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Assembly

Assembly Rulebook

Table of Contents

Table of Contents

  • Objective
  • Game End Conditions
  • Components
  • Communication
    • Communication Restrictions
  • Setup
  • Turn Order
  • Verifying Commands
    • Verification Example (2+ Players only)
  • Commands
  • Role Cards
  • Deploying Modules
    • Module Placement Example
  • Locking Bays
  • Unlocking Bays
  • Rotating Modules
    • Rotation Example
  • Malfunctions
  • Refreshing the Deck
    • Game End Condition: Lose
  • Scoring
  • Achievements
  • Glitches Variant
    • Setup
    • Additional Gameplay Rules
  • Reducing Difficulty
  • Increasing Difficulty
  • Double Ring (3-4 Players)
    • Objective
    • Setup Modifications
    • Deck Composition
    • Verifying
    • Commands
  • Override Variant
    • Objective
    • Robots
    • Setup Modifications
    • Commands
    • Deck Composition
    • Example Setup
    • Scramble
  • Re-Sequence Variant
    • Objective
    • Deck Composition
    • Commands
    • Setup Modifications
    • Card Compatibility
    • Backwards Compatibility
    • Platform/Hold Example
  • Changing Difficulty (Re-Sequence & Override)
    • Reducing Difficulty
    • Increasing Difficulty
  • Sign Language Variant
    • Appendix: Suggested Signs

Objective

To win you must escape. The only way to escape is to lock all 12 Room Modules in their correct bays as shown by the Blueprints. Succeed before you run out of time and your ship will launch you to safety.

Game End Conditions

The game immediately ends when you win by correctly locking all Room Modules before time runs out. You lose the game immediately if you have refreshed the Command deck twice (three cycles) and cannot draw a Command card when you need to.

Components

  • 12 Room Module Tokens with Stickers
  • 12 Blueprint Cards
  • 16 Command Cards
  • 8 Malfunction Cards
  • 7 Role Cards
  • 1 twelve-sided die
  • 4 Player Aids

Key terms:

  • Blueprint refers to a Blueprint card.
  • Bay refers to the physical location of a Blueprint (indicated by the bay number cards).
  • Module refers to a Room Module token.
  • Malfunction refers to the effect when certain bays are locked.

Communication

The computer is watching your every move and listening to every word you say. She can immediately, albeit temporarily, jam all communication methods between you and your friend whenever she needs to.

You must never reveal, in any way, the cards in your hand, the command you intend to perform in a future turn or instruct what command the other player should execute. You must always be honest when verifying commands, however the support player must never show their cards to the active player.

There are 3 levels of communication interruption you can play with:

Limited Information: You may discuss strategies freely during turns without the keyword restriction. However, as soon as the verification question is asked, all discussions must cease immediately.

Limited Information, Reduced Communication: During turns, you may discuss general strategies, until a command word (or equivalent) is used.

Limited Information, Jammed Audio: Play solely using sign language and/or hand gestures with the same rules as for Reduced Communication. See the Appendix for suggestions or agree on your own signs.

Communication Restrictions

The computer is listening for key words therefore, you can discuss general strategies such as how to approach a cycle and observations on the state of play. However, when a command word (or equivalent) is used (Deploy, Lock, Swap, Rotate), the computer blocks your communications with only time for a quick 'yes' or 'no' before it's fully locked down. All other communications must immediately stop. Fortunately, she can only block it temporarily: the channel resets at the beginning of each turn, allowing your discussions to resume.

Setup

The setup for 2 players is as follows (see box below for Solo Play modifications).

  1. Each player chooses one Role card, then places it in front of themselves.
  2. Shuffle the 12 Modules and place them in a stack face-down in the centre of the play area.
  3. Decide which set of Malfunctions to play with, then place their Malfunction cards in the same positions as a clock face (i.e. 12 at the top, 3 on the right, 6 at the bottom and 9 on the left).
    • For your first game it is recommended that you play with the blank Malfunction cards.
  4. Shuffle and place the 12 Blueprints in a circle, unlocked side up, starting at bay 12 and moving round in a clockwise direction.
  5. Roll the die, then place 1 Module face-up on the Blueprint in the bay that corresponds with the number on the die.
  6. Set aside the following Command cards from the Command deck and place them face-up nearby:
    • 1 Either Rotate;
    • 1 Wild.
  7. Shuffle the remaining Command cards to form the Command Deck and place them in the centre of the play area.
  8. Deal 3 Command cards face down in front of each player to form each player's starting hand.

Solo Modifications

The assembly line can be operated by a single person, albeit inefficiently. Being an orbital platform, redundancy is all the rage and the designers tried to think of every possibility, which is good for you as otherwise you'd have no chance of escaping.

The solo setup is modified by returning these 4 Command cards to the box:

  • 1 Deploy/Lock;
  • 1 Either Rotate;
  • 1 Swap;
  • 1 Anti-Clockwise Rotate.

Turn Order

Players take turns at being the active player and executing commands to manipulate the Modules. The command to be executed is chosen from the available commands in the active player's hand or the active player may discard exactly 3 Command cards to execute any command, acting as a substitute Wild card.

Each turn consists of the following steps:

  1. Inform: The active player may ask one question about the contents of the support player's hand.
    • The support player may only respond yes or no.
  2. Verify: (2+ players only) The active player declares and discards their chosen command card face up to the discard pile. The support player must then verify this command (see Verifying Commands below for details).
    • The active player may play any card from their hand, regardless of the Inform question.
  3. Execute: Perform the declared command on all unlocked Modules.
  4. Malfunction: Apply all applicable Malfunction effects when locking bays 3, 6, 9 or 12.
  5. Refresh: The active player refreshes their hand by drawing Command cards up to their hand limit (3 cards). The support player does not refresh their hand.

If the active player does not have any cards in their hand, they should skip steps 1-4 and just draw cards. This is their entire turn.

The hand limit is 3 cards and you may never look through the Command Deck discard pile.

Solo Modifications

As you don't have a companion to assist with your escape: Ignore steps 1 and 2, however you must still discard a Command card to execute your command.

Verifying Commands

The assembly line works at optimum efficiency; the first operator executes the command whilst the second verifies it either automatically with a matching command or using the manual override, which costs additional time. For safety reasons, the two control rooms are separated by a partition, each with their own oxygen supply.

In order to execute a command, the support player must 'verify' the command chosen by the active player. Verifying simply means the support player has a command card in their hand which matches the command being executed. The card used to verify the command must never be revealed.

When asking about the support players hand, you may only ask whether they can verify a specific command. This is the only time you may refer to a command.

When performing the 'Verify' step, there can be one of two outcomes:

  1. Automatic Verification: If the support player has a single Command card that enables the chosen command action, this verifies the command and it is executed without penalty in the 'Execute' step.
    • Only the active player discards a card.
  2. Manual Override: If the command cannot be verified, the supporting player must also discard 1 card of their choice when the command is executed during the 'Execute' step.
    • Both the active player and the support player discard a card.

When verifying commands, note that a card that depicts multiple commands (e.g. Wild) can verify any of the depicted commands.

Verification Example (2+ Players only)

Amelie (active player) wants to execute an Anti-Clockwise Rotate command. She asks Alfie (support player) if he can verify this command. Amelie must not reveal that she intends to discard an Either Rotate card to execute this command.

Scenario 1

Alfie responds 'Yes' as he has a Wild card in his hand: this allows him to verify any command. This would also be true if Alfie had an Either Rotate or an Anti-Clockwise Rotate card in his hand.

Amelie discards her Either Rotate card and executes the Anti-Clockwise Rotate command. As Alfie can verify this command, he does not discard a card. Amelie then draws 1 Command card to bring her hand back up to her hand limit of 3 cards. Alfie then becomes the active player.

Scenario 2

Alfie responds 'No' as he doesn't have an Anti-Clockwise Rotate card in his hand.

Amelie discards her Swap card instead in the hope that Alfie can verify this command. In this instance, Alfie has a Swap card so can verify this command and he does not discard a card. The outcome is the same as scenario 1.

Scenario 3

Alfie responds 'No' as he doesn't have an Anti-Clockwise Rotate card in his hand.

Amelie decides they really need to execute an Anti-Clockwise Rotate command so she discards her Either Rotate card and declares her chosen command. As Alfie cannot verify it he must discard 1 card of his choice to manually override the system. When Alfie becomes the active player, he will only have 2 cards in his hand. Alfie will not draw up to 3 cards until the end of his turn as the active player.

Scenario 4

Alfie responds 'No' as he doesn't have an Anti-Clockwise Rotate card in his hand.

Amelie decides to discard her Swap card instead in the hope that Alfie can verify this command. Unfortunately, in this instance, Alfie cannot verify the Swap command either and therefore the outcome is the same as in Scenario 3. Alfie must discard a card of his choice from his hand.

Commands

In an attempt to quarantine the virus, the computer has locked down all systems, undocked all the spaceships and is currently venting the oxygen. Fortunately, she has missed one, albeit incomplete, ship.

To assemble the ship and make your escape you must deploy the Modules onto the assembly line and arrange them such that they are locked into the bay with their matching Blueprint. You achieve this by executing commands to move all or some of the Modules around the gantry system.

The Command Deck contains your available commands and also acts as the timer tracking your remaining oxygen. The Command Deck contains 4 different types of commands that can be executed:

Deploy: Reveal 1 new Module from the stack to build the ship. Roll the die and place it face up in the bay that corresponds to the number rolled.

Lock: Fix the location of 1 or 2 unlocked Modules if they are each in a bay matching their Blueprint. Flip each affected Blueprint and Module to their reverse side, then resolve any Malfunction effects.

Swap: Swap the positions of any 2 unlocked Modules.

Rotate: Simultaneously move all unlocked Modules either 1 or 2 bays in the indicated direction (clockwise or anti-clockwise). Every unlocked Module moves the same number of unlocked bays in the same direction, skipping over any locked bays.

Some Command cards have multiple commands depicted on them. You may execute or verify any one of the depicted commands. The active player must choose which command to execute before declaring and discarding their card.

The number of cards in the Command Deck are:

Command CardSolo2P
Deploy / Lock67
Clockwise Rotate11
Anti-Clockwise Rotate01
Either Rotate23
Swap23
Wild11

If a command can be executed, it must be executed. However, you can execute a command that has no effect. For example,

  • Executing the Swap command when there is only 1 deployed Module;
  • Rotating all Modules by 2 bays when there are only 2 unlocked bays remaining (i.e., they end up where they started).

Role Cards

Role cards provide a single-use special ability. When a special ability is used, it overrides the default rules for that action.

Roles that require a specific action to be executed can be used by discarding the relevant card or by using a substitute wild card (discarding 3 cards) and replaces the normal effect of the card. For example with Alfie, when you execute a Swap command, instead swap 2 unlocked Blueprint cards rather than 2 unlocked Modules. The Swap command can be executed as a result of a Swap Command card, Wild Command card or substitute Wild Command card (discarding any 3 cards).

Alfie — Requirements Manager. Swap: exchange 2 unlocked Blueprint cards instead of Modules.

Jayani — Production Manager. When executing the Swap command action: Swap the positions of 3 Room Module tokens.

Role cards have two sides, one with icons and the other with a written description of the special ability. Use whichever you prefer.

Deploying Modules

Against all odds, you have outwitted the computer and have made it to the control room. On the screen above your head, you can see the required layout in blueprint form and on the assembly line you can see the completed Room Modules hanging around the edges ready for placement.

When you execute the Deploy command, roll the 12-sided die then take the top Module from the stack. Find the bay that corresponds with the number on the die and place it face-up in that bay on the Blueprint card.

If the bay is already occupied with a Module (locked or unlocked), move it in a clockwise direction to the first available bay and place the Module there instead.

Module Placement Example

Sammie discards a Deploy/Lock Command card and declares that they intend to execute the Deploy command:

  1. Sammie rolls the 12-sided die and gets a '12' result.
  2. Sammie then takes the top Module from the stack and attempts to place it on the Blueprint that is in bay 12 (i.e. at 12 o'clock).
    • However, bay 12 is locked and Sammie cannot place it there.
  3. Sammie therefore moves the Module in a clockwise direction until it reaches an unlocked and unoccupied bay: In this example, bay 3.
  4. Sammie then places this Module face-up on the Blueprint in bay 3.

Locking Bays

Every module must be locked into its correct bay in order for you to complete the ship and thus escape. The Lock command allows you to simultaneously lock 1 or 2 Modules to their corresponding bays. To lock a Module, it must always be in the bay with a matching Blueprint, i.e. the Engineering Module must be in the same bay as the Engineering Blueprint.

When the Lock condition has been met, you may execute the Lock command: Flip both the Blueprint and its matching Module to their locked sides. They are no longer affected by Command cards or Malfunctions unless you are instructed to unlock one (see below).

Unlocking Bays

If you are ever instructed to unlock a bay, flip the Blueprint and the Module in that bay to their unlocked sides. Unless otherwise specified, you may choose which bay to unlock.

Note: Nahla's special ability still requires that the Module and Blueprint match for the third bay locked.

Rotating Modules

Due to the set-up of the assembly line, all unlocked Modules are moved simultaneously following these rules:

  • Move in the same direction.
  • Move the same number of bays (i.e. 1 or 2 bays). Only count unlocked bays, skipping over locked bays.
  • If rotating a single Module, also ignore occupied bays (only possible with certain abilities effects).
  • Locked modules do not move.

Tip: It may be helpful to take the Modules off the Blueprint cards, rotate them all then place them back on their new Blueprint card.

Rotation Example

Sammie executes an Anti-Clockwise Rotate command and chooses to rotate all Modules by 2 bays:

  • Module 1 (Medical) moves from bay 9 to bay 4, ignoring the 3 locked bays.
  • Module 2 (Navigation) simply moves from bay 2 to bay 12.

Malfunctions

The station's computer really doesn't want you to escape. In fact, she is trying to take over the assembly line and hinder your escape.

Malfunctions are the computer's attempt to intervene in your completion of the ship. Sometimes these are beneficial but mostly they will hinder you. Malfunctions only affect the active player. Playing with Malfunctions is optional.

During setup, choose a single matched set of Malfunctions and place them with the chosen Malfunction side face-up. These are activated every time a Module is locked into that bay. Unless you are instructed to unlock a bay, Malfunctions only affect unlocked Modules.

Many Malfunctions have a requirement to be locked. These manifest in one of two ways:

  1. A negative effect activates if the requirement is not met.
  2. They have a firm requirement and you cannot lock the bay without meeting this requirement in full. These Malfunctions are marked with a symbol.

Malfunctions with this symbol indicate the requirement MUST be met in order to lock the bay. (Example card: "12 — Unless this is the final bay to be locked, you must discard any 3 cards as a wild to lock this bay.")

You must always attempt to execute the effect of a Malfunction, however if you cannot execute its effect in full, when following all standard rules, it has no effect (i.e., read as if all effects text start with 'if able'). If a Malfunction text states 'may' you can choose whether to execute this effect or not. If it says 'must', you must do exactly as instructed, however this may have no effect.

If you are instructed to select a random bay, roll the die. If the corresponding bay is not suitable (e.g., locked), then select the first suitable clockwise bay. For unlocking bays, see page 14.

Refreshing the Deck

The longer you take to assemble your spaceship to escape, the more time the computer has to thwart your efforts. At least you are becoming more adept at executing the commands.

A deck cycle ends when you need to draw a Command card but the draw pile is empty. You must then immediately refresh the Command Deck:

  1. Add one of the set-aside Command cards to the discard pile.
    • First refresh: Either Rotate
    • Second refresh: Wild
  2. Shuffle the Command discard pile to form the new Command Deck draw pile.

Unfortunately, in the time it takes you to refresh the Command Deck, the computer causes a glitch on the assembly line. You must Scramble all unlocked Blueprints:

  1. Move all unlocked Modules off their current Blueprints, but keep them in the same bay position.
  2. Shuffle the unlocked Blueprints, then deal them into empty bays to re-form the clock face, starting at bay 12 and moving round in a clockwise direction.
  3. Replace the unlocked Modules on their newly-allocated Blueprints.
  4. The active player then draws cards up to their hand limit.

Game End Condition: Lose

When you have run through the Command Deck three times (there will be no more set-aside cards) and you cannot draw a card when you need to, the game immediately ends. You have lost.

Scoring

Give yourself:

  • 2 points for each locked bay.
  • 1 point for each deployed but unlocked Module in play.
  • 1 point for each card left in the draw pile.
ScoreResult
15 or lessPoor. You must work more efficiently if you are to have a chance of escaping. Hopefully your reincarnations will do better.
16-19Good Attempt. Unfortunately, good attempts don't make you any less dead.
20-23Almost There! Perhaps just a minute or two longer and you'd have escaped. Unfortunately, you'll never find out.
24-25Perfect! You've escaped in the nick of time! But was that the right thing to do? Have you just infected Earth with a deadly virus? Was the computer right to try and stop you escaping?
26-29Ace! You've escaped and with a little time to spare! Will you be as lucky next time?
30+Gifted! You've escaped with plenty of time to spare. Perhaps have a nap or a cup of tea next time? Or play with a harder variant. The computer is no match for you as she currently stands!

Achievements

  • Time to Spare: Win a game with at least 6 cards left in the deck (standard or hard difficulty).
  • Survivor: Win 3 games of Assembly in a row on Hard difficulty.
  • Domesticated: Win a game without discarding any wild cards (standard or substitute).
  • Non-Specialist: Win the game with at least 5 cards left in the deck and without using a role.
  • Lucky Streak: Win 3 games back-to-back using each of the Malfunction sets (A, B & C).
  • Rotation Expert: Move 4 Modules into their correct bays using a Rotate command.
  • Push Your Luck: Have 5 unlocked Modules deployed, all in their correct bays.
  • Head Start: Lock at least 4 Modules into place in the first deck cycle.
  • Early Launch: Lock at least 10 Modules into place before the end of the second deck cycle.
  • Full House: Deploy all Modules before the end of the second deck cycle.
  • Psychic: Win a 2-player game without communicating in any way except during the game setup and deck refresh phases.
  • Resonance: Win a 2-player game without forcing the support player to discard a card.
  • Super Efficient: Win a game using both Glitch cards and Malfunctions and have at least 4 cards left in the Command deck (standard or hard difficulty).
  • Super Survivor: Win 3 games in a row on Hard difficulty with Malfunctions and Glitches (standard or hard difficulty).
  • Randomiser: Win a game by choosing a Glitch effect randomly each time.

Glitches Variant

The computer is evolving and learning new ways to stop you escaping.

Setup

Place 1 glitch card, face-down, under each of the set-aside deck refresh cards.

Note: For hard difficulty, include 1 Glitch card in the Command Deck during setup.

Additional Gameplay Rules

When adding one of the set-aside cards to the Command deck during a deck refresh, also add the Glitch Card.

When a Glitch card is drawn, immediately resolve it. Remove it from the game once activated. Do not draw a replacement card.

Note: Unless otherwise stated, Glitch cards affect the active player only.

Reducing Difficulty

To reduce the difficulty make one of these modifications:

Solo

  • Integrate the Wild card into the Command Deck during setup, setting aside an Either Rotate card instead.
  • Do not remove 1 Deploy/Lock card during setup.

2-Players

  • Replace the set-aside Either Rotate and/or Wild Command cards with the Anti-Clockwise Rotate and/or Clockwise Rotate Command cards.

Increasing Difficulty

If you would like to increase the difficulty, make one or more of these modifications:

Solo

  • Instead of returning the Anti-Clockwise Rotate card to the box, keep it in the deck and return an additional Either Rotate card to the box instead.
  • Place a Deploy/Lock Command card from the deck (after setup) under one of the deck refresh cards (Either Rotate or Wild) and add it to the Command deck during a deck refresh.

2-Players

  • Place a Deploy/Lock Command card from the deck under either the first or second deck refresh (Either Rotate or Wild) card and add it to the Command deck during a deck refresh.
  • Remove one Deploy/Lock Command card from the deck during setup and return it to the box.
  • Whenever you have to discard a card, discard a random card instead of choosing one.

Double Ring (3-4 Players)

Just as you reach the control room and think it was just you and a friend that survived, 2 other survivors turn up. At first you're relieved but then when you look back at the screen you realise that the half-built ship is a large version so you are thankful you have some help as this one is going to be tougher to complete!

Objective

You must lock all 24 Room Modules into their correct bays as determined by the Blueprint cards.

Setup Modifications

Setup the game as per standard rules with the following modifications.

Lay a second ring of Blueprint cards around the outside of the original ring to create a double ringed ship.

Each ring should contain one of each type of Blueprint card but the positions of the Blueprint cards do not need to match.

Clarifications:

  • Each player should choose 1 Role but all Roles in play must be unique.
  • Only place 1 Any Rotate and 1 Wild card aside.

Deck Composition

Command Card Type3-Players4-Players
Deploy/Lock1314
Swap56
Either Rotate56
Clockwise Rotate22
Anti-Clockwise Rotate00
Wild11

Note: The deck composition is still being refined and may change between now and formal publication of these rules. There will also be a 'double Assembly' version created for 1-2 players.

Verifying

Standard:

Follow all standard verification rules with these modifications:

  • You may ask any player the verification question.
  • You do not need to ask that player to perform the verification but you cannot ask a second question, i.e.
    • Amelie asks Alfie "Can you verify the Swap command?".
    • Alfie responds: "No".
    • Amelie then indicates that Sammie will verify the command.

Advanced:

Follow all standard verification rules with these modifications:

  • You may ask any player the verification question. This player must also perform the verification.

Commands

The commands are unchanged with the following exceptions:

  • Rotate commands rotate all unlocked modules EITHER in the inner ring OR the outer ring.
  • Swap commands can only be performed within a single ring OR between rings for two adjacent modules.

Override Variant

The computer has taken control of some robots surrounding the assembly line. The only way to stop their meddling and deactivate them is to lock them into their correct bay before you launch your ship.

Objective

You must lock all 12 Room Modules as well as the 2 Robots into their correct bays as shown by the Blueprints and as determined during setup (Robots).

Robots

In order to shut down the Robots and prevent their meddling, you must lock them into their target bay. However, you can only do this if the target bay contains the Module corresponding to the Blueprint card: both the Module and the Robot must be locked simultaneously.

Robots may move with their attached Modules or may be moved onto a new Module by using any of the Rotate commands but they can never stop in an already Locked bay.

The Commands section gives more details.

Setup Modifications

Setup the game as normal with the following modifications:

  1. Setup the deck as shown in the Deck Composition Table below.
  2. Roll the die, then:
    • Place 1 Module face-up on the Blueprint in the bay that corresponds with the number on the die.
    • Place 1 blue Robot on top of this deployed module.
    • Place the second blue Robot next to the Blueprint that is diametrically opposite to the other blue Robot.
  3. Roll the die again, then:
    • Place a second Module face-up on the Blueprint in the bay that corresponds with the number on the new die roll.
      • If you roll the same number as in step 1, re-roll the die.
    • Place 1 white Robot on top of this deployed module.
    • Place the second white Robot next to the Blueprint that is diametrically opposite to the other white Robot.

At the end of setup, you should have 2 face-up modules on the Blueprints, each with a Robot on them and 2 Robots around the edge of the Blueprints.

Commands

Deploy: Rules unchanged from base game.

Lock: You may Lock Modules without a Robot on them as normal. Modules with a Robot on them can only be Locked if both the Module and the Robot are both in the correct bay.

You cannot Lock the Module in a Robot target bay without also locking the Robot at the same time.

Locking both the Module and the Robot into the same bay is part of the same Lock command (i.e. you may Lock a second bay when executing the Lock command normal).

Swap: You may choose ONE of the following commands:

  • Swap 2 modules without Robots as normal.
  • Swap the positions of two Robots with their attached Modules.
  • Swap the positions of two Robots without their attached Modules.

You cannot swap a Module without a Robot with a Module attached to a Robot.

Deck Composition

Command Card Type1-player2-players
Deploy / Lock67
Swap23
Either Rotate23
Clockwise Rotate00
Anti-Clockwise Rotate00
Platform / Hold12
Wild (replacement)11

For difficulty variants, see 'Changing Difficulty' section overleaf.

Example Setup

Module #1 and white Robot placement (from die roll). Module #2 and blue Robot placement (from die roll). Place the second Robot diametrically opposite to the first placed Robot. White Robot target bay. Blue Robot target bay.

Scramble

The bay card that the Robot sits on and its target bay are unaffected. They should be shuffled during each Scramble as normal. The Robot should be treated as if they were a Module – they remain in their bay and are placed on the newly allocated Blueprint card.

Rotate: You may still Rotate 1 or 2 bays however the Rotate command now has ONE of the following effects:

  • Move all Modules without Robots on them simultaneously as normal. Treat bays with Robots in as if they were Locked bays.
  • Move all Modules with Robots on them simultaneously, following normal rules. Treat bays with Modules but without Robots as if they were Locked bays.
  • Move all Robots simultaneously to an adjacent bay which must contain a Module (i.e. Modules don't move). Robots cannot move past bays that do not have a Module in them. Only move the Robots that can be moved (i.e. have a Module adjacent to them). Robots only move as far as they can be moved and then stop (i.e. the blue Robot may move 2 bays and the white robot 1 bay). Locked bays are skipped as normal.

Platform/Hold: Same rules as Re-Sequence - see overleaf.

Platform/Hold cards will affect both the Robot and its attached Module (i.e. neither the Module nor the Robot will move during a Rotate command if covered by a Platform/Hold card).

Robots cannot finish in an empty bay and only 1 Robot may ever occupy a single Module.

Re-Sequence Variant

Just as you thought you had the knack for escaping from the determined computer, she throws a spanner in the works and changes the rules, making your escape much more difficult.

Objective

You must lock all 12 Room Modules into their correct bays in sequential order as shown by the Blueprints.

You may choose the first bay to lock, however from that point on you must lock them in a clockwise direction, in sequence (e.g. 4,5,6…12,1,2,3).

Deck Composition

Command Card Type1-player2-players
Deploy / Lock67
Swap24
Either Rotate23
Clockwise Rotate11
Anti-Clockwise Rotate00
Platform / Hold12
Wild (replacement)11

Commands

Deploy: Roll the d12. Now you may choose the top Module of either token stack to deploy to this bay.

Lock: You may only lock a bay if the preceding bay in an anti-clockwise direction has been locked. You may choose the first bay that you lock. Bays are locked individually and in a sequential order.

Swap: You may either swap 2 deployed modules as normal OR exchange 1 deployed module with a module at the top of either token stack.

Rotate: You may either rotate modules as normal OR cycle the tokens in both stacks by placing the top module of each stack onto the bottom of their respective stack.

Platform/Hold: This command makes a bay temporarily appear to be locked and will be unaffected by a Rotate command. It should only be used with this expansion pack.

It is used to support a Rotate command and can be executed by either player when a Rotate command is being executed, whether it is their turn or not.

Note: Platform applies to bays without Modules and Hold for bays with Modules.

Setup Modifications

Setup the game as normal with the following modifications:

  1. Setup the deck as shown in the Deck Composition table opposite.
  2. Shuffle the token stack and then form 2 face-up token stacks of equal height.
  3. Roll the d12. You may choose which of the top tokens to deploy in this location.

Card Compatibility

Malfunction sets and Roles in this expansion pack have an icon on them to tell you which expansion(s) they are compatible with: Base game & Glitches; Override; Re-Sequence.

Backwards Compatibility

Card TypeOverrideRe-Sequence
RolesAllAll
Malfunction SetsAllD, F, G
GlitchesAllAll except: Lock Jam & Restore Backup

More than 1 Platform/Hold card can be played each turn and they are played as an additional card.

To execute the Platform/Hold command, place it in any bay, with or without a module in it. This bay is temporarily locked (i.e. ignored when executing the Rotate command). When the Rotate command has been executed, discard the Platform/Hold card.

The Platform/Hold card does not need to be verified when supporting a Rotate command. However, if it is discarded for no effect it must be verified.

Platform/Hold Example

Rotate Modules 2 bays anti-clockwise. Other Modules move normally. Modules skip bays covered with a Platform/Hold meaning they can move further.

Changing Difficulty (Re-Sequence & Override)

The following suggestions will allow you to adjust the difficulty of both Re-Sequence and Override. Additional cards have been provided to enable these modifications to be completed.

If a specific suggestion is only suitable for one of the expansions, this is noted in [square brackets].

Reducing Difficulty

Make one of the following changes:

  • Replace the Clockwise Rotate with an Either Rotate during setup.
  • Place 1 additional Platform/Hold card under the Either Rotate set-aside during setup – shuffle it into the deck with the Either Rotate.
  • You may use the Swap command on any Modules, regardless if they have a Robot on them or not [Override].
  • Start with 3 face-up stacks of tokens [Re-Sequence].

Increasing Difficulty

Make one or more of the following changes:

  • Replace 1 or more of the Either Rotates with the Anti-Clockwise Rotate and/or Clockwise Rotate during setup.
  • Replace 1 Swap with a Platform/Hold during setup.
  • Place 1 Deploy/Lock card from the deck under the Either Rotate set-aside during setup – shuffle it into the deck with the Any Rotate.
  • Remove 1 Platform/Hold from the deck during setup.
  • You must lock bay 1 first and then lock each bay in sequence in a clockwise direction, i.e. 1, 2, 3… 11, 12. Start with 3 face-up stacks of tokens [Re-Sequence].
  • Combine the two new expansions in a single game (i.e. lock the bays in sequence whilst moving the two Robots to their target bays).
  • Put 4 Robots into play. Place all 4 Robots out during setup, using the Robot cards to represent their target bays. Either blue Robot can finish in either blue bay and either white Robot can finish in either white bay [Override].

Sign Language Variant

Appendix: Suggested Signs

Signs based on British Sign Language (BSL)

Deploy (take): 1. Move hand away from you; 2. Pinch thumb and fingers together as you move hand back towards you.

Lock: 1. Hold hand in a fist; 2. Rotate fist 90 degrees.

Swap (exchange): 1. Hold both hands flat and facing out; 2. Move your arms until your forearms cross.

Rotate: 1. Hold hand as if holding a door handle; 2. Rotate hand 90 degrees in a clockwise or anti-clockwise direction.

Purple: 1. Make the letter 'p' with your fingers; 2. Repeat (x2).

Green: 1. Place hand on the inside of your other forearm; 2. Stroke your forearm towards your hand.

Look: 1. Tap 2 fingers next to your eye.

Here: 1. Point your first finger down then move your whole hand downwards.

Stop: 1. Move your flat hand sharply away from you.

Where: 1. Move both hands, palms up, in a circular motion.

Move: 1. Hold your hands in a fist and move them away from your body; 2. Open your hands as you move them.