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ROVE: Results-Oriented Versatile Explorer thumbnail

ROVE: Results-Oriented Versatile Explorer

ROVE: Results-Oriented Versatile Explorer Rulebook

Table of Contents

Table of Contents

  • Components
  • Setup
  • Gameplay
  • Patterns
  • Movement Cards
  • Spending Movement Points
  • Positioning Requirements
  • Terminology
  • Module Abilities
  • Completing Missions
  • Winning the Game
  • Module Ability Reference
  • Credits

Components

  • 6 Module Cards
  • 12 Mission/Movement Cards

Setup

  1. Shuffle the 6 Module Cards and deal them active-side (star icon) up in a 2-row, 3-column layout.
  2. Shuffle the other cards together mission-side up to form a deck. Take the top card and place it above the modules. This card is the first mission you'll need to complete.
  3. Draw a starting hand of 5 cards from the deck for a Normal-difficulty game, 4 cards for Hard, and 3 for Impossible. Cards in hand are kept movement-side up. The maximum hand size is always 5 regardless of difficulty.
  4. Reserve space for a discard pile.

Gameplay

Tackle a series of missions, each with a unique pattern. Arrange your modules in that pattern to complete the mission. Complete 7 missions to win!

Patterns

Mission Cards and Movement Cards both feature patterns that your modules can be rearranged to match. Each pattern shows one specific module icon and several general locations around it where any module can be placed.

Patterns may not be rotated or flipped to create matches. Movement Card patterns only require a subset of modules; any module not used to match the pattern may be in any other valid location.

Movement Cards

To rearrange your modules, you must first earn movement points. You can play any card from your hand to the play area to earn the movement points shown at the top of the card.

Alternatively, if your modules match the pattern shown on the Movement Card before you play it, you will earn the movement points shown beneath the card's pattern instead.

Tip: You may track your movement points using the marks on the edges and corners of your Movement Card. As you spend points, rotate the card to track the remaining points.

If you ever spend a Movement Card's last movement point or play another Movement Card or complete a mission, then discard the current Movement Card. You lose any unspent movement points on the discarded card.

Spending Movement Points

Arrows on modules show how they can move, and in what directions:

  • Slide (a simple open arrow, like a plain "→"): Spend 1 movement point, then move this module any number of spaces in one of the directions shown. The module may pass over other modules.
  • Step (an arrow with a blunt, rounded hexagonal/capsule-shaped head instead of a point): Spend 1 movement point, then move this module 1 space in one of the directions shown.
  • Leap (two overlapping arrows with diamond-shaped heads, pointing the same direction): Spend 1 movement point, then move this module any number of spaces in one of the directions shown. The module must pass over at least one other module.
  • Push (an arrow ending in a short flat bar, like a wall): Spend 1 movement point, then move this module 1 space in one of the directions shown. If you move into a module, push it 1 space in the same direction. Each pushed module will push any they move into as well.

Positioning Requirements

After resolving each move and each card ability, your modules must:

  • Never stack on top of each other.
  • Align to an imaginary grid extending in all directions from the starting 2x3 layout.
  • Connect to each other in one contiguous group. (Modules are connected if they are adjacent, or if they can reach each other through a series of one or more adjacent modules.)

Terminology

Adjacent: modules that touch edge-to-edge or corner-to-corner.

Module Abilities

Each module has a unique, single-use ability. Whenever you're not moving a module or resolving another ability, you may flip an active module to its spent (back) side and then resolve its ability.

Completing Missions

When your modules match the pattern shown on your Mission Card, you complete that mission. If you have not yet completed 7 missions, take the top card from the deck and place it so it covers the pattern of the previous mission. The new card becomes your current mission.

Then, if you have fewer than 5 cards in your hand, draw 1 card from the top of the deck and flip it to its Movement side.

If the deck is ever empty, flip over the discard pile to ensure its cards are mission-side up, and use it as the new deck. Do not shuffle.

Winning the Game

  • You win by completing 7 missions!
  • You lose if you cannot complete your current mission.

Module Ability Reference

  • Brain: Choose any other module, and reposition it to be adjacent to Brain.
  • Coil: Reposition Coil to any valid location.
  • Gripper: Activate the ability of an adjacent module, even if that module is already spent. (Note: If you activate Brain, place the chosen module adjacent to Brain. If you activate Coil, reposition Coil and not Gripper.)
  • Laser: Swap any 2 modules (can include Laser).
  • Motor: Shift any module (including Motor) 1 space in any direction.
  • Sensor: If you have fewer than 5 cards in your hand, draw 1 card from the deck.

Credits

Design: Dustin Dobson, Milan Zivkovic

Playtesting Lead: Michelle Skevington-Carter

Writing: Ian Howard

Rules Editing: Michael Lee

Art: Dustin Dobson, Milan Zivkovic

Graphic Design: Jason Tagmire

Button Shy Games — more games @ buttonshygames.com