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ADAPTOID 24

ADAPTOID 24 Rulebook

Table of Contents

Table of Contents

  • Set Up
    • ADAPTOID
    • GENETICIST
  • The Game
  • Geneticist
    • Rooms
    • Equipment (loaded / unloaded)
  • Adaptoid's Evolution
    • Defensive
    • Reproductive
    • Offensive

Set Up

Each player chooses a side: ADAPTOID or GENETICIST. They both take their corresponding cards and place them according to the picture.

ADAPTOID

  • 8 Room cards (player's hand)
  • 15 Evolution cards: shuffle the 3 types to form 3 decks separately (Defensive - Reproductive - Offensive)
  • 12 Spawn cards: shuffle them to form a deck

The ADAPTOID's played Room cards go in a row of 6 spots numbered 1 to 6 (leave some space for the 6 turns), above the GENETICIST's row of 6 spots numbered 1 to 6.

GENETICIST

  • 8 Room cards (player's hand)
  • 1 Character card, to choose from (with the shield loaded)
  • 3 Taser cards: 2 loaded, 1 unloaded
  • 1 Dron card: unloaded

The Game

The ADAPTOID's objective is to capture the GENETICIST, while the GENETICIST's is to escape from the facilities.

The game is played in two phases, six turns each.

In each turn, the GENETICIST and the ADAPTOID pick and place one of their Room cards, following the indicated order in the setup. Then, reveal these two rooms and check if one of these encounters occurs:

A. The GENETICIST and the ADAPTOID played the same card. The ADAPTOID has an initial Resistance of 1.

B. The GENETICIST played one card previously played by the ADAPTOID, and there are Spawns in that room. Reveal the Spawn cards.

Example A: initial resistance 1, Scales +1, total resistance = 2. Example B: Spawn cards in the room, total resistance = 2. In both examples, the GENETICIST may choose to play the shield, 2 Taser cards or the Dron.

If an encounter occurs, the GENETICIST needs to play enough loaded cards in order to match the Resistance points and to overcome the encounter. Then, they must flip played cards over.

If the GENETICIST doesn't overcome the encounter, they are captured and the ADAPTOID wins the game.

If both players didn't play the same card:

  • The ADAPTOID draws the first 2 cards from the Spawn deck and places them face down, without looking at them, in one or two rooms of their choice. Then, reveal the top card of one of the Evolution decks and apply its effect.
  • The GENETICIST activates the room's ability unless the shield has been used or they have been captured.

Play a new turn by placing the cards next to the ones already played.

When the sixth turn ends, each player gets back all their Room cards. The ADAPTOID also gets back all their played Spawns and shuffles them to form a new deck.

If the ADAPTOID doesn't manage to capture the GENETICIST after the sixth turn of the second phase, the GENETICIST escapes and wins the game.

Geneticist

Rooms

  • WAREHOUSE: Flip over up to 2 Taser cards to show their loaded side.
  • R&D: Flip the Character card over to show its shield loaded.
  • CONTROL ROOM: The ADAPTOID must play first their next Room card facing up.
  • ROBOTIC FACILITIES: Flip the Dron card over to show its loaded side.
  • LAB: Remove all the Spawns from one room.
  • DINING AREA: Flip 1 Taser card over to show its loaded side.
  • OFFICE: Flip 1 Taser card over to show its loaded side.
  • GARDEN: No effects.

Equipment (loaded / unloaded)

  • TASER: Exceeds 1 point of Resistances (it's cumulative). Discard the Spawns from the room after the encounter.
  • DRON: Exceeds any Resistance value. Discard the Spawns from the room after the encounter.
  • SHIELD: Overcomes any room. The Spawns remain in the room after the encounter. Prevent from using the room's ability.

The unloaded equipment cannot be used.

Adaptoid's Evolution

The marked cards (permanent-effect symbol) have a permanent effect and are cumulative (leave them visible on the table). The other cards are solved immediately and then discarded.

Defensive

  • CLONE: Place it in one room already played by you. The Clone has the same Resistance as the ADAPTOID and it is discarded at the end of the next turn. During an encounter with the Clone, ignore the Spawns (if any).
  • SCALES (permanent): Resistance +1 to the ADAPTOID.

Reproductive

  • RAGE (permanent): Place it in one room already played by you. Resistance +1 to all the Spawns in that room.
  • SPREADING: Place an extra Spawn in a played room by you.

Offensive

  • EMP: The GENETICIST cannot use the Taser in their next turn.
  • DESTROY (permanent): Place it in one room already played by you. The GENETICIST won't be able to use this room's ability.
  • INTIMIDATE: Remove one card from the GENETICIST's hand and leave it face down.