Tanaka reads the ice like a star chart. Give her a fracture line, a shadow, or a faint heat bloom and she will find the survivable route through it.
Signal Zero
Enceladus Transit — Reach Station Epsilon Ω
Enceladus Transit — Reach Station Epsilon Ω
Navigate through Enceladus to reach Station Epsilon before your crew runs out of power — or hope.
Signal Zero is a cooperative card game for 1–5 players. Every decision affects the whole crew.
Move your pawn from the crash site to Station Epsilon Ω on the mission track. Each day shift you survey and traverse a corridor of six encounter cards. Reach Epsilon with at least one crew member alive.
Three crew members make the transit together. Each has a unique specialty that can be spent to reduce certain encounter effects.
Tanaka reads the ice like a star chart. Give her a fracture line, a shadow, or a faint heat bloom and she will find the survivable route through it.
Khalil keeps broken comms, failing heat, and corrupted maps talking to each other just long enough. His specialty turns system collapse into one more problem to solve.
Okafor is the reason the crew can keep moving after the suits, nerves, and oxygen alarms start failing. Calm hands, sharp calls, no wasted seconds.
Each crew member starts with 4 integrity. When a crew member loses all integrity, they are lost. The mission ends immediately if all three are gone.
Each cycle has two phases: Day Shift and Rest Period. You must complete both to advance.
Five encounter cards are drawn from the mission deck. Pick one card from your hand to insert — placing it anywhere in the six-card corridor. Then resolve all six encounters in order. Each card's effects hit your crew immediately.
Add one more card to the end of the corridor — either from your hand or from a small face-up offer. Resolving it gives you one last chance to restock power or tools before the next day shift.
Every day shift follows these steps in order:
Every encounter card belongs to one of three categories, shown by the coloured stripe at the top. Swipe to see examples:
Cards with a mixed stripe contain a combination of encounter types on the same card.
Once the day shift is complete, choose one card to add to the end of the corridor and resolve it.
Play one card from your mission hand. Lets you use a card you chose specifically for this moment.
Draw from a small face-up selection. Useful if your hand is empty or none of your cards fit.
Your pawn reaches Station Epsilon Ω with at least one crew member still alive. Mission accomplished.
All three crew members are lost, or the mission deck runs out before you reach Station Epsilon.
Whether you succeed or fail, your score tells you how the mission went. Higher is better.
Mission success bonuses are added on top. Reach Epsilon with the whole crew and full power cells!