A check is made for the Instant Victory conditions of the scenario being played. If he hasn’t won per the scenario’s conditions and there are still Kay’otz Activation Cards left then begins the next turn’s Marine Action Phase.
If there are no Kay’otz Activation Cards left in the cup, then the ciomputer randomly draws one of the remaining Kay’otz Mission Goal cards.
The Kay’otz Mission Goal cards are each explained as follows:
a) Inter-Dimensional Portal: A secret inter-dimensional Portal is located in the same hex as a Monolith unit. If no Monolith is present, then it is located in the hex of an Overlord unit. If there is no Active Marine unit within three or fewer hexes of the Portal hex, the Kay’otz win. If there is no Monolith or Overlord unit, the Kay’otz cannot win with this card.
b) Enslave: If half or more of the Marine units on the map are “Stunned” or “Paralyzed”, they are captured and enslaved and the Kay’otz win.
c) Decapitate Command Control: If there are no Active HQ units on the map, the Kay’otz win.
d) Pillage: If there are no Active Logistics units on the map, the Kay’otz win.
e) Possess Sleeper-Agent: If there is at least one Active alien unit adjacent to a “Stunned” or “Paralyzed” Marine unit, the Kay’otz win.
f) Summoning: If there are at least eight Active Kay’otz units on the map, the Kay’otz win.
The computer checks the drawn Kay’otz Mission Goal card conditions against the situation on the map. If the Kay’otz have achieved their mission goal, they win a Major Victory. If not, check the scenario instructions to determine how the game ends.
