I'll try to summarize the setup. Maybe I can make it more accessible.
This is the ship:
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- -- -- --
- -- Starting Point -- --
- -- -- --
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- -- -- --
- RED POOL -- CENTRAL POOL -- BLUE POOL --
- -- -- --
--------------------------------------------------There are 6 rooms: upper and lower, red, white (I drew it black), and blue.
Each night, you move around the ship to do cool stuff. You do that by playing your three cards that you get randomly. The nine possible cards are:
[A Red], [A Blue], [A Lift],
[B Red], [B Blue], [B Lift],
[C Red], [C Blue], [C Lift].
The second part of the card (Red, Blue, or Lift) is for moving around. Red moves leftwards, Blue moves rightwards, Lift moves up (if you are down) or down (if you are up). The first part is to do an action. When you play a card, you decide whether you use it for the action or for the movement. Say you have the first three cards in the list above and start in the upper white room, then you can play them to move left, then back right, and then downward. Then you're in the lower white room. Probably not a great turn.
Actions do different stuff depending on which room you're in. Each Room has a thing it does when someone plays an A in it, a different thing it does when someone plays a B in it, and a third thing it does when someone plays a C in it. So there are 6 * 3 = 18 different things the ship can do (plus an extra two only scum can use).
Using A and B actions also takes out one energy out of the corresponding pool (when you're in the red room and use an action it takes 1 energy out of the red pool, and accordingly blue room -> blue pool; white room -> central pool.) The Red and Blue pool start with 2 energy and can hold 3; central starts with 3 energy and can hold 5. C Actions are special and don't take energy. If there is no energy left but your action takes one, the action fails. So say there is 2 energy in the red pool and in one night first gkrieg uses it, then LaLight, then I and then faust, that means the pool depletes after LaLight's action and faust's and mine fail. Some of the 18 possible actions replish pools.
Say you have the first three cards again and start in the bottom left (lower red) room. You can play [A - Red] as an
Action, then [A - Lift] as a
Movement, and finally [A - Blue] as an
Action. Then what happen is: you use A in the lower Left Room, move upwards, then use A in the upper Red Room. The two actions each drain one energy from the Red pool.
This table shows which room / Action combination leads to which result
A: 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 |
The S actions are like C except that only mafia can use them.
If you're still following, then you understood the bulk of the setup. The rest is just additional rules and details. Try reading the setup post again and see if it makes sense now.