Air Shaft

Air Shafts have magenta titles, and include the words 'Air Shaft' in their name. Like Locations, Air Shafts are used as terrain upon which the Characters move. However, they are different in that they can be played as Interrupts by the Alien player, and can, under certain conditions, be removed from the map by the Crew player. Also, unlike Locations, players may connect Air Shafts to their opponent's layout at will. No two crewmembers may occupy the same Air Shaft location, and Characters may not move through one another inside Air Shafts. Also, crewmembers may not make double moves within, into, or out of an Air Shaft.

Connecting
An important element of Air Shafts is that they are played between the Decks of the Nostromo, and some Air Shaft locations may be entered from above or below. Notice the blue 'tracker blip' icons on an Air Shaft card - these blips indicate which paths a unit may take into or out of that location. When placing Air Shafts, it is vital to make sure that each of these paths connects with a location that will allow an Air Shaft to connect. Air Shafts may never be played above A-Deck, or below C-Deck.

Interrupting
At any time, as an interrupt, the Alien may reveal itself to connect any number of Air Shafts in hand to its current location (provided the cards can legally connect), and make one immediate double move into the shaft. Having done so, it may not exit the shaft from the same direction it just came from on its next turn.

Closing Hatches
If a crewmember is in an Air Shaft, and another is not in an Air Shaft, the crewmember within the shaft may act to remove one unoccupied Air Shaft location from that shaft (effectively closing its hatch). The Air Shaft card in question is sent to its owner's discard pile. Subsequent Air Shaft locations may be played into the removed card's space as normal (representing a different path opening up).