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	<updated>2026-10-22T00:37:04Z</updated>
	<subtitle>User contributions</subtitle>
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		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpzombicidesecondedition&amp;diff=30862</id>
		<title>Gamehelpzombicidesecondedition</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpzombicidesecondedition&amp;diff=30862"/>
		<updated>2026-07-25T04:26:02Z</updated>

		<summary type="html">&lt;p&gt;Going Blank Again: /* Zombie Turn */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Overview===&lt;br /&gt;
&lt;br /&gt;
Zombicide is a cooperative game. Players win by completing the Mission objectives and surviving together.&lt;br /&gt;
&lt;br /&gt;
There are a number of missions to pick from, the top right on BGA will show you the win conditions for your particular Mission&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Setup===&lt;br /&gt;
&lt;br /&gt;
There are usually at least 6 Survivors used in a games of Zombicide, unless the Mission states otherwise.&lt;br /&gt;
&lt;br /&gt;
During setup, players distribute six Survivors amongst themselves to control during the game. Depending on the number of players, some players might have to control more than 1 Survivor.&lt;br /&gt;
&lt;br /&gt;
In Zombicide 2nd Edition, there are two types of Survivors to choose from: Adults or Kids. Kid Survivors are identified by a yellow icon on their Survivor ID Card.&lt;br /&gt;
&lt;br /&gt;
(Choosing to play with Kid Survivors does not increase the difficulty of the game.)&lt;br /&gt;
&lt;br /&gt;
Kids have 2 Health but start with the Slippery Skill as a bonus. &lt;br /&gt;
&lt;br /&gt;
Adults have 3 Health. They start with a Blue Skill, but may unlock more as they eliminate more Zombies and earn AP. &lt;br /&gt;
&lt;br /&gt;
On BGA, you can click the yellow triangle on the right of a character to give a definition of some of the skills they can unlock&lt;br /&gt;
&lt;br /&gt;
===The Map===&lt;br /&gt;
&lt;br /&gt;
The Map is made of tiles, which are divided into Zones.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A street Zone is displayed by crosswalk borders, in addition it may be bordered by the edge of the map or by buildings&lt;br /&gt;
&lt;br /&gt;
A building Zone is demarcated by Walls and Doors&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
From an street Zone, a Survivor can see in orthogonal lines to as many other street zones, up to the board&#039;s edge. However, a Survivor can only see one zone into a directly adjacent inside Zone connected via an open Doors.&lt;br /&gt;
&lt;br /&gt;
From an building Zone, a Survivor can see a distance of one Zone into adjacent connected inside Zone by open doors. A Survivor can see in an orthogonal line as many street Zones as long as they are in a Zones adjacent to an open door.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Equipment Cards===&lt;br /&gt;
&lt;br /&gt;
Cards can be either Melee, Ranged, or Skills&lt;br /&gt;
&lt;br /&gt;
A character can hold 2 Hand cards and 3 Backpack Cards. Unless the card states otherwise, Backpack cards cannot actively be used.&lt;br /&gt;
&lt;br /&gt;
Weapons will either show a knife for Melee or a gun for Ranged&lt;br /&gt;
&lt;br /&gt;
Ranged cards may have a bullet or shell symbol, there is no ammo consumption, but these symbols will indicate how they might interact with Skill cards e.g. a Skill card may only affect Shell ranged weapons&lt;br /&gt;
&lt;br /&gt;
If a weapon has the red Dual Wield symbol on the top left, having two identical of this item will let you use the dual wield rules during combat&lt;br /&gt;
&lt;br /&gt;
If a weapon has the white door symbol on the top left, this can be used to open doors&lt;br /&gt;
&lt;br /&gt;
Cards will contain a noise indicator, a blue noise indicator means it makes no noise, a yellow noise indicator means it makes noise. Some cards may have both symbols, depending on how it&#039;s used e.g. combat may be silent, but door opening may be noisy&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;6 Starting Equipment cards:  &amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt; Pistol x 3 &lt;br /&gt;
&lt;br /&gt;
Baseball Bat x1&lt;br /&gt;
&lt;br /&gt;
Crowbar x1&lt;br /&gt;
&lt;br /&gt;
Fire Axe x1 &amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;45 Blue Equipment cards (Found in regular search):  &amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Aaahh!! x4 (Zombie spawn/action card) &lt;br /&gt;
&lt;br /&gt;
Bag of Rice x2 (Food) (Gain 3AP when used)&lt;br /&gt;
&lt;br /&gt;
Canned Food x2 (Food) (Gain 3AP when used)&lt;br /&gt;
&lt;br /&gt;
Water x2 (Gain 3AP when used)&lt;br /&gt;
&lt;br /&gt;
Flashlight x2 &lt;br /&gt;
&lt;br /&gt;
Chainsaw x2 &lt;br /&gt;
&lt;br /&gt;
Crowbar x1 &lt;br /&gt;
&lt;br /&gt;
Fire Axe x1 &lt;br /&gt;
&lt;br /&gt;
Katana x2 &lt;br /&gt;
&lt;br /&gt;
Kukri x2 &lt;br /&gt;
&lt;br /&gt;
Machete x4 &lt;br /&gt;
&lt;br /&gt;
Molotov x4 &lt;br /&gt;
&lt;br /&gt;
Pistol x1 &lt;br /&gt;
&lt;br /&gt;
Plenty of Bullets x3 &lt;br /&gt;
&lt;br /&gt;
Plenty of Shells x3 &lt;br /&gt;
&lt;br /&gt;
Sawed-Off x4 &lt;br /&gt;
&lt;br /&gt;
Shotgun x2 &lt;br /&gt;
&lt;br /&gt;
Sniper Rifle x2 &lt;br /&gt;
&lt;br /&gt;
Sub-MG x2&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;11 Pimpweapons cards (Red cards found is grey boxes):  &amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Aaahh! x2 (Zombie spawn/action card) &lt;br /&gt;
&lt;br /&gt;
Army Sniper Rifle x1 &lt;br /&gt;
&lt;br /&gt;
Automatic Shotgun x1 &lt;br /&gt;
&lt;br /&gt;
Evil Twins x1 &lt;br /&gt;
&lt;br /&gt;
Golden AK-47 x1 &lt;br /&gt;
&lt;br /&gt;
Golden Kukri x1 &lt;br /&gt;
&lt;br /&gt;
Gunblade x1 &lt;br /&gt;
&lt;br /&gt;
Ma&#039;s Shotgun x1 &lt;br /&gt;
&lt;br /&gt;
Nailbat x1 &lt;br /&gt;
&lt;br /&gt;
Zantetsuken x1&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Weapons in Combat===&lt;br /&gt;
&lt;br /&gt;
From left to right, each weapon has 6 icons&lt;br /&gt;
&lt;br /&gt;
The first shows the type, Melee or Ranged&lt;br /&gt;
&lt;br /&gt;
The second shows the distance, usually with a min and max value. 0 is the zone the character currently resides, whilst 1 is the zone adjacent to you and so on.&lt;br /&gt;
&lt;br /&gt;
The third shows how many dice are rolled when using this weapon&lt;br /&gt;
&lt;br /&gt;
The fourth shows what value or higher you want to roll on each dice in order to count it as a success&lt;br /&gt;
&lt;br /&gt;
The fifth shows how much damage a success grants&lt;br /&gt;
&lt;br /&gt;
The sixth shows whether this weapon is noisy or silent&lt;br /&gt;
&lt;br /&gt;
If a weapon had the red dual wield symbol, and you have a duplicate of it in each hand, you can use both weapons with one action as long as the same zone (not zombie) is targeted&lt;br /&gt;
&lt;br /&gt;
You do not get to choose which specific zombie you attack with a Ranged weapon, just the Zone you attack, there is a Priority Order for the Zombies - 1st Brutes or Abominations (player choice), 2nd Walkers, 3rd Runners. What this means is if you attack a zone with 4 Walkers and a Runner, the Walkers will be hit first and until they are defeated or move on, the Runner cannot be hit with Ranged. However, Melee weapons allow you to choose specific targets.&lt;br /&gt;
&lt;br /&gt;
Friendly Fire - If a zone contain a mix of Zombies and Characters, any Misses on a Ranged attack hit a Character of the group&#039;s choice instead. However, a character cannot accidentally shoot themself. If there are multiple Misses, and multiple Characters in the target zone, the group can distribute the damage as desired, whether that be split evenly or not hitting one character whilst another takes more.&lt;br /&gt;
&lt;br /&gt;
===Adrenaline, Danger, and Character Leveling===&lt;br /&gt;
&lt;br /&gt;
Each time a character kills a monster, that character gains a number of AP (Adrenaline Points)&lt;br /&gt;
&lt;br /&gt;
Gaining enough AP allows that character to level up (Blue - Yellow - Orange - Red)&lt;br /&gt;
&lt;br /&gt;
Each level up gives 1 Ability, some levels only give one ability so it&#039;s automatic, whilst others give multiple options but you can only choose 1 to take and the others are lost&lt;br /&gt;
&lt;br /&gt;
Be aware that character levels are linked to danger levels, the highest character level in the group when zombies spawn determine which and how many zombies spawn based on the same blue/yellow/orange/red level. As mentioned, it&#039;s the highest character level which counts, so if one character is a blue, four are yellows, and one is orange then the zombie spawn will be of Orange level. As such, it&#039;s advised to try to stay around the same level for everyone, lagging behind will make it difficult for you!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Zombies===&lt;br /&gt;
&lt;br /&gt;
Zombies spawn at the beginning of the game as part of setup, whenever a door of a building is opened for the first time, or during their phase determined by the zombie deck and the current danger level. When a card is drawn for a zombie, it could be a normal card which simply spawns it, or a Rush card which spawns it and allows it to take an action, or an Activation card which does NOT spawn but instead allows all zombies of that type to take an action.&lt;br /&gt;
&lt;br /&gt;
Zombies have a damage, health, Actions, and AP reward, and may have special rules&lt;br /&gt;
&lt;br /&gt;
The four zombie types are:&lt;br /&gt;
&lt;br /&gt;
Walkers have Damage 1, Health 1, Actions 1, AP 1. There are 40 in the supply.&lt;br /&gt;
&lt;br /&gt;
Brutes have Damage 1, Health 2, Actions 1, AP 1, Special Rule: Only a Damage 2+ weapon or Molotov can have an impact on them. There are 16 in the supply.&lt;br /&gt;
&lt;br /&gt;
Runners have Damage 1, Health 1, Actions 2, AP 1. There are 16 in the supply.&lt;br /&gt;
&lt;br /&gt;
Abominations have Damage 1, Health 3, Actions 1, AP 5, Special Rule: Only a Damage 3+ weapon or a Molotov can have an impact on them. No weapon has a natural 3, a Skill or similar is needed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Abominations===&lt;br /&gt;
&lt;br /&gt;
If an Abomination card is drawn, what happens depends on whether there is an Abomination out or not&lt;br /&gt;
&lt;br /&gt;
If there is no Abomination, an abomination spawns&lt;br /&gt;
&lt;br /&gt;
If there is an Abomination, that abomination takes an action&lt;br /&gt;
&lt;br /&gt;
In this way, there will only ever be 1 Abomination active at most&lt;br /&gt;
&lt;br /&gt;
There are 4 unique Abominations with their own rules&lt;br /&gt;
&lt;br /&gt;
Hobomination - No combat action can be taken if you share a zone with this abomination&lt;br /&gt;
&lt;br /&gt;
Abominacop - This abomination takes first priority in targeting order&lt;br /&gt;
&lt;br /&gt;
Abominawild - Molotovs used in this abomination&#039;s zone only affect the abomination, nothing else is destroyed&lt;br /&gt;
&lt;br /&gt;
Patient 0 - None&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Player Turn===&lt;br /&gt;
&lt;br /&gt;
If you are controlling multiple characters, fully complete one character&#039;s turn before taking a different character&#039;s turn, but you can choose the order in which your characters act&lt;br /&gt;
&lt;br /&gt;
A character starts with 3 Actions per turn, but this can be increased as they level. The actions are as follows:&lt;br /&gt;
&lt;br /&gt;
Move - 1 Action to move to an adjacent Zone +1 Action per zombie in current zone. This means with the base 3 actions, if a character has 3 zombies in their zone, they cannot move. If movement takes a character into a zone with zombies they cannot continue moving even if they have enough actions to progress.&lt;br /&gt;
&lt;br /&gt;
Search - Whilst in an Inside Zone with no Zombies, 1 action to draw an equipment card and either put it in Hand, put it in Backpack, or Discard it. If they put it in Hand/Backpack, they get a free action to redistribute the cards they currently hold however they like. If they have no space for the new item, during the redistribution they can choose a different item to discard. A Character can only perform 1 Search per turn, if they have a skill which gives them a Free Search this also counts as their 1 Search per turn.&lt;br /&gt;
&lt;br /&gt;
Open Door - If the character holds an item in hand which contains the door symbol on the top left, they can spend 1 action to open a door adjacent to the zone they are in. Abnormal doors may require a mission based objective to be met before they can be opened. If the door was the first door to be opened for that building, spawn zombies in each Dark Zone of that building. If a rush card was drawn, the zombie will both spawn and take an action, which may mean they move into a Light Zone.&lt;br /&gt;
&lt;br /&gt;
Trade - For 1 action, you can either trade with one other character in the same zone or redistribute your items between your Backpack and Hand. A trade does not have to be equal, it can be 1-for-1 or it could be a full take or a full give or some other arrangement agreed upon between the controlling players. The other character in the trade gets a free redistribution.&lt;br /&gt;
&lt;br /&gt;
Noise - For 1 action you can place a noise token in your zone&lt;br /&gt;
&lt;br /&gt;
Interact with Objective - For 1 Action you can interact with or take an objective, this effect can vary based on the Mission, but typically gives 5AP unless the Mission states otherwise.&lt;br /&gt;
&lt;br /&gt;
Combat - For 1 action, you can use a weapon against a zone with Zombies, if you satisfy the condition for Dual Wield you can use a single action to use both weapons.&lt;br /&gt;
&lt;br /&gt;
Wait - You can pass on any actions you don&#039;t wish to take&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Zombie Turn===&lt;br /&gt;
&lt;br /&gt;
After all characters and thus all players have taken their turns, the zombies activate&lt;br /&gt;
&lt;br /&gt;
First, attacks happen. Each zombie attacks a character in its zone, if there are multiple characters then the players choose which character takes the hit.&lt;br /&gt;
&lt;br /&gt;
Second, movement happens. Each zombie which did not attack, as such has no characters in its zone, moves 1 zone. Where they move will depend on a few things. First, they&#039;d like to go towards a zone (note they may not actually reach it) that has the most combined characters and noise tokens in it which is within its line of sight and contains at least 1 character. If there are no characters in its Line of Sight, then it moves towards the noisiest zone regardless of distance. Remember, character tokens count towards the noise level. If the path to the destination is blocked at any point between the zombie and the target zone, the zombie does not move at all. If the target zone has multiple routes of equal distance, the zombies split up as evenly as possible and take all the equidistant routes.&lt;br /&gt;
&lt;br /&gt;
For Runners, they do this check twice, their first priority is always attack, with second priority being move. This means they could, in priority order, attack-attack, attack-move, move-attack or move-move&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After activation, Spawn happens. In ascending order, from each numbered spawn point, draw a card to see what arrives corresponding with the current danger level, remember this is equal to the highest character level in all the group. Some spawn locations may be special, these do not spawn until the Mission tells you to, after a special spawn location starts spawning it continues spawning on each subsequent Spawn Phase, unless the mission says otherwise. If there are not enough zombies of a type to spawn what is needed, the zombies of that type get an activation instead.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Special Modes and Missions===&lt;br /&gt;
&lt;br /&gt;
The rulebook contains further clarifications on special modes and the specific Missions&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Game End===&lt;br /&gt;
&lt;br /&gt;
The game is won when the Mission Objectives are all complete&lt;br /&gt;
&lt;br /&gt;
The game is lost if a character dies&lt;br /&gt;
&lt;br /&gt;
The game is lost if a game state causes a Mission Objective to be impossible to complete&lt;br /&gt;
&lt;br /&gt;
The game is lost if a Mission specific Loss criteria is met&lt;/div&gt;</summary>
		<author><name>Going Blank Again</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpburglebros&amp;diff=27875</id>
		<title>Gamehelpburglebros</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpburglebros&amp;diff=27875"/>
		<updated>2025-12-27T23:32:57Z</updated>

		<summary type="html">&lt;p&gt;Going Blank Again: /* Loot */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
&lt;br /&gt;
Burgle Bros is a cooperative rogue-like puzzle game with tile exploration and problem-solving. Your goal is to open the safe on each floor, then escape with the loot through the stairs on the top floor. All members of the heist team must escape for the players to win the game. Players lose the game if anyone is caught by a guard without being able to spend a stealth token. &lt;br /&gt;
&lt;br /&gt;
==== On Your Turn ====&lt;br /&gt;
Take up to 4 actions. If you end your turn with two or more unused actions, an &#039;&#039;&#039;event&#039;&#039;&#039; will be triggered. You can perform actions in any order and can do the same action multiple times in a turn if possible. After your turn is ended, the guard on your floor will move.&lt;br /&gt;
&lt;br /&gt;
Some actions that reveal new information (like peeking at a tile) cannot be undone. If you choose to restart or undo actions, the game will reset to that point instead of the beginning of your turn.&lt;br /&gt;
&lt;br /&gt;
==== Actions ====&lt;br /&gt;
&amp;lt;ul class=&amp;quot;bulletlist&amp;quot; style=&amp;quot;margin:1em 0;padding-inline-start:40px;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;&#039;&#039;&#039;Peek&#039;&#039;&#039;: Reveal an adjacent room tile.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;&#039;&#039;&#039;Move&#039;&#039;&#039;: Move to an adjacent room tile. If it is unrevealed, reveal it. If a guard is on the tile, lose a stealth token.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;&#039;&#039;&#039;Tile-specific actions&#039;&#039;&#039;: Hack a computer -OR- add a Die to a Safe (costs 2 actions) -OR- Crack a Safe&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;&#039;&#039;&#039;Character ability&#039;&#039;&#039;: Each character has a specific ability. This ability might only be available as your first action on a turn, might be free, or consume more than one action.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;&#039;&#039;&#039;Use Tools (free)&#039;&#039;&#039;: Discard a Tool card and apply its effect.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;&#039;&#039;&#039;Trade (free)&#039;&#039;&#039;: Trade Tools and/or Loot with another player on the same tile (with the other player&#039;s permission).&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Cracking Safes==&lt;br /&gt;
&lt;br /&gt;
First, the safe tile must be located. Then, to crack the safe, all tiles in the same row and column must be revealed. For example, if the safe tile is in A1, then all the tiles in column A and all the tiles in row 1 must be revealed. This means A2, A3, A4, B1, C1, and D1 (in the four-by-four layout). &lt;br /&gt;
&lt;br /&gt;
[[File:BurgleBros safe.png]]&lt;br /&gt;
&lt;br /&gt;
During your turn, you may add a &amp;quot;safe die&amp;quot; for 2 actions. No more than six dice can be added to a given safe tile. Once all the tiles for a safe are revealed, rolling safe dice on the safe tile will &amp;quot;crack&amp;quot; the safe. The safe combination is the small numbers on the lower right corner of the tiles in the same row and column. For example, if the numbers are 1, 3, 1, 4, 6, and 3, you will need to roll safe dice until a 1, 3, 4, and 6 have been rolled. The quantity of tiles with the same number doesn&#039;t matter--you do not need to roll multiple times. Small green circle tokens will appear on room tiles that match the numbers rolled. Once all required numbers have been rolled, the safe opens and you will automatically receive a tool card and a loot card.&lt;br /&gt;
&lt;br /&gt;
== Guards ==&lt;br /&gt;
&lt;br /&gt;
Each guard&#039;s destination is determined by the top card drawn from the Patrol deck. Each guard&#039;s movement speed is dictated by its guard die (yellow square at the guard&#039;s destination). Guards always take the shortest path to their destination. If multiple equal paths are available, the guard takes the left-most path at a fork. Once a guard reaches their destination, a new patrol card is revealed and a destination is set. If the guard has any movement remaining, they use it to move towards their new destination.&lt;br /&gt;
&lt;br /&gt;
Triggering an alarm changes the destination for the guard on that floor to the location of the alarm. Once the guard reaches that location, they will choose a new destination (new patrol card). For &#039;&#039;&#039;each&#039;&#039;&#039; alarm on the board, the guard gets one additional movement speed. &lt;br /&gt;
&lt;br /&gt;
After a safe is cracked, the guard on the current floor and each guard below the current floor are aware of the safe being cracked and permanently increase their movement speed by one.&lt;br /&gt;
&lt;br /&gt;
Each time the patrol deck runs out, it is reshuffled with some new cards added and old cards removed. The movement speed of the guard on that floor permanently increases by one. Maximum movement speed for a guard is six.&lt;br /&gt;
&lt;br /&gt;
== Scenarios ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Office Job&#039;&#039;&#039; is the beginner scenario. The building is 2 floors of 16 tiles, arranged in 4x4. Each floor has at least 1 Stairs tile and 1 Safe tile.   &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Bank Job&#039;&#039;&#039; is the default scenario and is medium difficulty. The building is 3 floors of 16 tiles, arranged in 4x4. Each floor has at least 1 Stairs tile and 1 Safe tile.   &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Fort Knox Job&#039;&#039;&#039; is hardest. The building is only 2 floors, but has a 5x5 layout and 3 Safe tiles. Each floor has 24 room tiles and 1 empty space (a gray square surrounded by walls). Each floor has at least 1 Stairs tile and 1 Safe tile, with a remaining Stairs tile and a remaining Safe tile randomly distributed.   &lt;br /&gt;
&lt;br /&gt;
== Characters ==&lt;br /&gt;
&lt;br /&gt;
All characters have a basic skill and an advanced skill. You may get to choose, depending on table settings. The advanced skills tend to be more powerful, but have more requirements. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:auto;&amp;quot; border=&amp;quot;2&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background:linear-gradient(0deg, #f8f8f8, #e7e9e8);&amp;quot; |&#039;&#039;&#039;&amp;lt;u&amp;gt;THE ACROBAT&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background:linear-gradient(0deg, #f8f8f8, #e7e9e8);&amp;quot; |&#039;&#039;Retired Performer&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background:linear-gradient(0deg, #f8f8f8, #e7e9e8);&amp;quot; | &#039;&#039;&#039;&amp;lt;u&amp;gt;Basic Skill:&amp;lt;/u&amp;gt;&#039;&#039;&#039; &#039;&#039;Flexibility&#039;&#039;&lt;br /&gt;
! style=&amp;quot;background:linear-gradient(0deg, #f8f8f8, #e7e9e8);&amp;quot; | &#039;&#039;&#039;&amp;lt;u&amp;gt;Advanced Skill:&amp;lt;/u&amp;gt;&#039;&#039;&#039; &#039;&#039;Climb Window&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|You may move into a tile with a guard as a free action (multiple times per turn) and will not lose a stealth token if you leave the tile before the guard moves (meaning you leave the tile with the guard before ending your turn to not lose stealth).&lt;br /&gt;
|If you are on a perimeter tile (or next to the empty tile in Fort Knox) you may spend 3 actions to move up or down one floor to the corresponding tile, all movement rules for trying to enter a tile still apply, doing so consumes all your actions.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:auto;&amp;quot; border=&amp;quot;2&amp;quot; &lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background:linear-gradient(0deg, #f8f8f8, #e7e9e8);&amp;quot; |&#039;&#039;&#039;&amp;lt;u&amp;gt;THE HACKER&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background:linear-gradient(0deg, #f8f8f8, #e7e9e8);&amp;quot; |&#039;&#039;Computer Guy&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;background:linear-gradient(0deg, #f8f8f8, #e7e9e8);&amp;quot; | &#039;&#039;&#039;&amp;lt;u&amp;gt;Basic Skill:&amp;lt;/u&amp;gt;&#039;&#039;&#039; &#039;&#039;Jammer&#039;&#039;&lt;br /&gt;
!style=&amp;quot;background:linear-gradient(0deg, #f8f8f8, #e7e9e8);&amp;quot; | &#039;&#039;&#039;&amp;lt;u&amp;gt;Advanced Skill:&amp;lt;/u&amp;gt;&#039;&#039;&#039; &#039;&#039;Laptop&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|You do not trigger fingerprint, laser, or motion tiles and other players will not trigger those tiles if you are there. The ability is not optional and does not apply to detector and thermo tiles.&lt;br /&gt;
|You can add a hack token to yourself as an action. This token can be used as a fingerprint, laser or motion hack token by any player. You can only store up to one hack token on yourself.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:auto;&amp;quot; border=&amp;quot;2&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background:linear-gradient(0deg, #f8f8f8, #e7e9e8);&amp;quot; |&#039;&#039;&#039;&amp;lt;u&amp;gt;THE HAWK&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background:linear-gradient(0deg, #f8f8f8, #e7e9e8);&amp;quot; |&#039;&#039;Recon Pro&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;background:linear-gradient(0deg, #f8f8f8, #e7e9e8);&amp;quot; | &#039;&#039;&#039;&amp;lt;u&amp;gt;Basic Skill:&amp;lt;/u&amp;gt;&#039;&#039;&#039; &#039;&#039;X-Ray&#039;&#039;&lt;br /&gt;
!style=&amp;quot;background:linear-gradient(0deg, #f8f8f8, #e7e9e8);&amp;quot; | &#039;&#039;&#039;&amp;lt;u&amp;gt;Advanced Skill:&amp;lt;/u&amp;gt;&#039;&#039;&#039; &#039;&#039;Enhance&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|As a free action, once per turn, you can peek through an adjacent wall to reveal a tile.&lt;br /&gt;
|As a free action, once per turn, you may peek at a tile up to two spaces away. You cannot skip over unrevealed tiles and you cannot see through walls but you can use the ability to peek around corners and peek up stairs.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:auto;&amp;quot; border=&amp;quot;2&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background:linear-gradient(0deg, #f8f8f8, #e7e9e8);&amp;quot; |&#039;&#039;&#039;&amp;lt;u&amp;gt;THE JUICER&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background:linear-gradient(0deg, #f8f8f8, #e7e9e8);&amp;quot; |&#039;&#039;Electronics Expert&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;background:linear-gradient(0deg, #f8f8f8, #e7e9e8);&amp;quot; | &#039;&#039;&#039;&amp;lt;u&amp;gt;Basic Skill:&amp;lt;/u&amp;gt;&#039;&#039;&#039; &#039;&#039;Crybaby&#039;&#039;&lt;br /&gt;
!style=&amp;quot;background:linear-gradient(0deg, #f8f8f8, #e7e9e8);&amp;quot; | &#039;&#039;&#039;&amp;lt;u&amp;gt;Advanced Skill:&amp;lt;/u&amp;gt;&#039;&#039;&#039; &#039;&#039;Reroute&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|As a free action (multiple times per turn), you may trigger an alarm on an adjacent tile, but not through walls.&lt;br /&gt;
Note - you cannot trigger an alarm on a hidden tile or a tile with a guard on it.&lt;br /&gt;
|As a free action, once per turn, you may pick up an active alarm on your tile and draw a new patrol card, or discard one of your alarm tokens to trigger an alarm.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:auto;&amp;quot; border=&amp;quot;2&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background:linear-gradient(0deg, #f8f8f8, #e7e9e8);&amp;quot; |&#039;&#039;&#039;&amp;lt;u&amp;gt;THE PETERMAN&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background:linear-gradient(0deg, #f8f8f8, #e7e9e8);&amp;quot; |&#039;&#039;Safecracker&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;background:linear-gradient(0deg, #f8f8f8, #e7e9e8);&amp;quot; |&#039;&#039;&#039;&amp;lt;u&amp;gt;Basic Skill:&amp;lt;/u&amp;gt;&#039;&#039;&#039; &#039;&#039;Steady Hands&#039;&#039;&lt;br /&gt;
!style=&amp;quot;background:linear-gradient(0deg, #f8f8f8, #e7e9e8);&amp;quot; | &#039;&#039;&#039;&amp;lt;u&amp;gt;Advanced Skill:&amp;lt;/u&amp;gt;&#039;&#039;&#039; &#039;&#039;Drill&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Roll 1 additional die when rolling for the safe or keypad.&lt;br /&gt;
|You may add dice and roll on safes above or below your tile. However, you&#039;re unable to loot safes from another floor, so the loot remains in the safe until retrieved.  Do note that all loot must be carried up to the roof to end and win the game.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:auto;&amp;quot; border=&amp;quot;2&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background:linear-gradient(0deg, #f8f8f8, #e7e9e8);&amp;quot; |&#039;&#039;&#039;&amp;lt;u&amp;gt;THE RAVEN&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background:linear-gradient(0deg, #f8f8f8, #e7e9e8);&amp;quot; |&#039;&#039;Maverick Falconer&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;background:linear-gradient(0deg, #f8f8f8, #e7e9e8);&amp;quot; | &#039;&#039;&#039;&amp;lt;u&amp;gt;Basic Skill:&amp;lt;/u&amp;gt;&#039;&#039;&#039; &#039;&#039;Distract&#039;&#039;&lt;br /&gt;
!style=&amp;quot;background:linear-gradient(0deg, #f8f8f8, #e7e9e8);&amp;quot; | &#039;&#039;&#039;&amp;lt;u&amp;gt;Advanced Skill:&amp;lt;/u&amp;gt;&#039;&#039;&#039; &#039;&#039;Disrupt&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|As a free action, you may place the crow up to two tiles away from your character but not through walls. The crow remains in that location until you move it again.  The guard loses an move each time he enters the crow&#039;s tile (so a crow placed on the guard&#039;s tile won&#039;t affect the guard until a subsequent move into said tile.)&lt;br /&gt;
|As a free action, you may place the crow on your current tile. If the guard starts his movement on the same tile as the crow and there are no alarms, he loses all movement and the crow is returned to you.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:auto;&amp;quot; border=&amp;quot;2&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background:linear-gradient(0deg, #f8f8f8, #e7e9e8);&amp;quot; |&#039;&#039;&#039;&amp;lt;u&amp;gt;THE RIGGER&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background:linear-gradient(0deg, #f8f8f8, #e7e9e8);&amp;quot; |&#039;&#039;Tinkerer Savant&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;background:linear-gradient(0deg, #f8f8f8, #e7e9e8);&amp;quot; | &#039;&#039;&#039;&amp;lt;u&amp;gt;Basic Skill:&amp;lt;/u&amp;gt;&#039;&#039;&#039; &#039;&#039;The Solution&#039;&#039;&lt;br /&gt;
!style=&amp;quot;background:linear-gradient(0deg, #f8f8f8, #e7e9e8);&amp;quot; | &#039;&#039;&#039;&amp;lt;u&amp;gt;Advanced Skill:&amp;lt;/u&amp;gt;&#039;&#039;&#039; &#039;&#039;Tinker&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|You start with the dynamite tool. When any player finds a tool, they may draw two tools, keep one, and discard the other.&lt;br /&gt;
|You can lose one Stealth token to draw a Tool. When any player finds a tool, they may draw two tools, keep one, and discard the other.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:auto;&amp;quot; border=&amp;quot;2&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background:linear-gradient(0deg, #f8f8f8, #e7e9e8);&amp;quot; |&#039;&#039;&#039;&amp;lt;u&amp;gt;THE ROOK&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background:linear-gradient(0deg, #f8f8f8, #e7e9e8);&amp;quot; |&#039;&#039;Mastermind&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;background:linear-gradient(0deg, #f8f8f8, #e7e9e8);&amp;quot; | &#039;&#039;&#039;&amp;lt;u&amp;gt;Basic Skill:&amp;lt;/u&amp;gt;&#039;&#039;&#039; &#039;&#039;Orders&#039;&#039;&lt;br /&gt;
!style=&amp;quot;background:linear-gradient(0deg, #f8f8f8, #e7e9e8);&amp;quot; | &#039;&#039;&#039;&amp;lt;u&amp;gt;Advanced Skill:&amp;lt;/u&amp;gt;&#039;&#039;&#039; &#039;&#039;Disguise&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|As an action, once per turn, you may move another player one tile (the other player gets to confirm the move). When moving the other player, lasers and deadbolts do not cost extra actions but otherwise all normal movement rules, such as alarm tiles and rolling for locked keypads, apply.&lt;br /&gt;
|You may spend your first action swapping places with any player. This does not count as entering the tile for either of you.  Please note that the disguise action is only available as the first action and other actions, even free, such as tool use executed first would consume the opportunity to make use of the disguise action.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:auto;&amp;quot; border=&amp;quot;2&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background:linear-gradient(0deg, #f8f8f8, #e7e9e8);&amp;quot; |&#039;&#039;&#039;&amp;lt;u&amp;gt;THE SPOTTER&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background:linear-gradient(0deg, #f8f8f8, #e7e9e8);&amp;quot; |&#039;&#039;Psychic Gone Rogue&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;background:linear-gradient(0deg, #f8f8f8, #e7e9e8);&amp;quot; | &#039;&#039;&#039;&amp;lt;u&amp;gt;Basic Skill:&amp;lt;/u&amp;gt;&#039;&#039;&#039; &#039;&#039;Clairvoyance&#039;&#039;&lt;br /&gt;
!style=&amp;quot;background:linear-gradient(0deg, #f8f8f8, #e7e9e8);&amp;quot; | &#039;&#039;&#039;&amp;lt;u&amp;gt;Advanced Skill:&amp;lt;/u&amp;gt;&#039;&#039;&#039; &#039;&#039;Precognition&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|As an action, once per turn, you may look at the top card of the patrol deck for your floor. Then choose to place it on the top or bottom of the deck.&lt;br /&gt;
|As an action, once per turn, you may look at the top card of the event deck. Then choose to place it on the top or bottom of the deck.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Room Tiles==&lt;br /&gt;
Note - alarms are not triggered if the guard is also in the room.&amp;lt;ul class=&amp;quot;bulletlist&amp;quot; style=&amp;quot;margin:1em 0;padding-inline-start:40px;&amp;quot;&amp;gt; &lt;br /&gt;
    &amp;lt;li&amp;gt;&#039;&#039;&#039;ATRIUM&#039;&#039;&#039; - On this tile, you take the Peek action on the tile directly above or below (on the adjacent floor). If a guard moves to that tile, you lose a stealth token.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;&#039;&#039;&#039;CAMERA&#039;&#039;&#039; - An alarm is triggered on this tile if you are on it while any guard (on any floor) is either stopped on or moving through another Camera tile.B&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;&#039;&#039;&#039;COMPUTER&#039;&#039;&#039; - Each Computer tile corresponds to a different type of alarm tile (fingerprint, laser, or motion). You can take the Hack action while on this tile to add Hack tokens to it. When you enter an alarm tile, you may remove a Hack token from the corresponding Computer tile (if any exist) to cancel the corresponding alarm on any floor. A Computer tile can contain up to 6 Hack tokens.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;&#039;&#039;&#039;DEADBOLT&#039;&#039;&#039; - If another player or a guard is in this room, you may enter it normally. Otherwise, it costs 3 actions to Move into the tile. If you attempt to Move into a tile that is not yet revealed and have less than 3 actions, the tile remains revealed but you do not enter and all remaining actions are consumed.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;&#039;&#039;&#039;DETECTOR&#039;&#039;&#039; - An alarm is triggered if a player with a Loot card or Tool card Moves onto it.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;&#039;&#039;&#039;FINGERPRINT&#039;&#039;&#039; - An alarm is triggered if a player Moves onto it.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;&#039;&#039;&#039;FOYER&#039;&#039;&#039; - A guard on the same floor can see any players on this tile from adjacent tiles (not diagonally) on the same floor in addition to from the tile itself. If seen this way, the player must discard a Stealth token.&lt;br /&gt;
      &amp;lt;ul class=&amp;quot;bulletlist&amp;quot; style=&amp;quot;padding-inline-start:40px;&amp;quot;&amp;gt; &lt;br /&gt;
        &amp;lt;li&amp;gt;Walls still prevent guards from seeing you.&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;If you remove a Stealth token because a guard was adjacent to you while on this tile, and then the guard moves into your tile, you must discard a second Stealth token. &amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;If two Foyers are adjacent, the guard cannot see &amp;quot;across&amp;quot; into the further Foyer. Foyers don&#039;t chain together.&amp;lt;/li&amp;gt;&lt;br /&gt;
      &amp;lt;/ul&amp;gt;&lt;br /&gt;
    &amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;&#039;&#039;&#039;KEYPAD&#039;&#039;&#039; - If this tile is locked, you must roll 1 die.&lt;br /&gt;
      &amp;lt;ul class=&amp;quot;bulletlist&amp;quot; style=&amp;quot;padding-inline-start:40px;&amp;quot;&amp;gt; &lt;br /&gt;
        &amp;lt;li&amp;gt;On a 6, the tile is unlocked (indicated by an Open door token) and can be entered by anyone. &amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;If a 6 is not rolled, you stay where you are and the action is spent. &amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;If you make other attempts to Move into the Keypad tile, you may add an addtional dice for each attempt you have made this turn.&amp;lt;/li&amp;gt;&lt;br /&gt;
      &amp;lt;/ul&amp;gt;&lt;br /&gt;
    &amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;&#039;&#039;&#039;LABORATORY&#039;&#039;&#039; - The first player to enter this tile draws a Tool card.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;&#039;&#039;&#039;LAVATORY&#039;&#039;&#039; - When revealed, 3 Stealth tokens are placed on this tile. If the guard enters this tile while you are on it, remove a Stealth token from the tile instead of your own supply. One Stealth token is removed for however many players are on the tile. Once the Lavatory Stealth tokens are used up, you must use one of your own.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;&#039;&#039;&#039;LASER&#039;&#039;&#039; - An alarm is triggered if a player Moves onto this tile and does not spend a second action.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;&#039;&#039;&#039;MOTION&#039;&#039;&#039; - An alarm is triggered if the player moves out of the tile before his/her turn ends.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;&#039;&#039;&#039;SAFE&#039;&#039;&#039; - On a Safe tile, you may take the &amp;quot;Add Safe Dice&amp;quot; for two actions or &amp;quot;Roll Safe Dice&amp;quot; to attempt to crack the safe. Safes start with no dice and can have up to 6 dice.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;&#039;&#039;&#039;SECRET DOOR&#039;&#039;&#039; - You may enter this tile from any adjacent tile through a wall. You still cannot Peek or Move from this tile through a wall. Guards cannot move through walls into Secret Door tiles.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;&#039;&#039;&#039;SERVICE DUCT&#039;&#039;&#039; - If both Service Duct tiles are revealed, you can Move from one to another, even if they are on different floors.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;&#039;&#039;&#039;STAIRS&#039;&#039;&#039; - On tile reveal, a Downstairs token is placed on the corresponding tile on the next floor up (unless it is the top floor). You may Move or Peek from the Stairs tile to its corresponding tile. If the Stairs tile is on the highest floor, spend an action on it to Escape to the roof (after all loots are discovered).&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;&#039;&#039;&#039;THERMO&#039;&#039;&#039; - An alarm is triggered if the player ends their turn while on this tile. &amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;&#039;&#039;&#039;WALKWAY&#039;&#039;&#039; - If you Move onto this tile before it is revealed, you automatically fall to the floor below onto the corresponding tile (unless it is the lowest floor, in which case nothing happens).&lt;br /&gt;
      &amp;lt;ul class=&amp;quot;bulletlist&amp;quot; style=&amp;quot;padding-inline-start:40px;&amp;quot;&amp;gt; &lt;br /&gt;
        &amp;lt;li&amp;gt;Falling onto a tile does not count as entering it (meaning you can fall onto a Deadbolt, Keypad, or Fingerprint tile without triggering its effects). &amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;If you Move onto the Walkway tile after it is revealed, you do not automatically fall to the floor below, but you can &#039;&#039;choose to&#039;&#039; for 1 action. &amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;From this tile, you can Peek at the tile below (if unrevealed).&amp;lt;/li&amp;gt;&lt;br /&gt;
      &amp;lt;/ul&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Events==&lt;br /&gt;
An Event must be drawn if 2 or more actions remain after ending your turn. You may not move back and forth between tiles to avoid an Event. Events can help or hinder the team, depending on the circumstances.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul class=&amp;quot;bulletlist&amp;quot; style=&amp;quot;margin:1em 0;padding-inline-start:40px;&amp;quot;&amp;gt; &lt;br /&gt;
    &amp;lt;li&amp;gt;&#039;&#039;&#039;BROWN OUT&#039;&#039;&#039; - All alarm tokens on all floors are removed. A new patrol card is drawn for each alarm removed this way.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;&#039;&#039;&#039;BUDDY SYSTEM&#039;&#039;&#039; - Move a player&#039;s token onto your current tile.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;&#039;&#039;&#039;CHANGE OF PLANS&#039;&#039;&#039; - If there are no active alarms on your floor, the guard on your floor gets a new patrol card.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;&#039;&#039;&#039;CRASH!&#039;&#039;&#039; - If there are no active alarms on your floor, then the guard&#039;s new destination will be the current tile you are on.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;&#039;&#039;&#039;DAYDREAMING&#039;&#039;&#039; - The guard on your floor has one less movement this turn.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;&#039;&#039;&#039;DEAD DROP&#039;&#039;&#039; - Current player passes all Tools and Loot to the player on their right.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;&#039;&#039;&#039;ESPRESSO&#039;&#039;&#039; - The guard on your floor has one additional movement this turn.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;&#039;&#039;&#039;FREIGHT ELEVATOR&#039;&#039;&#039; - Fall up one floor, this can&#039;t be used as an escape method.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;&#039;&#039;&#039;GO WITH YOUR GUT&#039;&#039;&#039; - If you are adjacent to an unrevealed tile, move on to it now, your choice if there is more than one unrevealed tile.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;&#039;&#039;&#039;GYMNASTICS&#039;&#039;&#039; - Until your next turn, all players can walk onto a walkway tile above their current tile as if it were stairs.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;&#039;&#039;&#039;HEADS UP!&#039;&#039;&#039; - The next player gains an additional action on their turn.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;&#039;&#039;&#039;JUMP THE GUN&#039;&#039;&#039; - Skip the next player&#039;s turn (including the guard movement).&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;&#039;&#039;&#039;JURY-RIG&#039;&#039;&#039; - Gain a tool.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;&#039;&#039;&#039;KEYCODE CHANGE&#039;&#039;&#039; - Any open keypad tiles are now locked again.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;&#039;&#039;&#039;LAMPSHADE&#039;&#039;&#039; - Gain a Stealth token.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;&#039;&#039;&#039;LOST GRIP&#039;&#039;&#039; - Fall down one floor.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;&#039;&#039;&#039;PEEKHOLE&#039;&#039;&#039; - You may peek at one adjacent tile, even through a wall or up/down floors (you may choose to ignore this event).&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;&#039;&#039;&#039;REBOOT&#039;&#039;&#039; - All revealed computer rooms reset to one hack token.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;&#039;&#039;&#039;SHIFT CHANGE&#039;&#039;&#039; - Guard does not move on your floor, instead revealed guards on other floors move this turn.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;&#039;&#039;&#039;SHOPLIFTING&#039;&#039;&#039; - Alarms are triggered on all laboratory tiles that have had Tools taken from them.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;&#039;&#039;&#039;SQUEAK&#039;&#039;&#039; - The guard on your floor moves one tile towards the nearest character.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;&#039;&#039;&#039;SWITCH SIGNS&#039;&#039;&#039; - The guard on your floor and his destination swap positions.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;&#039;&#039;&#039;THROW VOICE&#039;&#039;&#039; - Move the guard destination into an adjacent tile from its current location (following normal movement rules).&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;&#039;&#039;&#039;TIME LOCK&#039;&#039;&#039; - Players cannot move up or down through stairs for one round.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;&#039;&#039;&#039;VIDEO LOOP&#039;&#039;&#039; - All camera tiles are disabled for one round.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;&#039;&#039;&#039;WHERE IS HE?&#039;&#039;&#039; - Guard on your floor jumps to his current destination.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
The player who cracks the safe gets one Loot card and one Tool card. All Loot has some kind of penalty/hindrance. Loot cannot be dropped but can be traded to another player on the same tile as a free action (if both players agree). Loot must be held by a player to Escape to the roof.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul class=&amp;quot;bulletlist&amp;quot; style=&amp;quot;margin:1em 0;padding-inline-start:40px;&amp;quot;&amp;gt; &lt;br /&gt;
    &amp;lt;li&amp;gt;&#039;&#039;&#039;BUST&#039;&#039;&#039; - You cannot use Tools, although you can still hold them.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;&#039;&#039;&#039;CHIHUAHUA&#039;&#039;&#039; - At the start of your turn, roll a die. On a 6, the dog barks and triggers an alarm on your tile.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;&#039;&#039;&#039;CURSED GOBLET&#039;&#039;&#039; - The player who draws this loses one Stealth token (unless they have none).&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;&#039;&#039;&#039;GEMSTONE&#039;&#039;&#039; - You must spend an extra action to move into a tile with other players.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;&#039;&#039;&#039;GOLD BAR&#039;&#039;&#039; - The safe contains an additional gold bar. A player may hold at most 1 gold bar at a time, which means another player must get to the safe and retrieve the second gold bar. Both must be picked up to win (although you can still escape). Note - a Take Cards button appears when you&#039;re in a safe with a gold bar in it. When you click it, if you&#039;re allowed to pick up the gold bar, you get the Trade Loot popup. If you&#039;re already holding a gold bar when you click the Take Cards button, nothing happens. &amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;&#039;&#039;&#039;ISOTOPE&#039;&#039;&#039; - If you move into a Thermo tile while holding this, an alarm is immediately triggered.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;&#039;&#039;&#039;KEYCARD&#039;&#039;&#039; - A safe cannot be cracked unless the player with the keycard is on it.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;&#039;&#039;&#039;MIRROR&#039;&#039;&#039; - The player has one less action per turn. However, the player can pass through Laser tiles without triggering an alarm.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;&#039;&#039;&#039;PAINTING&#039;&#039;&#039; - You cannot use secret doors or service ducts. You can still move onto their tiles normally.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;&#039;&#039;&#039;PERSIAN KITTY&#039;&#039;&#039; - At the start of turn, roll a die. If the result is 1 or 2, the cat escapes. It lands 1 tile away closer to the nearest alarm. Any player can pick it up to regain the Persian Kitty Loot. Players cannot Escape to the roof if the Persian Kitty is loose. If the Persian Kitty is already on a tile, do not roll (i.e., Kitty doesn&#039;t move again).&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;&#039;&#039;&#039;STAMP&#039;&#039;&#039; - An Event card is drawn if 3 or less actions are used on your turn (instead of 2).&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;&#039;&#039;&#039;TIARA&#039;&#039;&#039; - The guard will see you if you move onto a tile adjacent to him (similar to the Foyer tile).&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Tools==&lt;br /&gt;
A player can get a Tool guard by either cracking the safe, being the first player to enter a Laboratory tile, drawing certain Event cards, or using the Rigger&#039;s advanced ability. After applying its effect, it is discarded. Using a Tool &#039;&#039;does not count&#039;&#039; as one of your 4 actions. Trading a Tool with another player &#039;&#039;does not count&#039;&#039; as one of your 4 actions. Tools cannot be dropped.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul class=&amp;quot;bulletlist&amp;quot; style=&amp;quot;margin:1em 0;padding-inline-start:40px;&amp;quot;&amp;gt; &lt;br /&gt;
    &amp;lt;li&amp;gt;&#039;&#039;&#039;BLUEPRINTS&#039;&#039;&#039; - Peek at a tile anywhere on any floor.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;&#039;&#039;&#039;CROWBAR&#039;&#039;&#039; - Permanently disable an adjacent tile (including up/downstairs). This does not block movement or trigger an alarm.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;&#039;&#039;&#039;CRYSTAL BALL&#039;&#039;&#039; - Look at the top 3 Events on the deck. Put them back in any order.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;&#039;&#039;&#039;DONUTS&#039;&#039;&#039; - Select a guard. That guard does not move the next time he would move.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;&#039;&#039;&#039;DYNAMITE&#039;&#039;&#039; - Destroy an adjacent wall. Trigger an alarm on your current tile.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;&#039;&#039;&#039;E.M.P.&#039;&#039;&#039; - Remove all triggered alarms. Alarms cannot be triggered until the start of your next turn.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;&#039;&#039;&#039;INVISIBLE SUIT&#039;&#039;&#039; - You cannot be seen by guards or cameras &#039;&#039;and&#039;&#039; gain one additional action this turn.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;&#039;&#039;&#039;MAKEUP KIT&#039;&#039;&#039; - All players on your tile gain 1 Stealth token.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;&#039;&#039;&#039;ROLLERSKATES&#039;&#039;&#039; - Gain 2 additional actions this turn.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;&#039;&#039;&#039;SMOKE BOMB&#039;&#039;&#039; - Add 3 Stealth tokens on your tile. These can be used by players on this tile. (Similar to the Lavatory tile).&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;&#039;&#039;&#039;STEREOSCOPE&#039;&#039;&#039; - Use during the &amp;quot;Crack Safe&amp;quot; action to change the result of one die to the result of your choice.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;&#039;&#039;&#039;THERMAL BOMB&#039;&#039;&#039; - Create stairs on your current tile. Trigger an alarm on your current tile.&lt;br /&gt;
  	  &amp;lt;ul class=&amp;quot;bulletlist&amp;quot; style=&amp;quot;padding-inline-start:40px;&amp;quot;&amp;gt; &lt;br /&gt;
        &amp;lt;li&amp;gt;The stairs can go up or down. &amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;This can be used on the top floor to Escape. &amp;lt;/li&amp;gt;&lt;br /&gt;
       &amp;lt;/ul&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;&#039;&#039;&#039;VIRUS&#039;&#039;&#039; - Place 3 Hack tokens on any revealed computer tile.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;/div&gt;</summary>
		<author><name>Going Blank Again</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpburglebros&amp;diff=27874</id>
		<title>Gamehelpburglebros</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpburglebros&amp;diff=27874"/>
		<updated>2025-12-27T23:22:58Z</updated>

		<summary type="html">&lt;p&gt;Going Blank Again: /* Guards */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
&lt;br /&gt;
Burgle Bros is a cooperative rogue-like puzzle game with tile exploration and problem-solving. Your goal is to open the safe on each floor, then escape with the loot through the stairs on the top floor. All members of the heist team must escape for the players to win the game. Players lose the game if anyone is caught by a guard without being able to spend a stealth token. &lt;br /&gt;
&lt;br /&gt;
==== On Your Turn ====&lt;br /&gt;
Take up to 4 actions. If you end your turn with two or more unused actions, an &#039;&#039;&#039;event&#039;&#039;&#039; will be triggered. You can perform actions in any order and can do the same action multiple times in a turn if possible. After your turn is ended, the guard on your floor will move.&lt;br /&gt;
&lt;br /&gt;
Some actions that reveal new information (like peeking at a tile) cannot be undone. If you choose to restart or undo actions, the game will reset to that point instead of the beginning of your turn.&lt;br /&gt;
&lt;br /&gt;
==== Actions ====&lt;br /&gt;
&amp;lt;ul class=&amp;quot;bulletlist&amp;quot; style=&amp;quot;margin:1em 0;padding-inline-start:40px;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;&#039;&#039;&#039;Peek&#039;&#039;&#039;: Reveal an adjacent room tile.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;&#039;&#039;&#039;Move&#039;&#039;&#039;: Move to an adjacent room tile. If it is unrevealed, reveal it.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;&#039;&#039;&#039;Tile-specific actions&#039;&#039;&#039;: Hack a computer -OR- add a Die to a Safe (costs 2 actions) -OR- Crack a Safe&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;&#039;&#039;&#039;Character ability&#039;&#039;&#039;: Each character has a specific ability. This ability might only be available as your first action on a turn, might be free, or consume more than one action.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;&#039;&#039;&#039;Use Tools (free)&#039;&#039;&#039;: Discard a Tool card and apply its effect.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;&#039;&#039;&#039;Trade (free)&#039;&#039;&#039;: Trade Tools and/or Loot with another player on the same tile (with the other player&#039;s permission).&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Cracking Safes==&lt;br /&gt;
&lt;br /&gt;
First, the safe tile must be located. Then, to crack the safe, all tiles in the same row and column must be revealed. For example, if the safe tile is in A1, then all the tiles in column A and all the tiles in row 1 must be revealed. This means A2, A3, A4, B1, C1, and D1 (in the four-by-four layout). &lt;br /&gt;
&lt;br /&gt;
[[File:BurgleBros safe.png]]&lt;br /&gt;
&lt;br /&gt;
During your turn, you may add a &amp;quot;safe die&amp;quot; for 2 actions. No more than six dice can be added to a given safe tile. Once all the tiles for a safe are revealed, rolling safe dice on the safe tile will &amp;quot;crack&amp;quot; the safe. The safe combination is the small numbers on the lower right corner of the tiles in the same row and column. For example, if the numbers are 1, 3, 1, 4, 6, and 3, you will need to roll safe dice until a 1, 3, 4, and 6 have been rolled. The quantity of tiles with the same number doesn&#039;t matter--you do not need to roll multiple times. Small green circle tokens will appear on room tiles that match the numbers rolled. Once all required numbers have been rolled, the safe opens and you will automatically receive a tool card and a loot card.&lt;br /&gt;
&lt;br /&gt;
== Guards ==&lt;br /&gt;
&lt;br /&gt;
Each guard&#039;s destination is determined by the top card drawn from the Patrol deck. Each guard&#039;s movement speed is dictated by its guard die (yellow square at the guard&#039;s destination). Guards always take the shortest path to their destination. If multiple equal paths are available, the guard takes the left-most path at a fork. Once a guard reaches their destination, a new patrol card is revealed and a destination is set. If the guard has any movement remaining, they use it to move towards their new destination.&lt;br /&gt;
&lt;br /&gt;
Triggering an alarm changes the destination for the guard on that floor to the location of the alarm. Once the guard reaches that location, they will choose a new destination (new patrol card). For &#039;&#039;&#039;each&#039;&#039;&#039; alarm on the board, the guard gets one additional movement speed. &lt;br /&gt;
&lt;br /&gt;
After a safe is cracked, the guard on the current floor and each guard below the current floor are aware of the safe being cracked and permanently increase their movement speed by one.&lt;br /&gt;
&lt;br /&gt;
Each time the patrol deck runs out, it is reshuffled with some new cards added and old cards removed. The movement speed of the guard on that floor permanently increases by one. Maximum movement speed for a guard is six.&lt;br /&gt;
&lt;br /&gt;
== Scenarios ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Office Job&#039;&#039;&#039; is the beginner scenario. The building is 2 floors of 16 tiles, arranged in 4x4. Each floor has at least 1 Stairs tile and 1 Safe tile.   &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Bank Job&#039;&#039;&#039; is the default scenario and is medium difficulty. The building is 3 floors of 16 tiles, arranged in 4x4. Each floor has at least 1 Stairs tile and 1 Safe tile.   &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Fort Knox Job&#039;&#039;&#039; is hardest. The building is only 2 floors, but has a 5x5 layout and 3 Safe tiles. Each floor has 24 room tiles and 1 empty space (a gray square surrounded by walls). Each floor has at least 1 Stairs tile and 1 Safe tile, with a remaining Stairs tile and a remaining Safe tile randomly distributed.   &lt;br /&gt;
&lt;br /&gt;
== Characters ==&lt;br /&gt;
&lt;br /&gt;
All characters have a basic skill and an advanced skill. You may get to choose, depending on table settings. The advanced skills tend to be more powerful, but have more requirements. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:auto;&amp;quot; border=&amp;quot;2&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background:linear-gradient(0deg, #f8f8f8, #e7e9e8);&amp;quot; |&#039;&#039;&#039;&amp;lt;u&amp;gt;THE ACROBAT&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background:linear-gradient(0deg, #f8f8f8, #e7e9e8);&amp;quot; |&#039;&#039;Retired Performer&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background:linear-gradient(0deg, #f8f8f8, #e7e9e8);&amp;quot; | &#039;&#039;&#039;&amp;lt;u&amp;gt;Basic Skill:&amp;lt;/u&amp;gt;&#039;&#039;&#039; &#039;&#039;Flexibility&#039;&#039;&lt;br /&gt;
! style=&amp;quot;background:linear-gradient(0deg, #f8f8f8, #e7e9e8);&amp;quot; | &#039;&#039;&#039;&amp;lt;u&amp;gt;Advanced Skill:&amp;lt;/u&amp;gt;&#039;&#039;&#039; &#039;&#039;Climb Window&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|You may move into a tile with a guard as a free action (multiple times per turn) and will not lose a stealth token if you leave the tile before the guard moves (meaning you leave the tile with the guard before ending your turn to not lose stealth).&lt;br /&gt;
|If you are on a perimeter tile (or next to the empty tile in Fort Knox) you may spend 3 actions to move up or down one floor to the corresponding tile, all movement rules for trying to enter a tile still apply, doing so consumes all your actions.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:auto;&amp;quot; border=&amp;quot;2&amp;quot; &lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background:linear-gradient(0deg, #f8f8f8, #e7e9e8);&amp;quot; |&#039;&#039;&#039;&amp;lt;u&amp;gt;THE HACKER&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background:linear-gradient(0deg, #f8f8f8, #e7e9e8);&amp;quot; |&#039;&#039;Computer Guy&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;background:linear-gradient(0deg, #f8f8f8, #e7e9e8);&amp;quot; | &#039;&#039;&#039;&amp;lt;u&amp;gt;Basic Skill:&amp;lt;/u&amp;gt;&#039;&#039;&#039; &#039;&#039;Jammer&#039;&#039;&lt;br /&gt;
!style=&amp;quot;background:linear-gradient(0deg, #f8f8f8, #e7e9e8);&amp;quot; | &#039;&#039;&#039;&amp;lt;u&amp;gt;Advanced Skill:&amp;lt;/u&amp;gt;&#039;&#039;&#039; &#039;&#039;Laptop&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|You do not trigger fingerprint, laser, or motion tiles and other players will not trigger those tiles if you are there. The ability is not optional and does not apply to detector and thermo tiles.&lt;br /&gt;
|You can add a hack token to yourself as an action. This token can be used as a fingerprint, laser or motion hack token by any player. You can only store up to one hack token on yourself.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:auto;&amp;quot; border=&amp;quot;2&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background:linear-gradient(0deg, #f8f8f8, #e7e9e8);&amp;quot; |&#039;&#039;&#039;&amp;lt;u&amp;gt;THE HAWK&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background:linear-gradient(0deg, #f8f8f8, #e7e9e8);&amp;quot; |&#039;&#039;Recon Pro&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;background:linear-gradient(0deg, #f8f8f8, #e7e9e8);&amp;quot; | &#039;&#039;&#039;&amp;lt;u&amp;gt;Basic Skill:&amp;lt;/u&amp;gt;&#039;&#039;&#039; &#039;&#039;X-Ray&#039;&#039;&lt;br /&gt;
!style=&amp;quot;background:linear-gradient(0deg, #f8f8f8, #e7e9e8);&amp;quot; | &#039;&#039;&#039;&amp;lt;u&amp;gt;Advanced Skill:&amp;lt;/u&amp;gt;&#039;&#039;&#039; &#039;&#039;Enhance&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|As a free action, once per turn, you can peek through an adjacent wall to reveal a tile.&lt;br /&gt;
|As a free action, once per turn, you may peek at a tile up to two spaces away. You cannot skip over unrevealed tiles and you cannot see through walls but you can use the ability to peek around corners and peek up stairs.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:auto;&amp;quot; border=&amp;quot;2&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background:linear-gradient(0deg, #f8f8f8, #e7e9e8);&amp;quot; |&#039;&#039;&#039;&amp;lt;u&amp;gt;THE JUICER&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background:linear-gradient(0deg, #f8f8f8, #e7e9e8);&amp;quot; |&#039;&#039;Electronics Expert&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;background:linear-gradient(0deg, #f8f8f8, #e7e9e8);&amp;quot; | &#039;&#039;&#039;&amp;lt;u&amp;gt;Basic Skill:&amp;lt;/u&amp;gt;&#039;&#039;&#039; &#039;&#039;Crybaby&#039;&#039;&lt;br /&gt;
!style=&amp;quot;background:linear-gradient(0deg, #f8f8f8, #e7e9e8);&amp;quot; | &#039;&#039;&#039;&amp;lt;u&amp;gt;Advanced Skill:&amp;lt;/u&amp;gt;&#039;&#039;&#039; &#039;&#039;Reroute&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|As a free action (multiple times per turn), you may trigger an alarm on an adjacent tile, but not through walls.&lt;br /&gt;
Note - you cannot trigger an alarm on a hidden tile or a tile with a guard on it.&lt;br /&gt;
|As a free action, once per turn, you may pick up an active alarm on your tile and draw a new patrol card, or discard one of your alarm tokens to trigger an alarm.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:auto;&amp;quot; border=&amp;quot;2&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background:linear-gradient(0deg, #f8f8f8, #e7e9e8);&amp;quot; |&#039;&#039;&#039;&amp;lt;u&amp;gt;THE PETERMAN&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background:linear-gradient(0deg, #f8f8f8, #e7e9e8);&amp;quot; |&#039;&#039;Safecracker&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;background:linear-gradient(0deg, #f8f8f8, #e7e9e8);&amp;quot; |&#039;&#039;&#039;&amp;lt;u&amp;gt;Basic Skill:&amp;lt;/u&amp;gt;&#039;&#039;&#039; &#039;&#039;Steady Hands&#039;&#039;&lt;br /&gt;
!style=&amp;quot;background:linear-gradient(0deg, #f8f8f8, #e7e9e8);&amp;quot; | &#039;&#039;&#039;&amp;lt;u&amp;gt;Advanced Skill:&amp;lt;/u&amp;gt;&#039;&#039;&#039; &#039;&#039;Drill&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Roll 1 additional die when rolling for the safe or keypad.&lt;br /&gt;
|You may add dice and roll on safes above or below your tile. However, you&#039;re unable to loot safes from another floor, so the loot remains in the safe until retrieved.  Do note that all loot must be carried up to the roof to end and win the game.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:auto;&amp;quot; border=&amp;quot;2&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background:linear-gradient(0deg, #f8f8f8, #e7e9e8);&amp;quot; |&#039;&#039;&#039;&amp;lt;u&amp;gt;THE RAVEN&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background:linear-gradient(0deg, #f8f8f8, #e7e9e8);&amp;quot; |&#039;&#039;Maverick Falconer&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;background:linear-gradient(0deg, #f8f8f8, #e7e9e8);&amp;quot; | &#039;&#039;&#039;&amp;lt;u&amp;gt;Basic Skill:&amp;lt;/u&amp;gt;&#039;&#039;&#039; &#039;&#039;Distract&#039;&#039;&lt;br /&gt;
!style=&amp;quot;background:linear-gradient(0deg, #f8f8f8, #e7e9e8);&amp;quot; | &#039;&#039;&#039;&amp;lt;u&amp;gt;Advanced Skill:&amp;lt;/u&amp;gt;&#039;&#039;&#039; &#039;&#039;Disrupt&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|As a free action, you may place the crow up to two tiles away from your character but not through walls. The crow remains in that location until you move it again.  The guard loses an move each time he enters the crow&#039;s tile (so a crow placed on the guard&#039;s tile won&#039;t affect the guard until a subsequent move into said tile.)&lt;br /&gt;
|As a free action, you may place the crow on your current tile. If the guard starts his movement on the same tile as the crow and there are no alarms, he loses all movement and the crow is returned to you.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:auto;&amp;quot; border=&amp;quot;2&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background:linear-gradient(0deg, #f8f8f8, #e7e9e8);&amp;quot; |&#039;&#039;&#039;&amp;lt;u&amp;gt;THE RIGGER&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background:linear-gradient(0deg, #f8f8f8, #e7e9e8);&amp;quot; |&#039;&#039;Tinkerer Savant&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;background:linear-gradient(0deg, #f8f8f8, #e7e9e8);&amp;quot; | &#039;&#039;&#039;&amp;lt;u&amp;gt;Basic Skill:&amp;lt;/u&amp;gt;&#039;&#039;&#039; &#039;&#039;The Solution&#039;&#039;&lt;br /&gt;
!style=&amp;quot;background:linear-gradient(0deg, #f8f8f8, #e7e9e8);&amp;quot; | &#039;&#039;&#039;&amp;lt;u&amp;gt;Advanced Skill:&amp;lt;/u&amp;gt;&#039;&#039;&#039; &#039;&#039;Tinker&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|You start with the dynamite tool. When any player finds a tool, they may draw two tools, keep one, and discard the other.&lt;br /&gt;
|You can lose one Stealth token to draw a Tool. When any player finds a tool, they may draw two tools, keep one, and discard the other.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:auto;&amp;quot; border=&amp;quot;2&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background:linear-gradient(0deg, #f8f8f8, #e7e9e8);&amp;quot; |&#039;&#039;&#039;&amp;lt;u&amp;gt;THE ROOK&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background:linear-gradient(0deg, #f8f8f8, #e7e9e8);&amp;quot; |&#039;&#039;Mastermind&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;background:linear-gradient(0deg, #f8f8f8, #e7e9e8);&amp;quot; | &#039;&#039;&#039;&amp;lt;u&amp;gt;Basic Skill:&amp;lt;/u&amp;gt;&#039;&#039;&#039; &#039;&#039;Orders&#039;&#039;&lt;br /&gt;
!style=&amp;quot;background:linear-gradient(0deg, #f8f8f8, #e7e9e8);&amp;quot; | &#039;&#039;&#039;&amp;lt;u&amp;gt;Advanced Skill:&amp;lt;/u&amp;gt;&#039;&#039;&#039; &#039;&#039;Disguise&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|As an action, once per turn, you may move another player one tile.  When moving the other player, lasers and deadbolts do not cost extra actions but otherwise all normal movement rules such as keypads and alarm tiles apply.&lt;br /&gt;
|You may spend your first action swapping places with any player. This does not count as entering the tile for either of you.  Please note that the disguise action is only available as the first action and other actions, even free, such as tool use executed first would consume the opportunity to make use of the disguise action.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:auto;&amp;quot; border=&amp;quot;2&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background:linear-gradient(0deg, #f8f8f8, #e7e9e8);&amp;quot; |&#039;&#039;&#039;&amp;lt;u&amp;gt;THE SPOTTER&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background:linear-gradient(0deg, #f8f8f8, #e7e9e8);&amp;quot; |&#039;&#039;Psychic Gone Rogue&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;background:linear-gradient(0deg, #f8f8f8, #e7e9e8);&amp;quot; | &#039;&#039;&#039;&amp;lt;u&amp;gt;Basic Skill:&amp;lt;/u&amp;gt;&#039;&#039;&#039; &#039;&#039;Clairvoyance&#039;&#039;&lt;br /&gt;
!style=&amp;quot;background:linear-gradient(0deg, #f8f8f8, #e7e9e8);&amp;quot; | &#039;&#039;&#039;&amp;lt;u&amp;gt;Advanced Skill:&amp;lt;/u&amp;gt;&#039;&#039;&#039; &#039;&#039;Precognition&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|As an action, once per turn, you may look at the top card of the patrol deck for your floor. Then choose to place it on the top or bottom of the deck.&lt;br /&gt;
|As an action, once per turn, you may look at the top card of the event deck. Then choose to place it on the top or bottom of the deck.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Room Tiles==&lt;br /&gt;
Note - alarms are not triggered if the guard is also in the room.&amp;lt;ul class=&amp;quot;bulletlist&amp;quot; style=&amp;quot;margin:1em 0;padding-inline-start:40px;&amp;quot;&amp;gt; &lt;br /&gt;
    &amp;lt;li&amp;gt;&#039;&#039;&#039;ATRIUM&#039;&#039;&#039; - On this tile, you take the Peek action on the tile directly above or below (on the adjacent floor). If a guard moves to that tile, you lose a stealth token.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;&#039;&#039;&#039;CAMERA&#039;&#039;&#039; - An alarm is triggered on this tile if you are on it while any guard (on any floor) is either stopped on or moving through another Camera tile.B&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;&#039;&#039;&#039;COMPUTER&#039;&#039;&#039; - Each Computer tile corresponds to a different type of alarm tile (fingerprint, laser, or motion). You can take the Hack action while on this tile to add Hack tokens to it. When you enter an alarm tile, you may remove a Hack token from the corresponding Computer tile (if any exist) to cancel the corresponding alarm on any floor. A Computer tile can contain up to 6 Hack tokens.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;&#039;&#039;&#039;DEADBOLT&#039;&#039;&#039; - If another player or a guard is in this room, you may enter it normally. Otherwise, it costs 3 actions to Move into the tile. If you attempt to Move into a tile that is not yet revealed and have less than 3 actions, the tile remains revealed but you do not enter and all remaining actions are consumed.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;&#039;&#039;&#039;DETECTOR&#039;&#039;&#039; - An alarm is triggered if a player with a Loot card or Tool card Moves onto it.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;&#039;&#039;&#039;FINGERPRINT&#039;&#039;&#039; - An alarm is triggered if a player Moves onto it.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;&#039;&#039;&#039;FOYER&#039;&#039;&#039; - A guard on the same floor can see any players on this tile from adjacent tiles (not diagonally) on the same floor in addition to from the tile itself. If seen this way, the player must discard a Stealth token.&lt;br /&gt;
      &amp;lt;ul class=&amp;quot;bulletlist&amp;quot; style=&amp;quot;padding-inline-start:40px;&amp;quot;&amp;gt; &lt;br /&gt;
        &amp;lt;li&amp;gt;Walls still prevent guards from seeing you.&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;If you remove a Stealth token because a guard was adjacent to you while on this tile, and then the guard moves into your tile, you must discard a second Stealth token. &amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;If two Foyers are adjacent, the guard cannot see &amp;quot;across&amp;quot; into the further Foyer. Foyers don&#039;t chain together.&amp;lt;/li&amp;gt;&lt;br /&gt;
      &amp;lt;/ul&amp;gt;&lt;br /&gt;
    &amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;&#039;&#039;&#039;KEYPAD&#039;&#039;&#039; - If this tile is locked, you must roll 1 die.&lt;br /&gt;
      &amp;lt;ul class=&amp;quot;bulletlist&amp;quot; style=&amp;quot;padding-inline-start:40px;&amp;quot;&amp;gt; &lt;br /&gt;
        &amp;lt;li&amp;gt;On a 6, the tile is unlocked (indicated by an Open door token) and can be entered by anyone. &amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;If a 6 is not rolled, you stay where you are and the action is spent. &amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;If you make other attempts to Move into the Keypad tile, you may add an addtional dice for each attempt you have made this turn.&amp;lt;/li&amp;gt;&lt;br /&gt;
      &amp;lt;/ul&amp;gt;&lt;br /&gt;
    &amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;&#039;&#039;&#039;LABORATORY&#039;&#039;&#039; - The first player to enter this tile draws a Tool card.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;&#039;&#039;&#039;LAVATORY&#039;&#039;&#039; - When revealed, 3 Stealth tokens are placed on this tile. If the guard enters this tile while you are on it, remove a Stealth token from the tile instead of your own supply. One Stealth token is removed for however many players are on the tile. Once the Lavatory Stealth tokens are used up, you must use one of your own.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;&#039;&#039;&#039;LASER&#039;&#039;&#039; - An alarm is triggered if a player Moves onto this tile and does not spend a second action.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;&#039;&#039;&#039;MOTION&#039;&#039;&#039; - An alarm is triggered if the player moves out of the tile before his/her turn ends.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;&#039;&#039;&#039;SAFE&#039;&#039;&#039; - On a Safe tile, you may take the &amp;quot;Add Safe Dice&amp;quot; for two actions or &amp;quot;Roll Safe Dice&amp;quot; to attempt to crack the safe. Safes start with no dice and can have up to 6 dice.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;&#039;&#039;&#039;SECRET DOOR&#039;&#039;&#039; - You may enter this tile from any adjacent tile through a wall. You still cannot Peek or Move from this tile through a wall. Guards cannot move through walls into Secret Door tiles.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;&#039;&#039;&#039;SERVICE DUCT&#039;&#039;&#039; - If both Service Duct tiles are revealed, you can Move from one to another, even if they are on different floors.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;&#039;&#039;&#039;STAIRS&#039;&#039;&#039; - On tile reveal, a Downstairs token is placed on the corresponding tile on the next floor up (unless it is the top floor). You may Move or Peek from the Stairs tile to its corresponding tile. If the Stairs tile is on the highest floor, spend an action on it to Escape to the roof (after all loots are discovered).&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;&#039;&#039;&#039;THERMO&#039;&#039;&#039; - An alarm is triggered if the player ends their turn while on this tile. &amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;&#039;&#039;&#039;WALKWAY&#039;&#039;&#039; - If you Move onto this tile before it is revealed, you automatically fall to the floor below onto the corresponding tile (unless it is the lowest floor, in which case nothing happens).&lt;br /&gt;
      &amp;lt;ul class=&amp;quot;bulletlist&amp;quot; style=&amp;quot;padding-inline-start:40px;&amp;quot;&amp;gt; &lt;br /&gt;
        &amp;lt;li&amp;gt;Falling onto a tile does not count as entering it (meaning you can fall onto a Deadbolt, Keypad, or Fingerprint tile without triggering its effects). &amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;If you Move onto the Walkway tile after it is revealed, you do not automatically fall to the floor below, but you can &#039;&#039;choose to&#039;&#039; for 1 action. &amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;From this tile, you can Peek at the tile below (if unrevealed).&amp;lt;/li&amp;gt;&lt;br /&gt;
      &amp;lt;/ul&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Events==&lt;br /&gt;
An Event must be drawn if 2 or more actions remain after ending your turn. You may not move back and forth between tiles to avoid an Event. Events can help or hinder the team, depending on the circumstances.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul class=&amp;quot;bulletlist&amp;quot; style=&amp;quot;margin:1em 0;padding-inline-start:40px;&amp;quot;&amp;gt; &lt;br /&gt;
    &amp;lt;li&amp;gt;&#039;&#039;&#039;BROWN OUT&#039;&#039;&#039; - All alarm tokens on all floors are removed. A new patrol card is drawn for each alarm removed this way.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;&#039;&#039;&#039;BUDDY SYSTEM&#039;&#039;&#039; - Move a player&#039;s token onto your current tile.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;&#039;&#039;&#039;CHANGE OF PLANS&#039;&#039;&#039; - If there are no active alarms on your floor, the guard on your floor gets a new patrol card.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;&#039;&#039;&#039;CRASH!&#039;&#039;&#039; - If there are no active alarms on your floor, then the guard&#039;s new destination will be the current tile you are on.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;&#039;&#039;&#039;DAYDREAMING&#039;&#039;&#039; - The guard on your floor has one less movement this turn.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;&#039;&#039;&#039;DEAD DROP&#039;&#039;&#039; - Current player passes all Tools and Loot to the player on their right.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;&#039;&#039;&#039;ESPRESSO&#039;&#039;&#039; - The guard on your floor has one additional movement this turn.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;&#039;&#039;&#039;FREIGHT ELEVATOR&#039;&#039;&#039; - Fall up one floor, this can&#039;t be used as an escape method.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;&#039;&#039;&#039;GO WITH YOUR GUT&#039;&#039;&#039; - If you are adjacent to an unrevealed tile, move on to it now, your choice if there is more than one unrevealed tile.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;&#039;&#039;&#039;GYMNASTICS&#039;&#039;&#039; - Until your next turn, all players can walk onto a walkway tile above their current tile as if it were stairs.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;&#039;&#039;&#039;HEADS UP!&#039;&#039;&#039; - The next player gains an additional action on their turn.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;&#039;&#039;&#039;JUMP THE GUN&#039;&#039;&#039; - Skip the next player&#039;s turn (including the guard movement).&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;&#039;&#039;&#039;JURY-RIG&#039;&#039;&#039; - Gain a tool.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;&#039;&#039;&#039;KEYCODE CHANGE&#039;&#039;&#039; - Any open keypad tiles are now locked again.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;&#039;&#039;&#039;LAMPSHADE&#039;&#039;&#039; - Gain a Stealth token.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;&#039;&#039;&#039;LOST GRIP&#039;&#039;&#039; - Fall down one floor.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;&#039;&#039;&#039;PEEKHOLE&#039;&#039;&#039; - You may peek at one adjacent tile, even through a wall or up/down floors (you may choose to ignore this event).&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;&#039;&#039;&#039;REBOOT&#039;&#039;&#039; - All revealed computer rooms reset to one hack token.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;&#039;&#039;&#039;SHIFT CHANGE&#039;&#039;&#039; - Guard does not move on your floor, instead revealed guards on other floors move this turn.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;&#039;&#039;&#039;SHOPLIFTING&#039;&#039;&#039; - Alarms are triggered on all laboratory tiles that have had Tools taken from them.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;&#039;&#039;&#039;SQUEAK&#039;&#039;&#039; - The guard on your floor moves one tile towards the nearest character.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;&#039;&#039;&#039;SWITCH SIGNS&#039;&#039;&#039; - The guard on your floor and his destination swap positions.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;&#039;&#039;&#039;THROW VOICE&#039;&#039;&#039; - Move the guard destination into an adjacent tile from its current location (following normal movement rules).&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;&#039;&#039;&#039;TIME LOCK&#039;&#039;&#039; - Players cannot move up or down through stairs for one round.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;&#039;&#039;&#039;VIDEO LOOP&#039;&#039;&#039; - All camera tiles are disabled for one round.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;&#039;&#039;&#039;WHERE IS HE?&#039;&#039;&#039; - Guard on your floor jumps to his current destination.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
The player who cracks the safe gets one Loot card and one Tool card. All Loot has some kind of penalty/hindrance. Loot cannot be dropped but can be traded to another player on the same tile as a free action (if both players agree). Loot must be held by a player to Escape to the roof.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul class=&amp;quot;bulletlist&amp;quot; style=&amp;quot;margin:1em 0;padding-inline-start:40px;&amp;quot;&amp;gt; &lt;br /&gt;
    &amp;lt;li&amp;gt;&#039;&#039;&#039;BUST&#039;&#039;&#039; - You cannot use Tools, although you can still hold them.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;&#039;&#039;&#039;CHIHUAHUA&#039;&#039;&#039; - At the start of your turn, roll a die. On a 6, the dog barks and triggers an alarm on your tile.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;&#039;&#039;&#039;CURSED GOBLET&#039;&#039;&#039; - The player who draws this loses one Stealth token (unless they have none).&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;&#039;&#039;&#039;GEMSTONE&#039;&#039;&#039; - You must spend an extra action to move into a tile with other players.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;&#039;&#039;&#039;GOLD BAR&#039;&#039;&#039; - The safe contains an additional gold bar. A player may hold at most 1 gold bar at a time, which means another player must get to the safe and retrieve the second gold bar. Both must be picked up to win (although you can still escape). Note - a Take Cards button appears when you&#039;re in a safe with a gold bar in it. When you click it, if you&#039;re allowed to pick up the gold bar, you get the Trade Loot popup. If you&#039;re already holding a gold bar when you click the Take Cards button, nothing happens. &amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;&#039;&#039;&#039;ISOTOPE&#039;&#039;&#039; - If you move into a Thermo tile while holding this, an alarm is immediately triggered.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;&#039;&#039;&#039;KEYCARD&#039;&#039;&#039; - A safe cannot be cracked unless the player with the keycard is on it.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;&#039;&#039;&#039;MIRROR&#039;&#039;&#039; - The player has one less action per turn. However, the player can pass through Laser tiles without triggering an alarm.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;&#039;&#039;&#039;PAINTING&#039;&#039;&#039; - You cannot use secret doors or service ducts. You can still move onto their tiles normally.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;&#039;&#039;&#039;PERSIAN KITTY&#039;&#039;&#039; - At the start of turn, roll a die. If the result is 1 or 2, the cat escapes. It lands 1 tile away closer to the nearest alarm. Any player can pick it up to regain the Persian Kitty Loot. Players cannot Escape to the roof if the Persian Kitty is loose. If the Persian Kitty is already on a tile, do not roll.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;&#039;&#039;&#039;STAMP&#039;&#039;&#039; - An Event card is drawn if 3 or less actions are used on your turn (instead of 2).&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;&#039;&#039;&#039;TIARA&#039;&#039;&#039; - The guard will see you if you move onto a tile adjacent to him (similar to the Foyer tile).&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Tools==&lt;br /&gt;
A player can get a Tool guard by either cracking the safe, being the first player to enter a Laboratory tile, drawing certain Event cards, or using the Rigger&#039;s advanced ability. After applying its effect, it is discarded. Using a Tool &#039;&#039;does not count&#039;&#039; as one of your 4 actions. Trading a Tool with another player &#039;&#039;does not count&#039;&#039; as one of your 4 actions. Tools cannot be dropped.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul class=&amp;quot;bulletlist&amp;quot; style=&amp;quot;margin:1em 0;padding-inline-start:40px;&amp;quot;&amp;gt; &lt;br /&gt;
    &amp;lt;li&amp;gt;&#039;&#039;&#039;BLUEPRINTS&#039;&#039;&#039; - Peek at a tile anywhere on any floor.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;&#039;&#039;&#039;CROWBAR&#039;&#039;&#039; - Permanently disable an adjacent tile (including up/downstairs). This does not block movement or trigger an alarm.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;&#039;&#039;&#039;CRYSTAL BALL&#039;&#039;&#039; - Look at the top 3 Events on the deck. Put them back in any order.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;&#039;&#039;&#039;DONUTS&#039;&#039;&#039; - Select a guard. That guard does not move the next time he would move.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;&#039;&#039;&#039;DYNAMITE&#039;&#039;&#039; - Destroy an adjacent wall. Trigger an alarm on your current tile.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;&#039;&#039;&#039;E.M.P.&#039;&#039;&#039; - Remove all triggered alarms. Alarms cannot be triggered until the start of your next turn.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;&#039;&#039;&#039;INVISIBLE SUIT&#039;&#039;&#039; - You cannot be seen by guards or cameras &#039;&#039;and&#039;&#039; gain one additional action this turn.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;&#039;&#039;&#039;MAKEUP KIT&#039;&#039;&#039; - All players on your tile gain 1 Stealth token.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;&#039;&#039;&#039;ROLLERSKATES&#039;&#039;&#039; - Gain 2 additional actions this turn.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;&#039;&#039;&#039;SMOKE BOMB&#039;&#039;&#039; - Add 3 Stealth tokens on your tile. These can be used by players on this tile. (Similar to the Lavatory tile).&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;&#039;&#039;&#039;STEREOSCOPE&#039;&#039;&#039; - Use during the &amp;quot;Crack Safe&amp;quot; action to change the result of one die to the result of your choice.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;&#039;&#039;&#039;THERMAL BOMB&#039;&#039;&#039; - Create stairs on your current tile. Trigger an alarm on your current tile.&lt;br /&gt;
  	  &amp;lt;ul class=&amp;quot;bulletlist&amp;quot; style=&amp;quot;padding-inline-start:40px;&amp;quot;&amp;gt; &lt;br /&gt;
        &amp;lt;li&amp;gt;The stairs can go up or down. &amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;This can be used on the top floor to Escape. &amp;lt;/li&amp;gt;&lt;br /&gt;
       &amp;lt;/ul&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;&#039;&#039;&#039;VIRUS&#039;&#039;&#039; - Place 3 Hack tokens on any revealed computer tile.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;/div&gt;</summary>
		<author><name>Going Blank Again</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpslide&amp;diff=21446</id>
		<title>Gamehelpslide</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpslide&amp;diff=21446"/>
		<updated>2024-06-04T03:50:49Z</updated>

		<summary type="html">&lt;p&gt;Going Blank Again: /* Overview */ - added info about card quantities&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Overview===&lt;br /&gt;
&lt;br /&gt;
Draw cards blind from your hidden grid, and select from the revealed cards to slowly form a grid of low values&lt;br /&gt;
&lt;br /&gt;
Cards are numbered from 1 to 10, and there are 10 of each number&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Turn===&lt;br /&gt;
&lt;br /&gt;
All players simultaneously pick a card from their grid blind and play it to the table&lt;br /&gt;
&lt;br /&gt;
In turn order, players pick a revealed card and add it to their grid by placing it on an edge which is on the same row or column as the empty space and pushing all cards inwards to fill it&lt;br /&gt;
&lt;br /&gt;
The first player token is then passed leftwards and start a new turn&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Game End===&lt;br /&gt;
&lt;br /&gt;
The game ends when all 16 cards are revealed and played&lt;br /&gt;
&lt;br /&gt;
All orthogonal cards of the same value are discarded- note, they must be next to each other.&lt;br /&gt;
&lt;br /&gt;
The cards remaining in each player&#039;s grid are subtracted and make up their score.&lt;br /&gt;
&lt;br /&gt;
The player with the highest score wins! (least negative)&lt;br /&gt;
&lt;br /&gt;
If tied, the player with the fewest cards in their grid wins!&lt;/div&gt;</summary>
		<author><name>Going Blank Again</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelppainttheroses&amp;diff=20861</id>
		<title>Gamehelppainttheroses</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelppainttheroses&amp;diff=20861"/>
		<updated>2024-04-23T03:12:19Z</updated>

		<summary type="html">&lt;p&gt;Going Blank Again: Changed &amp;quot;0 cubes&amp;quot; to &amp;quot;cube showing 0&amp;quot;. Added a par highlighting that matches are based on tiles, not symbols.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Overview===&lt;br /&gt;
&lt;br /&gt;
This is a co-operative game to beat the Queen and fill the garden before she catches up and beheads you all!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Turn===&lt;br /&gt;
&lt;br /&gt;
On your turn, pick a tile to place on the grid.&lt;br /&gt;
&lt;br /&gt;
This new tile will then be filled with player cubes.  For each player, those cubes show how many adjacent tiles can combine with the new tile to match the player&#039;s secret card. To determine the number of cubes, first check to see if the new tile matches either half of your card.  If the new tile does not match either half of a player&#039;s secret card, a cube showing &amp;quot;0&amp;quot; will be placed for that player. If the tile does match one half, imagine placing the card onto the board, and rotating it. How many adjacent tiles make a perfect match with the secret card?&lt;br /&gt;
&lt;br /&gt;
NB: It&#039;s based on tiles, not symbols. This means that 2 heart-pink tiles side-by-side will still only mean &#039;&#039;&#039;1 match&#039;&#039;&#039; with a heart-pink card.&lt;br /&gt;
&lt;br /&gt;
The group then has to make at least one guess, but may make more. However, be warned, if an incorrect guess is made, the Queen races at you at double speed.&lt;br /&gt;
&lt;br /&gt;
If a correct guess is made, and the group chooses to stop, the queen moves at single speed which is equal to the number of flower tokens she holds (starts with 1, but gains an extra each time the team token passes a rabbit space).&lt;br /&gt;
&lt;br /&gt;
For the player(s) who had their card correctly guessed by the others, it has a number on it to show how far your team token will move (Easy cards are pretty short, and Hard cards are pretty long).&lt;br /&gt;
&lt;br /&gt;
Each player whose card was correctly guessed may now take a new card of a difficulty of their choosing.&lt;br /&gt;
&lt;br /&gt;
===Cards===&lt;br /&gt;
&lt;br /&gt;
Green Easy cards are always only two colours, but only ONE member of the team may hold a card of this type at one time. When correctly guessed, this has the potential of 1-2 movement spaces.  The Easy deck contains 2 each of 10 combinations.&lt;br /&gt;
&lt;br /&gt;
Blue Medium cards are either two colours OR two shapes. When correctly guessed, this has the potential of 2-3 movement spaces.  The Medium deck contains 2 each of 20 combinations.&lt;br /&gt;
&lt;br /&gt;
Red Hard cards are either two colours OR two shapes OR 1 Colour &amp;amp; 1 Shape. When correctly guessed, this has the potential of 4-5 movement spaces.  The Hard deck contains 2 each of 36 combinations.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;End of the Game&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You and your teammates win if the royal garden is filled without the Gardeners being caught by the Queen.&lt;br /&gt;
&lt;br /&gt;
Note: Players must still complete all phases of a turn, including guessing a Whim and moving the Queen, even on the turn the garden is fully filled.&lt;br /&gt;
&lt;br /&gt;
You and your teammates immediately lose the game if the Queen reaches or passes the Gardeners on the score track. The Queen’s cry, “Off with their heads!” is heard around the palace grounds.&lt;br /&gt;
===Variations===&lt;br /&gt;
The two player variation includes &amp;quot;Clue&amp;quot; tokens which can be used to SKIP the Guess a Whim Card phase causing the Queen to move as if the whim had been correctly guessed, but the Gardeners don&#039;t move at all.&lt;/div&gt;</summary>
		<author><name>Going Blank Again</name></author>
	</entry>
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