5
First T ime Play er s
If this is your first time pla ying Comanauts, or there are play ers in your
group that ha ven’t pla yed pre viously , start out your game b y reading
P age 3 of the Adv enture Book.
T o set up a game of Comanauts, follo w these steps:
1. Give each pla yer a pla y er sheet and the default status card listed
on that pla yer sheet. Place that status card f ace down in the spot
pro vided on the play er sheet.
2. Put all of the dice in the dice bag.
3. F orm the vital signs deck b y doing the following:
• Shue the Flatline card with 2 Stable vital signs cards and set
them face do wn next to the pla y area.
• Shue the rest of the vital signs cards and place them face
do wn on top of those 3 cards.
4. F orm separat e piles of the item, hostile, I.D . Entity , a vatar , tot em
and status cards in an easy to reach area. Not e: These cards do
not need to be shued.
5. Separ ate the dierent types of t ok ens into piles and place them
in an easy to reach area.
6. L ook through the I.D . Entity cards and remo ve 2 copies of the
F ear I.D . Entity . Note: If pla ying as a campaign, also remo ve an y
I.D . Entities with stick ers on them. Then shue the I.D . Entities
and rev eal 5. R eturn the rest of the I.D . Entities to the bo x.
7. Collect the comazone cards for each of the rev ealed I.D . Entities.
Randomly choose one t o be the starting comazone. T ur n t o the
page in the A dventure Book list ed on that card.
8. Place all of the collect ed comazone cards in a face up ro w alongside
the Adv enture Book. This ro w of cards is called: The Nexus.
R eturn
the rest of the comazone cards to the bo x.
9. Collect the totem cards that correspond to each comazone in the
Nexus and form a tot em deck. R eturn the rest of the totem cards
to the bo x.
1 0. Set aside the I.D . Entity associated with the starting comazone.
Shue the rest of the previously re v ealed I.D . Entities and dra w
1 . DO NO T LOOK A T IT! This will be the Prime I.D . Entity for this
adv enture. Locat e the 7 digit clue identification code on the
back of that I.D . Entity card, collect and shue the 5 clue cards
that match that code, and place them f ace down on t op of the
Prime I.D . Entity .
11 . Place all remaining I.D . Entities, including the “starting ” one, in
a separat e facedo wn I.D . stack.
1 2. Deal 2 r andom avatar cards f ace down ont o the avatar slot of
each pla yer sheet. DO NO T LOOK A T THEM! Each play er looks
through the remaining a vatar cards, chooses a star ting a vatar ,
places that a vatar on top of the face do wn ones on her pla yer
sheet and places 3 tok ens on it. (Add additional t okens if y our
starting avatar has a bonus.) Aft er all play ers hav e chosen a
starting avatar , return the remaining a vatar cards to the bo x.
1 3. Each pla y er collects her star ting a vatar standee and an y star ting
items list ed on her starting avatar card and equips them. If the
starting comazone is listed as a suspicious comazone on her
starting avatar card, place a suspicious t oken on the a vatar card.
1 4. Choose a pla y er to be the first bookkeeper . Give that pla y er the
bookmark tok en. The bookk eeper tak es the fir st turn and pla y
proceeds clockwise around the table.
15 . Place the sideboard next t o the Adv enture Book and slot the
situation tok en into its slot “saf e” side up.
1 6. R ead the introduction section of the starting comazone in the
Adv enture Book.
10
DURON I NDUSTRI ES
DISTRUST MID 40’S
Martin discovers Lesster is working on a
device similar to the Mobius device. Martin
is determined to beat Lesster to market,
but similarities in their work make Martin
paranoid that his work has been stolen.
When chosen, travel to page 8 1.
4
GUILT TEEN
Martin’s lack of social skills and empathy
sabotages his high school friends group. He’s
his own worst enemy . This plays in Martin’s
mind over and over , damaging his self-worth.
When chosen, travel to page 3 1.
HAT ESPIRE
6
GRIEF 30’S
Martin struggles with loss on two fronts,
and no amount of cowboy bravado can
mask the lack of closure at its heart.
When chosen, travel to page 49.
DUST Y GULCH
8
SELFISHNESS LATE 20 ’S
Martin’s obsession with his life’s work
causes him to neglect those closest to him,
especially Miranda. The more driven he
becomes, the more distance he creates.
When chosen, travel to page 65.
STA R’S EDG E
1
FEAR CHILD
Martin’s hometown. He grew up an only
child in an isolated and unstable home. The
things he witnessed and endured shaped
his life and made him vulnerable to fear.
When chosen, travel to page 5.
PLAINSVIEW
1
5
PLAINSV IEW
Return all dice, except those stored on cards, to
the dice bag. Place or remove suspicious tokens as
appropriate. The bookkeeper passes the bookmark
to the player on her left. Read the follo wing:
“Comanauts, you are now entering a comazone built
on Martin’s early childhood memories, a particularly
dicult zone to stabilize. This is where we believe
Martin began a lifelong habit of succumbing to fear.
This is not particularly surprising if one takes into
account his public comments about his alcoholic
stepfather. If Martin is being held here, help him face
his terror enlarged by radiation exposure.”
Intense nausea seizes you, and when you reopen
your eyes, you find y ourself standing in the backyard
of a modest house. Endless prairie stretches out
around you, broken only by fences and the
occasional building or tree. An old barn sits in the
distance, and eleven pieces of clean laundry flap
nearby on a clothesline. Y ou look up at the sky and
see it is unbroken by clouds, and a feeling of dread
settles upon you, tightening your chest, as if a malign
force is gazing down upon you.
The old house suddenly feels like refuge, and you
open its creaky screen door and step into a homey
kitchen, the scent of freshly baked cookies filling
your nostrils. Aside from the kitchen windows, and
the flickering light of the television in the next room,
the house sits dark and empty like the dead heart of
an enormous beast.
You’v e never been here before, but somehow it is
all familiar.
GOAL: Find out where Martin has gone.
Turn to the next page.
3
5
8
9
10
11
14
15
4
4
4
EQUIPPED I TEMS
IN VEN TORY
DIS TRAUG HT
+
2
DURON INDUSTRIES
Resourceful: Automatically
pass any skill test with Ling
(no dice required).
1 • 5 • 6 • 7 • 9 • 11
LING
SWORD
STEALTHY
+
1
MELEE WEAPON
SWO RD
“You can’t expect to wield
supreme executive power
just ‘cause some watery
tart threw a sword at you!”
SILENT • CUT
1
12
13
13
7
16
EQUIPPED I TEMS
IN VEN TORY
DIS TRAUG HT
+
1
MA RCIA
THE NOSY KIDS
BALANCED
LUCKY PENNY
4 • 6 • 10 • 11
Team Play er: Choose a die on the
group task track. Change that die
to a facing of your choice.
ACCESSORY
Once per roll, this avatar
can re-roll any one or
more purple dice without
spending
.
LUCK Y PENNY
(none)
1
12
13
IN VEN TORY
DIS TRAUG HT
+
1
STAR’S EDGE
SCUTTLEBOT
Precise: Use this ability before
rolling attribute dice for Klink.
If no purple dice are rolled,
add +6 to the total.
1 • 4 • 6 • 7 • 9 • 11
TECH
KLINK
CONSUMABLE
SCUTTLEBOT
During your Perform Actions
step you may choose a door
token or hostile in play .
Discard this card, and remove
that door token or hostile
from play. Y ou cannot loot
the defeated hostile.
TECH • HACK
1
12
13
13
EQUIPPED I TEMS
IN VEN TORY
DIS TRAUG HT
+
2
CPT. C ONTINUUM
OMEGA LEAGUE
TECH
1 • 5 • 6 • 7 • 11
Singularity Beam: Choose a
hostile within 2 spaces of Captain
Continuum. Defeat that hostile,
but do not loot it.
(none)
1
12
13
GAME SETUP