Space Alert Ship LayoutUpper RedA:
Cop shot (Mafia-Game Action). Costs one energy from
red pool.
B:
Commute shot (Mafia-Game Action). Costs one energy from red pool.
C:
Disable A&B action at Upper Blue on this turn-step (even if the
A/
B action is used earlier in the turn-step order than this
C action). Energy for disabled actions will not be taken from the pool. Does not cost energy.
Upper White (start zone)A:
Tracker shot (Mafia-Game Action). Costs one energy from
central pool.
B:
RB shot (Mafia-Game Action). Costs one energy from
central pool.
C:
Wiggle the Mouse. At least one player must play a
C in this zone at some point in each Space Phase to avoid a computer lock-out. If this condition is not met, actions in one of
upper red/
upper blue will be unavailable the following night (random, announced at start of next day phase).
Upper BlueA:
Weak Visitor shot (Mafia-Game Action). Costs one energy from
blue pool. Weak visitor is not affected at all by the Cop Switch.
B:
Doctor shot (Mafia-Game Action). Costs one energy from
blue pool. Fails if target has gained the use of one or more doctor shots this Space Phase (i.e. doctors cannot target doctors).
C:
Cop Switch Shot (Mafia-Game Action). Flips all cop readings for targeted player; flips all of a cop’s readings if the cop themself is targeted. (Two flips on one target cancel, as do a pair of flips that target the cop and the cop’s target). Note: because this is a
C action, multiple different players may play it successfully per turn-step. However, this is still subject to the constraint that one Mafia-Game Action may be obtained per night per player.
Lower RedA:
Card draw. Target player gains two extra cards the following day. May self-target. Does not draw energy.
B:
Pull up to 3 energy from
central pool to
red pool. (
Red pool can only hold 3).
C:
Deck monitoring: receive information about what deck (upper/lower) the target player was on the moment (in turn order) that this card was played. Does not draw energy. Result returned after resolution phase.
S:
Sabotage: Scum may choose to play this room’s
C action with “Sabotage” as the target. If at least 2
Y C cards are played this way during one Space phase (where
Y is the current number of scums), actions in one of
upper red/
upper blue will cost 2 energy units instead of one for the following night (random, announced at start of next day phase). Use of “deck monitoring” in this turn-step does not block the scum action here.
Lower WhiteA:
Status Print-out. Costs one energy from
central pool. Player receives list of the names of all mafia-game shots gained by players during the night.
B:
Replenish central pool with up to 5 energy.
C:
Block the scum NK, If this action is performed at least
N/2 times (rounded up), where
N is the total number of players alive, the scum NK is blocked in this Space Phase.
Lower BlueA:
Enable card-passing: Target player may send up to two cards from their hand to a single player over the next day phase. Does not draw energy. May self-target. Communicated in QT.
B:
Pull up to 3 energy from
central pool to
blue pool. (
Blue pool can only hold 3).
C:
Zone monitoring: receive information about which zone (
red/
white/
blue) the target player was in the moment (in turn order) that this card was played. Does not draw energy. Result returned after resolution phase.
S:
Secret hatch: Scum may choose to play this room’s
C action with “Secret Hatch” as the target. If at least
Y+1 C cards are played this way during one Space Phase, the scum NK
can reach players on the lower deck during this night's Mafia-Game Action Resolution Phase, where
Y is the number of scum in the game. Use of “zone monitoring” in this turn-step
does not block the scum
C action here.
Clarification for
Lower Red/
Lower Blue C actions: if the target player is ahead of you in turn order, you will know where they moved to this turn; if they are behind you in turn order, you see where they ended the turn before.
Short SummaryA: Cop Shot B: Commute Shot C: Dissable Upper Blue A/B | | | | | A: Tracker Shot B: RB Shot C: Wiggle the Mouse | | | | | A: Weak Visitor Shot B: Doctor Shot C: Cop Switch Shot |
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A: Card Draw B: Pull 3 Energy to Red C: Deck Monitoring S: Sabotage | | | | | | A: Status Print-out B: Replenish Central Energy C: Block NK | | | | | | A: Enable Card-Passing B: Pull 3 Energy to Blue C: Zone Monitoring S: Secret Hatch |