ROVE: Systemupdate
ROVE: Systemupdate Rulebook
Table of Contents
Table of Contents
Contents
The Systemupdate collection contains 25 cards:
- 6 cards for the expansion Biting Cold (Klirrende Kälte)
- 6 cards for the expansion Energetic Experiments (Energetische Experimente)
- 6 cards for the expansion Planetary Problems (Planetare Probleme)
- 1 card for the expansion Parasite (Parasit)
- 6 cards for the expansion Update (Update)
Each card carries a symbol in its lower-right corner, so you always know which expansion a card belongs to.
The first three expansions (Biting Cold, Energetic Experiments and Planetary Problems) all work fundamentally the same way, but each has its own particularities when its cards are carried out. The Parasite makes life a little harder for you by paralysing your modules, while the Update gives you a whole new set of module cards with interesting new effects.
How to Play with These Expansions
Each of these expansions is set up exactly like the expansion Fascinating Flora in the base game: set up the base game normally, and in step 2 shuffle any number of the 3 expansions (always all 6 cards per expansion) into the mission deck before you draw your hand cards.
The sheet says "insgesamt 3 Erweiterungen" (3 expansions in total) here, meaning the three expansions Biting Cold, Energetic Experiments and Planetary Problems. The Parasite and the Update are not mentioned in this step and are set up as described in their own sections below.
States
Some movement cards in these expansions have states. A state restricts your scope of action or changes movement rules. When you play a movement card with a state, the state becomes active immediately and stays active until you discard that movement card. The following sections explain which state appears in which expansion.
Biting Cold (Klirrende Kälte)
A Rove is not made for arctic climate. Keep moving, or you will freeze solid!
Unlike the movement cards of the base game, there is no higher movement-point value here for fulfilling a module pattern. Each of these movement cards therefore has a single, unambiguous movement-point value.
New Rule – Freeze
Each movement card names 2 specific modules that are frozen. As long as a module is frozen, you cannot carry out its standard movement. It can still be moved and shifted by module effects, including by the effects of frozen modules.
Note: If "The Motor" is not frozen, you can use it to move frozen modules.
Energetic Experiments (Energetische Experimente)
The native aliens really have quite a lot going on! Perhaps they can even help each other?
Unlike the movement cards of the base game, there is no higher movement-point value here for fulfilling a module pattern. Each of these movement cards therefore has a single, unambiguous movement-point value.
New Rule – Indicate Tempo
Each movement card names 1 specific module that indicates the tempo: each module moves (in its standard movement) like the named module. Movements caused by module effects are, of course, excluded.
Planetary Problems (Planetare Probleme)
Translator's note: the card heading on the sheet reads "Planetare Problem" (singular); the contents list reads "Planetare Probleme" (plural). Both are the same expansion.
Warning! Warning! We face a fatal catastrophe. Act quickly to prevent something worse!
New Rule – Anti-Patterns and Warning Symbol
Unlike the movement cards of the base game, there are anti-patterns here. To fulfil the module pattern on such a card, all fields marked with the "no" symbol must be empty – that is, they may not contain a module at the moment the movement card is played.
Furthermore, the mission cards here all carry a warning symbol. As soon as you lay out such a mission, you must complete it within 1 movement card. If you fail to do so, you lose the game immediately. Of course, you may still use module effects normally within such a mission.
Parasite (Parasit)
An alien parasite has nested itself in your experience cinema and is slowly but surely taking over parcel delivery. But nothing is more important than your Christmas goose! You must complete it successfully – no matter what happens!
How to Play with the Parasite
Set up the base game normally, then place the module "The Parasite" on top of the module "The Brain" (or "Brain 2.0"), so that it covers that module.
This expansion consists of one new module: the Parasite, which moves about on your modules and paralyses them.
New Rule – Paralysed Modules
The Parasite must always lie on a module, and the module on which the Parasite currently lies counts as paralysed. A paralysed module counts as not present. It can neither carry out its standard movement nor its effect. If an effect or state would do something to a paralysed module, nothing happens.
Moving the Parasite
You may move the Parasite at any time, for 1 movement point, onto an adjacent module (touching by edge or corner).
The Parasite as a Target
The module "The Parasite" counts as a module for module effects and states. The Parasite can therefore also be chosen as a target by these. However, if you move the Parasite in this way, you must always also move the module it lies on, as if the two were a single card.
Module Patterns
The Parasite also has a great advantage: when fulfilling module patterns on movement cards, the field with the paralysed module (and, of course, the Parasite) counts as a module of your choice.
Note: This applies only to module patterns on movement cards, not to module patterns on mission cards!
Module Effect of the Parasite
As with every other module, the Parasite has a unique effect that can be used once:
The Parasite: Place the Parasite (without the module it lies on) onto another module. Then turn the Parasite over to its inactive side.
Update
New update available. Download starting … Download complete. Update starting … New modules found. New modules being initialised … Update complete. Welcome to ROVE 2.0.
How to Play with the Update
Set up the base game normally, but in step 1 choose, for each module type (6 types), 1 of the 2 available modules (base game or Update). You can thus play exclusively with the Update variants, or with only some of them.
This expansion consists of 6 new module cards. These have the same standard movements as their base-game variants, but each has a new effect.
Overview of the New Effects
Brain 2.0: Place all other modules so that they are adjacent (touching by edge or corner) to "Brain 2.0".
Vortex 2.0: Ignore the module type that the module pattern of the current mission specifies. It is enough that any module lies on the corresponding space. You may only activate this effect if doing so immediately completes the current mission.
Translator's note: the German sheet reads "das Modulmuster er aktuellen Mission", which is evidently a typo for "der aktuellen Mission"; it is translated as the current mission.
Laser 2.0: Place 2 adjacent modules onto 2 other free spaces. The only condition is that they must be adjacent to each other both before and after the effect. "Laser 2.0" may be one of them.
Motor 2.0: Move the Motor 2.0 up to 6 times. The Motor 2.0 may move other modules normally while doing so. This effect ends immediately when you play a movement card, spend movement points, or activate another effect.
Sensor 2.0: Take the top card of the discard pile into your hand. You may only activate this effect if at least 1 card lies on the discard pile.
Gripper 2.0: With up to 3 inactive modules (modules whose effect has been used), carry out 1 standard movement corresponding to each module. "Gripper 2.0" may be one of them. This effect ends immediately when you play a movement card, spend movement points, or activate another effect.