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Room 25: VIP

Expansion for Room 25Expansion for Room 25: Season 2
Expansions
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Room 25: VIP Rulebook

Table of Contents

Table of Contents

  • Contents
  • Suspicion: VIP Mode
    • Goal
    • Setup
    • Game Flow
    • VIP Movement
    • Victory Conditions
  • New Rooms
    • Green Rooms: Safe
    • Yellow Rooms: Obstacles
    • Red Rooms: Dangerous
    • Blank Room

Contents

  • 40 sleeves
  • 1 VIP token
  • 5 rooms
  • 2 blank rooms
  • 6 roulette tokens
  • 1 reference sheet

Suspicion: VIP Mode

This mode is a variation of the base Suspicion mode, for 4 to 8 players. The special feature of this mode is that a prisoner, the VIP, is introduced from the very start of the game and is revealed from the beginning.

Goal

The VIP must reach Room 25 and escape together with the other prisoners. If the VIP dies, the guards win immediately.

Note: If you use the Resurrection Room from the expanded edition of Room 25, the game continues, because there is a chance to return the VIP to the game.

Setup

Deal each player one role token face down, following the normal rules of the Suspicion mode (see page 5 of the base game rulebook). However, during setup, one of the prisoner tokens is replaced with the VIP token.

  • The player who receives the VIP token reveals it before the first planning phase and discards his Adrenaline token.
  • This player will have a chance to get his Adrenaline token back if he plays as Frank and performs Frank's special action "Rest". The player may also get the token back by entering the Procedure Office (from the Escape Plan expansion).

Game Flow

The game follows the same rules as Room 25, with the following changes.

VIP Movement

The VIP is trying to escape the complex, fearing nothing and trusting in his lucky star.

  • Like a revealed guard, the VIP does not plan his actions.
  • However, each round he must move at least once, if he has not yet reached Room 25.
  • If by the end of the round the VIP has not moved even once and is not in Room 25, the guards immediately win.

This mandatory movement can be carried out in several ways:

  • The VIP performed the Move action as his first or second action.
  • The VIP was pushed into another room.
  • The VIP, or another character, successfully performed the Carry action (the VIP carried himself, or was carried).
  • The VIP was successfully called by Jennifer.
  • The room the VIP was in was destroyed or replaced.

Victory Conditions

  • The prisoners win if the VIP reached Room 25 and escaped together with the other prisoners.
  • The guards win if the VIP died.

New Rooms

Green Rooms: Safe

Revelation Room

"So, what did you find out?"

Secretly look at the 2 rooms adjacent to the Revelation Room.

Yellow Rooms: Obstacles

Chaos Room

"Time to make things harder. The game is getting too easy."

Swap 1 adjacent room (except blue) with any yellow or red room in the complex. Both rooms must be unoccupied. If the complex has no unoccupied yellow or red rooms, nothing happens.

Shutdown Room

"I told you not to touch that lever..."

While anyone is in this room, green rooms have no effect.

Reset Room

"What if we start over?"

All unoccupied rooms (without characters and/or robots) and available rooms (without a "Passage Closed" token) are turned face down. When this happens, you may mark one of the just-hidden rooms with your unused Reminder token.

Red Rooms: Dangerous

Russian Roulette

"One in six, I love this game!"

When this room is revealed, place 6 roulette tokens face down on it. Each time a character enters this room, all characters in it (starting with the last one to have entered) draw 1 roulette token each. The character who draws the skull token immediately dies. The roulette tokens are shuffled and returned to Russian Roulette only when the skull token is revealed.

Blank Room

"Let your imagination run wild!"

Copy or create your own room for the game!