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Sabotage

Sabotage Rulebook

Table of Contents

Table of Contents

  • How to Win the Game
  • Components
  • Setup
  • Playing a Round
    • Phase I: Roll Dice
    • Phase II: Plan Actions
    • Phase III: Execute Actions
    • Phase IV: Clean Up
  • Executing Actions
    • 1. Declare Action
    • 2. Target Action
    • 3. Resolve Action
  • Starting Actions
    • GENERATOR (Villain) — do not declare
    • MOVE (Spy / Villain) — do not declare
    • SCAN (Spy) — declare "scan"
    • MOVE & SCAN (Spy) — declare "scan"
    • HACK (Spy) — declare "hack"
    • STUN GUN (Villain) — declare (name)
    • MOTION DETECTOR (Villain) — declare (name)
    • EARPIECE (Spy) — declare (name)
    • PARACHUTE (Spy) — declare (name)
  • Action Keywords
    • PASSIVE (Spy / Villain)
    • REVEAL (Villain) — declare (name)
    • ATTACK (Villain) — declare (name)
    • BUILD (Spy / Villain) — declare (name)
  • Unlocking
    • Unlock Cubes
    • Unlocking Advanced Actions
    • Swagger
  • Hit and Hack Tracks
  • Modify and Slide
    • How to use Modify
    • How to use Slide
  • Variants
    • Introductory Game
    • Variable Map Setup
    • 2-player game
    • 3-player game
  • Playing against the App
  • Strategy Tips
  • Advanced Actions — Spy
  • Advanced Actions — Villain
  • Credits

How to Win the Game

The Villains win immediately once they have hit the Spies with attacks 5 times.

The Spies win immediately once they have hacked Doomsday Machines 8 times.

Components

  • 1 Screen (the game box)
  • 2 Map boards
  • 4 Player boards (2 Villain, 2 Spy)
  • 24 Starting action tiles (4 sets of 6 each)
  • 40 Advanced action tiles (8 sets of 5 each)
  • 8 Character overview cards
  • 8 Character miniatures
  • 6 Doomsday Machine miniatures
  • 4 Generator miniatures
  • 20 Device tokens
  • 26 Enemy markers (light blue, dark blue)
  • 16 Dice
  • 12 Doomsday cubes
  • 8 Generator cubes
  • 4 Slide cubes
  • 15 Modify cubes
  • 34 Unlock cubes
  • 10 Walls
  • 1 Walkthrough booklet

The following rules describe a 4-player game. If you play with less players, consult the Variants section on page 8.

Setup

  1. As a group, choose 2 players to play the Spies and 2 to play the Villains. Seat the teams on opposite sides of the table.
  2. Each player takes 4 dice, a player board of their team, and the following 6 starting action tiles to their hand:
    • Spy: Move & Scan ×3, Earpiece, Hack, Parachute
    • Villain: Move ×3, Generator, Motion Detector, Stun Gun
  3. Secretly, each Spy chooses a Spy character, and each Villain chooses a Villain character. To help you choose, you can look through the character's advanced action tiles. Once everyone has chosen, players reveal their characters and take their matching character miniature.
  4. Each player places their character's 5 advanced action tiles above their player board, with the light Tier 1 tile to the left, the two Tier 2 tiles in the middle, and the two dark Tier 3 tiles on the right.
  5. Each team takes 1 map board (either side—doesn't matter) and places 5 walls, 3 Doomsday Machine miniatures, and 2 Generator miniatures on it, as shown in the setup diagram to the right.
  6. The Villains take 24 enemy markers (12 light blue, 12 dark blue), and the Spies take 2 enemy markers (1 of each).
  7. Each Villain places 1 unlock cube on each of the 6 die faces in the Unlocks section on their player board. The Spies place 22 unlock cubes as an unlock cube pile to the side of their map board.
  8. Each team takes the following pieces:
    • 2 Character overview cards matching the selected enemy characters
    • 1 remaining character overview card of your own team as a starting actions reference
    • 2 modify cubes, placed on the bottom of their map board
    • 4 generator cubes
    • A set of 10 device tokens (TNT, Trip Laser ×2, Honey Pot, Hologram ×2, Reflector ×2, Virus, Beacon)
  9. The Spies add 4 doomsday cubes to each Doomsday Machine miniature on their map.
  10. Place the box as a screen to block sight between the teams.
  11. Place 4 modify cubes and 4 slide cubes to fill the Hit track, and place 7 modify cubes to fill the Hack track, both on top of the screen, as shown in the setup diagram to the right.
  12. Each Villain places their character miniature on any room without a Generator. The Villains may start in the same or different rooms. The Spies start with their miniatures off the map.

You are ready to play!

Playing a Round

Sabotage is played over a series of rounds. Each round is divided into 4 phases:

I. Roll Dice II. Plan Actions III. Execute Actions IV. Clean Up

Phase I: Roll Dice

One Villain rolls their 4 dice and declares which numbers they rolled. All other players set their dice to match the rolled dice.

Phase II: Plan Actions

Everyone plays this phase simultaneously. Uses of "you" in this phase refer to any one player. In this phase you plan your actions, by placing action tiles from your hand onto the action spaces at the bottom of your player board from left to right. This is called planning an action. There are 4 spaces and each space can hold 1 tile. You are not required to plan an action at all.

In order to plan them, most actions require you to place one or more dice on their tile. This is shown in the tile's bottom-right corner:

  • X — Place 1 die showing exactly the number X.
  • X-Y — Place 1 die showing a number in the range of X to Y.
  • sum X — Place any number of dice whose sum is exactly the number X.
  • pair — Place 2 dice that show the same number.
  • (no-dice symbol) — Place no dice.

At the start of the game, each player can only place up to 2 dice. You may freely choose among your 4 dice. Spies can unlock more dice to place by increasing their Swagger, and Villains by activating Generators (page 7).

A Spy whose miniature is not on the map must plan PARACHUTE as their first action (page 6).

Each die can only be placed on 1 tile per round.

You can only plan an action that you could execute. For example, you cannot plan a move that would move you into a wall.

Alternatively, Villains may use their available dice to gain unlock cubes (page 7).

Planning example. Note that when planing a MOVE action you must place the die on the arrow pointing in the direction you want to move (page 5).

Phase III: Execute Actions

One by one, the players perform the actions they planned.

First, the Villains choose one Villain to go. The chosen Villain takes their turn, executing all of their planned actions, one by one, from left to right (see page 4).

A planned action must be executed if possible, even if detrimental.

After the first Villain's turn, the other Villain takes their turn. Once both Villains have taken their turn, the Spies choose one Spy to take their turn, followed by the other Spy.

Villains choose a Villain to go first → Other Villain takes their turn. → Spies choose a Spy to go next. → Other Spy takes their turn.

Phase IV: Clean Up

Each player returns all of their planned action tiles to their hand and their dice to their player board.

Then, start the next round!

Executing Actions

On your turn you execute your planned actions one at a time from left to right. You must execute all actions you planned, if possible, even if undesired.

For each action you execute, do the following:

  1. Declare it, if needed
  2. Target it, if needed
  3. Resolve it

Declare means that you must announce something so that every player hears you.

If you cannot execute an action, skip all 3 steps for it.

1. Declare Action

Follow the instruction in the action's speech bubble.

  • (no-symbol speech bubble) Do not declare this action. Do not give any information about the tile to the other team.
  • (name) Declare the name of this action. The other team can request to look at the tile.
  • "scan" Declare exactly what is written in the quotes. Do not give any other information about the tile.

Some actions may ask you to declare additional information, such as targeted rooms.

Example: The Acrobat first executes MOVE & SCAN. He will move to the right, as planned, but only needs to declare "scan," as written on the tile. Once he's done with MOVE & SCAN, he builds the VIRUS, which shows that he does not declare it, so he says nothing.

You only need to declare what you are doing when the rules ask you to.

You must declare exactly, truthfully what's in the speech bubble. You can't lie about it or say something different for tactical advantage. For example, you cannot declare that you're using Thermo and then say, "Whoops, I mean I'm scanning."

Teammates can talk and even whisper to each other in any way they like. You don't need to tell the other team anything you're doing unless prompted by the rules. Of course, if whispering constantly is not your idea of fun, you can decide as a group to only talk at normal volume.

2. Target Action

Your action specifies whether it targets your room, another room, or multiple rooms. If it targets multiple rooms, the tile will either ask you to name an area (row, column, quadrant, half), or show the pattern of rooms it targets. You can rotate this pattern in steps of ninety degrees.

The square with a star shows the room your character is in, and the colored squares show the rooms affected by your action. If the square with the star is colored, the action also affects your character's room. The effects of actions cannot cross walls unless explicitly noted.

Your room included: (green square, star, green square) / Your room excluded: (star, yellow squares)

If you declared your action, declare all of the rooms you are targeting.

Example: Chantico is executing the FLASHLIGHT, which she can point in any one direction to reveal up to three rooms in a straight line.

3. Resolve Action

Resolve the action's effect.

The following section describes the starting actions. Some of these actions are part of other actions, for example SCAN is used as part of MOVE & SCAN or BEACON. Other actions use action keywords.

Advanced actions are described on pages 9 and 10.

Players may use the Character overview cards to reference both teams' actions.

Adjacency — Rooms are adjacent when they share an edge without a wall.

Starting Actions

GENERATOR (Villain) — do not declare

To execute GENERATOR, place 1 generator cube on a Generator in your room. Each Generator can hold up to 2 cubes.

A Generator with 2 cubes is active. Do not declare this. During the Plan Actions phase, each Villain may place 3 dice if 1 Generator is activated and 4 dice if both Generators are activated. A Generator may become inactive again. When this happens, you do not lose any of your planned dice immediately but will have 1 less in the next Plan Actions phase.

MOVE (Spy / Villain) — do not declare

To plan a MOVE, place the die on the arrow pointing in the direction you want to move. You can only place 1 die.

To execute a MOVE, move your character miniature to the adjacent room in the planned direction. You cannot move through walls unless explicitly noted, and you cannot move off the board.

Each room can hold unlimited pieces.

SCAN (Spy) — declare "scan"

To execute a SCAN, do the following:

  1. Declare "Scan" and the row, column, or quadrant you are in. Scanning is not blocked by walls.
  2. For all targeted rooms, the Villains must declare the name and room of each Villain and each Villain device token, as well as the number of cubes on each Generator.
  3. If this SCAN found 1 or more Villains, each Spy gains 1 unlock cube from their supply per Villain found, unless that Villain was already scanned this round. Unlock cubes must be used immediately (page 7).

Example: The first Spy player scans and finds both Villains. Both Spies gain 2 unlock cubes which they must use immediately. The second Spy player also scans and finds 1 Villain. Since this Villain was already scanned this round, the Spies do not gain any more unlock cubes.

You can use your enemy markers to track enemies' positions.

MOVE & SCAN (Spy) — declare "scan"

First execute a MOVE action, then a SCAN action. If you cannot execute the MOVE action for any reason, you also do not SCAN.

Strategy Tips: Scanning gives the Villains information about your position. You can scan the same area again in subsequent actions - it will not give you more unlock cubes, but it will help to hide how you're moving.

HACK (Spy) — declare "hack"

To execute a HACK, do the following:

  1. Declare "hack" and the rooms hacked as written on the action tile.
  2. The Villains must declare the room and name of each Villain device token in the hacked rooms. Return the tokens to the Villains. They can be built again later (page 6).
  3. The Villains return 1 cube from each Generator in the hacked rooms back to their supply. Do not declare this. The Generator is now inactive. It becomes active again when it has 2 generator cubes (see GENERATOR action, this page).
  4. If possible, the Spies remove 1 cube from each Doomsday Machine in the hacked rooms and give it to the Villains, who place it on the matching Doomsday Machine on their map as a reminder.
  5. For each doomsday cube passed, the Villains take 1 modify cube from the Hack track and place it on the bottom of their map board (see Modify and Slide, page 7).

If you need to take a modify cube from the Hack track but it has no cubes, the Spies win the game immediately.

STUN GUN (Villain) — declare (name)

STUN GUN is an ATTACK action (see Action Keywords, page 6).

MOTION DETECTOR (Villain) — declare (name)

To execute MOTION DETECTOR, declare "Motion Detector" and choose and declare any row, column, or quadrant, ignoring walls. The Spies declare the number of Spies in that area. They do not declare their rooms and names.

EARPIECE (Spy) — declare (name)

To execute EARPIECE, declare "Earpiece" and move your teammate once, following the MOVE action rules. Do not declare the direction they moved.

PARACHUTE (Spy) — declare (name)

You cannot plan PARACHUTE if your Spy is on the map.

If your Spy miniature is not on the map at the start of the Plan Actions phase, you must plan PARACHUTE as your first action. Planning PARACHUTE requires no dice.

When planning PARACHUTE, immediately place your character miniature, lying down, in the room you will enter. While lying down, your character cannot be affected by any Villains' actions.

If you are planning PARACHUTE, you cannot plan actions that let you HACK this round.

To execute PARACHUTE, stand up your miniature. Then declare "Parachute" and either half of the map your Spy landed in (the top, bottom, left or right block of 8 rooms).

Action Keywords

Some actions are specified by keywords under their action name.

PASSIVE (Spy / Villain)

Once you unlock an action tile with the PASSIVE keyword (see Unlocking Advanced Actions, p. 7), place the tile by the side of your player board. This action never needs to be planned. It always gives its effect to you, even outside of your turn.

REVEAL (Villain) — declare (name)

The REVEAL keyword is used in the text of some Villain actions. To execute a REVEAL, declare the action's name and the targeted rooms. REVEAL actions with a pattern are blocked by walls.

The Spies must declare the name and room of each Spy and each Spy device token in the targeted rooms. Then, each revealed Spy loses Swagger down to the next red line (see Swagger, see p. 7).

You can use your device tokens to track revealed enemy devices.

ATTACK (Villain) — declare (name)

To execute an ATTACK, do the following:

  1. Declare the action's name and the rooms targeted by the ATTACK.
  2. Some attacks destroy walls between the targeted rooms, as mentioned on their tile (Example: TNT). The Villains declare which walls are destroyed, and both teams remove these walls from their maps.
  3. The Spies must declare the room and name of each Spy and Spy device token in the attacked rooms. Return the device tokens to the Spies. They can be built again later (see below). Return the Spy miniature to the Spies. A removed Spy cannot execute any planned actions this round, and they must plan PARACHUTE as their first action the next Plan Actions phase.
  4. For each Spy hit by an attack, the Spies take 1 modify cube and 1 slide cube from the Hit track and place them on the bottom of their map board (see Modify and Slide, page 7).

If you need to take a cube from the Hit track but it has no cubes, the Villains win the game immediately.

Example: Attack with a Flamethrower — the Flamethrower's target pattern hits the room in front of the character plus one further room in a line. Spy devices hit are removed; Spies hit are removed and the Spies take 1 modify cube and 1 slide cube from the Hit track.

BUILD (Spy / Villain) — declare (name)

To execute a BUILD, take the matching device token and place it on the map (see Example, page 4).

  • If the keyword says BUILD, place it in your room.
  • If it says BUILD ADJACENT, place the token in your room or any of the 4 adjacent rooms that are not blocked by walls.
  • If it says BUILD ANYWHERE place it in any room of your choice.

If that device token is already on the map, you can pick it up and place it again.

Devices: Device tokens do not move around the map. Once built, the effect of a device is active as written on its action tile. You do not need to plan the action again in order to use the device's effect. If the token is removed from the map, return it to your supply. It can be built again later as an action.

You may never have more copies of a device on the map than you have device tokens for (see setup, page 1, step 8).

Unlocking

Unlock Cubes

Villains may gain unlock cubes during the Plan Actions phase. Instead of using an available die to plan an action, you may place it on the matching die space in the Unlocks section of your player board. Take the unlock cube from there, and immediately place it on the leftmost empty space of your action unlocks.

Example: Villains gain 1 unlock cube.

Spies gain unlock cubes through various actions, such as SCAN or CHOKE. They must immediately use it on their action unlocks or as Swagger (see below).

Unlock cubes must be used immediately when gained. Otherwise they are lost and discarded.

You do not need to declare the use of unlock cubes.

Unlocking Advanced Actions

You fill the action unlock spaces at the top of your player board with unlock cubes from left to right. When you fill a complete action tier, choose 1 action tile of that tier, take it into your hand, and remove the other tile from the game secretly. You must unlock tier 1 actions before tier 2, and you must unlock tier 2 actions before tier 3. Effects of unlocked PASSIVE actions apply immediately. As a Villain, you can plan an action in the same Plan Actions phase you unlocked it.

Swagger

Spies may use unlock cubes as swagger to fill the Swagger track on their player board from left to right.

If you start the Plan Actions phase with at least 2 swagger, you may place 3 dice. If you have 5 swagger, you may place 4 dice.

Each time your Spy is REVEALED, remove unlock cubes from your Swagger track down to the nearest red line to the left. If you have 3, 4, or 5 swagger, discard down to 2. If you have 1 or 2 swagger, discard all. You do not lose a planned die immediately but will have 1 less in the next Plan Actions phase.

Each Spy can only lose Swagger once per round.

Example: A Spy revealed by a Flashlight loses swagger down to the red line.

Hit and Hack Tracks

The Hit and Hack tracks on the screen show how close the teams are to winning. During setup, they are filled with modify and slide cubes.

Whenever a Spy is hit by an attack, the Spies take 1 modify cube and 1 slide cube from the Hit track. If you need to take a cube from the Hit track but it has no cubes, the Villains win the game immediately.

Whenever a doomsday cube is passed to the Villains, they take 1 modify cube from the Hack track. If you need to take a modify cube from the Hack track but it has no cubes, the Spies win the game immediately.

Modify and Slide

The Villains start with 2 modify cubes. They collect 1 cube from the Hack track each time the Spies hand them a doomsday cube.

The Spies start with 2 modify cubes. They collect 1 modify cube and 1 slide cube from the Hits track each time a Spy is hit by an ATTACK.

Cubes gained are placed on the bottom of the team's map board and are immediately available to both team members. After you use a modify or slide cube place it out of reach close to the screen. It is no longer available for the rest of the game.

You do not need to declare the use of modify and slide cubes.

How to use Modify

During the Plan Actions phase, you may use a modify cube to increase or decrease the value of any of your dice by 1. A "1" can also be changed to a "6" and vice versa. You can modify a die multiple times by using multiple modify cubes.

How to use Slide

During their turn in the Execute Actions phase, before or after executing an action, a Spy may use a slide cube to move 1 space in any direction, following the MOVEMENT rules. A Spy can move multiple times by using multiple slide cubes. Slide is not an action and does not need to be planned.

Variants

Introductory Game

If you're new to Sabotage and want an easier, shorter game, you can play the Intro Game. To play it, change these setup steps:

  • Step 4: Return all the advanced action tiles to the tray.
  • Step 7: The Villains return all their unlock cubes to the tray.
  • Step 11: Place only 3 modify cubes and 3 slide cubes on the Hit track, and only 4 modify cubes on the Hack track.

The Spies now win at 5 hacks, and the Villains now win at 4 hits. The Spies only use unlock cubes to increase Swagger. The Villains do not use unlock cubes.

Hack track: 4 modify cubes — Villains lose on 5th hack

Hit track: 3 modify cubes, 3 slide cubes — Spies lose on 4th hit

You can also use the walkthrough booklet to guide new players through the first round.

Variable Map Setup

The teams can set up the map in new ways by following these rules.

Collect 5 walls, 3 Doomsday Machines, and 2 Generators. Starting with a random team, each team takes turns to place 1 wall, Doomsday Machine, or Generator on one map until all of these pieces have been placed.

Doomsday Machines and Generators cannot be in the same room and they cannot be in adjacent rooms. No room may be shut off completely by enclosing walls and map edges.

Once you placed all these pieces, copy the map layout to the other map.

2-player game

The 2-player game follows the same rules as the 4-player game. Each player controls both characters of their team individually. Each player acts as 2 distinct players when interpreting rules.

3-player game

In a 3-player game, 2 players play as usual, while 1 player controls both characters of their team (see 2-player game above).

Playing against the App

2 players can play Sabotage cooperatively as the Spies against the AI-controlled Villains of the Sabotage: Villains app. You can also play solo against the app, controlling both Spies.

Find the app at: www.fowers.games/sabotage

Strategy Tips

As a Villain, you will be guessing and missing a lot. It's about deduction—listen to every scan made by each player.

As a Spy, try to keep your scans ambiguous. If you hack, get out of there. Use your Earpiece to keep the Villains guessing.

Villains with Tier 3 actions and both Generators running are powerful. Spies, keep those Generators disabled!

Advanced Actions — Spy

THERMO — Scan any row, column, or quadrant anywhere on the map, following the Scan rules. Ignores walls.

BEACON — Build adjacent. Beacon effect: Anytime on your turn, before or after executing an action, you can place yourself in the room with the Beacon. If you do, you must scan your row, column, or quadrant. Declare "Scan." Using the Beacon does not need to be planned. Then put the Beacon token back in your supply. You can have at most 1 Beacon on the map at a time.

CHOKE — Any time on your turn, before or after executing an action, you may execute Choke in your room. Choked Villains can only place 1 die in the next Plan Actions phase. If you choke one or both Villains, you gain 3 unlock cubes. Even if you choke both Villains, you still only gain 3 unlock cubes.

CLOAK — Passive. When a Flashlight targets your room, you are not revealed. Still declare Spy device tokens in your room.

CRYBABY — Declare "Crybaby" and any room. Any Villains adjacent to that room must move into that room. They cannot move through walls.

FALSE ALARM — Declare "False Alarm" and any room. Any Villain there must be picked up and placed in the room of their teammate. Villains do not declare if a Villain was affected.

TUNNEL — Move through a wall and then scan your row, column, or quadrant. Works like Move & Scan, but you must move through a wall. If you can't, you neither move nor scan.

HOLOGRAM — Build anywhere. Hologram effect: When the Hologram is the target of a reveal effect, declare that your Spy is in the room. You do not lose swagger. When DOPPLER is used, do the same for all Holograms, in addition to declaring all "real" Spies. You can have up to 2 Holograms on the map at a time.

ZIPLINE — When you are on a map edge, place yourself in the room on the opposite edge in a straight line, ignoring walls. When you are on a corner, choose 1 of the 2 rooms you can zipline to. Then scan your row, column, or quadrant.

E.M.P. — Hack all 5 targeted rooms, ignoring walls. This must be your only hack this turn.

FLASHBANG — Declare "Flashbang." Villains in rooms affected by Flashbang can only place 1 die in the next Plan Actions phase. If you affect one or both Villains, you gain 3 unlock cubes. Even if Flashbang affects both Villains, you still only gain 3 unlock cubes. Flashbang is blocked by walls.

REFLECTOR — Build anywhere. Reflector effect: If the Reflector is hit by an attack declare "Reflector." The attacking Villain can only place 1 die in the next Plan Actions phase. Put the Reflector token back to your supply. The Reflector does not prevent Spies from being hit. You can have up to 2 Reflectors on the map at a time.

SMOKE BOMB — Declare "Smoke Bomb" and any 3×3 area, ignoring walls. For the rest of this round, Spies in these rooms do not scan or declare "scan."

TELEPORT — Place yourself in any room and scan your row, column, or quadrant. Works like Move & Scan, only that you can move to any room before scanning.

UNTRACEABLE — Hack your room. When you hack a Doomsday machine, do not declare your room. Give 1 Doomsday cube to the Villains as usual, but do not declare where it came from. This must be your only hack this turn.

VIRUS — Build in your room. Building the Virus does not count as a hack. Virus effect: Each round after the one it has been built, at the start of your turn, the Virus automatically performs a hack in its room. When it does, declare "Virus." You may still use HACK this turn. Prevented by TEAR GAS. You can have at most 1 Virus on the map at a time.

WIRELESS HACK — Performs a hack in an adjacent room, but not through walls. This must be your only hack this turn.

Advanced Actions — Villain

FLASHLIGHT — Declare "Flashlight." Reveal all Spies and Spy devices in the targeted rooms, following the Reveal rules. Flashlight is blocked by walls.

CAMOUFLAGE — Passive: When you are targeted by a scan, declare "Camouflage." Follow all Scan rules, but do not declare which room you are in.

FLAME THROWER — Declare "Flame Thrower." Attacks all Spies and Spy devices in the targeted rooms, following the Attack rules. Flame Thrower is blocked by walls.

FLARE — Declare "Flare." Reveal all Spies and Spy devices in the targeted rooms, following the Reveal rules. Flare is blocked by walls.

FREEZE RAY — Declare "Freeze Ray." Spies do not declare if they are in the targeted rooms. For this round, Spies that are in a targeted room or enter such a room cannot leave their room by any other means. Villain actions can still move or remove them. Freeze Ray is blocked by walls.

HONEY POT — Build. Honey Pot effect: When a room with Honey Pot is scanned, declare "Honey Pot." The scanning Spy must move their Character to that room, and they gain 1 unlock cube, even if they already were in that room. Then put the Honey Pot token back to your supply. You can have at most 1 Honey Pot on the map at a time.

TEAR GAS — Declare "Tear Gas" and any 1 room in your row or column. For this round, all hacks (Hack, Virus, etc.) are prevented in this room. Ignores walls.

TRIP LASER — Build. Trip Laser effect: When a Spy scans, ask if they are in a room with Trip Laser. If both Lasers are on the map, you can ask for both. The scanning Spy must declare if they are. If a Spy was affected by a Trip Laser remove the token back to your supply. Being spotted by a Trip Laser does not count as a Reveal, so Spies do not lose swagger. You can have up to 2 Trip Lasers on the map at a time.

WHIRLPOOL — Swap rooms with your teammate.

DOPPLER — Declare "Doppler." All Spies anywhere on the map are revealed, following the Reveal rules. Spies apply the effects of HOLOGRAMS in addition to revealing their Spies.

EARTHQUAKE — Declare "Earthquake" and choose a direction, up, down, left, or right. All Spies on the map must move 1 space in this direction if possible, following the MOVE rules. Moved Spies do not lose their turn. They act regularly.

LAND SHARK — Destroys all walls shown as dotted lines in the pattern. Declare "Land Shark" and destroyed walls. Attacks all targeted rooms, following the Attack rules.

ORBITAL LASER — Declare "Orbital Laser" and target any room at least 2 spaces away from you, following the MOVE rules. Attack all Spies and Spy devices in the targeted room, following the Attack rules. Note: A room diagonal from your room is 2 spaces away.

ROCKET LAUNCHER — Destroys all walls shown as dotted lines in the pattern. Declare "Rocket Launcher" and destroyed walls. Attacks all targeted rooms, following the Attack rules.

TENTACLES — Destroys all walls shown as dotted lines in the pattern. Declare "Tentacles" and destroyed walls. Attacks all targeted rooms, following the Attack rules.

TNT — Build in your room. TNT effect: Anytime on your turn, before or after executing an action, you may declare and detonate TNT. This destroys all walls shown as dotted lines in the pattern and attacks all targeted rooms, following the Attack rules. Declare destroyed walls. Then put the TNT token back to your supply. You cannot detonate TNT in the round you built it. Detonating is not an action and does not need to be planned. You can have at most 1 TNT on the map at a time.

X-RAY GOGGLES — Declare "X-Ray Goggles" and any 3×3 area, ignoring walls, and perform a Reveal action in each of these rooms, following the Reveal rules.

Credits

Design: Tim Fowers and Jeff Krause. Illustrations: Ryan Goldsberry. Development & Layout: Jeff Beck. Usability: Joshua Yearsley.

Graphic Design: Heiko Günther. Box & Inserts: GameTrayz.

Miniatures: Clavilier Grégory. Game Writing: Jon Purkis.

Revised Rulebook: Lines J. Hutter. Playtesters: Ian Schreiber, Nick Pham, Zack Gardiner, and Russ Southern. Special thanks to all of our playtesters, backers, families, and wives.

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