FOUNDATION SIMULATION TERMINAL CLEARANCE: OPEN
Item #: HTS-001 Object Class: Keter
Here to Secure.
here to slay.
Description: Six ageing sites are being merged into one new campus at Lantern Hill, and it needs exactly one Director. Then the convoy moving their anomalies crashed in a storm. The Council has decided the clean-up will be the job interview.
Special Containment Procedures: Recruit personnel from six departments. Equip them, roll to activate them, and send them after the anomalies loose in the building. Countermand rivals who move too fast.
Win: contain 3 anomalies, or end your shift with all 6 departments in your party. Your Director counts toward their own department.
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Choose your Site Director (their department counts toward your six)
Play with bots Resume saved game Host online Join room
Bot games start immediately and save on this device. Online rooms seat 2–6 directors; the host can fill empty seats with bots. Free in your browser: no download, no account.
Room
Bot directors for this breach0 1 2 3 4 5
Time to respond5 seconds 7 seconds 10 seconds 12 seconds 15 seconds
Time to throw dice8 seconds 12 seconds 20 seconds 30 seconds
Your Site Director
Sound the alarm Copy invite Leave room
Bot speedFast Normal Slow
Invite
Size: fit
Sound on
Briefing
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These rules on one page
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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
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.