Unlock!: Une Aventure – Ralph Azham: Le Foie de l'Axolotl
Unlock!: Une Aventure – Ralph Azham: Le Foie de l'Axolotl Rulebook
Table of Contents
Table of Contents
Before You Begin
Before starting, cut out the cards along the dotted lines. Keep them face down and do not look at them.
Then read the rules below and download the free Unlock! app from the App Store or Google Play.
It is also recommended that you read the full game rules or play the tutorial, both available at www.spacecowboys.fr.
Game Rules
UNLOCK! IS A GAME OF ADVENTURES AND PUZZLES. HERE IS HOW TO PLAY:
- When you are ready, launch the app and select the adventure "Le foie de l'axolotl" (The Axolotl's Liver) in the "Demo Adventures" section.
- Then read the adventure's introduction card and play.
- As soon as you see a number (or sometimes a letter), you are allowed to look for the matching card in the deck and turn it over to read it.
Red and blue cards: red cards can be combined with blue cards or with a blue "+?" modifier. To do so, simply add the numbers of a red card and a blue card, or of a red card and a blue modifier. If the result matches a card in the deck, you may take that card. For example, 11 (blue) + 35 (red) = 46.
Hidden numbers: numbers are sometimes hidden in the cards. Examine the illustrations carefully. If you see a hidden number, take the card that matches it.
Yellow cards (codes): yellow cards indicate that a code is required to move forward. Codes are always 4-digit numbers. When you think you have worked out a code, tap the padlock icon in the app and enter it. If the code is correct, the app will tell you what to do next. If it is wrong, you will lose time!
Green cards (machines): green cards are special. In the app, tap the gear icon, then enter the number of the green card. The machine will appear on screen and you can interact with it. It is up to you to work out how to make it work: Unlock! is first and foremost a puzzle game.
Example: you find green card 69 (an electric meter) and work out how to use it. You must connect a cable (blue card 16) to the two middle connectors of the meter. In the app, tap the gear icon and enter the green card number, 69. The machine appears on screen. Select the two central connectors and validate. The app then gives you a red number, 9. Add it to blue card 16 (16 + 9 = 25), which gives you the right to take card 25 from the deck.
Start of the Adventure
The adventure starts from its introduction card ("Début de l'aventure").
Introduction card (translated): This adventure takes place between volumes 2 and 3 of the Ralph Azham saga, but you can play it without having read them. Ralph has joined the village of the magicians. Barely has he had time to rest when he learns that one of the village's patriarchs is seriously ill and needs an axolotl liver to be cured. However, giant axolotls live only in the fishermen's village on the river, and magicians are not welcome there at all. Ralph is therefore chosen to go. He also learns that his friend Yassou has already gone there but has not come back. Time is running out, and he will have to hurry!
To start, launch the Unlock! app, select the scenario "Ralph Azham" in "Demo Adventures", press START, then turn over this card.
Note from the source: this is a special Unlock! adventure. It is shorter than those you can find in stores. Good luck, and have fun, adventurers!