Space station Zemo-a wacky sci-fi board game from the twisted minds at InQuest. Zemo: The final frontier. These are the escapades of the inhabitants of Space Station Zemo. Their mission: to boldly blow up where noone has blown up before-or to get the hell off the station before it explodes... Since your reading Inquest, we figure you've played a fair share of games and are smarter than the avrage droid and should be able to catch onto this wacky boardgame faster than you can eat a bowl of "Spaceballs." The next two pages tell you everything you need to know how to play... By the Inquest staff, art by Brian Douglas Ahern. The deal. Five inhabitants of a damned space station are competing to activate and board the last remaining excape pod. Each inhabitant must fight and maximize his special abilities to be the lone survivor. Surviving is good, it's almost certain to result in a lucrative book contract, Intergalactic TV special, and yes, even groupies. Floyd the Droid loves spathic groupies. They can turn him on. The Cast Chuck the Zombie Floyd the Droid Mush the Abomanation Pete the Cook The Rats The first player to activate and board the excape pod wins. If all characters but one croak, the survivor wins. Setting Up 1. Shuffle and put the deck around the board. Place the remaining cards into the recycling bin. 2. Choose characters & put their helth marker on the health track where indicated. 3. Choose your excape code(as detaled below) 4. Roll two dice and multiply the numbers. the resulting number is the room your character starts in. If you roll thirty-six, reroll. 6. Begin with the character w/ the highest health total(usually Chuckie) and start play. Activating the Excape pod Before the game begins, each player writes down one of the following three-letter codes. AAA____AAB____ABA____ABB____BBB____BBA_____BAB____BAA You may enter the excape pod whenever the code rooms on the map are set to the combonation you picked. To set a code room's letter, your character must be in the code room at the end of the moovement pahse, use an action and roll to see if the attempt succeeds. At the start the code rooms are nutral, neither A or B. Boarding the pod. Only when you have the coderoms set to the correct combonation may you enter the excape pod. If you have a Pod ATM Card when you are in the excape pod, you win. Who goes first The person with the highest health moves first in each turn. Players also preform actions in health order. All players move before actions are chosen. Movement Roll 2d6 and add or subtract your character's moovement modifier. The result is the maximum number of squares your may moove; you can opt to moove less *you do not have to moove. *you may not enter or move through a hallway space occupied by another character. *any number of characters may occupy the same room *you may enter or moove through a room occupied by another player. Actions After all players have moved, each performs one action(Pete may preform two spearate actions) in health order. Action Options: Pick(pick up the card(s) in the current location.) Fight(If you are next to another player you can fight) Shoot(if you have a shooting weapon, you can shoot it) Duck(if you're being shot with a shooting weapon and you can't shoot one back, you have the option of ducking) Push(named rooms have bottons; push them and things happen-see chart-) Heal(if your in the Bio-Vat you can heal) Special(Chuckie, The Rats and Floyd can use their special ability. If another player starts a fight or shoots and you havn't taken your action yet, you can take your action right after theirs to either fight back or duck. In depth actions: Pick Examine the cards in the room you are in. If any are traps, reveal them to all players and follow the instructions on the card. Unless they say otherwise, Traps are remooved from the game after they take effect. You can either pick up items or leave them where you found them. Fight This is regular hand to hand boxing type fighting. You must be in a space next to another player or in the same room to fight. You may fight from a hallway into a room and vice versa. Fights resolve as follows: 1.Each player who chose fight may reveal one melee weapon, initiating fighter shows first. 2.Each player rolls 2d6 and adds his combat modifier plus weapon modifier if applicable. 3.Compare results. Whoever's modified roll is highest wins. The looser loses health equal to the difference between his roll and the winning roll. The winner can now choose to end the fight or go again. If he choses to go again, repeat steps 2&3. If during combat a character's health goes below one, he immediatly croaks and goes to the bio-vat. The surviving player gets to take one item of his choice from the croaking player. If one player chooses to fight and his opponent chooses not to due to doing another action, the fighting player does full damage, but the fight ends after one round. Shoot You can't shoot unless you possess an item that says it's a shooting weapon. If you have one, it's card will state how many spaces away it can shoot. You can never shoot at a character in an adjacent space, 'cause that's Fighting range. Unless an item says otherwise, you must shoot in a straight line, traced as you would moove. This means no shooting around corners. You may shoot into rooms, providing you do not try to shoot through the wall! You can shoot through doors, consider them opened. You can shoot through the excape pod. Unlike fighting, Shooting is a one-shot deal. There's only one round and the winner cannot choose to shoot again this turn. Duck If somone is firing at you with a shooting weapon and you don't have one to shoot back with, you may Duck and reduce the damage by 1d6. Push All the named rooms have sojme kind of button ro controlls in them. You push buttons by rolling a d6. Look on the room chart to see what happens. You will need to do this in the Code Rooms to set the excape pod codes successfully. HEAVY METAL Each player may only carry a limited number of items. Each item has a weight point on it, the number in the anvil. At the end of your action phase you must put down items if the total weight of your items is greater than your capacity, usually five. If you are not in a room, put excess items in the nearest room. If you moove while carrying more than your capacity, your cheating. Everybody hates a cheeter. If you get found out, you loose your entire hand to the recycling bin and get sent to the brig. Health is GOOD! The Health Track monitors your health total and determines the order in which each player takes his turn. Starting health levels are written on the track. Whenever your character takes damage due to traps, combat, et cetera, move your health token down the appropriate number of spaces. If you reach zero health, your character croaks(or in more harsh terminology, DIES! CAPUT! Joins the invisible Choior! Pushes up Daisies! Eats Anthrax Ripple! Becomes an EX CHARACTER! ehu-hmm... excuse me) and goes to the Bio-Vat to heal. Only one character's health counter can occupy any single space on the track. Whenever your health gain or loss would result in your health counter landing on an occupied space, skip that space and keep going untill your token reaches an empty space. Bio-Vat Dead characters go here for regrowth. You can only enter the Bio-Vat if your health goes below one. Once in the Bio Vat you may roll 2d6 during each action phase to gain that much health. You cannot gain more than your starting level when in the Bio-Vat. You may leave the Bio VAt during any moovement phase after your health is greater than zero. Once you enter the Bio-Vat, use the back side of your marketr to indicate that youve been regrown(the "+" side). Multiple useage of the Bio-Vat is allowed untill all players have regrown. Then the Bio-Vat shuts down. If they croak, they stay croaked. Characters in the Bio-Vat when this triggers are unaffected and may continue to heal normally. Zemo Locations The Security Field(blue line that separates the brig and armory from the rest of the map) can only be crossed when the unmodified moovement dice roll is even. If your unmodified total is odd, you may NOT moove through the field, no matter how much you whine. The Airlock(on bottom of map) If the airlock is activated(opened) then right before the moovement phase, roll 2d6 and moove each character that number of spaces tward the airlock. Players are sucked in order of health totak, from highest to lowest, just as in every other part of the game. Moovement is along the shortest rout and players can be sucked out of and through rooms.If another player blocks your path, stop next to that character. If a character is in the airlock and has moovement left to do for the airlock, he is sucked out into space and croaks. One of his cards, randomly, is put into the recycling bin and the airlock is closed without anyone else being sucked out. The X-Ray Spaces(lined spaces near the excape pod) When crossing theese, reveal your hand to everyone. Code Rooms: Push(roll a d6, remember? The shorthand will be used from now on) 1-3: nothing happens. 4-6: change the code letter to either A or B. Room 6, the reactor room: loose 1 health point at the beginning of your action phase. Room 11, Security: Push 1: you tripped the alarm! You are teleported to the Brig(room 13) 2-4: you may look at any player's hand 5-6: Open the airlock if it's closed, Close it if it's opened. Room 13, The Brig: You cannot leave the brig without teleporting. Spend your action to roll a d6. 1-3: a bulkhead falls on top of you. Take 1d6 damage. 4-6: you excape from the brig. You may put your piece in the hallway space with the tunnel. Room 17, The Armory: You may spend your action to take any weapon card from the recycling bin and add it to your hand. You must show the card to every player. Room 21, the Breakroom(Vending Machines): PUSH 1: the security camera caught you sticking your arm up the machine. You are teleported streight to the brig. 2: You get a rubber fish. 3: You get a Babel Fish. Stick THAT in your ear! 4: You get a tricordrazine gumball. You may discard the gumball during a melee to add +2 to your combat total. 5: You get a Steaming cup of freshly brewed Coffie. You gain 1d6 health, this may take you above your maximum. 6: You get a secret decoder ring. the next time you use a room's PUSH function or make a roll for a room, you may add or subtract one from the roll. All items have a weight of 0 and are removed from the game when used. Room 22, the Lavatory: you may use your action to discard any number of cards from your hand, reveal them and put them in the recycling bin. Room 23, Lost and Found: PUSH 1-2: Nothing--It doesn't work. 3-5: Shuffle the cards from the recycling bin and add a random one to your hand(do not look at the cards before choosing) 6: Pick a card and add it to your hand. Room 25, The Casino: Use your action to choose a card in your hand to wager and roll 2d6. If you roll seven or less, you loose. The wagered card is sent to the recycling bin. If you roll eight or higher, keep the card and get a random card from the recycling bin. Room 26, The Zemo Zoo: When here, you MUST roll a d6 before your action phase. 1: the Heebee Jheeebeee Rhino decides to gore you. loose 1d6 health. 2: The vast Gormongon seeks your company. Loose this turn's action phase and your next turn. 3: The terrestrial Marmoset eyes you curiously 4: The symbiotic Technoplant likes you--REALLY likes you. It wraps itself around you and provides a 5-health armor(absorbes five hit points of damage and then perishes) 5: The Phosphorescent Brainhugger leeches onto your head. You may look at any unrevealed item anywhere in the station. 6: Whoops! you let the Betagoola Death Spores loose. They're hungry. Target player of your choice loses 1d6 health. Room 29, The Kitchen: You may spend your action to gain 1d6 health(up to your maximum). Pete gains +3 to combat rolls when in the Kitchen. Room 32, The command Control: PUSH 1: Nothing--You missed the button. 2-3: Low Gravity. Each character gets an extra moovement die. This will overide double gravety. 4-5: Double Gravety. Each characters get only one moovement die. Characters can forgo their action phase to recieve full movement. This overrides Low Gravity. 6: Deactivate all life support. Each character looses 1 health at the beginning of each turn. ~~~Any Character in this room may spend his/her action to reset the controls in this room back to normal. No die roll is neccissary and any above effects cease immediatly.