Introduction
This rulebook is intended to be a single resource for the official rules of Unfathomable by Fantasy Flight Games and its expansion. The goals are for it to be complete and unambiguous, incorporating the published rules included with the games as well as clarifications and rulings made later, so that no one has to dig through rulebooks, reference, errata, official FAQs and other resources.
For beginning players, it’s probably best to use the official base game rulebook to learn the game. This rulebook has lots of detail, even when all the expansions are turned off, which is probably going to hurt more than help. But if you are playing the game and have a question that the official rulebook doesn’t seem to answer, take a look. An experienced player should be able to use this to teach new players the game, since they can explain the basics themselves and know what details can be ignored to start.
Configure which rules are being included by using the form at the top of the page. Some rules change based what is included, and the rulebook will change as you configure it.
By default, this rulebook sticks to the official rules and rulings by Fantasy Flight Games.
The Setting
The year is 1913.
You are the passengers and crew aboard the steamship SS Atlantica, a small passenger ship operated by Fairmont Shipping Co. that is traveling across the Atlantic Ocean en route to Boston, Massachusetts. During the first days of the voyage, there are rumors that the lookouts have spotted large, dark shapes in the water following behind the ship. Some of the ship’s occupants have been behaving strangely, making croaking sounds or staring unblinkingly at the open sea. You, too, are not feeling quite yourself, your nights plagued by dreams of eerie underwater landscapes teeming with shadowy figures. Tensions are high, nerves are frayed, and the ship is a powder keg ready
to explode.
On the third night of the seven-day voyage, a passenger is found murdered in the ship’s chapel. Her body is slumped over an ancient tome with ritual components laid out around her on the chapel’s altar. An illustration on the open page of the tome depicts a figure in the center of a shimmering circle. Outside of the circle is a swarm of fleeing monsters. You do not have long to contemplate the meaning of the image before
cries and screams of horror go up around the ship. Something has emerged from the water and is climbing aboard!
Overview
Unfathomable is a game of hidden loyalties, intrigue, and paranoia for three to six players. Some players are humans who are
fighting for the survival of the ship, its passengers, and its crew. But some players are traitors, sent aboard the SS Atlantica by the Deep
Ones to ensure the ship never reaches port! Because player loyalties are hidden, determining who is friend and who is foe is critical to
winning in Unfathomable.
During the game, the human players arm themselves with items, fight Deep Ones, rescue passengers, and make sure that the ship stays afloat. At the end of every human player’s turn is a crisis that either poses a difficult decision for one player or challenges all players to work together to overcome the crisis. If the humans can work together successfully, the ship will eventually reach port, resulting in a win for the humans.
However, the traitors are hiding among the humans, secretly sabotaging the ship and doing all they can to ensure its doom. If the ship sinks before it can reach its final destination, the traitors win.