Signal Zero

Enceladus Transit — Reach Station Epsilon Ω

Yuki
Reza
Sam

Crew Manifest

Difficulty

Crew

Dr. Yuki Tanaka
Survey
Lead geologist. Expert in surveying Enceladus surface conditions.
Cmdr. Reza Khalil
Systems
Mission commander. Specialist in onboard systems and tactical decisions.
Dr. Sam Okafor
Med-Tech
Chief medic. Expert in crew life support and emergency field medicine.
Day Shift Cycle 1
Tanaka
Khalil
Okafor
Power 4
Tools 3
Earned
None
Mission Briefing

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.

Mission Objective

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.

The mission track shows your position across 9 sectors. Each day shift you survive advances you one sector forward. Reach Ω and the mission succeeds.

Your Crew

Three crew members make the transit together. Each has a unique specialty that can be spent to reduce certain encounter effects.

Dr. Yuki Tanaka Survey specialist

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.

Cmdr. Reza Khalil Systems specialist

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.

Dr. Sam Okafor Med-Tech specialist

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.

A Mission Cycle

Each cycle has two phases: Day Shift and Rest Period. You must complete both to advance.

Day Shift — Survey & Traverse

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.

Rest Period — Final Encounter

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.

Power draw: At the start of each day shift, one power cell is consumed per crew member still alive. If you cannot pay, each crew member who goes without loses 1 integrity instead.

Surveying the Day Shift Corridor

Every day shift follows these steps in order:

  1. Pay the power draw — one power cell per living crew member.
  2. Five encounter cards are drawn from the deck and laid face-up in a row.
  3. Tap your hand to open your mission cards and pick one to add anywhere in the row. This gives you a sixth card and some control over the order.
  4. Resolve each encounter from left to right. You cannot skip or reorder once you begin.
  5. When all six are resolved, press End Day Shift to move to the rest period.
🃏 Mission Hand: You hold up to three cards at any time. At the end of each day shift, you draw back up to three. A well-timed card can save the mission.

Encounter Types

Every encounter card belongs to one of three categories, shown by the coloured stripe at the top. Swipe to see examples:

#7
WHITEOUT STORM
Hazard
−1 Systems Swap two cards (optional) Skip next card
Hazard All effects happen automatically — you cannot avoid them.
#6
CRYO-FRACTURE
Crisis
A
−2 Integrity Skip next card
or
B
−1 Tools +1 Survey
Crisis Pick A or B — you must take exactly one option.
#4
THERMAL FLAT
Opportunity
−1 Med-Tech +2 Power
Opportunity
−1 Med-Tech +1 Integrity
Opportunity Each box is independent — trigger any, all, or none.

Cards with a mixed stripe contain a combination of encounter types on the same card.

What the Icons Mean

Power Your most critical resource. Spent at the start of each day shift (one per crew member). Gain more or your crew loses integrity.
Tools Equipment and repair kits. Some encounter options require spending tools to trigger.
Integrity Lost integrity is distributed across your crew. A crew member at 0 integrity is lost — permanently.
Survey expertise Some cards let you spend one Survey point to soften or avoid an effect. Dr. Tanaka provides this.
Systems expertise Some cards let you spend one Systems point to soften or avoid an effect. Cmdr. Khalil provides this.
Med-Tech expertise Some cards let you spend one Med-Tech point to soften or avoid an effect. Dr. Okafor provides this.
Advance Mission Move the pawn one extra sector forward on the mission track. A rare and very welcome bonus.
Skip The next encounter in the corridor is bypassed entirely — its effects do not trigger. Valuable when something dangerous lies ahead.
Swap Reorder two cards in the corridor. Push a dangerous encounter past a skip, or pull a helpful one forward.
Remove Purge the last unresolved encounter from the corridor permanently. It will not return to the mission deck.
Draw Draw one or more cards into your mission hand. Stockpile useful encounters for upcoming day shifts.
Crew Lost One crew member of your choosing is eliminated. Choose wisely — their specialty may be critical later.

The Rest Period

Once the day shift is complete, choose one card to add to the end of the corridor and resolve it.

From your hand

Play one card from your mission hand. Lets you use a card you chose specifically for this moment.

From the offer

Draw from a small face-up selection. Useful if your hand is empty or none of your cards fit.

The rest period is your best window to restock power cells before the next day shift drains them again.

Mission Success & Failure

Signal Established!

Your pawn reaches Station Epsilon Ω with at least one crew member still alive. Mission accomplished.

Mission Failed

All three crew members are lost, or the mission deck runs out before you reach Station Epsilon.

Mission Score

Whether you succeed or fail, your score tells you how the mission went. Higher is better.

Survivors
× 5
+
Remaining
Power
+
Remaining
Tools
+
Sectors
Cleared × 2

Mission success bonuses are added on top. Reach Epsilon with the whole crew and full power cells!