4-player Rules

Playtime: 90 minutes.

When playing with 4 players, 1 player will play as the A.R.K. Agent and the other 3 players will play as the Raxxon Hunters.

Setup

  • When rolling to determine mission objectives, the agent player will roll the die secretly and mark the objectives on her movement sheet. The mission objectives are not placed on the game board and the hunters do not know where the objectives are at the start of the game.

  • The vehicle token starts on space K24 with all 3 hunters in it.

  • The agent player takes 5 equipment cards instead of 3.

  • The agent player starts with 2 additional HP.

Completing Missions

When completing a mission objective in the 4-player game, the agent player places a mission marker red side up onto the game board at that mission objective's location.

Additional Escape Points

The A6 and W6 spaces are also escape points.



5-player Rules

Playtime: 120 minutes.

When playing with 5 players, 1 player will play as the ARK Agent and the other 4 players will play as the Raxxon Hunters. 1 of the hunters will be a traitor and will secretly be on the agent's side.

Setup

  • When rolling to determine mission objectives, the agent player will roll the die secretly and mark the objectives on her movement sheet. The mission objectives are not placed on the game board and the hunters do not know where the objectives are at the start of the game (including the traitor).

  • At the end of setup, the agent player collects the 4 secret role cards. That agent player will look at the role cards and hand each hunter player 1 card face down. Each hunter player looks at his own secret role card. Hunters cannot reveal their secret role.

Secret Role Cards

In the 5-player game, during setup, the hunter players are all dealt 1 secret role card. A hunter player that has the blue Raxxon symbol on his card is loyal to Raxxon and will play as a normal hunter.

The hunter player that has the red A.R.K. symbol on his card is the traitor who is secretly working with the agent player.



Playing as the Traitor

The traitor player's goal is to help the agent player complete her mission and escape. Since the agent player hands each player their role card, she knows which hunter player is the traitor.

Whenever the agent crosses the line of sight of the traitor, the agent is not required to place her last seen marker on the game board. If the agent is visible to the traitor, the agent is also not required to place her visible marker on the game board, but has the option to do so. If the agent is shot by the traitor, she does not lose HP.

Instead she must pretend to mark the damage on her movement sheet. When the traitor uses an ability that would reveal information on the agent, the agent can give false information.

Note: If a non-traitor hunter is in the Tracer vehicle when its motion sensor is activated, the agent cannot give false information.

Vehicle Access

At the start of the hunter players' turns, they may, by majority vote, revoke 1 hunter's access to the vehicle. If the Puppet has his access to the vehicle revoked, he will not be able to use his abilities to affect the vehicle.

Revealing as the Traitor

At any time it may become apparent who the traitor is, such as when the agent becomes visible to a hunter while the agent was secretly in line of sight of the traitor.

At that point, the traitor flips his character card over to the agent side, takes a movement sheet and immediately moves (even if he already took his turn as a hunter). He writes down his first move and removes his figure from the board. The traitor is now a second agent.

He starts with 4 HP and gets to select 2 equipment cards from the cards remaining in the game box. The second agent can now also complete objectives.

Instead of taking a turn as a hunter, the traitor may voluntarily reveal himself and become a second agent as described above.

Additional Escape Points

The A6 and W6 spaces are also escape points.


End of the Game

If either agent loses all of its HP, the hunter players immediately win the game. The agent players win the game if they complete 3 out of the 4 mission objectives and 1 of them escapes before the end of round 40.

If the traitor is never revealed, the agent needs to complete only 2 out of the 4 mission objectives and escape before the end of round 40.


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