Movement



At the top right of every location card there is a number, preceded by a letter. This number is the location's span. The span is the number that must be rolled, on a six-sided die, to leave that location. A unit may move through as many locations as its roll allows. While crewmembers take their steps (and by extension, moves) in rank order, the Alien player may move his Mystery Markers in any order. The Alien player makes only one movement roll (single or double) for all of his units, Character and Decoy alike.

Players may move any of their units less than the number rolled, if they so choose. If a Character doesn't move at all, it does not get to take an extra action.

Double Moves
A Character may forfeit its action to instead roll two six-sided dice, enabling it to possibly move much farther, faster. This is called a double move. Keep in mind that a crewmember may not double move within, into, or out of an Air Shaft. If, during the course of a double move, a crewmember would like to enter an Air Shaft, they must stop moving before entering it. This crewmember may continue into the shaft using single Moves when their next step comes along. The Alien, Robot, Chestburster, Jones, and all Mystery Markers may make double moves anywhere on the layout without restriction.

If a Character intended to make a single move, but didn't roll high enough to get where they wanted, they may turn the move into a double move by adding a second die roll to it and forfeiting their action as normal (provided they have not already taken it).

Teams
Crew players often like to move some of their crewmembers as a team, to keep them from becoming separated from one another. To do this, have the highest-ranking member of the team roll their move on their own step as normal, but take with them any lower-ranking team members (and their Equipment) present at the Location where movement began. These lower-ranking team members will still get to take their action when their own step comes up in rank order (if the team didn't make a double move).

Teams may not 'pick up' crewmembers that they pass during the course of their move - all team members must be part of the team when the move begins.

Teams are not binding, and can be formed and broken every turn, or even within the same turn (in the case of a team making a single move, and then one of the lower-ranking team members rolling a second die on their own step, to go a little farther).