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OBJECT OF THE GAME
Comanauts is a cooperative adventure game for 2-4 players. In it, players take on the role of comanauts, explorers who enter the irradiated
dreamscape of Dr. Martin Strobal’s subconscious, in an attempt to rouse him from his coma and save the world.
In each Comanauts game session, players will try to find and defeat the Prime Inner Demon (I.D.) Entity that is currently troubling Dr. Strobal.
To find the Prime I.D., players enter comazones, stable, dreamlike locations within Dr. Strobal’s mind, and try to find the unconscious doctor’s
inner child. Successful interactions with the inner child will provide clues to the Prime I.D.’s secret location. Pay close attention to these clues! The
comanauts will leap from comazone to comazone until they can find the Prime I.D., but if they waste too much time in the wrong comazones, Dr.
Strobal’s subconscious will turn against them and begin to wear them down!
Comanauts can be played as individual sessions or as a campaign game, meaning each game session tells only one part of a multipart narrative.
Each game session focuses on just one of the I.D.s that is currently troubling Dr. Strobal. By playing multiple game sessions and defeating more
I.D.s, players unlock more of the story, and can eventually win the campaign.
1 Rulebook
1 Adventure Book
1 Sideboard
1 Dice Bag
38 Dice
60 Item Cards
11 Totem Cards
6 Environment Cards
22 Avatar Cards
ADVENTURE BOOK
32 Hostile Cards
13 I.D. Entity Cards
55 Clue Cards
11 Comazone Cards
10 Vital Signs Cards
24 Status Cards
4 Rules Reference Cards
4 Player Sheets
22 Avatar Standees
1 Inner Child Standee
1 Adult Martin Standee
4 Magnacycle Standees
30 Hostile Standees
13 I.D. Entity Standees
1 Situation Token
4 Door Tokens
4 Suspicious Tokens
4 Objective Tokens
1 Bookmark Token
30 Clarity Tokens
6 Insight Tokens
5 Fire Tokens
5 Search Tokens
20 Life Force Tokens
1 Campaign Sticker Sheet
20 Standee Stands
COMPONENTS
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.
SIDEBOARD
1. Group Task Track
2. Inner Child Slot
3. Threat Track
4. Enemy Slots
5. The Morass
6. Discard Pool
7. Insight Token Slot
8. Situation Token Slot
PLAYER SHEET
1. Default Status Slot
2. Avatar Slot
3. Clarity Storage Slot
4. Die Storage Slot
5. Equipment Slot
6. Inventory Slot
EQUIPPED ITEMS
IN VENTORY
DISTRAUGHT
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