surrounded by tiles on all four sides, or if the combination of red dot edges don't allow the tile to be played, then...
B) The tile must be played diagonally to the Team Tile. if this is not possible, then...
C) The tile can be played anywhere on the board. If this happens, the player loses one Life Token.

If at any point, a player has more Supply Cards than Life Tokens, a player MUST immediately discard Supply Cards to the Supply Card Refresh Stack.
The player can move the team to an adjoining tile. It costs two Actions to move on to a Mountain and one Action to move onto an Open Desert or Civilization. If there is an OPEN HAZARD on this tile, the players must jointly OVERCOME THE HAZARD to remain on the tile, and to CLOSE THE HAZARD. 2 Actions to move to a Mountain tile, otherwise it costs 1 Action to move.
There are 7 Hazard types. 6 of them are Bad Hazards which must be defeated. Each Hazard has a Hazard Toughness number associated with it. The player must roll higher than that number with the dice to Overcome the Hazard and to "close" it by placing a Map Token on the Hazard Icon.  

The number of dice to be rolled is determined by the amount of Supply Cards and Life Tokens that are discarded BY ALL PLAYERS. After discarding, the player rolls an amount of dice equal to the amount of Life Tokens and Supply Cards. Discarded Supply cards are placed face up in the Supply Card Discard stack.

If the total of the dice roll is greater than the Hazard Toughness, the Map Token is removed.

However, is the dice roll is equal or less than the Hazard Toughness, the Team is moved back to the previous Tile location.

For each Hazard, only certain Supply Cards can be discarded. The chart below shows the different types of Bad Hazards, and the types of Supply Cards that can be used to overcome them.  
EXAMPLE: In order to overcome an Alien Probe hazard, any player can discard Shovel and Alien Proof Supply cards and Life Tokens. For each thing discarded, another dice is added to the total amount of dice the active player may roll.

Life Tokens can be discarded for any Hazard. However, for each Life Token discarded, the player needs to make sure that their number of Supply Cards do not exceed the amount of remaining Life Tokens.

If at any point, a player has more Supply Cards than Life Tokens, a player MUST immediately discard Supply Cards to the Supply Card Refresh Stack.
The 7th Hazard, are CRASH SITE Hazards. Crash Sites award Supply Cards, and Map Tokens are removed from Crash Sites when entered.
Crash Sites have an Investigation Number associated with them. It shows how many times the site can be Investigated for new Supply Cards. The player moving the Team gets to decided which players get to Investigate. One player may do all of the investigating, or it can be divided among all the players. It is up to the player to determine how the Investigations are divided.  
A single investigation requires a player to draw two new Supply Cards, choose one to keep, and then place the other one face up in the Supply Card Discard Stack. THE PLAYER MUST NOT SHOW WHAT CARD THEY ARE KEEPING, but it can be discussed. If at any point, a player has more Supply Cards than Life Tokens, a player MUST immediately discard Supply Cards to the Supply Card Refresh Stack.
Once all Investigations have been done, put a Map Token on the Crash Site icon, indicating that this Hazard is closed.  
If the Team has successfully moved onto a Civilization Tile and overcome any possible Open Hazard on it, the game is over, and the HUMAN or HUNTER with the most Alien Proof points wins the game. If the Hunter has the Alien Character card, he gets an additional 50 Alien Proof points.
If the map has created a no win situation (all possible "routes" end in canyons), then the Team has lost, and the Alien has won.  
At the cost of 2 Actions, a player may call for a Vote to "kill" another player. If a simple majority votes "YES," then that player is removed from the game. His Supply Cards, while still face-down, are handed out to the remaining players by the player who called the vote. All Supply Cards can go to one person, or be divided anyway the player calling the vote sees fit. The Character card of the player killed is not revealed. If at any point, a player has more Supply Cards than Life Tokens, a player MUST immediately discard Supply Cards to the Supply Card Refresh Stack.

Instead of Calling for a Vote, the Hunter may turn over his character card, and immediately kill another player. The player who is killed reveals his Character card. If the revealed card is a Human, then the Hunter is also killed off, otherwise, the Hunter takes the Alien Character card as a prize. The Alien Character Card is worth 50 point of Alien Proof to the Hunter, in addition to any other Alien Proof the Hunter may have at the end of the game.

If the Hunter killed the Alien, the Hunter gets to distribute the Supply Cards of the Alien as directed above. If the Hunter chose a Human, a remaining player takes the Supply Cards of both the victim and the Dead Hunter, shuffles them, and deals equally (face-down) to all remaining players. If there is an un-equal amount left over, those cards go into the Refresh Stack.


After a player has taken his two Actions, the player must take the top card off of the Supply Card Discard Stack. The player must then place a Supply Card face-down on the Refresh Stack. This card can be the one he drew from the Discard Stack, or he may keep that card, and discard a Supply Card from his hand as a replacement.

Players may only take one, or no, Actions if they wish.

If the player keeps the Discard, he must not show what replacement card he is placing on the Refresh Stack. Like any other rule regarding Tiles or Cards that a player must keep secret, the player may comment about the card, and even lie about it. But is not allowed to show it.
If the Discard Stack runs out of cards, all players must immediately discard a Life Token, followed by discarding excess Supply Cards into the Supply Card Refresh Stack. Then, Six new Supply cards are drawn face-up into a new Discard Stack.  
The next player to the left then takes his turn.  

An Alien player, who has collected 50 points or more of Alien Proof - Technology cards, can, at any time "build a super cool disintegrator weapon" and kill the remaining players in the game.

At any point when the Alien has 50 or more Alien-Proof - Technology cards, the Alien can reveal his Character card and his Supply cards, and wins the game.

Alien Proof cards that are not labelled Technology do not count towards this goal.

At any point in the game, all players can agree to a Half-Win situation. This means that all Alien Proof cards are worthless. All non-Alien players "half-win" equally if the Team can reach a Civilization Tile.