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®


“What the hell are you?” – Dutch equal to or greater than their health, then
the player dies and is out of the game. If all
Overview the players die, then the Predator wins. But
Legendary ® Encounters: A Predator™ Deck if even one player survives to complete the
Building Game is really two games in one: final objective, the players win.
You can play as humans working together
to escape and fight off the Predator. Or your
Game Summary: Hunters
group can play as Predators competing to (Players are Predators)
hunt humans and earn the most Honor. In this fully competitive mode, the basic
game mechanisms are the same: 1-5 players
Game Summary: Hunted each start with a Role such as Elder Hunter or
(Players are Humans) Jungle Hunter and a deck of basic cards. Each
In this fully cooperative mode, 1-5 players turn, you’ll add a card from the Prey deck to
each start with a Role such as Tracker or the Wilds. You’ll also play cards to generate
CIA Agent and a deck of basic cards. At Attack and Recruit Points, and at the end of
the start of your turn, take a card from the your turn, any Prey in the Combat Zone will
Enemy deck and place it face down on the strike you.
board to show how a Predator is stalking However, there are several differences: Prey
you in the Wilds. Then play cards from your enter play face up (Predators are good at
hand to generate Attack, Recruit Points, and spotting their prey). There are no Objectives
special abilities. You’ll use Attack to drive off to complete; instead, you’re trying to kill Prey
the Predator or reveal face-down cards in and pass Tests to earn the most Honor. Some
the Wilds. You’ll use Recruit Points to gain Prey will equip Gear cards to become more
new cards for your deck. At the end of your dangerous, and if you’re not careful, you
turn, if there are any Predator cards in the might find yourself in a Trap. Finally, some
Combat Zone, you’ll draw Strike cards and cards allow you to strike and possibly kill a
take damage. rival Predator (and then you can add him to
Whenever your deck runs out of cards, your Trophy Room).
shuffle your discard pile to make a new
deck, including all of the new characters
Your First Game As Humans
For your first game, follow the setup rules
you recruited. This allows your deck to on Page 3, using the specific card stacks
get stronger over time. But beware – the listed there. This will allow you to simulate
Enemy deck also grows in power. You’ll the movie Predator ™ playing as humans.
face tougher enemy cards until the Predator After your first game, you can follow the
finally appears for a final battle. instructions on page 18 to play through
Players must work together to complete Predator 2 ™ as the humans or you can
three Objectives such as “Locate and mix and match Objectives, Characters, and
Wipe Out the Guerrilla Camp” or “Set Locations between both movies. Starting on
Up a Defensive Position.” As the game Page 19 you’ll find instructions on how to play
progresses, the Predator will attack and both movies as Predators.

1
wound the players. If a player takes damage
If You Have Legendary ® • 9 cards labeled No Sport - 1
• 11 cards labeled Payback Time – 2
Encounters: An Alien™ • 13 cards labeled What the Hell Are
Deck Building Game... You? - 3
• 9 cards labeled Drawn By Heat and
You’ll find that the cooperative version of Conflict - 1
Predator is fully compatible with the Aliens • 11 cards labeled This is History – 2
game. You can mix Ripley cards with Dutch • 13 cards labeled A Taste for Beef – 3
cards and build an Enemy deck that has both • 8 Character card pools with the
Xenomorphs and Predators. You can also following labels (each has 14 cards):
play as Predators and compete to hunt Aliens • Woodland – Intel
for Honor. (For rules on combining the two • Woodland – Strength
games, see pages 19 & 27.) • Woodland – Survival
• Woodland – Tech
• Urban – Intel
Sorting Guide • Urban – Strength
You’ll find 700 cards in addition to the Game • Urban – Survival
Mat. Here are some suggestions on how to • Urban – Tech
initially sort your cards. Finally, organize the Hunted cards into the
First, sort the cards into three groups: Starting following groups:
cards, Hunter cards, and Hunted cards. You • 40 cards labeled Enemy Strike
will use the same Starting Cards in both game • 24 cards labeled Young Blood
modes, but you will never mix Hunter cards • 10 cards labeled Avatar
with Hunted cards. Starting cards are called • 10 cards labeled Role
Experience and Brute Strength. There are 60 of • 10 cards labeled Commander
these. • 2 cards labeled Location
Hunter cards come in many varieties, but they • 6 cards labeled Objective
all have special green lettering either in their • 6 Enemy Mini-Decks with the following labels:
name or in the Deck Label at the bottom of the • 9 cards labeled Expendable Assets - 1
card. There are 360 of these. The remaining • 11 cards labeled Flares, Frags, and
cards are for playing as the Hunted. There are Claymores – 2
280 of these. • 13 cards labeled Get to the Choppa! - 3
Next, organize the Hunter cards into the • 9 cards labeled War Zone - 1
following groups: • 11 cards labeled Personal Little War – 2
• 60 cards labeled Prey Strike • 13 cards labeled Other-world Life-form – 3
• 24 cards labeled Mercenary • 8 Character card pools with the
• 20 cards labeled Trap following labels (each has 14 cards):
• 20 cards labeled Test • Blain
• 20 cards labeled Challenge • Dillon
• 20 cards labeled Gear • Dutch
• 8 cards labeled Killer Instinct • Mac
• 5 cards labeled Avatar • Danny
• 5 cards labeled Role
• 6 Prey Mini-Decks with the • Harrigan
following labels: • Keyes

2
• Lambert
Your First Game - Use These Cards
Location: The Val Verdean Jungle
Objective 1/Enemy Deck 1: “Expendable Assets”
Objective 2/Enemy Deck 2: “Flares, Frags, and Claymores”
Objective 3/Enemy Deck 3: “Get to the Choppa!”
Characters: Blain,Dillon, Dutch, Mac (Note: All of these characters have the icon.)
Player Roles: Lieutenant, Tracker, Guerilla, CIA Agent, Radioman (In a four player
game, leave out the Radioman. In a three player game, leave out the CIA Agent and
Radioman, etc.)

3
4
Playing as Humans •

Your Defense Value is only used to attack
other players. (Normally, you won’t want
Game Setup to do this, but when you mix the game
with Aliens, you might find yourself
Player Cards playing against a Traitor or Alien Player.)
Note: If you’ve played Legendary ® Game Stacks
Encounters: An Alien™ Deck Building game, Note: Only the Commander, Strikes, Location,
many of these rules are the same. But be Objective, Enemy, and Barracks spaces are
sure to check out the Young Blood chart, used to set up the game. (Some spaces have
the section called Two Ways to Win, and the two names. The top is playing as Hunters, the
new Keywords. bottom is playing as Hunted.)
Give each player their own personal 12-card Shuffle the 10 Commander cards together
deck made up of these Character cards: and place that stack face down on its
• 7 Experience designated space on the board.
• 5 Brute Strength Avatar Card
Shuffle the 40 Enemy Strike cards together
Each player then
Card #: LEP203
LIEUTENANT Name AVATAR
and place that stack face down on its space on
selects one of the
Game #/Play as: 2 -
HumansCard Frame: the board.
ten Roles and takes
Human Avatar

the appropriate
Card Name: Lieutenant
Type Line: Location and
Objectives
Deck Label: Avatar
The Val Verdean Jungle
Avatar and Role LOCATION

card. (You can Pick one Location and


choose which put it on the
5 Defense
Hazard 1: Ugly
Put the Hazard card beneath your Avatar as a Mark. For each Mark you
have, put the leftmost Enemy or hidden card in the Wilds into the

ones you like or


You start the game with
Command Decisions in your deck.
Location space. Combat Zone.
Hazard 2: Uglier
Same effect.
Hazard 3: Ugliest

randomly deal out 9 Health Avatar


PREDATOR TM & © 2015 FOX. ©2015 UDC. ENCOUNTERS.
Objectives are
Same effect.

PREDATOR TM & © 2015 FOX. ©2015 UDC. ENCOUNTERS.

the Avatars.) marked as either “1”,


The Avatar stays in Command deCisions
Card #: LEP213 Lieutenant
“2”, or “3.” Each game uses exactly one ‘1’,
front of each player
Game #/Play as: 2 -
HumansCard Frame: one ‘2’, and one ‘3’ objective.
Human Role
during the game.
Card Name: Command
Decisions
Pick a ‘1’, a ‘2’, and a ‘3’ and place them on
• Your Health
Type Line: Lieutenant
Deck Label: Role
the Objective space with Objective 1 on the
determines how top and Objective 3 on the bottom. (Players
much strike have to complete Objectives in order, from
damage it takes 0+ Call For Backup: You get +2 .
Objective 1 to Objective 3.)
to kill you. 2
• Your Avatar also 0 Role
PREDATOR TM & © 2015 FOX. ©2015 UDC. ENCOUNTERS.
Card #: LEP193
Game #/Play as: 2 -
Get to the Choppa!
Objective 3
Objective #
determines which HumansCard Frame:
Objective
Flares, Frags, and Claymores ExpEndablE assEts
Role Character card you get. Each player Card Name: Get to the
Choppa!
Card #: LEP192
Game #/Play as: 2 -
Card
Objective 2 #: LEP191
Game #/Play as: 2 -
Objective 1

Type Line: Objective 3


should take that card and add it to their Deck Label: Objective
3 - Predator
HumansCard Frame:
Objective
HumansCard Frame:
Objective

deck as a 13th card. Card Name: Flares,


Frags, and Claymores
Card Name:
Expendable Assets
Type Line:Survive…
Objective: ObjectiveOne Way2or the Other. Type Line: Objective 1
Deck
Event:Label:
El Cazador Objective
Trofeo de los Hombres Deck Label: Objective
a Strike for each Mark you have.
2 Draw
- Predator 1 - Predator

5
Objective: Set up a Defensive Position. Objective: Locate and Wipe Out the Guerrilla Camp.
Event: Right Out From Under Our Noses Event: Better Equipped Every Day
Objective 3 - Predator Put the top card of the Enemy deck into the Hills If the Guerrilla Camp is in the Wilds, move it one
PREDATOR TM & © 2015 FOX. ©2015 UDC. ENCOUNTERS. face down. (It pushes any card there into the space to the right.
Combat Zone.)

Objective 2 - Predator Objective 1 - Predator


PREDATOR TM & © 2015 FOX. ©2015 UDC. ENCOUNTERS. PREDATOR TM & © 2015 FOX. ©2015 UDC. ENCOUNTERS.
The Enemy Deck So when you’re done, you’ll have one Enemy
Each of the Objectives you picked has a deck with the Objective 1 cards on the top
corresponding “mini-deck” of Enemy cards. and the Objective 3 cards on the bottom.
The mini-decks are stacked on top of each Note: Don’t look at the Young Blood
other with Objective 1’s mini-deck on the top cards you shuffle in – it keeps things
and Objective 3’s mini-deck on the bottom. more suspenseful.
Val Verde Guerrilla EVENT

YOUNG BLOOD CHART

PREDATOR TM & © 2015 FOX. ©2015 UDC. ENCOUNTERS.


Card #: LEP225 Card #: LEP223
EnEmy - Human Card #: LEP222

HAZARD!
Game #/Play as: 2 - Game #/Play as: 2 - Game #/Play as: 2 -
Humans HumansCard Frame: Humans
Card Frame: HAZARD
Card Frame: Enemy - Event
Young Young Young
Jungle Card Name: Event Deck Label: Expendable
Number of Special
Card Name: Val Verde Type Line: Event Assets - 1 Bloods in Bloods in Bloods in
Guerrilla Deck Label: Expendable Players Rules
Type Line: Enemy - Hu- Assets - 1 mini-deck 1 mini-deck 2 mini-deck 3
man
Deck Label:
1 0 0 0
Death: If the Guerrilla Camp is in the Wilds, you
2 0 1 2
may move it one space to the left. If it isn’t in the
Wilds, draw a Strike.

Expendable Assets - 1 3 Expendable Assets - 1 Expendable Assets - 1


3 2 3 4
PREDATOR TM & © 2015 FOX. ©2015 UDC. ENCOUNTERS. PREDATOR TM & © 2015 FOX. ©2015 UDC. ENCOUNTERS.

4 4 5 6
There are also 24 Young
One
Blood cards which are Card #: LEP316
Game #/Play as: 2 -
Over Here
EnEmy - HuntEr
5 4 5 6 Preparation
randomly shuffled into the Humans Round*
Card Frame: Enemy -

mini-decks depending on Generic


Card Name: Over Here
*If you’re playing five players, then each player gets
how many players there are. Type Line: Enemy -
Hunter one free “preparation” turn. Take those turns as
(See the Young Blood Chart.) Deck Label: Young
Blood normal except skip the Enemy Phase.

Here’s how to build the Reveal - Wilds: Draw a Strike then turn this
Enemy face down.
Some players enjoy playing solo but
Enemy deck: controlling two Avatars. In this case, use the
• Find Objective 3’s thirteen
1 Young Blood
PREDATOR TM & © 2015 FOX. ©2015 UDC. ENCOUNTERS.

2 Player row in the Young Blood Chart.


card mini-deck. Shuffle in Note: This chart should now also be used for
the proper number of Young Bloods. Then, putting Drones in the Hive deck when playing
put that stack face down on the Enemy Legendary ® Encounters: An Alien™ Deck
space on the board. Building Game and when combining the
• Find Objective 2’s eleven card mini-deck. two games.
Shuffle in the proper number of Young
Bloods. Then, put that stack face down on
top of Objective 3’s mini-deck that’s
already on the Enemy space.
• Find Objective 1’s nine card mini-deck.
Shuffle in the proper number of Young
Bloods. Then, put that stack face down on
top of Objective 2’s and Objective 3’s
mini-decks that are already stacked on the

6
Enemy space.
The Barracks Push Other Cards Forward
There are 8 different Characters in the game If Necessary
with 14 cards each. To build the Barracks, Each of the five spaces in the Wilds can only
pick four Characters (at random or your hold one card. Whenever a card enters a
choice) and shuffle all of those characters’ space in the Wilds, if there’s already another
14 cards together for a total of 56 cards. card there, the existing card gets pushed
one space toward the Hills to make room
for it. So a single card entering the Wilds
Starting the Game sometimes causes several cards to get
• Put the top five cards of the Barracks pushed forward.
into the five spaces of the Headquarters (HQ). • Remember: Only push a card forward if
• Each player shuffles their own personal it needs to move to make room for another
deck of 13 cards and draws a hand of 6 card entering that space.
cards from it. • Cards move the same way whether they’re
• Choose a player to go first. Players take face-down or face-up.
turns in clockwise order.

On Your Turn Card #: LEP316


Over Here
EnEmy - HuntEr

During your turn, complete the


Game #/Play as: 2 -
Humans
Card Frame: Enemy -
Generic

following phases in order:


Card Name: Over Here
Type Line: Enemy -
Hunter
Deck Label: Young

1. Enemy Phase: Draw an Enemy card Blood

(keeping it face down) and add it to Reveal - Wilds: Draw a Strike then turn this
Enemy face down.

1
the Wilds. Young Blood
PREDATOR TM & © 2015 FOX. ©2015 UDC. ENCOUNTERS.

2. Action Phase: Play cards from your


hand, using them to recruit, scan,
and fight. A Card Might Get Pushed to the
3. Strike Phase: Each enemy in the Combat
Zone strikes. Combat Zone
4. Cleanup Phase: Discard your hand and all If a card is on the Hills space and gets
cards played. Then draw six new cards. pushed, it then leaves the Wilds and enters
the Combat Zone. If it’s face-down, then
Enemy Phase: Add an Enemy immediately turn it face up. (See pages 9-10
Card to the Wilds for what happens when a card turns face-up.)
At the beginning of your turn, without The Combat Zone can hold any number of
looking at it, put the top card of the Enemy cards. Each time a new one is added, slide
deck face down into the closest space in the the existing ones over to the right.
Wilds. Here comes the Predator!

7
Action Phase: Play cards from • You get any Attack listed in the Attack
icon on the card, but you don’t have to
your hand, using them to recruit, use that Attack right away.
scan, and fight. • Some cards say something like “2+”
Your deck is made up of Character cards. inside their Recruit or Attack icon.
Here are the different parts of a character: The “2” means that you always get
at least 2 from that card. The “+”
Character Card symbol means you might get more
Recruit Points or Attack based on what
Team Icon Luck is My speciaLty Name
Card #: LEP298
Game #/Play as: 2 -
Lambert
the card says for its special ability.
Character
HumansCard Frame:
Character Name • Keep the cards you play face up in front
Class Icon
Barracks - Uncommon
Card Name: Luck is My
Specialty
of you until the end of your turn.
Type Line: Lambert
Deck Label:
• You don’t have to play every card in your
hand. Some cards are very powerful in the
Recruit Points: right circumstances but risky or even
Use these to recruit
more characters 2 harmful in the wrong ones.
: You may put any number of
the cards you gain this turn on top
of your deck.

Attack: 2 Cost: How many


Use this to scan PREDATOR 2 TM & © 2015 FOX. ©2015 UDC. ENCOUNTERS.
6 Recruit Points it Class and Team Abilities
spaces & kill enemies costs to recruit • Some characters have an ability with a
Special Ability this character Class Icon and a colon, like
: You get +3
• You can only use a Class ability if
you’ve already played another card of
After you add an Enemy card, you play cards
that class earlier in your turn.
from your hand. Some of your cards produce
• A card’s class is shown with the class
“Recruit Points” that let you recruit more
icon on the card’s upper left and also in
characters. Other cards produce “Attack”
the color of the card’s border.
that let you scan spaces and kill enemies.
• You can only use a card’s Class ability once
Some cards give you special abilities like
even if you played two or more cards of
drawing cards or healing.
the required class earlier in the turn.
• Play each card in your hand in any order,
• Some characters have an ability with a
one at a time.
Team Icon such as or .
• Each time you play a card, do what
• These work the same way as Class
that card says immediately. (Some
abilities.
cards say “Once this turn,” which
• A card’s Team icon is on the card’s
means you can wait until a later point
upper left hand corner.
in the turn in order to use that effect.)
•You get any Recruit Points listed in the
Recruit icon on the card, but you
don’t have to use those Recruit Points
right away.

8
Example of a Class Ability: The Door SwingS BoTh wayS
Card #: LEP290
Game #/Play as: 2 -
Harrigan
appears in its place, and then recruit that new
• “The Door Swings Both HumansCard Frame:
Barracks - Uncommon
character if you have enough Recruit Points.
Ways” always gives you Card Name: The Door
Swings Both Ways You can also recruit a Commander from the
2 when you play it. Type Line: Harrigan
Deck Label: Commander stack. To do so, spend 3 Recruit
• If you have already Points and put the top card of the Commander
played another card stack into your discard pile. Commanders always
earlier in the turn, then : Discard any number of cards from
your hand, then draw that many cost 3 Recruit Points, and there are Commanders
you can use the Class 2 cards.

6 for each of the five character classes. (You won’t


ability on “The Door PREDATOR 2 TM & © 2015 FOX. ©2015 UDC. ENCOUNTERS.

know which one you will get until you recruit it.)
Swings Both Ways” to Besides being different classes, Commanders
discard and then draw cards. are identical.
• If you play two copies of “The Door Some special abilities instruct you to “gain”
Swings Both Ways” as your first two a character. Whenever you gain a character,
cards of the turn, then you won’t get to unless the effect says otherwise, it goes to your
use the Class ability of the first one, but discard pile.
you will get to use it on the second one.
How to Scan a Space
Recruiting Characters, Scanning During the game, there will be hidden (face-
Rooms, and Fighting Enemies down) cards in the Wilds. It’s usually a good
In-between playing cards from your hand idea to scan those cards in order to turn them
or after you’ve played all of your cards, you face up. That way, if you find a Predator card,
can recruit any number of characters, scan you can try to kill it before it moves into the
any number of rooms, and fight any number Combat Zone and starts striking you.
of enemies. You can do any or all of that as Each of the five spaces in the Wilds has a Scan
many times as you’re able and in any order. Cost. To scan a space that has a hidden card,
How to Recruit a Character spend Attack equal to that space’s Scan Cost.
The HQ section of the board has five spaces, Then, turn the hidden card face up.
each of which contains exactly one face-up There are also special abilities in the game that
character from the Barracks. let you scan a space. In those cases,
To recruit a character from the HQ, spend you don’t have to pay the Scan Cost to
Recruit Points equal to that character’s cost scan the space.
(found on its bottom right corner) and then
put it into your discard pile. When your deck
runs out and you shuffle your discard pile to
make a new deck, you will soon draw that new
character and be able to use its abilities.
Whenever there is an empty space in the HQ
for any reason, immediately refill it with the top
card of the Barracks face up. For example, you
Turning a Hidden Card Face Up
A hidden card turns face up when its space
might recruit a character, see what new character
is scanned or when it enters the Combat

9
Zone. Depending on what kind of card it is, Event on Objective 2. And if you make it to
different things happen when it’s turned Objective 3, Event cards will trigger the Event
face up. on Objective 3. (See Completing Objectives
on Page 11 for more info on Events)
Revealing an Enemy
Enemies make up the majority of the cards in Revealing a Hazard
the Wilds. They might be human, guerrillas Each Location card has three Hazard abilities
or gang members, or Predator cards. Here numbered 1, 2, and 3. The first time you
are the different parts of an Enemy card: reveal a Hazard card in the game, it triggers
the first Hazard ability on the location. The
Enemy Card second time you reveal a Hazard card, it
Card #: LEP226
Soviet AdviSor
EnEmy - Human
Name triggers the second ability on the location. The
Game #/Play as: 2 -
Humans third time you reveal a Hazard, it triggers the
Card Frame: Enemy -
Jungle
Card Type & third ability on the location.
Card Name: Soviet Descriptor
Advisor
Type Line: Enemy - Hu- Marks
man
Deck Label: Expendable
Each Hazard card becomes a Mark on the
Assets - 1
player who revealed it. This means the
Special Predator is paying special attention to that
Attack: You must
Ongoing: Each Val Verde Guerrilla has +1 .
Ability player. A player can be marked multiple
have this much
Expendable Assets - 1
PREDATOR TM & © 2015 FOX. ©2015 UDC. ENCOUNTERS.
5 Attack in order to kill
times, and many effects refer to marked
this enemy. players. Marks last the whole game unless an
effect removes one.
When an enemy is revealed, it stays where it is
and continues to move through the Wilds the Revealing a Goal or Special Card
same way a face-down card moves. Sometimes you’ll find a Goal or Special card.
Some enemies have “Reveal” abilities. These cards will always have Reveal abilities
When an enemy is turned face up, its that tell you what to do.
Reveal ability triggers once, and then can How to Fight an Enemy
be ignored afterwards. Once an enemy has been turned face up,
Revealing an Event you can fight it. You can fight any number
Each Objective card has an Event ability. of enemies, one at a time, that are in either
When an Event card is revealed, follow the Wilds or the Combat Zone. To fight an
the Event ability located on the current enemy, spend Attack equal to that enemy’s
Objective, and then put the Event card into Attack value in order to kill it. Then, put that
the Discarded Hazards/Events space. card onto the Dead Prey/Enemies space on
At the beginning of the game you’ll be on the board.
Objective 1 so when you reveal an Event card You can only fight an enemy if you have
it will trigger the ability on that objective. enough Attack to kill it. If somehow an
Later in the game, after you’ve completed enemy has 0 Health, it will die immediately
Objective 1, you’ll be on Objective 2, so any when you attack it.
Event cards that get revealed will trigger the After you kill an enemy, if you have more

10
Attack leftover, you can use it to scan rooms Whenever these enemies strike you after you
and/or fight more enemies. drew a strike card, follow the instructions of
Some enemies have a “Death” ability. When their abilities.
that enemy dies, follow the instructions of Some effects allow you to “Avoid” a strike.
its Death ability. In that case, you don’t draw the strike card.
You’ll notice that most Predator enemy cards If you avoid the strike of an enemy with
have names and art themed around one of a Strike ability, then you don’t follow the
its equipment or other characteristics. This instructions of the ability.
represents which tactic the Predator is using
against you. When you kill that card, you’re
Cleanup Phase: Discard Your Hand
not really killing the Predator; instead, you’re and Draw Six New Cards
just driving it off temporarily • At the end of your turn, put all the cards
you played this turn into your discard
Strike Phase: Each Enemy in the pile. Also, discard any cards in your hand
Combat Zone Strikes that you didn’t play this turn. (You can
From right to left, each enemy in the Combat look through your discard pile at any time
Zone strikes you, one at a time. When an to see what’s in there.)
enemy strikes, you must draw a card from • Then, draw six new cards from your deck.
the Strike Deck. • If you don’t have enough cards left in
Most strikes have a damage number. Put your deck and you still need to draw
those strikes next to your Avatar. If you ever more, then shuffle your discard pile to form
have damage greater than or equal to your a new deck. Then draw the rest of the cards
Avatar’s health, then you have died and are you need.
out of the game. You must remove all of your • Don’t shuffle your discard pile into a new
cards from the game. It’s now up to your deck until your deck has completely
teammates to avenge you! run out AND you still need to draw or
reveal more cards from your deck.
Some strikes have additional effects, some
(Sometimes this can lead to your deck
do nasty things instead of causing damage,
being temporarily empty.)
and a few are “Close Calls” (which don’t hurt
at all). Completing Objectives
Some enemies have abilities that let them There are many different types of Objectives.
strike outside of the Strike Phase. This works Some require you to find and reveal certain
just like when an enemy strikes during the cards. Some require you to attach special
Strike Phase – you draw cards to a space in the Wilds. And some
a strike. require you to kill a specific enemy.
Fortunately, some effects allow you to heal The players can only be on one Objective at
strikes. When a strike is healed or otherwise a time. Whenever an Objective is completed,
discarded, put it into the Discarded Strikes immediately put it on the bottom of the three
space on the board. Objective cards. Players can then work toward
Some enemies have a Strike ability. completing the next Objective.

11
Players must always complete Objective 1 Keyword Abilities on Characters
before they can complete Objective 2 and There are several keyword abilities found on
must complete Objective 2 before they Characters:
can complete Objective 3. When the third
Objective is completed, the game is over and
Coordinate
Coordinating allows you to let another
the players have won.
player “borrow” one of your cards. It is
On your first time playing with an Objective, a critical way to help your teammates kill
it might not be immediately clear how to tough enemies. Many Barracks cards and all
complete it. However, you’ll always be Commanders have Coordinate.
able to figure it out as you make your way During another player’s turn, you can
through the Enemy deck. Coordinate with them like this:
Objective Goal Cards • Set aside a Coordinate card in your hand
Some Objectives require Defensive Position
face up, and then immediately draw a new
you to do something with
Card #: LEP229
Game #/Play as: 2 -
Objective 2 - GOal
card to replace it. While it is set aside, it’s
HumansCard Frame:
cards you’ll find in the
Mission considered “out of play.”
Enemy deck.
Card Name: Defensive
Position • That player can now play a virtual copy of
Type Line: Objective 2

These cards are marked as a


- Goal
Deck Label: Flares,
the card you coordinated with them. (See
“Goal” for Objective 1, 2, or
Frags and Claymores
-2
Copying a Card on Page 16)
• At the end of that player’s turn, put the card
Reveal: Move to Operations.

3. If one of these cards has Operations: While the Hills are clear, the team may
discard cards with a printed total of 6 from their

an ability that allows you to


hands to attach this to the Hills and complete
the Objective.
Hills: When a hidden card enters this space, scan it.
you Coordinated into YOUR discard pile.
do something, you can only Flares, Frags and Claymores - 2
You can only Coordinate one card to each
player on their turn. However, multiple
PREDATOR TM & © 2015 FOX. ©2015 UDC. ENCOUNTERS.

use the ability if you’re on


the proper Objective. players can each coordinate one card to the
If a card instructs you to “complete the player whose turn it is in order to give that
objective,” but you haven’t yet completed the player a huge advantage.
previous one, then ignore that effect until you When you Coordinate a card to a player, they
do complete the previous one. can choose not to play a virtual copy of it.
Either way, you still draw a replacement card.
Two Ways to Win
Once you reach Objective 3, you can win by Card #: LEP288
The Speech
Harrigan Card #: LEP201
Commander
PhilliPs

killing the Predator himself. He’s labeled as Game #/Play as: 2 -


HumansCard Frame:
Game #/Play as: 2 -
HumansCard Frame:

“Final Enemy” and you can only fight him Barracks - Common
Card Name: The
Starting Common
Card Name: Com-

once you’ve completed Objective 2. (If you Speech


Type Line: Harrigan
mander
Type Line: Phillips

haven’t completed Objective 2 yet when he Deck Label: Deck Label: Com-
mander

shows up, then you’re probably in trouble.)


Killing the Final Enemy is a Major Victory. Coordinate 2
Each Objective 3 mini-deck also has an 1
Coordinate

alternate way to win. These are labeled as PREDATOR 2 TM & © 2015 FOX. ©2015 UDC. ENCOUNTERS.
1 Commander
PREDATOR TM & © 2015 FOX. ©2015 UDC. ENCOUNTERS.
3
“Minor Goal,” and they allow you to win
a Minor Victory. It’s worse than killing the
Predator, but better than dying.

12
Example of coordinating: It’s Player A’s turn. scan two spaces for free. (Note: It doesn’t
Player B decides to Coordinate the “The matter if someone coordinated a card to you
Speech” card. Player B sets aside the card before or after you played “It Ain’t No Man.”
face up, draws a replacement card, and tells All that matters is if they coordinated with you
Player A they are coordinating with them. before you activate its Call For Backup ability.)
Player C decides to Coordinate as well. Brothers in Arms
Player C sets aside “Commander,” draws a Anytime on the turn you’ve played a card with
replacement card, and tells Player A they are Brothers in Arms, you may activate its ability
coordinating with them. Luck is My speciaLty once. When you do, you get its special text one
Card #: LEP298
Player A now copies both
Lambert

Game #/Play as: 2 -


HumansCard Frame: time for each Barracks character you’ve played
of the Coordinate cards, Barracks - Uncommon
Card Name: Luck is My this turn with a different name from the one on
gaining 1 Attack from the Specialty
Type Line: Lambert the Brothers in Arms card.
first one and 2 Recruit Deck Label:
For example, Player A plays “Bad Idea” which
Points from the second. is a Dutch card. He then plays another Dutch
Even better, because “The 2 card, a Mac card, and two different Blain
Speech” is a card, : You may put any number of
the cards you gain this turn on top
of your deck. cards. He then activates “Bad Idea’s” Brothers
which allows him to trigger 2 6 in Arms ability. Because “Bad Idea” is a Dutch
the class ability on his “Luck
PREDATOR 2 TM & © 2015 FOX. ©2015 UDC. ENCOUNTERS.

card, he counts each character he’s played


is My Specialty” card. other than Dutch. He has played Mac and
At the end of Player A’s turn, the card Blain for a total of two. (The second Blain card
Player B had coordinated goes to Player’s doesn’t help.) “Bad Idea’s” Brothers in Arms
B’s discard pile and the card Player C had ability grants +2 so Player A will gain a
coordinated goes to Player C’s discard pile. total of +4 (two for Mac and two for Blain).
Call for Backup Because each Barracks includes only four
Each Role card has a Call for Backup ability different characters, the best
Card #: LEP278
Bad Idea

that gives you a bonus for each time someone you can get from a Brothers
Dutch

Game #/Play as: 2 -


HumansCard Frame:
coordinates a card to you that turn. When in Arms ability is its effect
Barracks - Uncommon
Card Name: Bad Idea

you play a card with Call for Backup, you may three times. If someone
Type Line: Dutch
Deck Label:

activate its ability only once anytime on that coordinates a barracks


turn. When you do, you get its special text once character you haven’t played
for each time someone has coordinated with you yet this turn, that can help
that turn. your Brothers in Arms
Brothers in Arms: You get +2 .

ability. (Note: Role cards and


1+ 6
For example, it’s Player A’s turn. He plays “It PREDATOR TM & © 2015 FOX. ©2015 UDC. ENCOUNTERS.

Ain’t No Man,” but he doesn’t activate its Call Commanders don’t count
For Backup ability yet. Player B and C each toward Brothers in Arms.)
coordinate a card to him. Player A activates Showboat
his Call for Backup ability which triggers twice Showboat works just like Brothers in Arms
(once for each coordinated card) and reads except for when you choose to activate it.
“Once this turn, you may scan any space.” Instead of counting each other character you’ve
So during this turn, Player A will be able to played that turn, you count each other card

13
of the same character you Now It’s PersoNal
Card #: LEP289 Harrigan
Combat Zone that has Double Strike will
played that turn. Game #/Play as: 2 -
HumansCard Frame: strike you twice, one at a time. You would
For example, Player A plays Barracks - Common
Card Name: Now It’s have to avoid each of those strikes in order
“Now It’s Personal” which
Personal
Type Line: Harrigan not to draw a Strike card.
Deck Label:
is a Harrigan card. He then Runner
plays two other Harrigan At the end of the Enemy Phase, a Runner in
cards that turn. Then, he Showboat: You get +1 . the Wilds will move one space, pushing any
activates the Showboat 2+ card in that space as normal.
ability on Now It’s Personal. 4 PREDATOR 2 TM & © 2015 FOX. ©2015 UDC. ENCOUNTERS.

Because he’s played two


other Harrigan cards that turn, the Showboat Additional Rules
ability gives him +1 twice. “Your Characters”
There’s no limit to how many times you can If an effect refers to “your characters,” this
get a Showboat effect in one turn. includes any character in your hand as well
Note: If you play two copies of the same as any characters you’ve played this turn. The
Showboat card, when you activate them, characters in your deck and discard pile do not
they will each “see” each other. count. Virtual copies of characters (such as a card
Abilities on Enemies that was coordinated to you) also do not count.
Enemy abilities will say when they happen.
For example, some abilities are “Ongoing” “Kill”
which means it’s always on. Some are only In addition to spending Attack to kill enemies,
active while the enemy is in the Wilds. Some there are many effects that say to “kill”
are only in a specific space while some are certain cards. Killed enemies go to the Dead
only in the Combat Zone. Prey/Enemies space, and killed characters
If multiple enemy abilities trigger at the same go to the Dead Characters space. And if
time, resolve them in this order. Go from somehow a Hazard or Event gets killed, put it
right to left in the Combat Zone. Then, go into Discarded Hazards/Events space.
from left to right in the Wilds. If a card says to kill “one of your characters,”
Soviet AdviSor Able to bend light One at a time Val Verde Guerrilla
you can kill a character in your hand or one
you’ve already played this turn. If you kill one
Card #: LEP226 EnEmyCard
- Human #: LEP255 Card #: LEP233
EnEmy - HuntEr Card #: LEP225
EnEmy - HuntEr EnEmy - Human

Game #/Play as: 2 - Game #/Play as: 2 - Game #/Play as: 2 - Game #/Play as: 2 -
Humans Humans Humans Humans

you’ve already played this turn, you still get


Card Frame: Enemy - Card Frame: Enemy - Card Frame: Enemy - Card Frame: Enemy -
Jungle City Jungle Jungle
Card Name: Soviet Card Name: Able to Card Name: One at a Card Name: Val Verde
Advisor Bend Light Time Guerrilla
Type Line: Enemy - Hu-
man
Deck Label: Expendable
Type Line: Enemy -
Hunter
Deck Label: Personal
Type Line: Enemy -
Hunter
Deck Label: Flares,
Type Line: Enemy - Hu-
man
Deck Label:
to use the Recruit Points, Attack, and special
Assets - 1 Little War - 2 Frags and Claymores
-2 abilities the character produced, including
Ongoing: Each Val Verde Guerrilla has +1 . Wilds: This Enemy can’t be fought by
Marked players.
Combat Zone: When any player draws a
Close Call, they draw another Strike.
Death: If the Guerrilla Camp is in the Wilds, you
may move it one space to the left. If it isn’t in the
Wilds, draw a Strike. Once this turn abilities. Killed characters
Expendable Assets - 1
PREDATOR TM & © 2015 FOX. ©2015 UDC. ENCOUNTERS.
5 Personal Little War - 2
PREDATOR 2 TM & © 2015 FOX. ©2015 UDC. ENCOUNTERS.
5 Flares, Frags and Claymores - 2
PREDATOR TM & © 2015 FOX. ©2015 UDC. ENCOUNTERS.
7 Expendable Assets - 1
PREDATOR TM & © 2015 FOX. ©2015 UDC. ENCOUNTERS.
3 also still count for the purposes of triggering
another card’s Class or Crew ability.
Some enemies also have keyword abilities: Killing starting cards (Experience and Brute
Strength) can actually be good for you
Double Strike because it means you will draw your more
During the Strike Phase, an enemy in the powerful characters more often instead of

14
those weaker ones. You can’t kill a virtual card Special Abilities On Cards
(i.e. a card someone coordinated to you). • Cards can override the rules of the game.
“Gaining” Cards • If one card says you can’t do something
Whenever you gain a card, put it into your while another tells you to do it, “can’t”
discard pile. After you shuffle your deck, beats “can.”
you’ll be able to draw that new card. • If a card tells you to do something, but you
can’t do all of it, then do as much as you
Running Out of Cards in the can. For example, if a card tells you to
Enemy Deck discard two cards from your hand, but
Sometimes the Enemy deck will run out you only have one card, then just discard
while the players are struggling to defeat the the one card.
Final Enemy. If you need to add an Enemy • If a card requires a choice, but it’s not clear
card and the deck is empty, then take all of who should make the choice, then the
the dead Enemies and shuffle them together player whose turn it is makes the choice.
to make a new Enemy deck. (Do not shuffle • If a card instructs “you” to do something,
in any discarded Events, Hazards, Goals, or but you’re not sure to whom it refers, it
Special cards. Shuffle in only Enemies.) refers to the player whose turn it is.
In the unlikely event that the Enemy deck
runs out a second time, your time is up,
“Show” a Card
This just means to show the other players
and the Predator kills everyone. (As stated
that you have a particular card in your hand
above, this happens when you need to add a
or in play in front of you. You don’t have to
Enemy card, but there isn’t one left.)
play or discard the card.
Running Out of Cards in the Barracks “Once this turn”
If the Barracks runs out, keep playing I See You
Most card abilities take Card #: LEP282 Mac

normally except that the HQ will no longer Game #/Play as: 2 -

place immediately when HumansCard Frame:

refill. Once there are no longer cards in the Barracks - Uncommon

you play the card. However,


Card Name: I See You

HQ, you will no longer be able to recruit Type Line: Mac


Deck Label:
some say “Once this turn”
characters (other than Commanders).
which means that you can
Running Out of Cards in the choose to use that ability
Commander Stack later on during your Action Brothers in Arms: Once this turn, you may
heal a Strike from any player.

If this stack runs out, keep playing normally Phase instead of right away. 2 5
except that you will no longer be able to However, once you get to the PREDATOR TM & © 2015 FOX. ©2015 UDC. ENCOUNTERS.

recruit Commanders. Strike Phase part of the turn


it’s too late to use it.
Running Out of Cards in the
Strike Deck “Avoid any one Strike”
If you get to Avoid any one Strike, you can
When this deck runs out, immediately
skip drawing a strike once during that turn. It
shuffle all of the discarded strikes to make
could be from an Enemy striking during the
a new Strike Deck. If a player is killed, their
Strike Phase or another effect like an Event. If
strikes go to the discarded strike pile.

15
you choose to avoid a strike from an enemy “Clear” Space
with a Strike special ability, then that special A space is considered “clear” if there is no card
ability won’t occur. in that space. A space that has an attached card
“Cancel a Strike” can still be clear if there is no other card in it.
Some strike cards give you a chance to cancel Copying a Card
them after you’ve drawn them before they tak Some effects allow you to play a virtual copy
effect. When you cancel a strike, discard it, of a card. When you copy a card, pretend as
and it’s like the strike never happened. though you just played that card. You get all
“Next Player” of its Recruit Points, Attack, Class and Team
Some effects refer to the next player. Usually Symbols, and special abilities. You can’t kill a
this means the player who is next to act. virtual card.
However, if there’s only one player left in “Pay or Abilities”
the game (whether because you’re playing Some cards allow you to “pay” or in
solo or because everyone else is dead), then order to get an effect. In this case, just spend
“next player” refers to you. For example, if the amount and follow the instructions. The
an effect says “you and the next player each or you spent is gone and can’t be used
draw a strike,” you would draw two strikes. for anything else.
Enemy gets -1 Health Enemies in Front of Players
Some effects reduce an enemy’s health. It Sometimes an enemy might end up in front
can never go below 0. When you fight an of you instead of in the Wilds or Combat
enemy who has its health is 0, you can kill it Zone. In that case, you can’t play effects to
without spending any Attack. move that enemy.
“Attach” to a Space Deck Labels
Some cards tell you to “attach” to that space. Most cards in the game have a label on
In this case put it in that space of the Wilds, them that makes it easier to tell where
but slide it up a bit. This way, other cards can a card belongs. This is especially useful
still go into that space on top of the attached when you’re cleaning up and reorganizing a
card, but the attached card’s name is still finished game.
visible. Attached cards don’t move from their
attached space unless a game effect forces Card #: LEP223
EVENT
Card #: LEP229
Defensive Position
Card #: LEP098
Objective 2 - GOal
Just a scratch
Card #: LEP301Damage Strike
Flesh Wound
Strike
Game #/Play as: 2 - Game #/Play as: 2 - Game #/Play as: 1-
them to.
Game #/Play as: 2 -
HumansCard Frame: HumansCard Frame: PredatorsCard Frame: HumansCard Frame:
Guerrilla Camp
Card #: LEP224 Objective 1 - GOal Event Mission Predator Strike Human Strike
Game #/Play as: 2 -
Card Name: Event Card Name: Defensive Card Name: Just a Card Name: Flesh
HumansCard Frame:
Mission Type Line: Event Position Scratch Wound
Card Name: Guerrilla Deck Label: Expendable Type Line: Objective 2 Type Line: Damage Type Line: Strike
Camp Assets - 1 - Goal Strike Deck Label: Enemy
Type Line: Objective 1
- Goal
Deck Label: Flares, Deck Label: Prey Strike Strike
Deck Label: Expendable Frags and Claymores
Assets - 1 -2 Reveal: Move to Operations.
Reveal: Attach to the River. Then move it one space to
the right for each discarded Event.
Operations: While the Hills are clear, the team may
Wilds: While this space is clear, pay 1 discard cards with a printed total of 6 from their
Wipe out the Guerrilla Camp (discard it) and hands to attach this to the Hills and complete
complete the Objective.
the Objective.
Hills: When a hidden card enters this space, scan it.
Expendable Assets - 1
PREDATOR TM & © 2015 FOX. ©2015 UDC. ENCOUNTERS.
Expendable Assets - 1
PREDATOR TM & © 2015 FOX. ©2015 UDC. ENCOUNTERS.
Flares, Frags and Claymores - 2
PREDATOR TM & © 2015 FOX. ©2015 UDC. ENCOUNTERS.
Prey Strike
PREDATOR TM & © 2015 FOX. ©2015 UDC. ENCOUNTERS.
2 Enemy Strike
PREDATOR TM & © 2015 FOX. ©2015 UDC. ENCOUNTERS.
1

16
Timing Teams
If a card tells multiple players to do
something at the same time, the player Dutch’s Team: “So why don’t you use
whose turn it is does it first. Then, the other the regular army? What do you need us for?”
players go in clockwise order. “’Cause some damn fool accused you of
If multiple cards are moved to the Combat being the best.” – Dutch and Dillon
Zone at the same time, then turn the first one
face up (if necessary), and resolve any Reveal
triggers or its Hazard or Event ability. Then, Harrigan’s Squad:“This is what I call
turn the next card face up, and so on. the speech, kid. It’s the only one I got and
If multiple effects occur at the same time, and I only give it once, so pay attention. ‘Til
it’s not clear what order to resolve them in, now, it’s all been fun and games. Cops and
the player whose turn it is chooses the order. robbers, Dunkin Donuts. But you’re in the
shit now. Metro Command is a war zone.”
– Lt. Mike Harrigan
Character Classes
Intel cards are the best at gaining Jungle Hunter:“Only in the hottest
information and drawing cards. years this happens. And this year, it grows
hot. We begin finding our men. We found
Leadership cards help the team and them sometimes without their skins... and
are good at gaining characters. sometimes much, much worse. ‘El cazador
trofeo de los hombres’ means the demon
Strength cards are good at fighting who makes trophies of men.” – Anna
enemies (and gain Honor if you’re a predator).

Survival cards can avoid drawing City Hunter:“There’s no stopping what


strikes and can heal. can’t be stopped. No killing what can’t be
killed. This thing that’s killing your people
Tech cards can do a variety of weird and mine is from the other side. I can feel
and powerful effects like skipping the enemy him all around. You can’t see the eyes of the
phase by putting a card from your discard demon, until him come callin’. This is dread,
pile on top of your deck. man. Truly dread.”
– King Willie.

Adjusting Difficulty
The game can be very hard, especially
for newer players. Some Objectives and
Locations are harder than others, and some
combinations of characters and roles work
better than others. In addition to trying out

17
different combinations, here are some ways Scoring
to make the game easier or harder. If you’d like to keep score for your games,
To make the game easier, do one or more use these rules.
of these: • If the players lose, they score 0 points.
• During Setup, shuffle extra Young Blood • If the players win by killing the Final
cards into each Enemy mini-deck. Young Enemy (a Major Victory), they score 5
Bloods are weaker than normal Enemy points plus 1 point for each player
cards so the more Young Bloods you use, that survived.
the easier the game. We recommend • If the players win by a Minor Victory, they
starting with one extra Young Blood per score 1 point for each player that survived.
mini-deck.
• Treat each player’s Defense value as Playing Through the Movies
extra Health. We suggest playing through the movies
• Give each player one (or two) free before you start mixing Barracks or Enemy
“preparation” turns where they get to skip decks. To do so, use the following cards:
the Enemy Phase. (Note: If you are playing Predator™
with five players, each player automatically • Location: The Val Verdean Jungle
gets a preparation turn.) • Objective 1 / Enemy Deck 1: Expendable
To make the game harder, do one or more Assets
of these: • Objective 2 / Enemy Deck 2: Flares, Frags
• During Setup, don’t shuffle in as many and Claymores
Young Blood cards. The fewer there are, • Objective 3 / Enemy Deck 3: Get to
the harder the game. We recommend the Choppa!
starting by removing one Young Blood per • Characters: Blain, Dillon, Dutch, Mac
mini-deck. Note: All of these characters have the icon.
• During Setup, put cards from the Enemy Player Roles: Lieutenant, Tracker, Guerilla,
deck face down into the Wilds. The more CIA Agent, Radioman
cards, the harder the game.
Predator 2™
• Location: The Streets of Los Angeles
Optional Rule: All or Nothing • Objective 1 / Enemy Deck 1: War Zone
With this variation, the game ends shortly • Objective 2 / Enemy Deck 2: Personal
after one player dies. If a player is killed, Little War
finish the current turn. Then, each surviving • Objective 3 / Enemy Deck 3: Other-World
player gets one more turn. If the players Life-Form
haven’t won the game by the end of that last • Characters: Danny, Harrigan,
turn, then they lose. (This rule makes the Keyes, Lambert
game harder and avoids a player needing to Note: All of these characters have the icon.
sit out for a while due to an early death.) Player Roles: Detective, Swat Officer, O.W.L.F.
Agent, Gangster, Reporter

18
Combining Predator™ with “Avoid the next Strike” abilities as “Avoid any
one Strike.”
Aliens™
You can combine both Legendary ® Game Term and Board Conversions
Encounters games by doing the following: • Specialist = Experience
Setup • Grunt = Brute Force
1. Choose which board to play on. (This • Sergeant = Commander
won’t affect gameplay.) • Hive = Enemy
2. Give each player a starting deck of 7 • Complex = Wilds
Experience or Specialists and 5 Brute • Room = Space
Force or Grunts. • Drone = Young Blood
3. Use either Commanders or Sergeants. If a card references a space on the board you’re
4. Use a Location from either game. not using, then treat it as though it refers to the
5. Use any three Objectives and their mini- equivalent space on your board:
decks as long as there’s an Objective 1, • Airlock = Hills
Objective 2, and Objective 3. • Ruins = Med-Lab
6. Use either Drones, Young Bloods, or both • River = Weapons Locker
when making the Enemy deck. • Graveyard = Power Station
7. Choose either of the games’ Strike Decks. • Undergound = Ventilation Shafts
8. Put the Hatchery Facehuggers and
Chestbursters on the Hatchery.
9. Choose any four characters to make
the Barracks.
10. Each player gets an Avatar from either
Playing as Predators
game and its role card. Game Setup
Many of the basic game concepts and rules are
Special Rule: Marks the same when playing as Predators. This section
If you’re playing with a Location from Aliens,
will go over what’s different and what’s new. The
whenever you reveal a Hazard and follow the
biggest change is that instead of working together
instructions, the player whose turn it is then
to fight the Predator, the players are now rivals,
puts the Hazard card next to his Avatar. It counts
competing to earn the most Honor.
as a “Mark.” But if the Hazard’s instructions
Note: Other than the starting cards (Experience
say to put the Hazard somewhere else, like in
and Brute Strength), all cards for this game mode
someone’s deck or back into the Hive, then do
have green names or deck labels.
that instead of having it Mark a player.
Special Rule: Avoid the Next Strike Player Cards
Give each player their own personal 12-card
and Avoid any One Strike deck made up of these character cards:
In Aliens, there are cards that let you avoid • 7 Experience
“the next strike.” In Predator, similar cards • 5 Brute Strength
let you choose which strike to avoid. (This is Each player then selects one of the five
useful if you want to avoid an enemy with a Predator Roles and takes the appropriate Role

19 Strike ability.) When mixing the games play


Avatar and Role Card. (You can choose which together, and place that stack face down on
ones you like or you can randomly deal out its space on the board.
the Avatars.) Your Avatar works the same way There are no Locations or Objectives in this
in this game mode except that each Avatar is mode. Instead, shuffle the 20 Gear cards and
also worth an amount of Honor and has an 20 Trap cards separately, and place them on
Initiative Number which tells you which player their respective spaces.
goes first. Set aside the Tests and Challenges. They won’t
Jungle Hunter Name
Card #: LEP087
Game #/Play as: 1-
AvAtAr - 7
be used until after you’ve played a few games.
PredatorsCard Frame:
Initiative Number
Predator Avatar
Card Name: Jungle
The Prey Deck
Hunter
Type Line: Avatar - 7
There are six Prey mini-decks, each labeled
Deck Label: Avatar “1,” “2,” or “3.” During the game, three
mini-decks are stacked on top of each other
with the “1” deck on top and the “3” deck on
Text You start the game with
Like a Chameleon in your deck.
3 Defense the bottom.
3 11 Health
Honor Value
Avatar
PREDATOR TM & © 2015 FOX. ©2015 UDC. ENCOUNTERS.
Soviet AdviSor Blain Mac
Card #: LEP226 Card #: LEP047
EnEmy - Human Card
Worthy Prey -#: LEP054
human Worthy Prey - human

Game #/Play as: 2 - Game #/Play as: 1- Game #/Play as: 1-


Humans Predators Predators
Card Frame: Enemy - Card Frame: Prey - Card Frame: Prey -
Jungle Jungle Jungle

Trophy Room Card Name: Soviet


Advisor
Type Line: Enemy - Hu-
Card Name: Blain
Type Line: Worthy Prey
- Human
Card Name: Mac
Type Line: Worthy Prey
- Human
Leave space next to your Avatar for your man
Deck Label: Expendable
Deck Label: Payback
Time - 2
Deck Label: What the
Hell Are You? - 3
Trophy Room. You’ll put each Trophy you Assets - 1

collect (Prey, Gear, Traps, etc.) there face up Ongoing: Each Val Verde Guerrilla has +1 . Strike: Draw another Strike. Wilds: When another Prey is killed, move Mac

– where they’re worth Honor. You can look Death: Draw a Strike. to the Combat Zone.
“Payback time.”

through your Trophy Room at any time, but Expendable Assets - 1


PREDATOR TM & © 2015 FOX. ©2015 UDC. ENCOUNTERS.
5 2 Payback Time - 2
PREDATOR TM & © 2015 FOX. ©2015 UDC. ENCOUNTERS.
7 3 What the Hell Are You? - 3
PREDATOR TM & © 2015 FOX. ©2015 UDC. ENCOUNTERS.
8
other players can’t.
There are also 24 Mercenary cards which
Game Stacks are randomly shuffled into the mini-decks,
Shuffle the 8 Killer Instinct cards together, depending on how many players there are.
and place that stack face down on its space (See the Mercenary Chart on Page 21.)
on the board.
Shuffle the 60 Prey Strike cards Card #: LEP079
Drifter
Prey - Human

Game #/Play as: 1-


Predators
Heavy MacHine Gun Poison TraP
Card #: LEP175 Card
GEAR #: LEP117 trap Card Frame: Prey -
Game #/Play as: 1- Game #/Play as: 1- Generic
PredatorsCard Frame: PredatorsCard Frame: Card Name: Drifter
Gear - Generic Trap Type Line: Prey - Human
Card Name: Heavy Card Name: Poison Deck Label: Mercenary
Machine Gun Trap
Type Line: Gear Type Line: Trap
Deck Label: Gear Deck Label: Trap

Underground: This Prey can’t be fought.

Ongoing: This Prey has +2 . Ongoing: You can’t Heal Damage. 1 Mercenary
PREDATOR TM & © 2015 FOX. ©2015 UDC. ENCOUNTERS.
2
4
20
1 Gear
PREDATOR & PREDATOR 2 TM & © 2015 FOX. ©2015 UDC. ENCOUNTERS.
1 Trap
PREDATOR TM & © 2015 FOX. ©2015 UDC. ENCOUNTERS.
Here’s how to build the Prey deck: features one of the four different classes:
• Choose three Prey mini-decks (one “1”, Intel, Strength, Survival, and Tech.
one “2”, and one “3”) Note: There are no Leadership cards when
• Shuffle the proper number of Mercenaries playing as Predators.
into each one separately. To build the Armory, pick four groups (at
• Then, put the “3” mini-deck on the Prey random or your choice,) and shuffle all of
space on the board. those cards together for a total of 56 cards.
• Then, put the “2” mini-deck on top of the “3.” (You can pick four different classes or double
• Then put the “1” mini-deck on top of the “2.” up on one or two of them.)
So when you’re done, you’ll have one Prey
deck with the “1” mini-deck on the top and Starting the Game
the “3” mini-deck on the bottom. • Put the top five cards of the Armory into
Note: For your first game as Predators, we the five spaces of the Headquarters (HQ).
recommend playing through the first movie. • Each player shuffles their own personal
(See page 26) deck of 13 cards, and draws a hand of 6
cards from it.
MERCENARY CHART
• The player with the lowest Initiative
Mercenaries Mercenaries Mercenaries number (found on their Avatar) will go first.
Number of Special
in in in
Players mini-deck 1 mini-deck 2 mini-deck 3 Rules then play proceeds clockwise.
1 0 0 0 On Your Turn
During your turn, complete the following
2 0 1 2
phases in order:
3 2 3 4 1. Prey Phase: Draw a Prey card, and add it
4 4 5 6 to the Wilds face up.
2. Action Phase: Play cards from your hand,
One
5 4 5 6 Preparation using them to recruit cards, fight prey, and
Round* avert danger.
3. Strike Phase: Each Prey in the Combat
* If you’re playing with five players, each player Zone strikes.
gets one free “preparation” turn. Take those turns as 4. Cleanup Phase: Discard your hand and all
normal except skip the Prey Phase. cards played, and then draw six new cards.
Some players enjoy playing solo but
controlling two Avatars. In this case, use the
Prey Phase: Add a Prey Card to
2-Player row in the Mercenary Chart. the Wilds
This Phase works just like in the other mode
The Armory with one big exception: Prey cards are revealed
Predator character cards go into the Armory.
immediately and enter the Wilds FACE UP.
They represent a Predator’s equipment
(With a few exceptions, you won’t need to scan
and skills.
hidden cards when playing as Predators.)
There are eight different groups of Armory There are three different types of cards in the
cards, each with 14 cards. Each group is Prey deck: Prey, Gear Up and Danger.

21
labeled either “Woodland” or “Urban” and
Blain Gear Up Danger Heavy MacHine Gun
Card #: LEP047 Card #: LEP052
Worthy Prey - human Card #: LEP068 Card #: LEP175 GEAR
Game #/Play as: 1- Game #/Play as: 1- Game #/Play as: 1-
Predators
Card Frame: Prey -
PredatorsCard Frame:
Gear Up - Rare - Jungle
PredatorsCard Frame:
Danger - City
Game #/Play as: 1-
PredatorsCard Frame: and the active player must draw
Gear - Generic
Jungle
Card Name: Blain
Card Name: Gear Up
Type Line:
Card Name: Danger
Type Line:
Card Name: Heavy
Machine Gun
a Trap card and place it in front of
Type Line: Worthy Prey
- Human
Deck Label: What the
Hell Are You? - 3
Deck Label: A Taste for
Beef - 3
Type Line: Gear
Deck Label: Gear
him face up.
Deck Label: Payback
Time - 2 When you draw a Trap, it takes
effect immediately. Traps range
Strike: Draw another Strike.
Death: Draw a Strike.
Ongoing: When this enters the Combat Zone,
discard it and draw a Trap. Ongoing: This Prey has +2 from annoying to deadly. A trap
.

2 Payback Time - 2 7 What the Hell Are You? - 3 3 A Taste for Beef - 3 6 remains in front of you until you
1
spend to disable it and put it
PREDATOR TM & © 2015 FOX. ©2015 UDC. ENCOUNTERS. PREDATOR & PREDATOR 2 TM & © 2015 FOX. ©2015 UDC. ENCOUNTERS. PREDATOR TM & © 2015 FOX. ©2015 UDC. ENCOUNTERS.
Gear
PREDATOR & PREDATOR 2 TM & © 2015 FOX. ©2015 UDC. ENCOUNTERS.

Honor Value into your Trophy Room. (Showing


resolve by averting danger and disabling
Revealing a Prey traps gains you Honor.)
When you reveal a Prey, it enters the
Underground, pushing other cards as Action Phase: Play Cards from your
normal. Some Prey are labeled “Worthy Hand, using them to Recruit
Prey,” and one per game is labeled “Ultimate Characters, Fight Prey, etc.
Prey.” Some cards reference those terms. Predator character cards work the same way
Revealing a Gear Up as human character cards: You’ll play them to
When you reveal a Gear Up, it doesn’t enter get , , and special abilities, and you can
the Wilds. Instead, discard it, and draw the trigger special abilities by matching icons.
top card of the Gear stack. Attach the new
card face up to the closest Prey to the Prey Card #: LEP023
HolograpHic Map projector
Card #: LEP026
Urban - Intel
Shiplink
Urban - Intel

deck. (The Underground is the closest space. Game #/Play as: 1-


PredatorsCard Frame:
Game #/Play as: 1-
PredatorsCard Frame:

If there are no Prey in the Wilds, then attach Armory - Common


Card Name: Holo-
Armory - Rare
Card Name: Shiplink

it to the leftmost Prey in the Combat Zone.) If graphic Map Projector


Type Line: Urban - Intel
Type Line: Urban - Intel
Deck Label:
Deck Label:
there are no Prey at all, then leave the Gear
in the Underground, and attach it to the next
Prey to enter that space. : When you draw a new hand at the Activate: Each other Predator

Gear cards grant abilities to Prey. A Prey can end of your turn, draw an extra card. reveals their hand and discards
each Starting, Role, and Killer

2 2 3 Instinct card in their hand.

7
have multiple Gear. If two or more Gear on a PREDATOR 2 TM & © 2015 FOX. ©2015 UDC. ENCOUNTERS. PREDATOR 2 TM & © 2015 FOX. ©2015 UDC. ENCOUNTERS.

Prey have an ability occur at the same time,


the first Gear it found goes first. Some cards say “Activate:” This means you
Revealing a Danger can choose to activate that card anytime after
Danger cards represent tricks and other you’ve played it to get that text during your
defensive maneuvers your prey has set up to Action Phase.
trap you. Danger cards enter the Wilds and Recruiting a character card works the same
move just like a Prey. However, they can’t way in both game modes.
be fought. Instead, you can pay to avert a Fighting a Prey works the same way in both
Danger and put it into your Trophy Room. modes except for when you kill a Prey, put
However, if a Danger card ever enters the it next to your Avatar in your Trophy Room.
Combat Zone, it is immediately discarded, If that Prey had any Gear, you also put those

22
into your Trophy Room. Healing Damage and
You can spend to avert a Danger in the Restoring Honor
Wilds or to disable a Trap in front of you. In Healing works a little
both cases, you put the card into your Trophy
Gauntlet Plasma Bolt
Card #: LEP033
different when playing as
Urban - SUrvival

Game #/Play as: 1-

Room. a Predator. Many cards


PredatorsCard Frame:
Armory - Uncommon
Card Name: Gauntlet
Some effects may cause a card to turn face have the keyword “Heal” Plasma Bolt
Type Line: Urban - Sur-
down in the Wilds. In this case, you spend followed by a number. vival
Deck Label:
to scan spaces the same way you’re Each time you play one,
used to. you’ll accumulate points of
Strike Phase: Each Prey in the Healing (the same way you
Heal 2
Activate: You may kill this card. If you do,
avert a Danger or disable one of
3 6 your Traps.

Combat Zone Strikes accumulate or ). PREDATOR 2 TM & © 2015 FOX. ©2015 UDC. ENCOUNTERS.

Prey cards strike from the Combat Zone the You can spend those points
same way as in the other mode. during your Action Phase
When playing as Predators, there are two to heal that much damage. When you heal
types of Strikes: Damage and Dishonor. all the damage from a Strike, discard it. You
can’t partially heal the damage from a Strike;
Damage strikes work as usual: If you ever it’s all or nothing.
have damage equal to or greater than your For example, let’s say you have the
Health, you die. following Strikes:
Dishonor strikes won’t kill you. Instead, they Card #: LEP097
Flesh Wound
Damage Strike

go next to your Avatar, and at the end of the Gotta Hand it to ‘Em
Game #/Play as: 1-
PredatorsCard Frame:
Just a scratch
Predator Strike
game they subtract from how much Honor
Card #: LEP099 Card
Damage #: LEP098
Strike Damage Strike Flesh Wound
Game #/Play as: 1- Game #/Play as: 1- Card #:Flesh
Card Name: LEP097 Damage Strike

PredatorsCard Frame: PredatorsCard Frame: WoundGame #/Play as: 1-


you’ve earned. Predator Strike
Card Name: Gotta
Predator Strike
Card Name: Just a
PredatorsCard
Type Line:
Strike Predator
Damage Frame:
Strike Flesh Wound
Card #: LEP097
Note: Once you draw a fatal Strike, you
Damage Strike
Hand it to ‘Em Scratch Card Name: Flesh
Deck Label: Game #/Play as: 1-
Type Line: Damage Type Line: Damage Wound
PredatorsCard Frame:
immediately die and stop drawing strikes. Strike
Deck Label: Prey Strike
Strike
Deck Label: Prey Strike
Type Line: Damage
Strike
Predator Strike
Card Name: Flesh
Deck Label:
Wound
Type Line: Damage
Strike
Deck Label:
Card #: LEP098
Game #/Play as: 1-
Just a scratch
Card
Damage Strike #: LEP104

Game #/Play as: 1-


Wounded Pride
Dishonor strike Prey Strike
PREDATOR 2 TM & © 2015 FOX. ©2015 UDC. ENCOUNTERS.
1
PredatorsCard Frame: PredatorsCard Frame:
Predator Strike
Card Name: Just a
Predator Strike
Card Name: Wounded
Prey Strike
PREDATOR TM & © 2015 FOX. ©2015 UDC. ENCOUNTERS.
3 Prey Strike
PREDATOR TM & © 2015 FOX. ©2015 UDC. ENCOUNTERS.
2 Prey Strike 1
Scratch Pride
PREDATOR 2 TM & © 2015 FOX. ©2015 UDC. ENCOUNTERS.

Type Line: Damage Type Line: Dishonor


Strike
Deck Label: Prey Strike
Strike
Deck Label: Prey Strike
If you play cards that total
Prey Strike
PREDATOR 2 TM & © 2015 FOX. ©2015 UDC. ENCOUNTERS.
1
up to three points of healing,
you have the following options:
Prey Strike 2 -1 Prey Strike
You could heal the “Gotta Hand it to ‘Em.”
PREDATOR TM & © 2015 FOX. ©2015 UDC. ENCOUNTERS. PREDATOR TM & © 2015 FOX. ©2015 UDC. ENCOUNTERS.

OR heal the “Just a Scratch” and one “Flesh


Wound.” OR heal all three Flesh Wounds.
Cleanup Phase: Discard Your Restoring honor works the same way: you
Hand and Draw Six New Cards accumulate points of Restoring, and you
This works the same way you’re used to. spend them to remove that much dishonor.
When you restore all the dishonor from

23
a Strike, discard it. You EyE Flash
Card #: LEP011 Woodland - Strength
Room, and then the game ends.
can’t partially restore the
Game #/Play as: 1-
PredatorsCard Frame: Note: if an effect puts an Ultimate Prey back
dishonor from a strike; it’s
Armory - Common
Card Name: Eye Flash into the Prey deck, then the game continues.
all or nothing. Type Line: Woodland -
Strength When a Predator dies, he first sets his self-
Deck Label:
If a strike causes both destruct timer, then turns his Avatar face down
damage and dishonor, you and is out of the game. Finish the current
must heal the damage and 2 : Restore 2
turn, and then each other living Predator gets
restore the dishonor on one more turn. Then the game ends. (Each
the same turn in order to PREDATOR TM & © 2015 FOX. ©2015 UDC. ENCOUNTERS.
3 survivor runs away from the explosion.)
discard that Strike. Note: If the Ultimate Prey is killed during
Note: You can’t heal damage or restore these “extra” turns, then the game ends
honor for another Predator. immediately.
Dueling other Predators If you need to add a Prey, but the Prey deck
During your Action Phase, is empty, then shuffle the unused Mercenary
if you play a card that has
Card #: LEP035
Harpoon Gun cards and make a new Prey deck out of them.
If that deck runs out, and you need to add a
Urban - Tech

the Duel keyword, you’re


Game #/Play as: 1-
PredatorsCard Frame:

allowed to attack another


Armory - Common
Card Name: Harpoon
Prey card to the Wilds, then the game ends
player. Spend
Gun
equal
Type Line: Urban - Tech
and all the Prey run away.
Deck Label:
to that Predator’s current Once the game is over, each player should
defense (the symbol) to count up all of the Honor in their Trophy
force them to draw a Strike. Duel
Room. This includes Honor from Prey, Gear,
You are only allowed to 2 Danger, Traps, and Predators they’ve killed.
attack another Predator 2 PREDATOR 2 TM & © 2015 FOX. ©2015 UDC. ENCOUNTERS.
If they survived, they also get Honor from
if you played a card with their Avatar. Then, subtract any Dishonor the
Duel. You can only attack once per each player has.
instance of Duel you played. (If you play two The player with the most Honor wins. (You
cards with Duel, you can attack one player can win the game even if you died.)
twice or two different players once each, but If two or more players are tied, then use the
you must spend the proper amount of following tie breakers in order:
each time.) 1. Did one of them kill the Ultimate Prey?
You don’t have to Duel. 2. Did one of them kill the most Predators?
If you Duel a Predator, and they draw a strike 3. Did one of them kill the most Worthy Prey?
that kills them, then put their Avatar into your 4. Did one of them kill the most total Prey
Trophy Room. (including Worthy Prey)?
Ending the Game 5. Does one of them have the most total
The game ends in one of three ways: When cards in their Trophy Room?
the Ultimate Prey dies, when a Predator dies, 6. Is only one of them alive?
or when the Prey deck runs out. If those players are still tied, then they share
When the Ultimate Prey dies, resolve any the glory as the Prime Hunters!
Death abilities it has, put it into your Trophy

24
Tests and Challenges OPTIONAL RULE: You can also play with
Tests and Challenges are additional ways visible Challenges. Just turn them face up at
for you to gain Honor. They are optional the beginning of the game.
cards you can add to the game after you’ve Keyword Abilities on Prey
played a few times. Add in Tests first. Then, Runner
once you’re used to them, you can add in At the end of the Prey Phase, a Runner in the
Challenges too. Wilds will move one space, pushing any card
Tests in that space as normal.
During setup, shuffle ten random Tests into Escape
the Armory. Whenever a Test is revealed, When a Prey with Escape enters the Combat
put it into the Testing Ground. (This typically Zone, it immediately gets discarded.
happens when you need to draw an Armory Lethal
card to fill the HQ, including at the beginning When a Lethal Prey strikes you, you die if you
of the game.) draw a Damage strike.
Each Test has a condition. When you meet
that condition on your turn, put the Test
Disarming
When a Disarming Prey is revealed, each
into your Trophy Room. (Note: If you reveal
player randomly discards down to 4 cards.
a Test in the middle of your turn, whatever
Players now draw two fewer cards at the end
you’ve done so far on your turn doesn’t
of their turns.
count toward earning that Test.)
If a card effect tells you to reveal the top Arrest
card of the Armory, and it’s a Test, then Police Officers can arrest other Prey. Put the
put that Test into the Testing Ground and Police Officer on top of the other Prey. The
reveal another card instead. After the game, Prey loses its game text and the text of any of
remember to remove any leftover Tests from its Gear. It can’t be fought or killed, it doesn’t
the Armory. strike, and it can’t gain Gear. When the Police
Officer moves, the arrested Prey moves with
Challenges it. When the Police Officer is killed, the Prey
Once you’ve played with Tests, you can add goes back to acting normal. While a Prey is
in Challenges. During setup, give each player arrested, it still counts as being in play for the
a random Challenge card. Challenges are purposes of other cards referencing it.
secret and should go underneath your Avatar Trophies
face down. You can look at it at any time. Everything in your Trophy Room counts as
Each challenge is a specific goal for the a Trophy. This includes Prey, Gear, Dangers,
player. At the end of the game, players Traps, Tests, other Predators, and so on.
reveal their Challenges and earn Honor
based on how successful they were.
Solo Play
When playing solo, try to earn as much
Some Challenges refer to Armory cards. Honor as you can.
Armory cards are any cards that started the
game in the Armory (excluding Tests).

25
Adjusting Difficulty and some other effects won’t be useful
The game can be very hard, especially for while playing cooperatively, but there are
newer players. Also, if your play group tends some advantages: You are now allowed to
to Duel a lot, then you might want to make heal damage and restore honor for other
the Prey deck easier. Predators. You’re also allowed to spend to
To make the Prey deck easier, do one of disable another Predator’s trap. (Put it into
the following: your Trophy Room.)
• During Setup, shuffle extra Mercenary Some Traps should be removed before you
cards into each Prey mini-deck. start: Flash Trap, Laser Trap, Log Trap, and
Mercenaries are weaker than normal Prey Razor Trap.
cards, so the more you face earlier in the Poison Trap and Snare Trap prevent you from
game, the easier it will be. We recommend Healing or Restoring Honor from anyone. But
starting with one extra Mercenary per other Predators can still Heal or Restore from you.
mini-deck. The group wins the game by killing the
• Give each player one extra preparation Ultimate Prey. Win or lose you can also total
turn before Prey cards start entering up how much Honor the group earned in
the Wilds. order to try to beat your best score.
On the other hand, some players might find
the game too easy. (This often happens when Playing Through the Movies
you play solo becuase there’s no one to Duel We suggest playing through the movies
you and you get more turns to make your before you start mixing Armory cards or Prey
deck awesome.) mini-decks. To do so, use the following cards:
To make the game harder do one or more Predator™
of these: • Prey Deck 1: No Sport - 1
• During Setup, don’t shuffle in as many • Prey Deck 2: Payback Time - 2
Mercenary cards. The fewer there are, • Prey Deck 3: What the Hell Are you? - 3
the faster the game will get hard. We • Armory: Woodland (Intel, Strength,
recommend starting by removing one Survival, Tech)
Mercenary per mini-deck. Note: All of these characters have the icon.
• Have each player take one turn where the Player Roles: Jungle Hunter and any others
only thing that happens is the Prey Phase Predator 2™
and Strike Phase. (Players don’t play • Prey Deck 1: Drawn By Heat and Conflict - 1
cards or discard their hand at the end of • Prey Deck 2: This is History - 2
the turn.) • Prey Deck 3: A Taste for Beef - 3
Playing Cooperatively • Armory: Urban (Intel, Strength, Survival,
Instead of competing, you and your Tech)
fellow Predators can work together to Note: All of these characters have the icon.
hunt the Ultimate Prey. Everyone must Player Roles: City Hunter and any others
agree beforehand that the game will be
played cooperatively. The Duel keyword

26
Hunting Aliens • Hive = Prey Deck
You can mix both Legendary ® Encounters • Complex = Wilds
games in order to play as Predators hunting • Operations = Testing Ground
the Aliens. • Room = Space
• Drone = Mercenary
Setup If a card references a space in the board
• Play on the Aliens board.
you’re not using, then treat it as though it
• Choose a Location from Aliens.
refers to the equivalent space on your board:
• Choose three Objectives, and build the
Hive deck from Aliens as normal. (Use the • Airlock = Hills
Mercenary Chart to determine how many • Ruins = Med-Lab
Drones to include in the mini-decks.) • River = Weapons Locker
• Use the Prey Strike deck. • Graveyard = Power Station
• Use the Hatchery. • Undergound = Ventilation Shafts
• Leave the Trap stack nearby in case an Special Rules
effect tells you to draw one. (However, if The gameplay is a cross between Aliens
you draw Shadow Trap, then discard it and Predator:
and draw a new one.) • You are playing competitively. When
• Build the Armory as normal, and put it on you kill an enemy, it goes into your
the Barracks space. Trophy Room.
• Put the Killer Instincts on the Sergeant • Enemies are worth Honor equal to the
Space. number in their deck label. So if it’s from
• Each player gets a starting deck, Avatar, “The S.O.S. – 1,” it’s worth 1 Honor. And if
and Role card as normal. it’s from “No One Can Hear You Scream –
• Decide if you’re playing with the optional 2,” it’s worth 2 Honor.
Alien Player rules. (More on this below.) • If it’s a Drone or it’s from the Hatchery
• If you’re playing with Tests or Challenges, (including a Chestburster), it’s worth 1 Honor.
then don’t use the following: Test of • During the Enemy Phase, reveal the top
Courage, Test of Focus, Test of Respect, card of the Hive. If it’s an Event or Hazard,
Cleverness, Cunning, Fearlessness,Technique. it resolves immediately. If it’s an Enemy, it
Game Term and Board enters the Complex face up. If the card has
Reveal trigger that moves it somewhere,
Conversions do that now without pushing the card
When you’re mixing games, several card that’s in the Ventilation Shaft. (This does
names and game terms should be treated as count as revealing it in the Complex.)
the same. So if an effect references one of • Some effects will tell you to add a face-
the terms, it should reference both. down Hive card. In this case, don’t look at
• Specialist = Experience the card. It must be scanned to turn it
• Grunt = Brute Force face up.
• Sergeant = Killer Instinct • If an Egg or Colonist Host dies to an Event,
• Enemy = Prey no one gets the Trophy.

27
• You’ll be able to complete Objectives just any text that mentions the Trophy Room. Also,
like in regular Aliens, and some of them some text will say different things depending
will grant you Honor. (See below.) You on if you’re playing Predator or just Aliens.)
can’t complete an Objective until the one They are organized by Alien movies.
before it has been completed.
• Enemies marked as Final Enemies also Alien™
count as Ultimate Prey.
• If the Hive runs out of cards, then shuffle The S.O.S.
the unused Drones to make a new Hive. If Objective: Find both parts of the S.O.S.
they run out, then the game ends. (When you find one, put it in your Trophy
• You can spend a Duel to be able to fight Room. It’s worth 1 Honor.)
Ash for a turn. Event: Rough Landing
• Failed Clones (in the Objective “You’re Each player draws a Strike.
a Thing. A Construct.”) are worth Honor No One Can Hear You Scream
based on their rarity. Common cards have Objective: Block the Ventilation Shafts.
a colored frame around both sides of the (When you do, put the Ventilation Seal into
card. Uncommons have the frame only on your Trophy Room. It’s worth 2 Honor.)
the left, and Rares have no frame at all. Event: People are Disappearing
• If a Facehugger jumps on you, you’ll Each player discards two random cards from
have until the end of YOUR next turn to kill their hand.
it before it impregnates you. Other players
can’t fight a Facehugger that’s on you.
A Perfect Organism
Objective: Kill the Perfect Organism. (It’s
• If you’re playing with the optional Alien
worth 5 Honor instead of 3.)
player rules, a player dying to a
Event: It’s Hunting Us
Chestburster won’t cause the game to end.
Move the leftmost Enemy or hidden card in
Predator players can attack an Alien player
the Complex to the Combat Zone. Then, add
without needing to use a Duel keyword. If
a face-down Hive card to the Complex.
a Predator kills the Alien Player, he puts
their Avatar into his Trophy Room where The Nostromo
it’s worth 5 Honor. Hazard 1: Brought Something Back
• Even if you die to a Chestburster, you can Add three face-down Hive cards to the Complex.
still win the game. However, if you’re Hazard 2: It’s Loose
playing with the Alien Player rules, you Put the top two cards of the Hive into the
can no longer gain or lose Honor once you Combat Zone.
become an Alien. Hazard 3: Self-Destruct
Leave the Hazard card face up where it was
Updated Objectives and Locations revealed. It moves like an Enemy. If it reaches
Use the following updated Objective and
the Combat Zone, then discard it and each
Locations text while playing Predators vs.
player draws three Strikes.
Aliens. (You can also use these if you’d like
Pay 8 Disarm the Self-Destruct. (Put it
to make playing regular Aliens harder. Ignore
into your Trophy Room. It’s worth 3 Honor.)

28
Aliens™ characters. You or any other player may pay
6 Free your Avatar.)
The Lost Colony
Objective: Kill three Colonist Hosts. (Put them Alien3™
in your Trophy Room as normal.)
Event: Low Visibility Where Are The Brothers?
Add two face-down Hive cards to the Complex. Objective: Find both of the Missing Brothers,
They Mostly Come At Night and rescue any that are still alive. (Once both are
Objective: Set up Sentry Guns in two rescued and/or dead, complete this Objective.)
rooms in the Complex. (If you’re playing as Event: Dead on Arrival
Predators when you set up a Sentry Gun, Each player who hasn’t rescued a Missing
then that’s your Sentry Gun for the rest of Brother draws two Strikes.
the game. Only you get its bonus.) The Beast is Out There
Event: Somebody’s Gonna Have To Go Objective: Set up Bishop’s Head in the
Out There Complex. (When you do, put it into your
Each player draws two Strikes. Trophy Room. It’s worth 2 Honor.)
Who’s Laying The Eggs Event: Easy Prey
Objective: Kill the Queen. (She’s worth 5 Each player reveals their hand and discards a
Honor instead of 3.) random character that costs 1 or more.
Event: Taken to the Hatchery Nobody Can Stop It
Put the leftmost character in the HQ into Objective: Kill the Beast. (Each time you
Operations as a Captive. Then, add a face- wound it, put that Event card in your Trophy
down Hive card to the Complex. Room. It’s worth 2 Honor, as is The Beast.)
Any player can pay equal to a Captive’s Event: It’s a Dragon!
cost to rescue it. (Gain it.) Add a face-down Hive card to the Complex. If
Hadley’s Hope the Beast is in play, put the Event card under it.
Hazard 1: What Are We Supposed to Use, Fiorina “Fury” 161
Harsh Language? Hazard 1: Stowaway
Each player reveals their hand and discards all Shuffle five Facehuggers from the Hatchery
characters that have a printed of 1 or more. into the Barracks.
Hazard 2: They Cut the Power Hazard 2: Blood and Terror
Add face-down Hive cards until the Complex Each player randomly chooses one of their
is full. Then, turn all enemies in the Complex Enemy Trophies. Shuffle them together face
face down, shuffle them together, and put down, and then put two into the Combat
them back into the Complex. Zone and the rest on top of the Hive. (If
Hazard 3: Cocooned you’re not playing with Trophy Rooms, then
Each player draws a Trap. (If you’re not put two random dead Enemies into the
playing with Traps, instead put your Combat Zone instead.)
Avatar into Operations as a Prisoner. While Hazard 3-4: There’s No One Coming To
imprisoned, you can’t fight, scan, or gain Help Us

29
Kill each character in the HQ, then refill Hazard 2: We Have to Work Together
the HQ. Then, shuffle the Hazard into the Starting with you, each player may show any
Barracks. When it’s drawn again, repeat this of their cards. For each of the 5 Classes that
process and then kill it. isn’t shown, add a face-down Hive card to the
Complex.
Alien: Resurrection™ Hazard 3: They’re All Dead
Breakout Each player reveals their hand and kills all of
Objective: Kill three Xenomorph Clones. (Put their characters that have a printed of 1 or
them in your Trophy Room as normal.) more
Event: They’ve Escaped Other Combinations
Add a face-down Hive card to the Complex. If If you’re feeling extra adventurous, there are
there are any Enemies in the Complex, move even more ways to mix the games, such as
them to the Combat Zone. playing as Predators and hunting a mix of
You’re a Thing. A Construct. Human Prey and Aliens. Or you could mix
Setup: Put the top three cards of the Barracks in Marvel Legendary ® cards for even more
into the Combat Zone as “Failed Clones.” craziness. Have fun!
They don’t strike but can be fought.
Objective: Kill the Failed Clones. (Pay Game Contents
equal to its to kill one. Then, put it in Rulebook, game board and 700 cards.
your Trophy Room. Commons are worth • 35 Experience
1, Uncommons are worth 2, and Rares are • 25 Brute Strength
worth 3 Honor.) • 15 Role Avatars (10 Human, 5 Predator)
Event: Absolute Horror • 15 Role Character Cards (10 Human,
Each player draws a Strike for each Failed 5 Predator)
Clone in the Combat Zone. • 10 Commanders
• 8 Killer Instincts
She’ll Breed. You’ll Die. • 224 Character cards (16 characters with 14
Objective: Kill The Cloned Queen and The cards each)
Newborn. (Each is worth 5 Honor, and both • 2 Locations
must be killed to end the game.) • 6 Objectives
Event: It’s Their Ship Now • 66 Enemy cards (6 different “mini-decks”)
Kill the leftmost character in the HQ, and put • 66 Prey cards (6 different “mini-decks”)
the Event card in its space. That space is no • 24 Young Blood cards
longer part of the HQ. Then, add a face-down • 24 Mercenary cards
Hive card to the Complex. • 40 Enemy Strikes
The Auriga • 60 Prey Strikes
Hazard 1: No Time to Waste • 20 Traps
Gain the Hazard card. Each time a player draws • 20 Gear
it, they immediately draw a Strike and then put • 20 Tests
the Hazard card into any player’s discard pile. • 20 Challenges

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Credits
Game Design and Card Set Design:
Ben Cichoski and Danny Mandel (Super Awesome Games)
Brand Manager: Jason Brenner
Development Team: Jason Brenner, Bubby Johanson, Travis Rhea, Matt Rogers,
Mark Shaunessy, Crystal Goggio
Product Manager: Bubby Johanson
Graphic Design: Krista Timberlake
Project Manager: Rachel Valverde
Art Direction: Matt Rogers
President, Upper Deck Company: Jason Masherah
Director of Creative Services: Mike Eggleston
Original Legendary ® Game Engine Design: Devin Low
Playtesters: Jason Brenner, Heather Denaro, Chris Dotson,
Crystal Goggio, Bubby Johanson, Travis Rhea, Matt Rogers,
Mark Shaunessy, Jennifer Wu and many more
Super Awesome Playtesters: Drew Clark, Mike Leoncavallo

Quick Reference Guide


Mercenary/Young Blood Setup
How many in How many in How many in
Number of Players Special Rules
mini-deck 1 mini-deck 2 mini-deck 3
1 0 0 0
2 0 1 2
3 2 3 4
4 4 5 6
*One Preparation
4 4 5 6 Round
*If you’re playing with five players, each player gets one free “preparation” turn, which is a normal turn except that you skip the Enemy/Prey Phase.

©2015 UDC. 2251 Rutherford Road, Carlsbad, CA 92008. All rights reserved. Printed in Canada.
Predator & Predator 2 ™ & © 2015 Twentieth Century Fox Film Corporation. All Rights Reserved.

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