Unlock!: Fantastiset seikkailut
Unlock!: Fantastiset seikkailut Rulebook
Table of Contents
Table of Contents
- Game Material
- Object of the Game
- Setup
- Game Rules
- Card Types
- Combining Objects
- Discarding Cards
- Penalties
- Modifications
- Using Machines
- Hidden Objects
- Hints
- End of the Game
- The App
- A Few Tips
- Quick Reference
- Scenario 2: The Dragon's Seven Tests (Epic Adventures)
- Scenario 3: The Tonipal's Treasure (Mystery Adventures)
Game Material
IMPORTANT: DO NOT LOOK AT THE CARD DECK OF THE ADVENTURE UNTIL YOU PLAY IT!
- 1 Tutorial (10 cards)
- 1 Adventure (60 cards) + 1 insert sheet
The material of each scenario in this set is listed in its own section below.
Object of the Game
This card deck represents a cooperative adventure. You enter mysterious places and have exactly 1 hour to complete your mission. During this hour you must master a variety of tasks and challenges.
Setup
To get to know the game, we recommend that you first play the tutorial. It teaches the basic rules of UNLOCK! in a playful way. You can play the tutorial before you have read this rulebook completely. Once you have decided on an adventure or the tutorial, take the corresponding card deck and do the following:
- Lay the start card face up on the table, so that the side with the text is visible.
- Shuffle all other cards and place them ready as a draw pile, with the numbered backs facing up.
- Place the device with the app (see page 11) on the table where everyone can see it.
- One of you reads the instructions on the start card aloud. And your adventure begins!
Note: You may take notes.
Each card has a unique sorting number on its back, so that before or after an adventure you can check whether the deck is complete, or sort it.
Game Rules
On the start card you will find instructions that usually lead you to the first location of the adventure. At this location, various numbers and letters are spread out. For every letter and every number there is a corresponding card in the deck, marked accordingly on its back. The basic principle is this: whenever, in the course of an adventure, you see a number or a letter on a location card or on any other card, find the corresponding card in the deck, turn it over and lay it face up on the table.
You are a team and must work together to complete the adventure before time runs out. Each of you may search the deck for cards you have found. You can divide this up among yourselves however you like.
Only one thing is not allowed: you may split the deck into smaller piles, but you may not spread out all the cards individually on the table.
Card Types
There are different kinds of cards.
Objects (red or blue stripe at the top)
Objects are usually items that you can combine with other objects (see Combining Objects, page 6).
Example: Object 35 is a chest. Object 11 is a key.
Machines (green stripe at the top)
You must enter the number of the machine into the app in order to use it (see Using Machines, page 9).
Example: Machine 69 is a device with 6 contacts.
Other Cards
These cards include, among others:
- Locations, such as a room with the objects in it,
- Results of interacting with objects,
- Penalties you receive when you make mistakes,
- Modifications (see page 8).
Combining Objects
Sometimes it is possible to combine objects with each other. For example, you could "combine" a key with a door. To do so, you add the numbers of the two cards that appear in a red or blue circle. The sum is the card number you must look for in the deck. (It is of course not possible to add a letter to a number.)
GOLDEN RULE: Only one red number can ever be combined with one blue number. Other combinations (blue + blue, red + red, blue + grey, etc.) are NEVER possible.
Example: 11 + 35 = 46
You decide to combine the key (11) with the chest (35). So you search the deck for card 46 (11 + 35) and reveal it. It works: you open the chest and discover another object inside.
Discarding Cards
At the top edge of some cards you will find crossed-out numbers or letters. These tell you to discard the corresponding cards, since you will no longer need them. It is best to put them straight back into the box.
Example: After you have opened the chest (46), discard the key (11) and the locked chest (35).
Penalties
Some actions get you nowhere and are a waste of time. When you draw a penalty card, follow the instructions on the card: in most cases a few minutes are deducted from your time. Such cards are always discarded afterwards.
Modifications
On some cards you will find so-called modifications. These are always red or blue numbers with a preceding "+". These numbers never refer to other cards in the deck. You must always combine them with the other colour. (Remember the Golden Rule!)
Example: You have restored the power (card 25) and thereby received a modification (+6). You can add this to a red number, but not the card number (25).
Using Machines
To use a machine (green stripe at the top), you must enter its card number into the app. For a card with a letter, the number is printed under the letter. The app then displays the machine, which you can then use step by step.
If you use it correctly and find the solution, the app tells you how to proceed. In most cases you receive a red number (which you can combine with a blue number as usual).
Example: Later in the adventure you find out how to use machine 69: you must connect the two middle contacts with the copper wire. To do so, you press the machine button in the app and enter the card number 69. Then you select the two middle contacts and confirm your selection. Through this correct solution you receive a "9" in the app. You can now combine this red number with the copper wire (16), which leads you to card 25 (16 + 9).
Caution! You can lose valuable time or even receive a penalty if you operate a machine incorrectly. Usually you must first find out how a machine works.
Hidden Objects
You will not always discover all objects at first glance. You must therefore look at the cards very carefully, because sometimes you can spot hidden numbers or letters. These refer to cards that you search out of the deck and reveal as usual.
Note: If you get stuck at some point, you can press the "Hidden Object" button in the app, which gives you a hint about the next hidden object. In addition, at the start of an adventure you can activate the automatic help function for hidden objects. The app then helps you automatically at the right time.
Example: Do you see the hidden number (16) inside the chest?
Hints
If you get stuck, you can request hints. To do so, press the hint button in the app and enter the card number at which you are stuck.
If there are hints for a card with a letter, its card number is printed small under the letter.
Note: For some cards you can request a further hint in the app (which is sometimes the solution) if the first hint does not give you enough information.
End of the Game
The adventure ends when you solve the last puzzle and the timer stops. You can then look at your rating and see how well you did. The rating ranges from 0 to 5 stars.
The adventure does not end automatically when the timer runs out. You can keep playing until you succeed. Only your rating will not be as good if you needed more time than was allotted.
The App
You can find the UNLOCK! app as a free download in the App Store (iOS) and on Google Play (Android). You need it as a timer and for penalties, machines and hints. IT IS NOT POSSIBLE TO PLAY UNLOCK! WITHOUT THE APP. After the download, no internet connection is needed to play. Start the app and choose your language. You will then arrive at the adventure selection.
Adventure Selection
- A – First choose your edition (in this case Timeless Adventures). As a reminder: we recommend starting with the tutorial First Steps.
- B – Then start this adventure (in this case The Noside Show) by selecting it.
- C – Settings: Here you can set music, timer, the help function for hidden objects, notifications and language.
Settings
- A – Music: Here you can switch the background music on or off.
- B – Timer: Here you can deactivate the timer to play entirely without time pressure.
- C – Notifications: Here you can activate or deactivate notifications.
- D – Hidden Objects: Here you can activate or deactivate the automatic help function for hidden objects.
- E – Language: Here you can choose the language.
In the Game
- A – Remaining time: When the timer reaches 00:00, it counts upward from that point.
- B – Start/Pause: You can pause the game (and with it the timer) and start it again.
- C – Hint: Enter the card number for which you need a hint.
- D – Penalty: Some penalty cards tell you that you must press this button. You then lose a few minutes.
- E – Machine: Enter the card number of a machine here to use it.
- F – Log: Here you can review all hints you have already requested.
- G – Hidden Object: If you are stuck, you can sometimes request hints about hidden objects here.
Hints / Machines
When you press the hint or machine button, a number pad is displayed, with which you can enter a card number for a hint or a machine.
- A – Number pad: Entry of a number or digit sequence. Delete the previous entry with the delete key.
- B – Confirm: Confirms your entry when you press "OK".
- C – Close: Closes the number pad without entering a number or digit sequence.
Rating
As soon as you have finished the adventure, you are automatically taken to this view.
- A – Statistics: These figures give you a summary of your adventure. The first line shows the time you needed and the number of hints you requested. Below it is the time you lost through penalties and machines (and the number of penalties you received, in brackets).
- B – Rating: The number of stars awarded (0 to 5) depends on how you did, and on the time needed and the number of hints requested.
- C – Share: You can share your rating with your friends (internet connection required).
A Few Tips
Get organised:
- Divide the card deck so that each of you has a small pile, or place the partial piles within reach of all players.
- Read the texts on the cards very carefully! Talk to each other and "think aloud".
- The crossed-out letters and numbers can help you keep track and avoid mistakes. When you combine cards and thereby obtain a new card, it usually tells you to discard the combined cards. Only discard cards when you are told to.
Can't get further?
- Sometimes you have to keep playing to obtain more information about a combination or a machine.
- Don't forget that you can request a hint for many cards.
- If you are completely stuck somewhere, it is usually because you have not discovered a hidden object. In that case, look again closely at all the cards you have not yet discarded. You can also use the "Hidden Object" button in the app to get hints.
Really can't get further?
- On the Unlock! product page at www.asmodee.de you will find the solution to this adventure. Beware, spoilers!
Quick Reference
Card Types
Object (door, key …)
Add: red card + blue card
Modification
- A blue number that modifies a red card
- A red number that modifies a blue card
Add: red card + modification (+?), or modification (+?) + blue card
Grey cards
All other cards, such as locations, interactions and penalties.
Machine
- Enter the card number in the app.
- Solve the displayed puzzle.
The Golden Rule
Only one red number can ever be combined with one blue number.
Scenario 2: The Dragon's Seven Tests (Epic Adventures)
This section gives the text that is specific to The Dragon's Seven Tests. Its setup, rules, card types, combining, discarding, penalties, modifications, machines, hidden objects, hints and end of game follow the general rules above, with the scenario's own examples and card text listed below. It was translated into English from the German official rulebook for this adventure.
Game Material
IMPORTANT: Do not look at the card deck of the adventure until you play it!
- 1 Tutorial (10 cards)
- 1 Adventure (60 cards)
Players: 1 to 6. Age: 10 and up. Playing time: 77 minutes.
Starting the Tutorial and the Adventure
The tutorial introduces itself: "Welcome to UNLOCK! With this very simple introductory adventure you will learn the rules. Afterwards you can take on the big adventures." The tutorial start card tells you to start the app, choose the scenario "First Steps" and press START; you then have 10 minutes. Turn this card over.
For the adventure, start the app, choose the scenario "Die sieben Prüfungen des Drachen" and press START; turn the card over.
Start cards are marked 1/10 for the tutorial and 1/60 for the adventure.
Object of the Game
This card deck represents a cooperative adventure. You enter mysterious places and have exactly 77 minutes to fulfil your mission. During this time you must master a variety of tasks and challenges.
Card Types: Examples
Objects. Example: Object 35 is a chest, a locked chest. You can combine this object with a blue number. For this you must add both numbers. If the sum is the number of a card in the deck, you may reveal this card. Object 11 is a key. You can combine this object with a red number. For this you must add both numbers. If the sum is the number of a card in the deck, you may reveal this card. You can request a hint by pressing the hint button in the app and entering the card number (11).
Machines. Example: Machine 69 is a device with 6 contacts: a device with contacts set at a distance of 5 cm. This is a machine. Press the machine button in the app and enter the card number (69) to use it. IMPORTANT: Before you press OK, you should know how the machine works. Look around the room.
Other cards. Tutorial example: the office room card shows objects 35, 69, 42, 21, 11 and two further numbers. The text says: "This is the room in which you are locked in. You see various things. Now look for the five cards from the deck whose numbers you can see here, and reveal them." Revealing card 48 (the screen works: "Well done. The screen should help you get further. You need these 4 digits to open the door and leave the tutorial! Throw away cards 25 and 42.") is an example of an interaction result.
Combining Objects: Example
You decide to combine the key (11) with the chest (35). You therefore look for card 46 (11 + 35) in the deck and reveal it. It works: you open the chest and discover another object inside. The card reads: "Great. You have opened the chest. Throw away cards 11 and 35. Look closely at the picture. There are TWO things that are interesting. If you see a number, reveal the corresponding card. If you get stuck, you can press the button "Hidden Object" in the app."
Discarding Cards: Example
Example: After you have opened the chest (46), you discard the key (11) and the locked chest (35).
Penalties: Example
Example (penalty card 84): "It is a great idea to give the dog the sausage, but to get it back is a heart-less thing to do. It costs you time." Press the penalty button once.
Modifications: Example
Example: You have restored the power (card 25) and thereby received a modification (+6). You can add this to a red number, but not the card number (25).
Using Machines: Example
Example: Later in the adventure you find out how to use machine 69: you must connect the two middle contacts with the copper wire. To do so, you press the machine button in the app and enter the card number 69. Then you select the two middle contacts and confirm your selection. For this correct solution you receive a red number in the app (+9). You can now combine this red number with the copper wire (16), which leads you to card 25 (16 + 9). (The copper wire card reads: "A 10 cm long copper wire. You can combine this object with a red number. For this you must add both numbers. If the sum is the number of a card in the deck, you may reveal this card.")
Caution! You can lose valuable time or even receive a penalty if you operate a machine incorrectly. Usually you must first find out how a machine works.
Hidden Objects: Example
Example: Do you see the hidden number (16) inside the chest?
The App
The app's button list for this adventure is the same as the one given under The App above, with one addition in the In the Game list:
- H – Yijing: The Yijing surrounds you and determines your life. Find out during the adventure what this button does!
Quick Reference
- Object (door, key ...)
- Modification: a blue number that modifies a red card; a red number that modifies a blue card. Add (the number with the card of the other colour).
- Grey cards: all other cards such as locations, interactions and penalties.
- Machine: enter the card number in the app; solve the displayed puzzle.
THE GOLDEN RULE: ONLY ONE RED NUMBER CAN EVER BE COMBINED WITH ONE BLUE NUMBER.
Scenario 3: The Tonipal's Treasure (Mystery Adventures)
This section gives the text that is specific to The Tonipal's Treasure, as printed in its own rulebook. Where that rulebook restates a general rule above, the wording here is its own; the Codes section and the game screen are new to this scenario.
This Scenario
- Title: THE TONIPAL'S TREASURE
- Difficulty level: 3 locks (out of 3).
- Premise: You've been arrested by the Governor of Tonipal Island and thrown into prison. You must escape and find the hidden treasure of Captain Smith before your rival, the famous treasure hunter Johnson, gets there first.
As with every Unlock! adventure, do not look through this deck before starting to play, and set it up exactly like the others in the box: place the start card (title side up) in the center of the table, the rest of the deck face down, launch the Unlock! companion app, select this adventure, start the countdown, and flip the start card to begin.
Game Overview
Each deck of cards proposes a cooperative scenario.
Players are immersed in an adventure and have one hour to complete their mission.
During that hour, they will have to overcome many challenges and obstacles.
Game Setup
In order to learn how to play the game, it is recommended that the Tutorial adventure (included in the box) is played first, as it will walk you through the rules.
The tutorial can even be played before reading this rulebook.
Just follow the setup instructions as indicated below.
- Place the start card (with the title of the adventure) in the center of the table, with the text side face up.
- Place the other cards face down to form a deck.
- Launch the application (see Application below), select THE TONIPAL'S TREASURE adventure, and place the device within easy reach of all players.
- One player reads the text on the start card out loud, then starts the countdown on the application and flips the card over. The game begins!
Each card bears a unique number on the back so that you can check your deck is complete prior to starting the game.
Note: Players can take notes during the game.
Game Rules
The first room of the game is on the back of the start card. In this room, there are numbers and letters that match cards in the deck (the numbers and letters that are written on the back of the cards). Each time players see a number or a letter on the room card or any other card, they must take the matching card from the deck and reveal it (flip it over to see the other side).
Revealed cards are placed face up on the table so that everyone can see them.
The game takes place in real time and the players must form a team and work together as a team to win. Each player should have access to the deck at all times. Players can either designate one of them to look for and take cards or share the deck among them. Players cannot spread out the deck on the table.
Card Types
THERE ARE SEVERAL TYPES OF CARDS.
Objects (top red or blue stripe). Objects can sometimes interact with other objects (see Combining Objects below). Object 35 is a cabinet. Object 11 is a key.
Machines (green stripe). The machines must be used according to the instructions provided hereafter (see Machines below). Machine 69 is a grid with 6 pins.
Codes (yellow stripe). Players must enter a code in the application to continue the adventure (see Codes below). Card 21 is a door locked by a digital code. Players must enter the code to unlock the door.
Other cards (grey stripe). These cards can be:
- A place showing a room and the objects within.
- The result of an interaction with an object.
- A penalty applied to players who made a mistake.
- A modifier (see Modifiers below).
On the left, a room. In the middle, the result of an interaction. On the right, a penalty.
Combining Objects
Sometimes, it is possible to combine the objects (for example, a key with a door). To that end, just add their respective values together (within a red or blue circle) and look for the matching card in the deck. Of course, it is impossible to combine a letter with a number.
GOLDEN RULE: a red number can only be combined with a blue number and vice versa. NO other combination is possible (blue+blue, red+red, blue+grey, etc.).
Players decide to combine the key (11) with the cabinet (35). So, they look for card 46 (11+35) in the deck and reveal it. It works: they open the cabinet and discover what is inside.
Discarding Cards
The top of some cards bear crossed-out numbers and letters. You must immediately discard the corresponding cards as they will not be used again during the game.
After opening the cabinet (46), players must discard the key (11) and the cabinet (35).
Penalties
Players lose time (generally a few minutes) because of some actions they performed. If players reveal a Penalty card, they must follow its instructions. These cards must always be discarded afterwards.
Press the Penalty button once.
Modifiers
There are Modifiers on some cards. These are blue numbers preceded by a "+" within the blue icons shaped as puzzle pieces. These numbers never match a card from the deck. They must be added to a red number (the golden rule!).
Players have restored the electricity (card 25) and gained a modifier (+6) which they can add to a red number, rather than using the card number (25).
Machines
To use the machines (green striped cards), players must enter the card number in the app (if a letter, the number below it). Then, the app will display the machine and the buttons to be used for hints, answers, etc. The app will take players through all the steps to continue playing and most often, will provide them with a red number (to be added to a blue number).
Later in the game, players learned how to use the machine 69. An electrical wire must be placed between the two pins in the center. So, they must press the app's button and enter number 69. Then, by selecting the two buttons in the center and after validating, they obtain a number. Now, they can combine this number with the one of the electrical wire (16). So then, they must take card 25 (16+9).
Look out! A misuse can cause loss of time and you may need to move forward in the adventure to understand the machine.
Codes
During the game, players will sometimes be confronted with codes (yellow stripe): combination locks, digital door codes, etc. To open them, players will have to find the correct code. Then, this code must be entered in the application (see Application below) and validated (the card number doesn't need to be entered).
Codes are made up of 4 digits. If players entered the correct code, the app will provide instructions to continue playing. If the code is incorrect, players will either receive new instructions or, most often, will lose some time (a deduction of a few minutes).
Hidden Objects
During the game, all objects are not always visible. Therefore, players must carefully look at the cards in order to find, every now and then, hidden letters or numbers which match cards to be looked for in the deck.
Note: If players are stuck and do not know what to do next, the button "Hidden Object" is available in the app and will indicate the closest hidden object based on their progress. It is also possible, at game start, to activate the automatic help function to find the hidden objects. In this case, the app will provide the indications to players in due time.
Did you notice the hidden number (16) on the opposite card?
Hints
During the game and when at a loss, players can obtain hints by pressing the app's button "Hint" and by entering the number of the revealed card.
For cards with a letter, players will have to enter the number below the letter to obtain the hint.
Note: For some of the cards, the app will offer players a second hint if the first one does not provide enough information.
End of Game
The game ends once players have managed to solve the last puzzle and stopped the timer. Then, they can access their score and their performance evaluation (0 to 5 stars).
The game does NOT end when the timer reaches 00:00. Players can still pursue and complete their adventure. However, their evaluation will be lower if they finish after the allocated time.
Application
The UNLOCK! application can be downloaded, for free, from the App Store and Google Play. It manages players' time, penalties, codes, machines and hints. THE APPLICATION IS REQUIRED TO PLAY THE GAME (but once downloaded, no internet connection is required to play). At the start of the game, players must choose the game, then the game language. Then, they are directed toward the adventure selection screen.
Adventure Selection
- A Adventure: by dragging the image, players can navigate between the adventures included in the box. Reminder: it is recommended to start with the Tutorial adventure.
- B By pressing "Play", players are taken to the game screen.
Game Screen
- A Remaining time: When the countdown reaches 00:00, the timer keeps working without being displayed.
- B Start/pause: To start or pause the game.
- C Hint: A hint may be obtained by entering the card number for which help is needed.
- D Penalty: When players get a Penalty card, they are asked to press the Penalty button. Then, they lose a few minutes.
- E Code: Enables players to enter a code (cards with yellow stripe).
- F Machine: Enables the use of the machines (cards with green stripe).
- G Hint review: Enables players to review the previously obtained hints/hidden objects.
- H Hidden object: Enables players to get help about hidden objects according to the progress made in the adventure.
- I Sound: Turns the background music on or off.
Hints / Codes / Machines
When pressing the buttons "Hint", "Code" or "Machine", players get access to a digital keypad which allows them to enter the hint number, the code, or the machine card number.
- A Digital keypad: Enables players to enter a number. The delete button deletes the entire entry.
- B Validation: Enables players to validate the entered number and to obtain the corresponding message.
- C Closing: Enables players to close the digital keypad without making any entry.
Evaluation
After completing the adventure, players are automatically directed toward this screen. In certain instances, it will either display the outcome of the adventure or request players to reveal a final card.
- A Game results: This information summarizes the adventure. The first line shows the total time and number of requested hints. The second line shows the time lost due to penalties (in parentheses, the number of penalties). The third line shows the time lost because of the machines and the incorrect codes (in parentheses, the number of incorrect codes).
- B Evaluation: The stars are awarded (from 0 to 5) according to players' performance: time spent to complete the adventure and the number of hint requests.
Player Aid
Card Types
- Object (door, key): Combine.
- Modifier (+?): 1 BLUE NUMBER (other than the card number). Combine.
- Machine: Requires solving a puzzle in the app. If a red number, combine.
- Code (padlock, door code…): Always 4 digits. Must be entered in the application.
- Grey cards: The other cards (location, interaction, penalties).
THE GOLDEN RULE: A RED NUMBER (OBJECT OR MACHINE) CAN ONLY BE COMBINED WITH A BLUE NUMBER (OBJECT OR MODIFIER) AND VICE VERSA.
Advice
Be organized:
- Split the deck between the players so that they can search faster through the cards during the game.
- Read the cards carefully and communicate with each other.
- Discard cards when instructed (and check that no errors have been made; crossed-out numbers or letters show the cards to be discarded).
Still Stuck?
You may need to move forward in the adventure to understand a combination, a code or a machine. However:
- If a card seems too complex, request a hint about this specific card (even if it will lower your final evaluation).
- You might have missed a hidden object. Press the "Hidden Object" button in the application.