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First Time Players
If this is your first time playing Comanauts, or there are players in your
group that haven’t played previously, start out your game by reading
Page 3 of the Adventure Book.
To set up a game of Comanauts, follow these steps:
1. Give each player a player sheet and the default status card listed
on that player sheet. Place that status card face down in the spot
provided on the player sheet.
2. Put all of the dice in the dice bag.
3. Form the vital signs deck by doing the following:
Shue the Flatline card with 2 Stable vital signs cards and set
them face down next to the play area.
Shue the rest of the vital signs cards and place them face
down on top of those 3 cards.
4. Form separate piles of the item, hostile, I.D. Entity, avatar, totem
and status cards in an easy to reach area. Note: These cards do
not need to be shued.
5. Separate the dierent types of tokens into piles and place them
in an easy to reach area.
6. Look through the I.D. Entity cards and remove 2 copies of the
Fear I.D. Entity. Note: If playing as a campaign, also remove any
I.D. Entities with stickers on them. Then shue the I.D. Entities
and reveal 5. Return the rest of the I.D. Entities to the box.
7. Collect the comazone cards for each of the revealed I.D. Entities.
Randomly choose one to be the starting comazone. Turn to the
page in the Adventure Book listed on that card.
8. Place all of the collected comazone cards in a face up row alongside
the Adventure Book. This row of cards is called: The Nexus.
Return
the rest of the comazone cards to the box.
9. Collect the totem cards that correspond to each comazone in the
Nexus and form a totem deck. Return the rest of the totem cards
to the box.
10. Set aside the I.D. Entity associated with the starting comazone.
Shue the rest of the previously revealed I.D. Entities and draw
1. DO NOT LOOK AT IT! This will be the Prime I.D. Entity for this
adventure. Locate the 7 digit clue identification code on the
back of that I.D. Entity card, collect and shue the 5 clue cards
that match that code, and place them face down on top of the
Prime I.D. Entity.
11. Place all remaining I.D. Entities, including the “starting” one, in
a separate facedown I.D. stack.
12. Deal 2 random avatar cards face down onto the avatar slot of
each player sheet. DO NOT LOOK AT THEM! Each player looks
through the remaining avatar cards, chooses a starting avatar,
places that avatar on top of the face down ones on her player
sheet and places 3 tokens on it. (Add additional tokens if your
starting avatar has a bonus.) After all players have chosen a
starting avatar, return the remaining avatar cards to the box.
13. Each player collects her starting avatar standee and any starting
items listed 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 token on the avatar card.
14. Choose a player to be the first bookkeeper. Give that player the
bookmark token. The bookkeeper takes the first turn and play
proceeds clockwise around the table.
15. Place the sideboard next to the Adventure Book and slot the
situation token into its slot “safe” side up.
16. Read the introduction section of the starting comazone in the
Adventure Book.
10
DURON INDUSTRIES
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 81.
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 31.
HATESPIRE
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.
DUSTY 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.
STAR’S EDGE
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
PLAINSVIEW
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 following:
“Comanauts, you are now entering a comazone built
on Martin’s early childhood memories, a particularly
dicult 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 yourself 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. You 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’ve never been here before, but somehow it is
all familiar.
GOAL: Find out where Martin has gone.
Turn to the next page.
1483501
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5
8
9
10
11
14
15
4
4
4
EQUIPPED I TEMS
IN VEN TORY
DIS TRAUG HT
+
1
MELEE WEAPON
SWORD
“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
ACCESSORY
Once per roll, this avatar
can re-roll any one or
more purple dice without
spending
.
LUCKY PENNY
(none)
1
12
13
EQUIPPED I TEMS
IN VEN TORY
DIS TRAUG HT
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. You cannot loot
the defeated hostile.
TECH HACK
1
12
13
13
EQUIPPED I TEMS
IN VEN TORY
DIS TRAUG HT
1
12
13
GAME SETUP
5

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