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pdfTHIS IS A
RULEBOOK
CRC EDITION
Disclaimer
Neither the Centers for Disease Control and Prevention, nor any of its
employees, makes any warranty, express or implied, or assumes any legal
responsibility for the accuracy or completeness of the information and
instructions in this game, including its rulebook. Use of specific trade names and
commercial sources does not constitute an endorsement by the authors or by the
Centers for Disease Control and Prevention.
Images and content may be subject to copyright.
Acknowledgements
This is a TEST CRC Edition was created at the request of the Austin Health
Department (Texas) staff to assist with training and exercising community
reception center plans.
Lauren Finklea, physical scientist within CDC’s National Center for
Environmental Health, created all game concepts, rules, and mechanics. CDC
Creative Services created all art.
We would like to thank all staff who tested this game and all corresponding
components and documents.
Did we miss something?
We will routinely update the rulebook as we receive feedback. If you have a
question on content or note something confusing, please let us know.
Contact [email protected].
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About This is a TEST
The Centers for Disease Control and Prevention (CDC) designed This is a TEST (Training and
Exercise Simulation Tool) to train emergency preparedness and response partners for various
roles and responsibilities faced when responding to any incident. TEST is a collaborative game
that bridges the gap between discussion and operational exercises. It uses narrative-based
problems to foster teamwork, discuss resource management, and aid in understanding specific
roles and responsibilities during an emergency.
TEST may be used as a training and exercise tool depending on the needs of the jurisdiction.
TEST is aligned with adult learning principles and FEMA’s Homeland Security Exercise and
Evaluation Program (HSEEP) exercise design. Facilitators can modify objectives and
gameplay to meet training and exercise requirements. Evaluation should align with HSEEP
principles.
TEST is played over five rounds which include multiple phases that progress through response
operations.
About These Rules
This rulebook accompanies This is a TEST CRC (community reception center) Edition. Players
and facilitators are highly encouraged to watch the playthrough video before reading these
rules or looking at other game content.
Because the game is complex, general concepts are explained first. Gameplay is later
described step by step. The FAQ section has additional information. If you have more
questions, contact [email protected].
Intended Audience
Staff, volunteers, or decision makers who would be involved in setting up or operating a CRC.
Technical Assistance
For technical assistance with This is a TEST CRC Edition
• Email [email protected].
• Reach out to your Public Health Emergency Preparedness (PHEP) program
jurisdictional representative, or CDC Division of State and Local Readiness
(DSLR) project officer or health department liaison officer (HDLNO).
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CONTENTS
Components ............................................................................................................................................ 6
Incident Commander Token ................................................................................................................... 7
Status Tracker ...................................................................................................................................... 7
Green Zone (1) Benefits ............................................................................................................... 7
Orange/Red Zone (2-3) Penalties ................................................................................................. 8
Dark Red Zone (4) Penalty ........................................................................................................... 8
Inject Cards .......................................................................................................................................... 9
Inject Selection Section ...................................................................................................................... 9
Player Mats ........................................................................................................................................ 10
Gameplay Based on Number of Players .............................................................................................. 11
Gameplay Overview................................................................................................................................. 12
Phases ............................................................................................................................................ 12
Game End........................................................................................................................................... 13
Setup .................................................................................................................................................... 14
Gameplay .............................................................................................................................................. 16
1. Arrival............................................................................................................................................ 16
2. Processing ..................................................................................................................................... 16
Meeple Points ............................................................................................................................. 17
Special Station Processing ........................................................................................................ 18
3. Funds and Resources ....................................................................................................................... 18
4. Injects............................................................................................................................................ 18
5. Player Actions ................................................................................................................................ 19
6. Prepare .......................................................................................................................................... 21
Quick Start Rulebook .............................................................................................................................. 22
FAQ ...................................................................................................................................................... 25
Complex Cards and Player Actions ........................................................................................................ 25
Game Components .............................................................................................................................. 25
Glossary of Terms .................................................................................................................................. 27
Abbreviations ..................................................................................................................................... 27
Key Terms and Definitions ................................................................................................................... 28
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Scenario
A radiation emergency has occurred, and you are tasked with setting up a Community
Reception Center (CRC) that will screen, decontaminate, and register the people who arrive.
To operate a successful CRC, staff will need to work together and be mindful of the
continuously unfolding situation as more and more meeple arrive. You have a base level of
staff but will probably need to request additional staff throughout your shift. As in any
emergency, time and resources are limited, so you will need to work efficiently to process
meeple effectively and safely.
Requirements
Facilitator 1
3–7 players
Game set
One coin
Follow along with the
playthrough video!
Playtime
approximately 60 to 90 minutes but can be
adjusted by adding or subtracting the
number of rounds played.
https://youtu.be/ZMxNmIx
GSJQ
Game Objectives2
Process all meeple at your CRC by the end of the shift (game).
Resolve all inject cards while managing hazard levels, public anxiety, and staff fatigue
to make sure they don’t hit “Game Over.”
Cooperative Gameplay
TEST is a fully cooperative game, which means that teams make all decisions together, and
there are no individual winners.
Facilitators can range from a trainer or exercise facilitator to someone who has read the rules and watched the
playthrough video.
2
The facilitator sets learning and exercise objectives.
1
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Components
The components for TEST CRC are shown in the following images.
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Incident Commander Token
The Incident Commander leads dialogue and makes final
decisions on injects and spending of funds.
The Incident Commander Token is passed to the right after each
round to allow different players to take on the leadership role.
Emergency Management player will be Incident Commander for
Round 1.
Status Tracker
The Status Tracker has three meters that players reference and use throughout the game:
Hazard, Anxiety, and Fatigue. Play markers and player pieces mark the status of each meter.
•
•
•
Hazard represents the safety issues that might
arise at the CRC. One play marker measures the
Hazard status throughout the game.
Anxiety represents the public’s anxiety around the
event while at the CRC. One play marker measures
the Anxiety status throughout the game.
Fatigue represents staff (player) fatigue from
working at the CRC. Each player has a Fatigue
game piece that matches the color of the player
mat. This means that each player has their own
fatigue status.
Throughout the game, players will move pieces on the Status Tracker to the right (indicated by
the + symbol) or to the left (indicated by the – symbol) based on decisions and actions taken.
Green Zone (1) Benefits
When players have any piece in any green area (1) on the meters, the team receives a
benefit.
• Draw 1 less meeple when the Hazard and/or Anxiety status is in the green. 3
• Draw 1 less inject when any player Fatigue status is in the green.
3
If the marker is in green for both Hazard and Anxiety, players would draw 2 less meeple.
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Orange/Red Zone (2-3) Penalties
When players have any piece in orange (2) or red (3) areas, the team receives a penalty.
• Draw 1 (orange) or 2 (red) more meeple when the Hazard and/or Anxiety status is in the
orange/red.
• Draw 1 (orange) or 2 (red) more inject(s) when any player Fatigue status is in the
orange/red.
Dark Red Zone (4) Penalty
If any piece reaches Game Over (4) on any status meter, the game immediately ends.
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Inject Cards
Injects are scenarios that will happen during your CRC operation and will affect the status
tracker meters, game resources, and arriving meeple.
Injects always have a title
(1), narrative text (2), action
text (3) and an inject number
(4).
Action text (3) shows how
an action affects the Hazard,
Anxiety and/or Fatigue
meters.
The plus (+) and minus (-)
signs next to each action
(e.g. Radiation, PH (Public
Health), or Work Together)
show the cost of the action.
A plus (+) sign can mean
moving forward on the status
meter, receiving funds, or
gaining resources or
meeple.
A minus (-) sign can mean moving backwards on the status meter, paying funds, or losing
resources or meeple.
The inject number (4) is used by the facilitator or exercise design team and aligns with postexercise discussion questions.
Inject Selection Section
Facilitators will select injects before gameplay to match training or exercise objectives. This is
an example set of injects for first-time play.
“Positive” Minor injects are underlined. Shuffle Major and Minor inject decks separately. Add
positive Minor injects to the Minor inject deck every 4 cards. Positive injects provide resources
or some benefit to players.
Major: 1, 3, 6, 15
Minor: 2, 4, 6, 9, 11, 12, 16, 17, 18, 20, 22, 25, 32, 34, 36, 38, 40, 44
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Player Mats
Player mats provide information about the actions each player can take in the game. They are
based on staff responsibilities at an actual CRC.
Each player has their own individual mat with six actions to choose from. Each mat is broken
into sections.
The top section of the player mat (1) gives
a description of the role at a CRC and
indicates what each player in the game
specializes in–such as getting resources,
managing staff fatigue, or managing public
anxiety.
The middle section (2) describes the six
phases of play for each round.
The bottom section (3) describes actions
that the player can take related to the duties
for that position.
Some actions are limited (once or twice per
game), as noted in the action.
Each action has a cost for use, which is in
the “PAY” circle at the top right of the player
action (4).
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Gameplay Based on Number of Players
Required Roles for Gameplay
At a minimum, the Emergency Management (EM), Public Health (PH), and
Radiation (RAD) roles are required to play the game. All other players can be
added to fit the training or exercise audience and needs.
Player Actions
The number of actions any one player may take from their player mat during a
round varies depending on how many players are in the game.
•
•
For 3–4 player games, players may perform multiple actions on their
player mat in each round.
For 5–7 player games, each player may perform only one action on their
player mat per round.
Combined Roles
There are combined roles for Public Information Officer (PIO) and Public
Health (PH) (labeled PHI), and Hospital Coordinator (HC) and Fire and Police
(FP) (labeled HFP). These are found on opposite sides of player mats. These
can be used if
•
•
injects are selected that require those players
players would like to explore additional roles and responsibilities at a CRC
represented by missing players
For example, a 3-player game could use EM, PH, and RAD or EM, PHI, and
RAD, which allows for wider variation in injects and player actions.
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Gameplay Overview
TEST consists of five rounds. Rounds represent one hour of your work shift. At the end of each
round, the play marker will move to the next round on the Round Tracker. Rounds 1–4 consist
of six phases. Round 5 only has Phase 2 (Processing) where players have closed their CRC
but are trying to process any remaining meeple.
Phases:
1. Arrival
New meeple arrive and are placed on the
board from the Staging Area.
2. Processing
Meeple move through the stations based on
the capacity of each station.
3. Funds and Resources
Funds are added to the team pool of
available funds from the Staging Area. Any
resources that are on the Round Tracker are
placed at stations.
You’ll note there are only
four rounds on the Round
Tracker. Rounds 1–4 will
include all phases marked
on your player mat.
Round 5 is special and will
only include Phase 2 –
Processing.
This gives you one extra
chance to process any
remaining meeple before
the game ends.
4. Injects
Inject cards are drawn and read aloud. The
Incident Commander guides the team through a collaborative decision-making process
to resolve issues on selected inject cards.
5. Player Action
Players work together and spend their available funds to carry out the actions on their
player mats. These actions can get resources or help lower levels on the Status
Trackers.
6. Prepare
New meeple and funds are placed on the Status Tracker to prepare for the next round.
The role of Incident Commander moves to the player to the right.
Player Roles:
• Emergency Management (EM)
Specialize in gaining resources to increase capacity and reducing Hazard.
• Public Health (PH)
Specializes in gaining registration desks, increasing registration capacity, reducing
some Hazard and Anxiety.
• Radiation (Rad)
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•
•
•
•
Specialize in reducing their own Fatigue and gaining contamination screening
resources.
Public Information Officer (PIO)
Specialize in reducing Anxiety and decreasing the number of meeple arriving to your
CRC.
Fire and Police (FP)
Specialize in reducing Hazard, Fatigue and gaining decontamination resources.
Hospital Coordinator (HC)
Specialize in reducing Hazard, Anxiety and gaining additional ambulances.
Volunteer Coordinator (VC)
Specializes in reducing Anxiety, Fatigue, and gaining additional resources.
Game End
The game ends either after five rounds are completed or if any of the play
markers or player pieces reach Game Over on the Status Tracker.
Players win if they can process all meeple (move them through the gameboard to the shelter)
without reaching Game Over by the end of Round 5.
Players lose if any marker or piece reaches Game Over or if they are unable to process all
meeple (move all meeple through the gameboard to the shelter) by the end of Round 5.
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Setup
1. Gameboards: Place your main gameboard in the middle of the table. Place the Status
Tracker and Staging Area beside it.
2. Resources: Place resource tokens on the board, matching resource images to locations
on the board.
• 1 Portal Monitor at Contamination Screening
• 2 Showers at Decon (Decontamination)
• 2 Handheld Detectors at Post-Decon
• 3 Registration
• 1 Ambulance (Only if playing with a Hospital Coordinator)
Example Setup
3. Injects: Place inject cards on the board. (See Inject Selection Section for more
information.)
4. Player Mats: Each player takes 1 player mat matching
the role they are playing in the game and places it in
front of them.
5. Incident Commander: Give the Incident Commander
Token to the player who is assigned the role of
Emergency Management.
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6. Player Pieces and Play Markers: Place player pieces and play markers on the Status
Tracker and gameboard.
• Place player pieces in the far-right yellow area in the Fatigue bar on the Status
Tracker.
• Place 1 play marker each in Hazard and Anxiety in the far-right yellow areas.
• Place 1 play marker on Round 1 on the gameboard.
7. Meeple: Add 30 green (12 with black “x” contamination marks) and 12 yellow (4 with black
“x”) meeple to a bag or container and mix. This is the available meeple pool. Draw 8
meeple randomly and place them in the Staging Area. (See Prepare section, Table 1 for
more information.)
8. Funds: Place 10 funds in the Staging Area.
9. Remaining Pieces: Set any remaining pieces to the side for later use.
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Gameplay
This section will provide additional details and tips for first-time players. Players should defer to
their facilitator to help work through the process clearly and efficiently.
Watch the playthrough video for an example of a first round of gameplay.
1. Arrival
The Incident Commander takes all meeple from the Staging Area
and places them on Arrival in the parking area on the gameboard.
After the first round, the new meeple are added to those left over
from the previous round.
2. Processing
Select meeple to move through the CRC. Players should work through each station one at a
time.
Process meeple in station order:
1. Contamination Screening
2. Decon
3. Post-Decon
4. Registration
The processing power of each
station depends on how many
resources are available and their
total number of meeple points.
Total processing power is the sum
of all meeple points found on the
resources at that station.
Any meeple that can’t be
processed to the Shelter due to
lack of resources are left waiting
until the next round. Meeple at the
Shelter may be removed from the
board. Do not put meeple back in
the available meeple pool.
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Meeple Points
Meeple points are a key concept in the game.
The meeple points available for each resource are
printed in the bottom right corner of the resource.
There are two meeple colors used in the game.
Meeple color represents how many meeple points
are needed to process that meeple.
•
•
Green meeple = 1 meeple point
Yellow meeple = 2 meeple points
Yellow meeple represent people who are sick,
might need additional assistance, or have access
or functional needs.
Helpful Tip
It’s important to prioritize
meeple who need assistance.
Ideal CRCs have the resources
and staffing to properly
accommodate those in need.
At the end of each round, if
yellow meeple are in line at
any station, move the marker
+2 Anxiety on the Status
Tracker.
Example: Processing Meeple at Post Decon
There are 6 meeple in Waiting before Post Decon, representing 8 meeple points.*
We currently have 2 Post Decon resources.
Each resource has
a processing power
of 2 meeple
points, or 4 total.
You can process:
• 1 yellow and 2 green
• 2 yellow
• 4 green meeple
*4 green meeple at 1 point each (4x1=4) and 2 yellow meeple at 2 points each (2x2=4)
= 8 meeple points.
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Special Station Processing
Contamination Screening has special station processing rules.
Contamination Screening
• Check if meeple need
decontamination by flipping
them over to check their feet
for a black X.
•
Meeple with a black X need
decontamination. They follow
the red “dirty” arrow to the Contaminated area.
•
All other meeple follow the green “clean” arrows to Waiting before Registration.
3. Funds and Resources
The Incident Commander takes the funds from the Staging Area and adds them to any current
or leftover funds from the previous round.
Funds roll over each round. Each new round, players will receive 10 additional funds (shown in
Phase 6, Table 1).
Resources and Funds awarded during injects and player actions from the previous round
(phrased “next round” on the inject card or player mats) are gained during the current phase
and placed on the gameboard. No additional meeple may be processed with newly gained
resources placed in this phase until the next round during Phase 2 (Processing).
4. Injects
The Incident Commander draws a base level of 1
Major inject and 3 Minor inject cards. The total
number of Minor injects drawn in any round can be
modified based on the position of players’ Fatigue
on the Status Tracker.
The Incident Commander passes injects out to the
group to read aloud.
Some injects don’t have a choice
and will just happen.
Others may have conditions
(such as having lines at a station)
that players can ignore if the
conditions aren’t met.
After all cards have been read, players discuss which options they would like to take for each
card and decide how to proceed as a group. The Incident Commander makes the final
decision.
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Players can choose to resolve injects in any order, but all injects must be resolved before the
phase ends.
Remember
If any player has their Fatigue status in the orange or red areas, players draw 1 or 2
more injects.
If any player has their Fatigue status in the green area, players draw 1 less inject.
+ indicates player pieces would move toward Game Over (to the right).
When considering injects or future player actions, the Incident Commander can set
aside funds as a placeholder. This may help with determining how many funds might be
needed to accomplish all injects and perform player actions in the next phase.
5. Player Actions
Players can perform any action on their player mat if funds are available. 4 Some actions have
limits to how many times they may be used during a game.
Following are some examples of player actions. For additional clarification on player actions,
see the FAQ section or talk to your facilitator.
•
•
•
•
•
To keep track of actions you might take, place funds on them.
Get resources early for greatest processing efficiency.
Be proactive with reducing meters on the Status Tracker.
Perform actions that cost “0” often.
Colored circles in the top left of each action can tell you if that action affects a
meter on the Status Tracker. For example, the Self-Care action impacts
Fatigue, which is colored in blue text when appearing on player actions,
injects, and the Status Tracker.
For 3-4 player games, players can perform multiple actions on their player mat each round, except for
Self-Care. For 5+ player games, players may perform only one action on their player mat each round.
4
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Performing Self-Care and Using Cubes (Action Markers)
Every player can perform Self-Care to reduce fatigue. When a player selects this option, they
may move their meeple two spaces back on the status meter for Fatigue. Once a player
selects this action, they cannot complete any other action from their mat in that round.
Each player can use this only twice per game, as shown by the two squares. Players use the
action markers to indicate that they have completed an action that has limited use.
Example:
Radiation has used the Self-Care action once and is going to use it again. They place an
action marker on the second square on their player mat under Self-Care. Radiation can no
longer perform Self-Care for the rest of the game.
Using Ambulance
When playing with the Hospital Coordinator, injects may refer
meeple to the hospital.
If players choose this option, they use their ambulance token
in the parking area. If there is no ambulance available, the
Hospital Coordinator can gain 1 additional ambulance.
When sending meeple to the hospital, players must pay
2 funds, and the Hospital Coordinator gains 2 Fatigue on
the Status Tracker.
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6. Prepare
Unless altered by an inject, player action, or Hazard and Anxiety levels on the Status Tracker,
the Incident Commander will add new meeple and funds to the game as follows:
•
Preparing for Round 2 (End of Round 1)
Draw 12 meeple and 10 funds.
•
Preparing for Round 3
Draw 12 meeple and 10 funds.
•
Preparing for Round 4
Draw 8 meeple and 10 funds.
•
Preparing for Round 5
No additional meeple are drawn.
The next and final round is for trying to
process any remaining meeple.
Table 1: Meeple and Funds for Each
Round
Some inject cards may add or subtract to
the number of meeple or funds added
during each round.
The Incident Commander checks the CRC
gameboard to see if there are any yellow meeple
waiting in line at any station. If there are yellow
meeple waiting, move the marker for the Anxiety status to the right 2 spaces (+2 Anxiety).
The Incident Commander passes the Incident Commander token to the player on the right and
moves the play marker to the next round on the Round Tracker.
Remember
There is a fifth round that you can use to process any remaining meeple in your CRC.
You will perform only Phase 2 (Processing). Do not draw new meeple, funds, or inject
cards.
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Quick Start Rulebook
How to set up the game
1. Place gameboard, Staging Area, and Status Tracker on table.
2. Place resources on gameboard (numbers listed beneath each).
3. Place inject cards on gameboard.
4. Hand out player mats.
5. Give Incident Commander Token to Emergency Management player.
6. Place play markers and player pieces on the Status Tracker and Round 1 on board.
7-8. Place 8 meeple and 10 funds on Staging Area.
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What to do each round
Rounds 1–3: Complete all phases (1–6).
Round 4: Complete all phases but skip drawing additional meeple and funds at the end of the
round.
Round 5: Complete Phase 2 only (Processing).
What to do each phase
1. Arrival
• Take meeple from Staging Area and place on Arrival on gameboard.
2. Processing
Go through each station (1–4) and process meeple as resources allow (see graphic).
• Processing power is on the
bottom left of each resource.
(See Meeple Points section for
more detail.)
o Add up the processing
power from each resource
to determine the total
processing power for that
station.
Green meeple are
worth 1 meeple point.
Yellow meeple are
worth 2 meeple points.
Contamination Screening: Meeple
with a black “X” on the bottom go
to Decon (2) from Contamination
Screening (1).
Meeple not processed to the Shelter during the round stay on the gameboard at the station
where they were at the end of the most recent round.
3. Funds and Resources
• Gain all funds from the Staging Area and add them to your current funds.
• Place any resources on the board that are from injects or actions that said “next round”
on gameboard.
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4. Injects
• Each round has a base of 1 Major and 3 Minor injects, but modifications (+/- Minor
injects) are made to the base number depending on player Fatigue on the status
tracker. Incident Commander calculates the injects for the round, draws inject cards,
and passes cards to players to read each aloud before making decisions.
• Resolve all injects.
5. Player Action
• Perform player actions from player mats by paying the cost in the right corner of each
action.
• Based on number of players, players may take one or more actions (See page 9). Use
action markers to cover squares where noted on mats to show that limited actions have
been completed.
6. Prepare
• Rounds 1–3: Check Status Tracker for meeple and funds modification and combine with
base levels in table. The current Incident Commander draws meeple and funds and
places them on the Staging Area.
During Round 1, the Incident
Commander will prepare for
Round 2, drawing 12 meeple and
10 funds.
•
Rounds 1–4: The current Incident Commander passes the Incident Command Token to
the player on their right and moves the play marker to the next round.
How to End the Game
The game ends either when any player piece or play marker hits Game Over on the Status
Tracker or the five rounds have ended. Players win if they process all meeple within the five
rounds.
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FAQ
This section provides detailed information on TEST CRC mechanics and answers to common
questions received from pilot testing and implementation.
Complex Cards and Player Actions
Meeple in Line
What do I do if an inject card refers to “meeple in line,” but there are no meeple?
Immediately resolve that card. No further action required.
Removing Resources
What happens if an inject card says to remove X number of resources, leaving a station
with no resources?
Always leave one resource token at each location. Remember that each card is 1 resource.
Replace Yellow with Green Meeple
If an inject card or player action states “replace a yellow meeple with a green meeple,”
can I replace a yellow meeple anywhere on the board or only in arrival?
Players may replace a yellow meeple anywhere on the board with a green meeple. Green
meeple are taken from the unused meeple pool. Yellow meeple are placed with already
processed meeple off the board and out of the way.
Meeple Processing after Gaining Resources
If resources are immediately added to the board by inject cards or player actions, can I
then process meeple waiting for that resource before the next round?
No. Meeple are processed only during Phase 2 (Processing). They remain on the board
unprocessed until the next round.
Game Components
Resource Tokens
How many resources do resource tokens represent?
Resource tokens can represent a combination of resources. For example, Registration
represents 2 registration desks per card. When injects mention removing 1 resource,
players remove 1 resource token from the board.
Shuffling Inject Cards
Should I shuffle the inject cards?
No, unless told otherwise by your facilitator. The inject cards are typically in a specific order
designed to meet exercise or training objectives.
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Adding and Subtracting Meeple
How do I know if I have to add or subtract the number of meeple arriving for the next
round?
An inject card, player action, or the Hazard and/or Anxiety level will cause you to add or
subtract meeple for the next round. For inject cards that change arriving meeple numbers,
place them on the Round Tracker for the round it impacts.
Modifying Meeple Amounts
What if I want more or less contaminated meeple or a different proportion of yellow to
green meeple in my game?
Discuss this with your facilitator. These rules are for the base game. Facilitators may
change meeple numbers to fit training and exercise goals.
Running Out of Meeple
What do I do if there are no meeple left in the available meeple pool?
Place all meeple that have been processed back into the available meeple pool.
Status Tracker
If there is more than one player Fatigue in the orange “Draw 1 extra inject” area on the
Status Tracker, would the number of injects be multiplied by the number of players?
No, players will draw only 1 extra inject if there is any player in the orange. This is the
same if there are multiple players in the red or green areas. The “Draw x” only applies
once, no matter how many players are in that area.
If there is one player in the green, one in the orange, and one in the red area for Fatigue,
are the inject modifications added?
Yes, in this case, there would be a total of 2 injects drawn.
Green (-1) + Orange (+1) + Red (+2) = 2 total extra injects.
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Glossary of Terms
Abbreviations
CRC Community Reception Center
EM
Emergency Management
FP
Fire and Police
IC
Incident Commander
HC
Hospital Coordinator
HFP
Hospital Coordinator/Fire and Police
PIO
Public Information Officer
PH
Public Health
PHI
Public Health/Public Information Officer
RAD Radiation
VC
Volunteer Coordinator
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Key Terms and Definitions
Access and functional needs (AFN)
Includes individuals who need assistance due to any condition (temporary or permanent) that
limits their ability to act. To have access and functional needs does not require that the
individual have any kind of diagnosis or specific evaluation. Individuals having access and
functional needs may include, but are not limited to, individuals with disabilities, seniors, and
populations having limited English proficiency, limited access to transportation, and/or limited
access to financial resources to prepare for, respond to, and recover from the emergency.
(FEMA)
Available Meeple Pool
Collection of meeple that have not been put into play and are available to be drawn to be
places on the board.
Meeple
small boardgame piece, usually with a stylized human form.
Phase
Breakup of stages or portions of a round that signify different portions of gameplay actions.
Round
Completion of all phases. In this game, there are six phases in a round.
This is a Rulebook CRC Edition | V1.3 2/26/2024
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File Type | application/pdf |
File Modified | 0000-00-00 |
File Created | 0000-00-00 |