Roles and Conflicting Objectives
At the start of every session, each player receives a role that defines their goal. The majority are crew members who must finish a list of tasks across the ship. A smaller group receives a different objective that can involve delaying progress or causing minor disruptions. Because the two goals conflict, no one can assume that a helpful-looking player is actually on their side.
Tasks, Movement, and Ship Layout
Crew members move through the ship's rooms and interact with stations to complete jobs such as fixing systems, organizing supplies, or navigating. [IMG_1] Learning the layout matters because efficient movement lets you finish tasks faster and gives you more time to observe others. The task list is the crew's clock; the longer it takes, the more opportunities the hidden roles have to interfere.
Discussion and Voting Rounds
When a disruption occurs or a player calls for a meeting, everyone can share what they saw. These conversations are where the game is won or lost. Players must decide how much to reveal, who to trust, and whether an accusation holds up. After discussion, the group votes on whether to remove someone from the session. A wrong vote weakens the crew, while a correct one can swing the match.
Winning Conditions and Session Flow
A session ends when the primary tasks are finished or the hidden objectives are achieved. That dual win condition keeps both sides active: the crew cannot simply stall, and the disruptors cannot wait forever. Every session offers a fresh scenario, so the same group can play repeatedly without identical outcomes. The space setting provides a clear visual backdrop for the social and strategic play.
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