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Square One

Square One Rulebook

Table of Contents

Table of Contents

  • Credits
  • Square One Base Game
    • Components
    • Setup
    • Square One Player Aid
    • Gameplay Overview
    • Pieces
    • Sequences
    • Action Descriptions
    • Requirements for Sequences
    • Rewards
    • Completing Sequences
    • Shuffling the White Sequence Deck
    • Combos
    • Running Out of Pieces
    • End of the Game
  • Square One Solo Variant
    • Setup
    • Controlling the AI
    • Solo Difficulty
    • End Game
  • Square One Joker Expansion
    • Components
    • Setup
    • Joker Piece
  • Square One Line Clear Variant (5–6 Players)
    • Setup
    • Gameplay
  • Square One Joker Expansion Solo Mode
  • Square One Joker Ambassador Pack
    • Components
    • Joker Ambassador Piece
    • Solo Mode
  • Square One Combo Master Expansion
    • Components
    • New Sequences with New Rewards
    • Action Rewards
    • Setup Changes
    • Bonus Action Rewards
    • Using Bonus Actions
    • Bonus Action Descriptions
  • Square One Combo Master Ambassador Pack
    • Components
    • Single-Choice Rewards
  • How to Organize Your Box

Credits

Game design by Jan Soukal, Patrik Chleboun Art direction by Marek Loskot Graphic design by Pavel Richter Rules editing by Jason D. Kingsley

Product design Jarek Juřica Game Title Dora Pružincová Box design by Pavel Fuksa

© 2025, Boardcubator s. r. o.

Square One Base Game

Split & Merge pieces, fill in sequences, become the master of timing.

Components

  • 36 White sequence tiles
  • 24 Black sequence tiles
  • 30 Combo score tokens
    • 10× 1-point
    • 10× 2-point
    • 10× 4-point
  • 140 Pieces
    • 30× Yellow level 1
    • 30× Green level 2
    • 15× Blue level 3
    • 15× Light Orange level 3
    • 10× Cyan level 4
    • 10× Dark Orange level 4
    • 10× Red level 4
    • 10× Pink level 4
    • 10× Violet level 4
  • 4 Player aids

Setup

  1. Shuffle all the White sequence tiles to form a White sequence deck and place it face down in the center of the play area.

  2. Shuffle all of the Black sequence tiles and then take a number of them at random based on the number of players (as per the table below). Shuffle them together to form a Black sequence deck and place it face down above the White sequence deck. Return any remaining Black sequences to the box.

    Number of players234
    Black sequences141620
  3. Reveal 4 sequences from the top of each deck and place them face up in rows next to their corresponding deck. Together, the 4 White and 4 Black sequences form the "market".

  4. Divide the combo score tokens into three decks of 10 tokens according to their values (1, 2, and 4) and place them near the sequence decks.

  5. Place all pieces onto the table so that each player can reach them comfortably. Together, all pieces form the "reserve".

  6. Each player takes two yellow level 1 pieces and one green level 2 piece.

  7. Take player aids according to the player count, ensuring to include the one with the First Player badge on it. Shuffle them and give one to each player. The player who receives the aid with the First Player badge will be the starting player.

Square One Player Aid

The game is played in rounds and each player must perform 3 actions on their turn.

The list of all possible actions is outlined below.

  • Gain: Take one yellow piece from the reserve.
  • Take: Take one sequence from the market.
  • Fill: Fill the topmost empty row of one of your sequences with the required pieces.
  • Merge: Merge multiple pieces to form one piece that equals the sum of their levels.
  • Split: Split a piece into multiple pieces that equal its level.
  • Master Action: Fill up to one row in any number of your sequences and claim a combo score token. (Limit: Once per turn.)

Gameplay Overview

In Square One, players will complete sequences with precise timing to earn the most points through combos. The player with the most points at the end of the game wins.

The game is played over a number of rounds. In each round, beginning with the first player and going in clockwise order, each player takes a turn. This continues until the Black sequence deck is empty. Players complete that round and then play one final round.

On your turn, you must perform 3 actions. The list of possible actions you can take is outlined below, as well as on your player aid. See the Action Descriptions section for more details.

  • Gain: Take one yellow piece from the reserve.
  • Take: Take one sequence from the market.
  • Fill: Fill the topmost empty row of one of your sequences with the required pieces.
  • Merge: Merge multiple pieces into one piece that equals the sum of their levels.
  • Split: Split a piece into multiple pieces that equal its level.
  • Master Action: Fill up to one topmost empty row in any number of your sequences and claim a combo score card. (Limit: Once per turn.)

You may perform these actions in any order and repeatedly. However, the Master Action can only be used at most once per turn.

Pieces

Pieces are divided into four levels according to their value: Level 1 (yellow), Level 2 (green), Level 3 (blue and light orange), Level 4 (cyan, dark orange, red, pink, and violet). The level of a piece is significant when a player decides to use the Split or Merge action.

During the game, you will build up your personal supply of pieces so you can complete more sequences with more challenging requirements to earn points!

Sequences

There are two types of sequences: White and Black. White sequences are easier to complete and reward you with additional pieces, whereas Black sequences are harder to complete but are worth victory points.

Each sequence can have the following:

  • Recessed areas called "rows" that you are aiming to fill with pieces in order to complete the sequence.
  • The piece requirements for each row.
  • The new piece you gain when the sequence is completed.
  • The point value of the sequence at the end of the game if you have completed it.

Place required pieces into recessed rows. Get rewards when you complete a sequence.

Action Descriptions

Gain

Take one yellow level 1 piece from the reserve and add it to your personal supply of pieces.

Take

Take any one sequence from the market, whether White or Black, and place it in front of yourself.

IMPORTANT You can have a maximum of 4 unfinished sequences at any given time. If you already have 4 sequences in front of you, you cannot take a fifth sequence.

Whenever you take a sequence tile, immediately replenish the market from the corresponding deck, if possible. If the White deck is depleted this way, reshuffle it following the rules in the Sequences section. If the Black deck is depleted this way, the end of the game is triggered following the rules in the End of the Game section.

Fill

Insert the required number and type of pieces into the topmost empty row of one of your sequences. If the row requires two or more pieces, you must place all of them into that row at once. This still counts as one action. See the Requirements for Sequences section for more details.

Merge

Return two or more of your pieces to the reserve in exchange for a higher-level piece. The merged piece must be the same level as the total sum of all pieces that you exchange. Since the highest level piece is level 4, you cannot merge pieces that add up to five or more. In a single Merge action, you always create one new piece.

Example 1: Alexander has a lot of yellow pieces and wants to create a more useful piece from them. He uses an action to return three yellow pieces (level 1) to the reserve, which allows him to take a level 3 piece of his choice. He decides to take the light orange piece (level 3), adding it to his personal supply.

Example 2: Gabrielle has two blue level 3 pieces and decides she does not need both. Since she can only upgrade to a level 4 piece, she uses an action to merge a blue piece (level 3) and a yellow piece (level 1) into a level 4 piece of her choice.

Split

Return one of your pieces to the reserve in exchange for multiple lower-level pieces. The combined level values of these pieces must equal the level value of the single piece that is being split.

Example: Jason has a red level 4 piece that he cannot place anywhere. He looks at his sequences and determines he needs more green pieces. For his action, he splits the red piece (level 4) by returning it to the reserve and taking two green pieces (level 2), adding them to his personal supply.

Master

Insert the required number of pieces into the topmost empty row of any number of your sequences. Since you can have up to four sequences at a time, this means you can fill one row in all four sequences if you have the required pieces. Pieces are placed onto sequences following the exact same rules as when using the Fill action.

If you complete the last (final) row of more than one sequence using the Master action, you receive a combo score card that is worth victory points. See the Combos section for more details.

You may only use the Master action once per turn.

Example: Arden has four sequences and plenty of pieces to place. Although she is missing the required pieces for one sequence, she decides it is still worth it to fill three rows. With the Master action, she fills the topmost row on the other three sequences with the required pieces, completing one sequence in the process.

Requirements for Sequences

Every sequence tile has a number of rows where pieces can be placed. Each row has specific requirements that are shown on the left side of the card. The requirement can be a single piece or multiple pieces and can even provide an option between different kinds of pieces. You can insert your pieces into a row using the Fill action and Master action. To fill a row, all of the required pieces must be inserted at the same time.

IMPORTANT The rows of a sequence must be filled from top to bottom.

A row may have a requirement with a vertical line. This means you have the option to fill the row with either of the piece(s) shown on the left or the right side of the line.

Example: For this row, Jason has the choice of filling it using two level 3 pieces — a blue and a light orange piece — or just one pink level 4 piece.

Example: This sequence has three rows. The top row, which must be filled first, requires a single piece. The middle row requires two pieces to be placed at once. The final, bottom row requires three pieces to be placed at once.

Rewards

White sequences are easier to complete and reward you with additional pieces, whereas Black sequences are harder to complete but are worth victory points.

For White sequences, the rewards are the pieces that are depicted in the top right corner. For Black sequences, the reward is the victory point value listed in the top left corner.

TIP Since you need more actions and higher-level pieces to complete Black sequences, your early-game goal should be to take and complete mostly White sequences.

Completing Sequences

Sequences vary in length from two to four rows, with each row having specific piece requirements. In order to complete a sequence, you must fill each row on your tile with pieces from top to bottom.

Pieces that you place on a tile remain "locked." This means that you cannot move or remove any pieces once you place them until the sequence is completed.

Whenever you complete a sequence, follow these steps:

  1. Take all of the pieces used to complete the tile and return them to your personal supply.

IMPORTANT These pieces can now be used in other sequences. Do not return any pieces to the reserve.

  1. Take any pieces you receive as a reward for completing the sequence.
  2. Discard or set aside the completed tile, depending on if it is a White or Black sequence.
  • When completing a White sequence, discard it next to the market.
  • When completing a Black sequence, put it face down near you, creating a score pile for yourself. You hold onto your awarded points until the end of the game.

Shuffling the White Sequence Deck

If the White sequence deck runs out during play, take all of the completed White sequences that were discarded, shuffle them and form a new deck.

Combos

Combos are the most efficient way to score points in the game. You can trigger a combo by completing two or more sequences at the same time. In other words, it is important to time the completion of multiple sequences by filling the final, bottom row of your tiles using the Master action. The more sequences you complete in this single action, the greater the reward.

TIP Through combos, you can earn victory points even for completing only White sequences.

  • 2 sequences in a combo = 1 victory point
  • 3 sequences in a combo = 2 victory points
  • 4 sequences in a combo = 4 victory points

Whenever you successfully trigger a combo, take the corresponding combo score token and add it to your score pile, placing it face down.

If Combo Score Tokens Run Out

Combo score tokens are not limited by their amount. If a certain combo score token's pile is empty when you earn one, you can exchange tokens with other players, or the bank — to get the correct number of points. The total sum of combo points is what matters at the end of the game, not the number of tokens in your score pile.

Example: Arden just completed 3 sequences in one Master action and should take a 2-point combo token, but because the stack of 2-point tokens is empty, she takes two of her previously earned 1-point combo tokens, returns them to their pile, and takes a 4-point token instead.

In the rare situation where combo score tokens cannot be properly exchanged, take a matching number of White sequence tiles from the top of the deck and add them to your score pile. Alternatively, you may track the missing points using pen and paper or a similar method.

Running Out of Pieces

Anytime you are supposed to take a piece from the reserve and there are no remaining pieces of that type, you simply do not get that piece. You cannot take any action that would force you to lose pieces because the reserve is lacking a particular kind of piece.

Example: Alexander is supposed to receive a yellow level 1 piece and a green level 2 piece as a reward for completing a White sequence, but there are no yellow pieces left in the reserve, so he only takes a green piece.

Example: Gabrielle wants to Merge two pieces to obtain a cyan level 4 piece, but there are no remaining cyan pieces in the reserve, so she must choose a different level 4 piece instead if she decides to take that action.

End of the Game

Once the last Black sequence tile from the deck is placed into the market, the end of the game is triggered. The current round is played out and then one final bonus round starts. In this way, all players should receive an equal number of turns.

After the bonus round, the game ends. Each player tallies the values of the combo score tokens and completed Black sequences in their score pile. The player with the most points wins!

Tiebreaker

If there is a tie, each of the tied players adds up the score of their collected combo tokens. The player with the higher score from combos wins!

If the tie persists, the tied players share the victory.

Square One Solo Variant

Challenge a powerful artificial mastermind in three levels of difficulty!

Setup

Setup is the same as the base game for two players with the following changes:

  • Create a deck of 12 randomly selected Black sequences instead of 14.
  • Create an AI player by giving it the same starting pieces as the player (2 yellow and 1 green).
  • Choose the difficulty you would like to play at. See the Solo Difficulty section for more details.

You perform 3 actions each turn, as usual. Once setup is complete, you take the first turn.

Controlling the AI

The AI has action points that allow it to perform actions. On its turn, it will use an action point to use a custom Take or Resolve action, which changes depending on the selected difficulty.

Take Action

The Take action allows the AI to take 1 sequence tile and pay for it using its pieces. The cost of the tile is equal to the number of rows in the sequence. For example, if the AI takes a White sequence with three rows, take three of its pieces and place them on the tile.

These pieces do not have to match any of the sequence's requirements.

The AI can take White and Black sequences, but it can only pay for Black sequences using level 4 pieces. For this reason, it may be helpful to organize the AI's supply of pieces in a way that you can easily count how many level 4 pieces it has at any given time.

The AI should always pay with non-level 4 pieces first for white sequences. Only if the AI does not have enough pieces to take either a white or black sequence can it use a combination of level 4 and non-level 4 pieces.

The AI takes sequences according to these priorities:

  1. The AI prioritizes taking a Black sequence if it has enough level 4 pieces to pay for one.
    • It always takes the Black sequence with the highest victory point value that it can pay for.
    • If more than one tile shares the highest value, the AI takes the tile closest to the Black deck.
  2. Otherwise, the AI takes a White sequence.
    • It always takes the White sequence that has the highest total reward value. To determine this, add up the values of the levels on the pieces shown as part of each tile's reward. The number of pieces awarded is not a determining factor.
    • If more than one tile shares the highest reward, the AI takes the tile closest to the White deck.

IMPORTANT The AI can pay for White sequences with level 4 pieces if those pieces cannot be used to pay for a Black sequence.

Example: The AI has three pieces available. Since none of them are level 4 pieces, Alexander identifies the best White sequence in the market the AI can take. There is a violet level 4 piece in the market, but the leftmost tile also has a total reward value of 4 (level 1 plus level 3), so Alexander adds the leftmost tile to the AI's play area and pays for it by placing two of its pieces onto the tile.

Resolve Action

The Resolve action allows the AI to complete all of the sequences in its play area. It will only use the Resolve action when it cannot use the Take action. In other words, the AI will complete its sequences when it runs out of pieces to pay for a new sequence or has the maximum 4 sequences allowed. The timing of this action depends on the selected difficulty.

When the AI takes the Resolve action:

  • Give the AI the corresponding rewards (pieces) for completed White sequences and then discard any White tiles in the normal way.
  • Return all of the pieces that were used on the AI's sequences to its personal supply. It can use them again with future Take actions.
  • Place any Black sequences and combo tokens in the AI's score pile.

Example: The AI has one piece available and cannot use a Take action. At the time designated by Alexander's chosen difficulty, he resolves the AI's sequences. For the sequence rewards, he adds a purple and red level 4 piece to the AI's personal supply. He discards the White sequences and returns the AI's pieces to its supply. Because the AI completed two White sequences, Alexander also gives the AI a 1-point combo card.

Solo Difficulty

The solo mode has three difficulties:

Easy:

  • The AI has 1 action point per round that it can use for either the Take or Resolve action.

Normal:

  • The AI has 1 action point per round that it uses for the Take action.
  • The AI uses the Resolve action automatically for no action point cost any time it has less than 2 pieces or it has 4 sequences.

IMPORTANT In rare cases, the market can change between the AI's turns so that all of the available sequences have three or more rows, but the AI only has 2 pieces. In this instance, the auto-resolve will trigger immediately, at the start of its turn. Then, it will spend its 1 action point as usual.

Hard:

  • The AI has 2 action points per round, which it can spend to use the Take and Resolve actions. Remember, the AI will always take sequences if it can, up to the maximum of 4 sequences.
  • The Resolve action immediately ends the AI's turn, even if it has an action point left.

End Game

Once the last Black sequence tile from the deck is placed into the market, the end of the game is triggered, as usual. The current round is played out and then one final bonus round starts. After this bonus round, the game ends. Note that AI will not automatically complete any sequences still in its play area; it will only use the Resolve action if triggered normally.

Tally the values of the combo score tokens and completed Black sequences for yourself and the AI. If you have the most points, you win!

Square One Joker Expansion

Expand your game with shapeshifting Jokers and special sequences.

The Joker Expansion expands the base game with 10 new White sequences, 5 Black sequences, and 49 pieces — including 4 new Joker pieces with a special ability. It also allows you to expand the game to 5 and 6 players (see the Line Clear Variant).

Components

  • 6 White sequence tiles with three-piece reward
  • 4 White sequence tiles with Joker piece reward
  • 5 Black sequence tiles with 4-point reward
  • 49 Pieces
    • 10× Yellow level 1
    • 10× Green level 2
    • 5× Blue level 3
    • 5× Light Orange level 3
    • 3× Cyan level 4
    • 3× Dark Orange level 4
    • 3× Red level 4
    • 3× Pink level 4
    • 3× Violet level 4
    • 4× Joker piece
  • 2 Player aids (for the 5th and the 6th player)
  • 2 Black glass markers
  • 2 White glass markers

Setup

Setup is identical to the base game setup. Simply add the new Joker pieces into the reserve and shuffle all the new sequences into their corresponding decks.

Joker Piece

The Joker is a special piece that can be used in place of any other piece in the game. Thus, it can be played as a yellow level 1 piece or as a pink level 4 piece. It is entirely up to the player when to use a Joker instead of another piece.

A Joker piece can only be earned by a sequence reward. When you complete a sequence that awards a Joker piece, do not discard the tile as usual. Instead, remove it from the game by putting it back in the box. This sequence won't be reshuffled back into the White sequence deck this game.

Joker Piece Split

A Joker piece can be split just as if it were a level 4 piece. The following examples are all legal splits:

  • Joker piece → 4× Yellow level 1 pieces
  • Joker piece → 2× Green level 2 pieces
  • Joker piece → 1× Blue level 3 piece and 1× Yellow level 1 piece

Joker Piece Merge

You cannot merge a Joker piece with other pieces.

Square One Line Clear Variant (5–6 Players)

With 5 or more players, play the Line Clear Variant and challenge two markets at the same time.

Setup

Follow the usual game setup, but place only 3 sequences into each of the market rows.

Number of players56
Black sequences2628

After that:

  • Create a second row of 3 White sequences and a second row of 3 Black sequences on the opposite side of the sequence decks.
  • Place one of the White glass markers between the rows of sequences on the left. Give the other one to the first player.
  • Place one of the Black glass markers between the rows of sequences on the right. Give the other one to the 3rd player in a 5-player game or to the 4th player in a 6-player game.

IMPORTANT The Joker expansion is required to play with 5 and 6 players.

Gameplay

Both players with a marker in front of them take a standard 3-action turn with the following changes:

  • Both players play simultaneously.
  • Players may only take sequences from the rows on the side of the play area with the marker that matches the one that is in front of them.
  • After both players have finished their turn, they each pass their markers clockwise to the next player.
  • In rare cases where the order of the active players' actions needs to be determined, the player with the White marker should take and resolve their first action, followed by the player with the Black marker. Continue like this until both players finish their actions. This can be important, for example, when the Black deck is close to running out of sequences.

Square One Joker Expansion Solo Mode

The setup and rules are the same as in the base game solo mode with the following additions:

  • During setup, add the new Joker pieces into the reserve and shuffle all new sequences into their decks, just like in the expansion setup.
  • The AI treats Joker rewards as level 4 pieces. If, for example, there is a sequence in the market with a Joker reward and another sequence that awards a level 2 and level 4 piece, the AI will prioritize taking the latter, as usual, since it has a higher total reward value.
  • A Joker piece has no special benefit for the AI. It uses it like any standard level 4 piece.

Square One Joker Ambassador Pack

Play with the special Joker and unleash its unique ability.

Components

  • 1 White Ambassador sequence tile with Joker Ambassador piece reward
  • 1 Joker Ambassador piece

Joker Ambassador Piece

The Joker Ambassador piece works like a normal Joker piece, but it comes with an additional benefit. If you have the Joker Ambassador piece in your personal supply, you can choose to permanently discard it during your turn, returning it to the game box, in exchange for 1 extra action.

The Joker Ambassador piece can only be discarded if it is in your personal supply. If the piece is on an unfinished sequence, you will need to complete the sequence first. Discarding the Joker Ambassador does not cost an action.

The extra action from the Joker Ambassador piece must be used in the round it is discarded. In other words, the piece provides a one-time bonus on the turn that you permanently discard it — the bonus action cannot be saved for later and does not provide any future benefit. However, even with a bonus action, you are still limited to one Master Action during your turn.

Solo Mode

The setup and rules are the same as the Joker Expansion solo mode with the following additions:

During setup, also shuffle the White Ambassador sequence into the White sequence deck.

The AI always prioritizes Taking the Joker Ambassador reward over any other sequence in the market.

The Joker Ambassador piece has no special benefit for the AI. It uses it like any standard level 4 piece.

Square One Combo Master Expansion

Push your engine to the limit using Action Rewards.

Components

  • 12 White sequence tiles
  • 12 Black sequence tiles
  • 2 Combo Master Player Aids

New Sequences with New Rewards

Square One: Combo Master adds 12 White and 12 Black sequences to the game that come with all-new bonus action rewards. These new rewards will help you create combos even faster and more efficiently! The Combo Master expansion is compatible with all other expansions and variants.

Action Rewards

New rewards are depicted in the top right corner of the sequence.

Setup Changes

Follow the base game setup with the following changes:

  • Add the new sequences from this expansion to the corresponding sequence decks.
  • Each player takes two yellow level 1 pieces and two green level 2 pieces.

Bonus Action Rewards

Bonus actions are a new type of reward that give you extra one-time-use actions. These rewards are depicted in the top right corner of the sequence. The effects of the various bonus actions are described in Bonus Action Descriptions.

Whenever you complete a sequence with a bonus action reward, return the pieces from it to your personal supply as usual, but do not discard or set aside the sequence as you normally would. Instead, rotate the tile 90 degrees and leave it in front of you; this indicates that the sequence has been completed and the bonus action(s) are available to use.

IMPORTANT Rotated sequences do not count toward the limit of 4 unfinished sequences you can have in front of you since they are completed.

Using Bonus Actions

Bonus action rewards can be used on the turn you get them or saved for later use. You can choose to use a bonus action anytime during your own turn. As extra one-time-use actions, these special rewards do not count as one of the 3 actions you must normally perform on your turn, allowing you to take more actions than normal.

There is no limit to how many bonus actions you can use in one turn. For example, if you have saved 2 bonus actions and decide to use them both in a single turn, you can perform 5 actions that turn (3 standard actions plus 2 bonus actions)!

When you use a bonus action, discard or set aside the rotated tile with that reward, depending on whether it is a White or Black sequence, just as you would in the base game.

Bonus Action Descriptions

Take Bonus Action — This reward gives you a bonus Take action with the same function as in the base game.

Take 2 Bonus Action — This reward gives you two consecutive Take actions.

You may always use it to only take 1 sequence, but the sequence tile with the reward is still discarded or set aside after use. You cannot save part of the reward.

Replenish the market after the entire bonus action is resolved. Remember that you are limited to 4 unfinished sequences in front of you.

Fill Bonus Action — This reward gives you a bonus Fill action with the same function as in the base game.

Fill 2 Bonus Action — This reward gives you two consecutive Fill actions.

You may always use it to only fill 1 row, but the sequence tile with the reward is still discarded or set aside after use. You cannot save part of the reward.

Only check for completed sequences after the entire bonus action is resolved. In this way, it is possible to trigger a combo with this bonus action by completing two sequences.

Master Bonus Action — This reward gives you a bonus Master Action with the same function as in the base game. Importantly, this bonus action does not count toward the once-per-turn limit of a standard Master Action, which allows for the possibility of using multiple Master Actions in a single turn.

Merge Bonus Action — This reward gives you a bonus Merge action with the same function as in the base game.

Split Bonus Action — This reward gives you a bonus Split action with the same function as in the base game.

Duplicate Bonus Action — This reward gives you a bonus Duplicate action, which is a new action. Duplicate allows you to take a piece from the reserve that you already have in your personal supply or is on any of your unfinished sequences.

IMPORTANT Only standard game pieces can be taken using this bonus action. So if playing together with the Joker Expansion, for example, you are not allowed to duplicate a Joker piece.

Replicate Bonus Action — This reward gives you a bonus Replicate action, which is a new action. Replicate allows you to take a piece from the reserve that you do not have in your personal supply and is not on any of your unfinished sequences.

In the rare event that you already have every type of piece in your personal supply, then you may take any piece from the reserve.

EXAMPLE: Anastasia decides to use a Replicate action reward. She is missing a pink level 4 piece in her personal supply, so she chooses to take a pink level 4 piece from the reserve.

Multiple Rewards

Some of the new sequences reward pieces as well as a bonus action. After completing one of these sequences, immediately take the piece reward as usual, then rotate the sequence.

Other new sequences reward two different bonus actions. When you use this type of reward, you may perform one or both of the actions in any order. If you use both bonus actions, you cannot take any other actions until both bonus actions have been resolved. Then, the sequence tile is discarded or set aside, even if only one of the two rewards is used.

Square One Combo Master Ambassador Pack

Optimize your strategy with the Single-Choice Rewards.

The Combo Master Ambassador Pack builds on the exciting bonus action rewards from the Combo Master expansion. New sequences offer you important choices and more powerful rewards to help you outplay your opponents!

Components

  • 3 White sequence tiles
  • 3 Black sequence tiles

Single-Choice Rewards

In the Combo Master Ambassador Pack mini-expansion, the Black sequences have new single-choice rewards. When you use one of these single-choice rewards, you must choose exactly one of the two available bonus actions to perform.

To include this pack in your game, simply add the new sequences into their corresponding decks before setup.

EXAMPLE: Anastasia decides to use her single-choice action reward. She can choose to take either a Take 2 bonus action or a Fill 2 bonus action (but not both).

How to Organize Your Box

  • Base Game White Sequences: W01–36
  • Base Game Black Sequences: B01–24
  • Joker Expansion: JW01–10 + JB01–10
  • Joker Ambassador Pack: JA01
  • Combo Master: CW01–12 + CB01–12
  • Combo Master Ambassador Pack: CAW01–03 + CAB01–03