They Live: Save The City / Enslave The City

Gather resources, capture the city, and expose the hidden Invaders!
kickstarter
Author

Keiran Suchak

Published

March 3, 2024

Theming: What’s the point?

In John Carpenter’s They Live, players attempt either to save the city or secretly help Invaders enslave it.

The social contract

The campaign describes asymmetrical strategy, teamwork, and deceit. Keep private information private unless a card or final rulebook tells you to reveal it.

Setting up: How to get started?

A verified official rulebook was unavailable when this page was prepared. Use the boxed rulebook to prepare roles, cards, and city resources.

Do not assign roles from memory

Role counts and any hidden-information procedure are core balance rules. Follow the player-count table in the physical rulebook.

Rounds and Phases

A verified official rulebook was unavailable. The official campaign describes an asymmetrical game of strategy, teamwork, deceit, resource gathering, city capture, and exposing hidden Invaders, but it does not establish a final turn procedure here.

Avoid invented social-deduction rules

Do not add discussion limits, voting rules, night phases, or public accusations unless the final rules explicitly provide them.

Scoring

Consult the boxed rulebook for the human and Invader victory conditions. This is not presented as a conventional points game.

Endgame reminder

Confirm whether the final rules require an immediate check after a city or exposure event.

Terminology

Humans: players trying to save the city. Invaders: hidden opponents trying to enslave it. Exposure: identifying hidden Invaders. City capture: the conflict’s central objective.

Resources

The official campaign confirms resources are gathered, but the final rulebook defines their types and use.

Official rules

The verified official source is the creator Kickstarter campaign. No verified final public rulebook or rulings source was located.

Limitation

This page intentionally does not give roles, setup counts, turns, card timing, victory thresholds, or variants.