Six animal Foundation staff approaching an illuminated containment door.

FOUNDATION SIMULATION TERMINAL

How to play Here to Secure.

Here to Slay in the Foundation. Recruit personnel, contain anomalies, and countermand rivals who move too fast. Here to Secure is a fan edition of Here to Slay. It is for two to six players, with bots to fill empty seats and is free in your browser: no download, no account.

FOUNDATION SIMULATION TERMINAL

Briefing

The Lantern Hill Review

The Foundation is closing six small, ageing sites and folding them into one new facility: the Lantern Hill Consolidated Campus. It needs exactly one Director. Each of the six Site Directors was told, privately, that they were the front-runner.

Then the convoy carrying all six sites’ anomalies to Lantern Hill left the road in a storm. Fifteen anomalies are loose across the district. The Council’s memo was brief: the recontainment will serve as the interview.

Two things earn the post. Results: three anomalies back in containment under your name. Or readiness: ending a shift with all six departments staffed, proof that you could actually run the campus. The memo closed: “Cooperation is encouraged. Credit will be assigned individually.”

So the candidates recruit, borrow each other’s staff without asking, file objections to each other’s paperwork, and blame the dice.

The candidates

  • Dr. Alto Clef, Mobile Task Force. A highly adaptable, very clever liar and a former Global Occult Coalition operative, promoted to Site Director to general alarm. Nobody is sure he applied for Lantern Hill, but his name is on the list and every objection he files somehow sticks.
  • Agent Dmitri Strelnikov, Security. A former Site Security Director who once ran Site-19 as acting Director, now with a site of his own. He has held a position against worse than a strongly worded memo.
  • Agent Troy Lament, Recovery. A containment and recovery specialist and the protégé of Dr. Gears, newly promoted to Site Director. He would rather be in the field than behind a desk, which is exactly why the field teams want him in charge.
  • Director Maria Jones, Intelligence. Director of the Records and Information Security Administration. Powerful and isolated, she decides what everyone else gets to know, and she already has a copy of your file.
  • Dr. Charles Gears, Research. A Site Director of unusual logic and almost no visible emotion; he has never been seen to startle. He treats the review as one more procedure to be followed correctly.
  • Chairman Odongo Tejani, Ethics Committee. Chairman of the Ethics Committee, the body that decides which of the Foundation’s questionable actions are necessary. The Committee insists a campus this size needs a conscience in charge.

How a shift works

Your shift has 3 action points. 1 point: DRAW a card; play Personnel, Equipment or a Protocol from your hand; or roll to activate a Personnel in your party (each once per shift, even if the roll fails). 2 points: CONTAIN an anomaly. 3 points: discard your hand and DRAW 5.

Personnel join your site. When one arrives you may roll to activate it for free. Activation succeeds on 2d6 at or above its number.

Anomalies show requirement icons. A department icon needs your Director or a Personnel of that department; a gray icon needs any Personnel (never the Director). Each card fills one icon. Spend 2 points and roll: at or above the green number, CONTAIN it and keep its skill; at or below the red number, suffer its breach; anything between does nothing.

Countermand: when someone plays Personnel, Equipment or a Protocol, anyone holding a Countermand may challenge. Both roll 2d6; the challenger wins ties. A countermanded card is discarded and its action point is still spent. The played card is laid in the middle of the table, then you have 5 seconds to decide (the host can set 5 to 15 when the game starts); after that you pass.

Cards are controls: click a card to do what its button says, click the main deck to draw, click the discard pile to see every card in it, and when you must pick a Personnel or an anomaly, click it on the table. On a small window the whole table shrinks to fit; the Size button switches to a full-size table that scrolls. On a phone the shift and the current decision stay pinned to the top of the screen and the hand is a strip you swipe. On a touch screen the first tap shows the card and the second plays it.

Dice: when a roll is yours, you throw it. Hold the dice to shake them and let go to throw. Bot seats roll at once. Wait longer than the throw time (12 seconds unless the host changes it) and the dice are rolled for you.

Field Variance: after any roll, anyone may play variance cards to add or subtract from it. Every new card reopens the window for the same response time. When everyone passes or the clock runs out, the roll resolves.

Equipment attaches one per Personnel. Cursed Equipment goes on a rival’s Personnel. Cross-Clearance makes a Personnel count as another department.

No hand limit. Win the moment you contain 3 anomalies, or end your shift with all 6 departments in your party, Director included.

About this edition

An unofficial fan edition. The turn structure follows Here to Slay by Unstable Games. The anomalies and many of the staff are from the SCP Wiki, described in our own words; the remaining staff, all other cards and the illustrations are original.

Credits

Anomalies from the SCP Wiki, licensed under CC BY-SA 3.0. The anomaly cards and their artwork are adaptations shared under the same licence.

Canon staff are shared characters from the SCP Wiki’s Personnel and Character Dossier, written by many authors and used under the same licence. They appear here as animals; names and roles follow the dossier.

Bots are labelled, see only what a player in their seat would see, and choose from the same legal moves.

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