# 🛠️ DEATH TO DECORUM: THE FACILITY CRAWLER
### Core Rulebook (Prototype Alpha - Revision XII)
Welcome to the facility. Your objective is to navigate shifting corridors, scavenge high-value artifacts, and extract back to the ship before total structural lockdown. All players operate together as a single cooperative unit sharing a communal pool of resources. Trust your crew, manage your payload weight, and remember: in these halls, cards show what is inside a room, not a barrier to entry. Every step forward alters the facility permanently.
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## 📦 I. Complete Component & Print Manifest
### 1. Player Hardware & Time Tracking
* **6 Player Pawns/Meeples:** Distinct colors.
* **1 Ship Card:** The fixed safe zone and storefront tile.
* **6 Dual-Layer Level 1 Backpack Dashboards:** Recessed physical boards tracking Inventory Slots (Weight Limit: 5) and Health (Indented track from 0 to 4 Lives).
* **6 Upgrade Level 2 Cargo Pack Dashboards:** Replaces Level 1. Increases Weight Limit to 8.
* **1 Central Time Tracking Board:** Unified dashboard featuring a Day Tracker, a Critical Faults Track (6 slots), and a Stable Systems Bank (20 slots).
* **1 Opaque Telemetry Bag:** A draw-bag for blind peg pulling.
* **32 Telemetry Pegs:** 20x White Pegs (System Stable) and 12x Red Pegs (System Overload).
* **7 Cylinder Tracking Pegs:** 6x Red Pegs (Player Health) and 1x Black Peg (Day Tracker).
* **80 Currency Tokens (Coins):** Physical punchboard or plastic coins.
* **18 Player Action Cards:** 6 sets of 3: `[ PUSH DEEPER ]`, `[ MOVE ]`, `[ STAY ]`.
* **1 Custom Combat Die (D6):** 🪓 **KILL**, 🏃♂️ **EVADE**, 💥 **TRADE** (Simultaneous Downed State), ☠️ **DIE**.
### 2. The Main Facility Deck (120 Cards Total)
* **70x Loot Cards (Exponential Value):** 40x Tier 1 (3c), 20x Tier 2 (8c), 10x Tier 3 (15c).
* **50x Hazard/Monster Cards:** 25x Tier 1 (1dmg), 15x Tier 2 (2dmg), 10x Tier 3 (3dmg).
### 3. Off-Board Decks
* **10x Monster Reserve Cards:** Tier 3 Apex Stalkers (3dmg). Shuffled in only when Midnight strikes.
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## ⚙️ II. Game Setup
1. Place the **Ship Card** at the far left.
2. Shuffle the **120-card Facility Deck** face-down.
3. Set the **Central Time Tracking Board** nearby. Place the Black peg in the **Day 1** slot.
4. Dump all **32 Telemetry Pegs** into the bag and shake.
5. Each player takes a **Level 1 Backpack**, **Action Cards**, and plugs their Red tracking peg into the **4 Lives** slot.
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## 🗺️ III. The Map & Labyrinth Engine
* **Face-Up:** Active room encounter.
* **Face-Down:** Cleared hallway.
* **Shared Alignment:** New tiles align to adjacent grid edges.
* **Dead End Law:** Cannot advance past end-caps.
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## 🔄 IV. The Play Cycle
### Phase 1: The Telemetry Clock
Draw one peg from the bag:
* ⚪ **White:** Place in **Stable Systems Bank**.
* 🔴 **Red:** Place in **Critical Faults Track**.
* **Midnight Trigger:** If the **4th Red Peg** is placed, the day ends at the end of the current cycle.
### Phase 2 & 3: Commit & Reveal
Secretly select one action; simultaneously flip.
### Phase 4: Resolution Hierarchy
Resolve actions in order: **1. `[ STAY ]` $\rightarrow$ 2. `[ MOVE ]` $\rightarrow$ 3. `[ PUSH DEEPER ]**`.
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## 🗡️ V. Action Resolution & Encounters
* **`[ STAY ]`**: No movement; open trading window.
* **`[ MOVE ]`**: Move 1 tile. Safe during Day; Gauntlet during Midnight.
* **`[ PUSH DEEPER ]`**: Lead Explorer draws; followers move into room.
* *If Loot:* Add to bag; draw replacement floor tile.
* *If Monster:* Roll Combat Die. **KILL** (neutralized), **EVADE** (no damage), **DIE** (damage), **TRADE** (downed + monster neutralized).
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## 🕛 VI. The Midnight Shift
* **Transition:** Keep current board state; shuffle **10 Monster Reserve Cards** into the deck.
* **Roaming Gauntlet:** Every `[ MOVE ]` draws a card from the deck.
* **Absolute Lockdown:** If a 2nd Red Peg is drawn during Midnight (placing the **6th total Red Peg**), the facility freezes. Players not on the **Ship Card** are trapped.
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## 🎒 VII. Inventory & Downed States
* **Weight Limit:** Cannot exceed backpack limit. Items act instantly.
* **Downed:** Pawn flips face-down. Access inventory passively.
* **Body Drag:** Costs 3 weight; pick up teammate.
* **Ship Revivals:** Revive to 4 Life on Ship for 0 Coins (deployment delay).
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## 💰 VIII. Intermission & Corporate Rules
1. **Redeem Loot:** Convert to Coins.
2. **Pay Quota:** Meet the team goal or instant loss.
3. **Clone Fees:** Pay 35 Coins per lost teammate. If the Store subsidizes, bank resets to 0 and store is locked.
4. **Ship Store:** Buy upgrades (irreversible).
5. **Reset:** Clear board; reset pegs to bag; shuffle decks.
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## 📈 IX. Quota & Shop
| Crew Size | D1 Quota | D2 Quota | D3 Quota |
| --- | --- | --- | --- |
| **1-2** | 15c | 30c | 55c |
| **3-4** | 35c | 65c | 110c |
| **5-6** | 55c | 95c | 165c |
* **Level 2 Pack (25c):** +3 Weight Limit.
* **Stun Baton (10c):** Override `[ DIE ]` to `[ EVADE ]`.
* **Gun (15c):** Automatic `[ KILL ]`.
* **Shoes (8c):** Double move; skip Gauntlet on 1st tile.
* **Grappling Hook (10c):** Pull downed player to current tile.
* **Medkit (12c):** Revive downed player to 1 Life.
simulate this gameplay for 2 players