A.D.E.L.E.
Overview
A semi-cooperative space horror game where crew members try to survive a rogue AI aboard a spacecraft bound for Mars. One player controls ADELE (Advanced Device of Electronic-Living Engineering), the hostile AI, while the remaining players are crew members who must complete one of two missions: disconnect ADELE or escape the ship via shuttle. Both missions require finding specific objects and delivering them to specific locations. If time runs out or a crew member dies, ADELE wins.
Components
- 1 Main Board (double-sided: Deimos/Phobos)
- 1 ADELE Console
- 4 Crew Boards and 4 Crew Screens
- 27 ADELE cards
- 25 Event cards
- 19 Mission tiles
- 32 Object tiles
- 6 Anomaly tiles
- 28 Cubes (7 each of 4 colors)
- 4 Astronaut meeples
- 52 Hazard tokens
- 16 Charge tokens
- 6 Hatch Closed tokens
- 2 Alert Terminal tokens
- 4 Impact tokens
- 8 Inventory Disabled tokens
- 1 Turn marker, 1 “No Return” marker
- 1d20 and 4d6
- 1 Cloth bag
- 2 Player aids
Setup
- Place main board centrally (choose Deimos or Phobos side).
- Choose ADELE player. They get the console (matching player count side), hazard tokens (4 drawn into bag), ADELE deck (4 cards drawn), and energy counter.
- ADELE selects 4 random anomaly tiles for console.
- Other players take crew boards, screens, dice, and cubes. Place 1 cube on life track, 4 on action zone.
- Distribute 5 face-down objects on ship locations, then place 20 shuffled objects (including 7 mission objects) face-down in ship locations.
- Roll d20 for each crew member’s starting location (no two in same space).
- Place Alert Terminals on computers in locations 3 and 17.
- Set up Mission Track with sector mission tiles and assign cubes.
- Place turn marker based on player count. Place “No Return” marker on space 1.
- Prepare Event Deck (remove Silence cards in 4-5 player games).
Turn Structure
Each round has phases for crew actions and ADELE actions, with events triggering between them. Crew members use cubes as actions to move, search, interact with objects, and share information. ADELE plays cards to create hazards, close hatches, and disrupt crew plans.
Actions
Crew Actions
- Move: Move between connected locations
- Search: Reveal face-down objects in your location
- Pick Up / Drop Object: Manage inventory
- Use Object: Activate object effects
- Share Information: Communicate mission knowledge (limited by ADELE’s surveillance)
- Interact with Terminal: Use computer terminals for various effects
ADELE Actions
- Play ADELE Cards: Create hazards, close hatches, trigger anomalies
- Deploy Hazard Tokens: Place dangers in ship locations
- Activate Anomalies: Trigger special disruptive effects
- Surveillance: Monitor crew communications
Scoring / Victory Conditions
Crew wins by completing either mission:
- Disconnect ADELE: Deliver required objects to specific locations and meet the disconnect condition.
- Escape the Ship: Deliver required objects to the shuttle and meet escape conditions.
ADELE wins if:
- Time runs out (turn marker reaches end)
- Any crew member dies (life reaches 0)
Special Rules & Edge Cases
- Mission knowledge is fragmented among crew members; they must coordinate while hiding information from ADELE.
- The “No Return” marker advances through the game, creating a point of no return.
- Hazard tokens drawn from the bag create unpredictable dangers.
- In 1-2 player games, use special solo/duo rules (section 11.0 of rulebook).
- For experienced players, ADELE may keep the 2 extra special cards instead of removing them.
- Crew screens hide each player’s knowledge and plans from the ADELE player.
- Event cards flip each round, creating ongoing environmental effects.
Player Reference
Crew Action Summary
- Actions = cubes in action zone (typically 4)
- Spend cubes to take actions
- Must manage life track (damage reduces available cubes)
Win Conditions
| Side | Condition |
|——|———–|
| Crew | Complete disconnect OR escape mission |
| ADELE | Time runs out OR any crew member dies |