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	<updated>2026-11-02T19:49:07Z</updated>
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	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Tips_werewolves&amp;diff=25702</id>
		<title>Tips werewolves</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Tips_werewolves&amp;diff=25702"/>
		<updated>2025-07-06T17:09:46Z</updated>

		<summary type="html">&lt;p&gt;Hondjuh: /* Language between players */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== GAMEPLAY ==&lt;br /&gt;
=== Advice to the players (by character)===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Werewolves:&#039;&#039;&#039;&lt;br /&gt;
* Remember you are a team: sometimes it can be helpful to attack your fellow wolf or drag the attention to yourself, to help your fellow wolves&lt;br /&gt;
* If you are playing using the village expansions, your first target may want to be a particular special token. Note: If there is a pyro, it may be risky to target that token&lt;br /&gt;
* Be vigilant of players who may be FT by observing their speech, their behaviour, or their votes&lt;br /&gt;
* Werewolf Lovers: If you are a wolf in love, you may want to start getting out your fellow wolves by day 2 or 3. Accusing them day 1 may hint to the other wolves that you are possible lover&lt;br /&gt;
*Werewolf as Bartender: Try to keep you bartender token as long as possible. Vote for people who you think will not receive votes&lt;br /&gt;
*Werewolves as Bailiff: Passing too many powerful tokens can be detrimental to your survival. Observe the situation and decide who if you want to pass the token and who is the best candidate to pass it to. Do not pass the tokens to people who are eager for it&lt;br /&gt;
*Werewolves as Confessor: Sometimes it is worth it to get multiple confessions and let your fellow werewolves know the roles of the people you checked. But only do this when you know you will surely be voted out by the village.&lt;br /&gt;
*Werewolves as the Baker: By the 3rd day (and sometimes the 2nd) you are already under a lot of suspicion, you need to take an active role in throwing the suspicion someone else&#039;s way as you will soon become the most untrusted person in the village&lt;br /&gt;
*Werewolves as Mistress: You can try to kill vagabonds so that you may have the advantage of forbidding people in the late-game.&lt;br /&gt;
*Werewolves as Chatelain: You can try your best to keep your Chatelain token for as long as possible. Sometimes you should forbid people claiming EV so it looks as though you are a villager. Sometimes you can decide they are not worth a save, which will auto-pin you as the werewolf.&lt;br /&gt;
*Older advices:&lt;br /&gt;
**Voting or arguing against your partner is an effective way to deflect suspicion from yourself. Of course, this only works if the townsfolk notice.&lt;br /&gt;
**If someone suspects you being a werewolf, you can pretend to help the villagers to eliminate werewolves. This way less people will suspect you.&lt;br /&gt;
**You can pretend to be extraordinary villagers to find the real ones.&lt;br /&gt;
**Remember when there is Cupido, there may be renegades among you, so watch out for those who ask for your partners to be eliminated!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ordinary Villagers:&#039;&#039;&#039;&lt;br /&gt;
* This character should take a more active role in finding werewolves.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fortune Teller:&#039;&#039;&#039;&lt;br /&gt;
* You can drop very subtle hints throughout the game. They shouldn&#039;t be so obvious that wolves can pick up on it but it should be just enough that if you die early people can look back and see if you dropped a hint&lt;br /&gt;
*It is important that you do not accuse people even if you suspect them. When you die, village will assume the person you have accused is 100% wolf.&lt;br /&gt;
* Tell others who you will check if you are the sheriff. If good pass to target, else pass to someone else.&lt;br /&gt;
*If you reveal yourself too early, you leave the village, to find the remainder of the wolves on their won&lt;br /&gt;
*Try not to reveal yourself until it is very important to do so. Count the players who are still alive. If you see that you will be outnumbered the next day, you should reveal the information you have. If there are 3 wolves, you need to reveal yourself 8 or less alive players. If there are 2 wolves, reveal yourself if there are 6 or less alive players. If there is 1 wolf, reveal yourself if are 5 or less alive players.&lt;br /&gt;
* If there is a bartender, check him on the first or second night. If you see that he/she is safe you can keep silent about your role. Players will perceive your silence as the bartender being safe&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Witch:&#039;&#039;&#039;&lt;br /&gt;
* This character becomes more powerful at the end of the game – do not waste your potions!&lt;br /&gt;
* After you heal someone you should reveal yourself and the saved villager.&lt;br /&gt;
* Try not to use your poison until the night you know you will die. Keep it for as long as you need to.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hunter:&#039;&#039;&#039;&lt;br /&gt;
* If there is a bartender in the game, you may consider that you are possibly the last line of defence against the bartender (assuming pyro, raven, witch or barber token are no longer in play)&lt;br /&gt;
* If there are a lot of people who claim to be ordinary villagers, you can shoot one of them, as werewolves usually claim to be ordinary villagers (except they remain silent about their role)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Little Girl:&#039;&#039;&#039;&lt;br /&gt;
* If the fortune teller reveals themself, it can be a good strategy to take a big peek in the night before werewolves get a chance to kill the fortune teller.&lt;br /&gt;
* If you are Little Girl who is in love, it is suggested that you do not peek at all at night.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cupido:&#039;&#039;&#039;&lt;br /&gt;
* You are powerful against lovers. Often lovers do not want you in the game, in the same sense that werewolves would not want FT. If you suspect that someone you put in love is a werewolf you should try to get them voted out. In most games, you cannot reveal who you put in love so if you have suspicions about a particular lover, you can try to get the village to follow you in voting them out but never explicitly say or hint that you placed them in love&lt;br /&gt;
* Don&#039;t start accusing lovers so early in the game. It is possible that they are both safe villagers and you may be possibly heling the wolves to kill 2 villagers in 1 go.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Thief:&#039;&#039;&#039;&lt;br /&gt;
* If you pick werewolf, you should pretend to be the role you left out and take full advantage of the village not having that role in the game&lt;br /&gt;
* If you are villager your knowledge about existing roles can help the village (e.g. you could select between 2 ordinary villager cards, you know all other roles are in the game)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sheriff/Captain:&#039;&#039;&#039;&lt;br /&gt;
* The FT Pass Trick: By day 2, you can utilize the FT-Pass trick. The FT will give their information and the village will vote for whoever is the captain. That captain then passes their captain to the Fortune teller. Before then, the Fortune teller will say who they will check, when the FT dies, they will pass that token to to the player they check if they are safe. If they are wolf, they will pass it to someone else.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;White Werewolf:&#039;&#039;&#039;&lt;br /&gt;
* You can pretend to be the witch and say you will try to poison a werewolf. Then you eliminate one. If the witch also used the poison, you can say you accidentally poisoned the wrong one.&lt;br /&gt;
* If you are a barber, you can use this chance to eliminate a werewolf.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pyromaniac:&#039;&#039;&#039;&lt;br /&gt;
* If you want to burn on the first night, choose the baker, barber or bailiff. Do not choose the barkeep.&lt;br /&gt;
* If you want to burn later on, you can burn the house with the fortune teller or the little girl.&lt;br /&gt;
* Try to adjust your decision on burning to the fact, that the werewolves know that the pyro hasn&#039;t burned yet. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Raven:&#039;&#039;&#039;&lt;br /&gt;
* Don&#039;t feel as though you should use your poster ability everyday. Sometimes when you poster someone, you can be helping the wolves to vote out villagers by day. Only poster when you are absolutely sure&lt;br /&gt;
* You can continuously place poster on the bartender until they are confirmed safe. This will make it easier for village to vote out the bartender if they need to.&lt;br /&gt;
* You can also place a poster on the Chatelain. This is not so detrimental as they can save themselves if they need to.&lt;br /&gt;
&lt;br /&gt;
=== For those So-called Theories ===&lt;br /&gt;
* There are some so-called theories among players, eg:&lt;br /&gt;
* PT = Pyro theory which is based on risk aversion. It means that if an important token was targeted that a wolf is likely to be 1-3 houses away from that token. Because in case of a successful burn, there would be too many safe people since the closest wolf counter clockwise dies.&lt;br /&gt;
&lt;br /&gt;
=== Language between players ===&lt;br /&gt;
* WW: Werewolf&lt;br /&gt;
* WWW: White werewolf&lt;br /&gt;
* OV: Ordinary Villager&lt;br /&gt;
* EV: Extraordinary Villager - every villager with a role, opposite of OV&lt;br /&gt;
* FT / Seer: Fortune Teller&lt;br /&gt;
* LG: Little Girl&lt;br /&gt;
* Cupid: Cupido&lt;br /&gt;
* Cap: Captain/Sheriff&lt;br /&gt;
* Pyro: Pyromaniac&lt;br /&gt;
* claim: Tell your role to others (for certain benefits of the village, e.g. the Lord can pardon you if you are important)&lt;br /&gt;
* cc: counter a claim, so you claim you have the role, that someone else already claimed&lt;br /&gt;
* shave: Barber eliminate a villager&lt;br /&gt;
* hr: House rules - rules defined by the host&lt;br /&gt;
* abs: Abstain - not vote (or voting your right neighbour, counter-clockwise), so either no one dies or the bartender loses their token&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Language related to [[The Buildings|Village extension]]&lt;br /&gt;
* Vaga: Vagabonds&lt;br /&gt;
* Cow: Farmers&lt;br /&gt;
* Shield: Lord / Chatelain&lt;br /&gt;
* BT: Bartender&lt;br /&gt;
* Bell: The School/Mistress&lt;br /&gt;
* Keys: Bailiff&lt;br /&gt;
* Weed: Bonesetter&lt;br /&gt;
&lt;br /&gt;
;French and other languages:&lt;br /&gt;
* Voyante: Fortune teller - Seher&lt;br /&gt;
* Sorcière: Witch - Hexe&lt;br /&gt;
* Chasseur: Hunter - Jäger&lt;br /&gt;
&lt;br /&gt;
=== Common House Rules (HR) ===&lt;br /&gt;
&lt;br /&gt;
The player who started the table can add some additional rules to the game, which should be followed by players.&lt;br /&gt;
&lt;br /&gt;
* Thief must take Werewolf if possible (or has to swap)&lt;br /&gt;
* Secret lovers (Cupido and lovers are not aloud to reveal the lovers)&lt;br /&gt;
* Free love (Cupido can choose anyone for lovers) vs. restricted love (don&#039;t put strong token in love, who tend get killed, like baker, bailiff etc)&lt;br /&gt;
* No talk at night (or without game info)&lt;br /&gt;
* No spamming (clicking the auto-translated auto-text buttons)&lt;br /&gt;
* Silence when hunter shoots&lt;br /&gt;
* No host-killing first night&lt;br /&gt;
&lt;br /&gt;
== HOSTING ==&lt;br /&gt;
Some hosts don&#039;t know about some features, so I want to write up a guide for hosting. Some is just my opinion, so take what you find useful, modify as you wish, and host well!&lt;br /&gt;
&lt;br /&gt;
=== Settings ===&lt;br /&gt;
This is the first thing you do, everyone will do it different.&lt;br /&gt;
&lt;br /&gt;
* Players: Recommendation is either 12p or 8p (some suggest 9). Any other number will be unbalanced.&lt;br /&gt;
&lt;br /&gt;
* Speed: often overlooked, but you should use FAST speed&lt;br /&gt;
&lt;br /&gt;
* Table restrictions - most people limit to average and above. If you do allow beginners, I suggest making sure they at least can and WILL communicate with the players at the table, (I also recommend using the language restriction) and don&#039;t allow more than 1 or 2.&lt;br /&gt;
&lt;br /&gt;
* Reputation: given the nature of the game, I suggest no restriction or 50%. Lots of good players have their rep score cratered because they play WW.&lt;br /&gt;
&lt;br /&gt;
* Roles: Everyone will argue about which to use, but the rules and guidelines I have found suggest that special roles be equal or less than the number of wolves.&lt;br /&gt;
&lt;br /&gt;
I STRONGLY suggest using captain to alleviate BGA bugs. It gives players time to get the table to load. It really sucks when you miss your turn as FT or thief because the table wouldn&#039;t load and the game went straight to n1. Witch CAN be used in village with no other EVs except raven or cupid (with a self-love house rule).&lt;br /&gt;
&lt;br /&gt;
I personally never use more than one of hunter(w raven)/pyro(w raven)/witch. I find these to be more balanced than the typical hunter/pyro/thief settings. I personally never use thief because even with a &amp;quot;take WW&amp;quot; house rule, too many games end up with only 2 WWs.&lt;br /&gt;
&lt;br /&gt;
I also suggest switching role settings from game to game to add variety.&lt;br /&gt;
&lt;br /&gt;
=== House rules ===&lt;br /&gt;
&lt;br /&gt;
You also need to consider your house rules, when setting roles. Thief and Cupid are the roles you most often need to set house rules for, so you need to decide, what you will do if you plan to include them, and make appropriate adjustments to rule inclusions, for game balance, e.g &amp;quot;thief take WW.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Cupid in love alleviates any other cupid house rule, and helps balance the game by effectively not allowing cupid to claim, and more often seems to create a third team of ww/cupid than traditional use.&lt;br /&gt;
&lt;br /&gt;
I know I&#039;m in the minority on role settings, but these are my opinions and my reasons for using them, backed by experience of hosting hundreds of games. I hope you&#039;ll consider them.&lt;br /&gt;
&lt;br /&gt;
If you have unusual house rules, you should put something in the presentation box (Below the roles list - click &#039;modify&#039;) when setting up the table.&lt;br /&gt;
&lt;br /&gt;
=== Filling the table ===&lt;br /&gt;
There&#039;s more to being host than just being able to choose the settings and make the house rules. You have taken on the responsibility of creating a game for 11 other people. Now you need to find them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;USE THE SUGGESTION LIST&#039;&#039;&#039;: below the list of players at the table, is an icon that says &amp;quot;&#039;&#039;xx&#039;&#039; players available for this game&amp;quot;. Click that and you will get a list of players who have WWs in their favorite games. Using this list sends a notification to the player.&lt;br /&gt;
&lt;br /&gt;
DO NOT USE INVITE UNLESS YOU ALSO MESSAGE THAT PLAYER. Invitations do NOT give the player a notification, so most of the time they will never know you invited them.&lt;br /&gt;
&lt;br /&gt;
You can also use the &#039;Discuss&#039; button in a WW group, or the &#039;General Chat&#039; to advertise your table.&lt;br /&gt;
&lt;br /&gt;
=== Starting the game ===&lt;br /&gt;
You should post your house rules while waiting for people to accept. Especially if you have unusual house rules - don&#039;t trap people into a game they don&#039;t want to play. BE PATIENT ... this BGA, which stands for Buggy ... people may need to refresh multiple times before they can accept. BE FIRM .. you are the host, YOU make the choice on how long to wait .. if others decline because they don&#039;t want to wait 30 seconds, consider expelling them (after a warning). It usually takes time to fill a table, so give everyone time to accept. 60-90 seconds is reasonable, without being excessive. Don&#039;t rely on the offline indicators - they are notoriously inaccurate.&lt;br /&gt;
&lt;br /&gt;
=== Game ===&lt;br /&gt;
Keep your house rules simple and concise. The longer your HR post, the more likely it is to be ignored.&lt;br /&gt;
&lt;br /&gt;
While killing the host n1 is generally rude, if you have a [[#Token | Token]] like [[#Bailiff | Bailiff]], [[#Confessor | Confessor]], [[#Barber | Barber]], or [[#Bonesetter | Bonesetter ]] or are [[#Captain | Captain ]] you are a valid target for the wolves, and should stick around even if you are killed n1.&lt;br /&gt;
&lt;br /&gt;
=== Rematch ===&lt;br /&gt;
Give everyone time to accept. The other players are quite likely to be conducting postmortem for the previous game.&lt;br /&gt;
&lt;br /&gt;
Again, don&#039;t rely on the offline indicators - they are notoriously inaccurate. Also, if BGA indicates a player is in another game, THIS IS NOT NECESSARILY TRUE - it will show that way if they are WAITING at another table as well. If you are waiting on only a few players, try to PM them before expelling. Also, a neat trick is to start the game and then decline immediately .. this removes players who haven&#039;t accepted, without blocking them from rejoining (hat tip: Monyan).&lt;br /&gt;
&lt;br /&gt;
HAVE FUN. Hosting can be enjoyable, as you get to experiment with different settings, but you&#039;re also taking on a RESPONSIBILITY to the other players to provide a fair game and a fun environment.&lt;br /&gt;
&lt;br /&gt;
Hosting guide originally by [[User:Razz|Razz]] ([[User talk:Razz|talk]])&lt;/div&gt;</summary>
		<author><name>Hondjuh</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelproomtwentyfive&amp;diff=7875</id>
		<title>Gamehelproomtwentyfive</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelproomtwentyfive&amp;diff=7875"/>
		<updated>2021-04-08T12:31:10Z</updated>

		<summary type="html">&lt;p&gt;Hondjuh: /* Objectives */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Objectives ==&lt;br /&gt;
In  COOPERATION  mode,  players  control  prisoners  trying  to  find  Room  25  and  escape together before the end of the countdown. &amp;lt;br&amp;gt;&lt;br /&gt;
In SUSPICION mode, one to two guards infiltrate the prisoners, looking to prevent their escape through deception or brutality!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;VERY IMPORTANT:&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Players always start in the central room, and the Room 25 is always initially placed amongst the 12 tiles at the corners &amp;lt;u&amp;gt;(3 in each corner)&amp;lt;/u&amp;gt;. &amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Countdown ==&lt;br /&gt;
Depending on the game mode and the number of players, the game lasts between 6 and 10 turns. &amp;lt;br&amp;gt;&lt;br /&gt;
In SUSPICION mode, there are 10 turns for 4-6 characters, 9 turns for 7 characters and 8 for 8 characters. &amp;lt;br&amp;gt;&lt;br /&gt;
In COOPERATION mode, there are 8 turns for 4 characters, 7 turns for 5 characters and 6 for 6 characters. &amp;lt;br&amp;gt;&lt;br /&gt;
During each turn, characters move first from left to right, as indicated on the countdown board. &amp;lt;br&amp;gt;&lt;br /&gt;
At the end of each turn, first character becomes the last one, and is turn marker is moved to the right of the previous last character on the countdown board.&lt;br /&gt;
&lt;br /&gt;
== Game Setup ==&lt;br /&gt;
&lt;br /&gt;
=== Suspicion Mode (4 or 5 players) ===&lt;br /&gt;
BLUE: Central room + Room 25&lt;br /&gt;
&lt;br /&gt;
GREEN: 5 Random tiles&lt;br /&gt;
&lt;br /&gt;
YELLOW: 1 Jamming room + 7 random tiles&lt;br /&gt;
&lt;br /&gt;
RED: 2 Mortal rooms + 1 Timer room + 7 random tiles&lt;br /&gt;
&lt;br /&gt;
=== Suspicion Mode (6 players) ===&lt;br /&gt;
BLUE: Central room + Room 25&lt;br /&gt;
&lt;br /&gt;
GREEN: 1 Regeneration room + 1 Robot room(*) + 5 random tiles&lt;br /&gt;
&lt;br /&gt;
YELLOW: 1 Jamming room + 7 random tiles&lt;br /&gt;
&lt;br /&gt;
RED: 1 Mortal rooms + 2 Shredder rooms + 7 random tiles&lt;br /&gt;
 &lt;br /&gt;
(*) Warning! During the setup the Robot rooms are part of the 12 rooms that is placed on the Exit Zones, as the Vision Room.&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
Each turn includes 3 different phases: &amp;lt;br&amp;gt;&lt;br /&gt;
•PROGRAMMING: All players program simultaneously up to 2 actions by turn and, if they want, the ADRENALINE only once in the game &amp;lt;br&amp;gt;&lt;br /&gt;
•ACTION: In turn, the players resolve their first action, then the second &amp;lt;br&amp;gt;&lt;br /&gt;
•COUNTDOWN (advance the turn marker and change the turn order) &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
All the players have a starting clue. During the first Turn, before the first Programming phase, each player secretly looks at one of the four rooms adjacent to the Central  room,  and  replaces  it  face-down  in  its  initial  location.  Warning:  Each  player looks at ONE room only, even if he plays more than one characters.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Programming ===&lt;br /&gt;
Each character has 4 base actions (Look, Move, Push and Control) plus a Special Talent (if enabled). &amp;lt;br&amp;gt;&lt;br /&gt;
Each player chooses two actions. The  order  of  the  actions  is  important,  the  one  placed  first will  be  played  first. Players choose their actions secretly and simultaneously. &amp;lt;br&amp;gt;&lt;br /&gt;
A player can also choose to program only one action. During the Action phase he will be able to choose if he plays it during the first action turn or during the second one. &amp;lt;br&amp;gt;&lt;br /&gt;
Adrenaline token: The Adrenaline token allows the character to take a third action, once per game. During the programming phase, a player must decide whether or not to use its Adrenaline token.&lt;br /&gt;
&lt;br /&gt;
=== Action ===&lt;br /&gt;
The first player reveals his first action and resolves it immediately. Then, following the turn order, the next player does the same and so on until all the players resolved their first actions. Second actions are resolved using the same process. Every programmed action MUST be executed, even if it works against the player. If one action cannot be completed,  the action is lost.&lt;br /&gt;
&lt;br /&gt;
=== Look ===&lt;br /&gt;
Choose and observe secretly a room adjacent to your character. Once you have looked at it, replace it face down. You are allowed to give indications about the room’s danger level (the color of the room) but you CANNOT tell the other players the name of the room.&lt;br /&gt;
&lt;br /&gt;
=== Move ===&lt;br /&gt;
Move  your  character  to  an  adjacent  room.  If  the  room  is  still  hidden,  it is revealed  when  you  reach  it.  The  room  will  stay  revealed  for  the  rest  of  the  game.  A room effect applies every time a character enters it.&lt;br /&gt;
&lt;br /&gt;
=== Push ===&lt;br /&gt;
Move  a  character  standing  in  the  same  room  as  you  to  an  adjacent room. Your character stays put and the pushed character immediately applies the effects of the room in which he lands. If the room was still hidden it’s revealed. Characters can&#039;t use Push inside the Central Room.&lt;br /&gt;
&lt;br /&gt;
=== Control ===&lt;br /&gt;
Move the line that includes your character’s room one rank in the direction you choose (vertically or horizontally). All  the  rooms  slide  one  rank  in  the  same  direction,  all  the  characters stay on the rooms they’re standing on and slide with them. The room at the end of the line exits the Complex and is replaced at the other end of the line. Afterwards, a Control token is placed next to the line you just moved with the arrow pointing in the direction of the movement.&amp;lt;br&amp;gt;&lt;br /&gt;
1st exception: the Central room CANNOT be moved and always stays at the Complex’s center. Therefore, it is IMPOSSIBLE to use the Control action to move a central line (containing the Central Room).&amp;lt;br&amp;gt;&lt;br /&gt;
2nd  exception:  A  line  can  be  moved  several  times  during  the same turn but ONLY in the SAME direction.&lt;br /&gt;
&lt;br /&gt;
=== Special Talent (if enabled) ===&lt;br /&gt;
This special ability is represented by a special token for each character, which is added to their four basic actions (Look, Move, Push, and Control). During their programming phase, players now select two tokens from five available. &amp;lt;br&amp;gt;&lt;br /&gt;
Important : Special Abilities CANNOT be used in the Central Room NOR using Adrenaline.&lt;br /&gt;
&lt;br /&gt;
=== Adrenaline (if enabled) ===&lt;br /&gt;
After the Action step, if at least one player has scheduled an Adrenaline action, one more round is played. In turn order, each player who scheduled an Adrenaline action carries out one of the four basic actions (Look, Move, Push, or Control) immediately. They can even repeat an action already taken this turn or an action lost due to a penalty. The adrenaline token is then lost.&lt;br /&gt;
&lt;br /&gt;
=== M.A.C. Cards (if enabled, Cooperation and Solo modes only) ===&lt;br /&gt;
The M.A.C. cards (MOVE ALONE COMPLEX) generate immediate events that affect the complex or the characters and make the game much more difficult (but might provide assistance).&lt;br /&gt;
&lt;br /&gt;
M.A.C. cards have two levels of difficulty:&lt;br /&gt;
* Barrier cards - complex movement cards, Punishment cards, and various others.&lt;br /&gt;
* Madness cards (only in “Madness Level” Solo and Cooperative play) - more difficult and varied. &lt;br /&gt;
&lt;br /&gt;
Note: Players can look through the M.A.C. card discards at any point during the game.&lt;br /&gt;
&lt;br /&gt;
=== Reminder tokens ===&lt;br /&gt;
Each player has a Reminder Token he can use at any time during his turn, in addition to  his  actions.  He  can  place  the  token  on  any  room  still  hidden  anywhere  on  the  board  as  a  reminder.  The  token  is  recovered only when the room it’s placed on is revealed. Once recovered, the player can use it again.&lt;br /&gt;
To place a reminder token double click on the room during the look action. &lt;br /&gt;
&lt;br /&gt;
NOTE: You are unable to put down a reminder token during the first look pre-programming action when the game starts.&lt;br /&gt;
&lt;br /&gt;
== Countdown ==&lt;br /&gt;
When all actions have been resolved, the TURN ENDS: All Control tokens are removed from the complex. The first player becomes the last player.&lt;br /&gt;
&lt;br /&gt;
NOTE: Adrenaline actions are not within the same turn. The turn ends and then the adrenaline actions are resolved.&lt;br /&gt;
This is important for rooms like flooded - where you have to move out of the room before the end of your next action.&lt;br /&gt;
&lt;br /&gt;
== Winning conditions ==&lt;br /&gt;
=== Prisoners ===&lt;br /&gt;
To escape the Complex the characters have to: &amp;lt;br&amp;gt;&lt;br /&gt;
1) Activate the Key Room (Cooperation Mode only) &amp;lt;br&amp;gt;&lt;br /&gt;
2) Find the Room 25 and made each prisoners reach it &amp;lt;br&amp;gt;&lt;br /&gt;
3) Move  ROOM  25  from  EXIT  zone  towards  outside  the  complex  with  the  CONTROL action, once all prisoners are inside. &amp;lt;br&amp;gt;&lt;br /&gt;
It is IMPOSSIBLE to escape alone. &amp;lt;br&amp;gt;&lt;br /&gt;
In Suspicion Mode, the prisoners can escape even if 1 or 2 guards remain within the ROOM 25. Also, if only one prisoner has been killed or didn’t reach Room 25 in time, the others can still escape but ONLY during the LAST TURN of the countdown.&lt;br /&gt;
&lt;br /&gt;
=== Guards ===&lt;br /&gt;
The guards win if two prisoners are killed or if the prisoners did not escape before the end of the countdown.&lt;br /&gt;
&lt;br /&gt;
== Identity reveals ==&lt;br /&gt;
=== Take off the masks ===&lt;br /&gt;
When playing with a single guard, a character must reveal his identity whenever all the others characters have reached Room 25 (even if that character is a prisoner). &amp;lt;br&amp;gt;&lt;br /&gt;
When playing with two guards, the same applies as soon as two characters are left out of Room 25. &amp;lt;br&amp;gt;&lt;br /&gt;
In both cases, the identities of players inside Room 25 are kept secret.&lt;br /&gt;
&lt;br /&gt;
=== After a character elimination ===&lt;br /&gt;
If one character is killed, he keeps his identity secret. &amp;lt;br&amp;gt;&lt;br /&gt;
If a second character is killed: The 1st killed MUST reveal his identity. &amp;lt;br&amp;gt;&lt;br /&gt;
If the 1st character is a guard, the game continues. &amp;lt;br&amp;gt;&lt;br /&gt;
If the 1st character is a prisoner, the 2nd character killed MUST reveal his identity. &amp;lt;br&amp;gt;&lt;br /&gt;
If the 2nd is a guard, the game continues. &amp;lt;br&amp;gt;&lt;br /&gt;
If the 2nd is also a prisoner, the game ends and the guards win.&lt;/div&gt;</summary>
		<author><name>Hondjuh</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelproomtwentyfive&amp;diff=7874</id>
		<title>Gamehelproomtwentyfive</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelproomtwentyfive&amp;diff=7874"/>
		<updated>2021-04-08T12:30:40Z</updated>

		<summary type="html">&lt;p&gt;Hondjuh: /* Objectives */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Objectives ==&lt;br /&gt;
In  COOPERATION  mode,  players  control  prisoners  trying  to  find  Room  25  and  escape together before the end of the countdown. &amp;lt;br&amp;gt;&lt;br /&gt;
In SUSPICION mode, one to two guards infiltrate the prisoners, looking to prevent their escape through deception or brutality!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;VERY IMPORTANT:&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Players always start in the central room, and the Room 25 is always initially placed amongst the 12 tiles at the corners (3 in each corner). &amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Countdown ==&lt;br /&gt;
Depending on the game mode and the number of players, the game lasts between 6 and 10 turns. &amp;lt;br&amp;gt;&lt;br /&gt;
In SUSPICION mode, there are 10 turns for 4-6 characters, 9 turns for 7 characters and 8 for 8 characters. &amp;lt;br&amp;gt;&lt;br /&gt;
In COOPERATION mode, there are 8 turns for 4 characters, 7 turns for 5 characters and 6 for 6 characters. &amp;lt;br&amp;gt;&lt;br /&gt;
During each turn, characters move first from left to right, as indicated on the countdown board. &amp;lt;br&amp;gt;&lt;br /&gt;
At the end of each turn, first character becomes the last one, and is turn marker is moved to the right of the previous last character on the countdown board.&lt;br /&gt;
&lt;br /&gt;
== Game Setup ==&lt;br /&gt;
&lt;br /&gt;
=== Suspicion Mode (4 or 5 players) ===&lt;br /&gt;
BLUE: Central room + Room 25&lt;br /&gt;
&lt;br /&gt;
GREEN: 5 Random tiles&lt;br /&gt;
&lt;br /&gt;
YELLOW: 1 Jamming room + 7 random tiles&lt;br /&gt;
&lt;br /&gt;
RED: 2 Mortal rooms + 1 Timer room + 7 random tiles&lt;br /&gt;
&lt;br /&gt;
=== Suspicion Mode (6 players) ===&lt;br /&gt;
BLUE: Central room + Room 25&lt;br /&gt;
&lt;br /&gt;
GREEN: 1 Regeneration room + 1 Robot room(*) + 5 random tiles&lt;br /&gt;
&lt;br /&gt;
YELLOW: 1 Jamming room + 7 random tiles&lt;br /&gt;
&lt;br /&gt;
RED: 1 Mortal rooms + 2 Shredder rooms + 7 random tiles&lt;br /&gt;
 &lt;br /&gt;
(*) Warning! During the setup the Robot rooms are part of the 12 rooms that is placed on the Exit Zones, as the Vision Room.&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
Each turn includes 3 different phases: &amp;lt;br&amp;gt;&lt;br /&gt;
•PROGRAMMING: All players program simultaneously up to 2 actions by turn and, if they want, the ADRENALINE only once in the game &amp;lt;br&amp;gt;&lt;br /&gt;
•ACTION: In turn, the players resolve their first action, then the second &amp;lt;br&amp;gt;&lt;br /&gt;
•COUNTDOWN (advance the turn marker and change the turn order) &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
All the players have a starting clue. During the first Turn, before the first Programming phase, each player secretly looks at one of the four rooms adjacent to the Central  room,  and  replaces  it  face-down  in  its  initial  location.  Warning:  Each  player looks at ONE room only, even if he plays more than one characters.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Programming ===&lt;br /&gt;
Each character has 4 base actions (Look, Move, Push and Control) plus a Special Talent (if enabled). &amp;lt;br&amp;gt;&lt;br /&gt;
Each player chooses two actions. The  order  of  the  actions  is  important,  the  one  placed  first will  be  played  first. Players choose their actions secretly and simultaneously. &amp;lt;br&amp;gt;&lt;br /&gt;
A player can also choose to program only one action. During the Action phase he will be able to choose if he plays it during the first action turn or during the second one. &amp;lt;br&amp;gt;&lt;br /&gt;
Adrenaline token: The Adrenaline token allows the character to take a third action, once per game. During the programming phase, a player must decide whether or not to use its Adrenaline token.&lt;br /&gt;
&lt;br /&gt;
=== Action ===&lt;br /&gt;
The first player reveals his first action and resolves it immediately. Then, following the turn order, the next player does the same and so on until all the players resolved their first actions. Second actions are resolved using the same process. Every programmed action MUST be executed, even if it works against the player. If one action cannot be completed,  the action is lost.&lt;br /&gt;
&lt;br /&gt;
=== Look ===&lt;br /&gt;
Choose and observe secretly a room adjacent to your character. Once you have looked at it, replace it face down. You are allowed to give indications about the room’s danger level (the color of the room) but you CANNOT tell the other players the name of the room.&lt;br /&gt;
&lt;br /&gt;
=== Move ===&lt;br /&gt;
Move  your  character  to  an  adjacent  room.  If  the  room  is  still  hidden,  it is revealed  when  you  reach  it.  The  room  will  stay  revealed  for  the  rest  of  the  game.  A room effect applies every time a character enters it.&lt;br /&gt;
&lt;br /&gt;
=== Push ===&lt;br /&gt;
Move  a  character  standing  in  the  same  room  as  you  to  an  adjacent room. Your character stays put and the pushed character immediately applies the effects of the room in which he lands. If the room was still hidden it’s revealed. Characters can&#039;t use Push inside the Central Room.&lt;br /&gt;
&lt;br /&gt;
=== Control ===&lt;br /&gt;
Move the line that includes your character’s room one rank in the direction you choose (vertically or horizontally). All  the  rooms  slide  one  rank  in  the  same  direction,  all  the  characters stay on the rooms they’re standing on and slide with them. The room at the end of the line exits the Complex and is replaced at the other end of the line. Afterwards, a Control token is placed next to the line you just moved with the arrow pointing in the direction of the movement.&amp;lt;br&amp;gt;&lt;br /&gt;
1st exception: the Central room CANNOT be moved and always stays at the Complex’s center. Therefore, it is IMPOSSIBLE to use the Control action to move a central line (containing the Central Room).&amp;lt;br&amp;gt;&lt;br /&gt;
2nd  exception:  A  line  can  be  moved  several  times  during  the same turn but ONLY in the SAME direction.&lt;br /&gt;
&lt;br /&gt;
=== Special Talent (if enabled) ===&lt;br /&gt;
This special ability is represented by a special token for each character, which is added to their four basic actions (Look, Move, Push, and Control). During their programming phase, players now select two tokens from five available. &amp;lt;br&amp;gt;&lt;br /&gt;
Important : Special Abilities CANNOT be used in the Central Room NOR using Adrenaline.&lt;br /&gt;
&lt;br /&gt;
=== Adrenaline (if enabled) ===&lt;br /&gt;
After the Action step, if at least one player has scheduled an Adrenaline action, one more round is played. In turn order, each player who scheduled an Adrenaline action carries out one of the four basic actions (Look, Move, Push, or Control) immediately. They can even repeat an action already taken this turn or an action lost due to a penalty. The adrenaline token is then lost.&lt;br /&gt;
&lt;br /&gt;
=== M.A.C. Cards (if enabled, Cooperation and Solo modes only) ===&lt;br /&gt;
The M.A.C. cards (MOVE ALONE COMPLEX) generate immediate events that affect the complex or the characters and make the game much more difficult (but might provide assistance).&lt;br /&gt;
&lt;br /&gt;
M.A.C. cards have two levels of difficulty:&lt;br /&gt;
* Barrier cards - complex movement cards, Punishment cards, and various others.&lt;br /&gt;
* Madness cards (only in “Madness Level” Solo and Cooperative play) - more difficult and varied. &lt;br /&gt;
&lt;br /&gt;
Note: Players can look through the M.A.C. card discards at any point during the game.&lt;br /&gt;
&lt;br /&gt;
=== Reminder tokens ===&lt;br /&gt;
Each player has a Reminder Token he can use at any time during his turn, in addition to  his  actions.  He  can  place  the  token  on  any  room  still  hidden  anywhere  on  the  board  as  a  reminder.  The  token  is  recovered only when the room it’s placed on is revealed. Once recovered, the player can use it again.&lt;br /&gt;
To place a reminder token double click on the room during the look action. &lt;br /&gt;
&lt;br /&gt;
NOTE: You are unable to put down a reminder token during the first look pre-programming action when the game starts.&lt;br /&gt;
&lt;br /&gt;
== Countdown ==&lt;br /&gt;
When all actions have been resolved, the TURN ENDS: All Control tokens are removed from the complex. The first player becomes the last player.&lt;br /&gt;
&lt;br /&gt;
NOTE: Adrenaline actions are not within the same turn. The turn ends and then the adrenaline actions are resolved.&lt;br /&gt;
This is important for rooms like flooded - where you have to move out of the room before the end of your next action.&lt;br /&gt;
&lt;br /&gt;
== Winning conditions ==&lt;br /&gt;
=== Prisoners ===&lt;br /&gt;
To escape the Complex the characters have to: &amp;lt;br&amp;gt;&lt;br /&gt;
1) Activate the Key Room (Cooperation Mode only) &amp;lt;br&amp;gt;&lt;br /&gt;
2) Find the Room 25 and made each prisoners reach it &amp;lt;br&amp;gt;&lt;br /&gt;
3) Move  ROOM  25  from  EXIT  zone  towards  outside  the  complex  with  the  CONTROL action, once all prisoners are inside. &amp;lt;br&amp;gt;&lt;br /&gt;
It is IMPOSSIBLE to escape alone. &amp;lt;br&amp;gt;&lt;br /&gt;
In Suspicion Mode, the prisoners can escape even if 1 or 2 guards remain within the ROOM 25. Also, if only one prisoner has been killed or didn’t reach Room 25 in time, the others can still escape but ONLY during the LAST TURN of the countdown.&lt;br /&gt;
&lt;br /&gt;
=== Guards ===&lt;br /&gt;
The guards win if two prisoners are killed or if the prisoners did not escape before the end of the countdown.&lt;br /&gt;
&lt;br /&gt;
== Identity reveals ==&lt;br /&gt;
=== Take off the masks ===&lt;br /&gt;
When playing with a single guard, a character must reveal his identity whenever all the others characters have reached Room 25 (even if that character is a prisoner). &amp;lt;br&amp;gt;&lt;br /&gt;
When playing with two guards, the same applies as soon as two characters are left out of Room 25. &amp;lt;br&amp;gt;&lt;br /&gt;
In both cases, the identities of players inside Room 25 are kept secret.&lt;br /&gt;
&lt;br /&gt;
=== After a character elimination ===&lt;br /&gt;
If one character is killed, he keeps his identity secret. &amp;lt;br&amp;gt;&lt;br /&gt;
If a second character is killed: The 1st killed MUST reveal his identity. &amp;lt;br&amp;gt;&lt;br /&gt;
If the 1st character is a guard, the game continues. &amp;lt;br&amp;gt;&lt;br /&gt;
If the 1st character is a prisoner, the 2nd character killed MUST reveal his identity. &amp;lt;br&amp;gt;&lt;br /&gt;
If the 2nd is a guard, the game continues. &amp;lt;br&amp;gt;&lt;br /&gt;
If the 2nd is also a prisoner, the game ends and the guards win.&lt;/div&gt;</summary>
		<author><name>Hondjuh</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelproomtwentyfive&amp;diff=7451</id>
		<title>Gamehelproomtwentyfive</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelproomtwentyfive&amp;diff=7451"/>
		<updated>2021-02-24T17:27:30Z</updated>

		<summary type="html">&lt;p&gt;Hondjuh: /* Countdown */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Objectives ==&lt;br /&gt;
In  COOPERATION  mode,  players  control  prisoners  trying  to  find  Room  25  and  escape together before the end of the countdown. &amp;lt;br&amp;gt;&lt;br /&gt;
In SUSPICION mode, one to two guards infiltrate the prisoners, looking to prevent their escape through deception or brutality!&lt;br /&gt;
&lt;br /&gt;
Players always start in the central room, and the Room 25 is always initially placed amongst the 12 tiles at the corners (3 in each corner).&lt;br /&gt;
&lt;br /&gt;
== Countdown ==&lt;br /&gt;
Depending on the game mode and the number of players, the game lasts between 6 and 10 turns. &amp;lt;br&amp;gt;&lt;br /&gt;
In SUSPICION mode, there are 10 turns for 4-6 characters, 9 turns for 7 characters and 8 for 8 characters. &amp;lt;br&amp;gt;&lt;br /&gt;
In COOPERATION mode, there are 8 turns for 4 characters, 7 turns for 5 characters and 6 for 6 characters. &amp;lt;br&amp;gt;&lt;br /&gt;
During each turn, characters move first from left to right, as indicated on the countdown board. &amp;lt;br&amp;gt;&lt;br /&gt;
At the end of each turn, first character becomes the last one, and is turn marker is moved to the right of the previous last character on the countdown board.&lt;br /&gt;
&lt;br /&gt;
== Game Setup ==&lt;br /&gt;
&lt;br /&gt;
=== Suspicion Mode (4 or 5 players) ===&lt;br /&gt;
BLUE: Central room + Room 25&lt;br /&gt;
&lt;br /&gt;
GREEN: 5 Random tiles&lt;br /&gt;
&lt;br /&gt;
YELLOW: 1 Jamming room + 7 random tiles&lt;br /&gt;
&lt;br /&gt;
RED: 2 Mortal rooms + 1 Timer room + 7 random tiles&lt;br /&gt;
&lt;br /&gt;
=== Suspicion Mode (6 players) ===&lt;br /&gt;
BLUE: Central room + Room 25&lt;br /&gt;
&lt;br /&gt;
GREEN: 1 Regeneration room + 1 Robot room(*) + 5 random tiles&lt;br /&gt;
&lt;br /&gt;
YELLOW: 1 Jamming room + 7 random tiles&lt;br /&gt;
&lt;br /&gt;
RED: 1 Mortal rooms + 2 Shredder rooms + 7 random tiles&lt;br /&gt;
 &lt;br /&gt;
(*) Warning! During the setup the Robot rooms are part of the 12 rooms that is placed on the Exit Zones, as the Vision Room.&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
Each turn includes 3 different phases: &amp;lt;br&amp;gt;&lt;br /&gt;
•PROGRAMMING: All players program simultaneously up to 2 actions by turn and, if they want, the ADRENALINE only once in the game &amp;lt;br&amp;gt;&lt;br /&gt;
•ACTION: In turn, the players resolve their first action, then the second &amp;lt;br&amp;gt;&lt;br /&gt;
•COUNTDOWN (advance the turn marker and change the turn order) &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
All the players have a starting clue. During the first Turn, before the first Programming phase, each player secretly looks at one of the four rooms adjacent to the Central  room,  and  replaces  it  face-down  in  its  initial  location.  Warning:  Each  player looks at ONE room only, even if he plays more than one characters.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Programming ===&lt;br /&gt;
Each character has 4 base actions (Look, Move, Push and Control) plus a Special Talent (if enabled). &amp;lt;br&amp;gt;&lt;br /&gt;
Each player chooses two actions. The  order  of  the  actions  is  important,  the  one  placed  first will  be  played  first. Players choose their actions secretly and simultaneously. &amp;lt;br&amp;gt;&lt;br /&gt;
A player can also choose to program only one action. During the Action phase he will be able to choose if he plays it during the first action turn or during the second one. &amp;lt;br&amp;gt;&lt;br /&gt;
Adrenaline token: The Adrenaline token allows the character to take a third action, once per game. During the programming phase, a player must decide whether or not to use its Adrenaline token.&lt;br /&gt;
&lt;br /&gt;
=== Action ===&lt;br /&gt;
The first player reveals his first action and resolves it immediately. Then, following the turn order, the next player does the same and so on until all the players resolved their first actions. Second actions are resolved using the same process. Every programmed action MUST be executed, even if it works against the player. If one action cannot be completed,  the action is lost.&lt;br /&gt;
&lt;br /&gt;
=== Look ===&lt;br /&gt;
Choose and observe secretly a room adjacent to your character. Once you have looked at it, replace it face down. You are allowed to give indications about the room’s danger level (the color of the room) but you CANNOT tell the other players the name of the room.&lt;br /&gt;
&lt;br /&gt;
=== Move ===&lt;br /&gt;
Move  your  character  to  an  adjacent  room.  If  the  room  is  still  hidden,  it is revealed  when  you  reach  it.  The  room  will  stay  revealed  for  the  rest  of  the  game.  A room effect applies every time a character enters it.&lt;br /&gt;
&lt;br /&gt;
=== Push ===&lt;br /&gt;
Move  a  character  standing  in  the  same  room  as  you  to  an  adjacent room. Your character stays put and the pushed character immediately applies the effects of the room in which he lands. If the room was still hidden it’s revealed. Characters can&#039;t use Push inside the Central Room.&lt;br /&gt;
&lt;br /&gt;
=== Control ===&lt;br /&gt;
Move the line that includes your character’s room one rank in the direction you choose (vertically or horizontally). All  the  rooms  slide  one  rank  in  the  same  direction,  all  the  characters stay on the rooms they’re standing on and slide with them. The room at the end of the line exits the Complex and is replaced at the other end of the line. Afterwards, a Control token is placed next to the line you just moved with the arrow pointing in the direction of the movement.&amp;lt;br&amp;gt;&lt;br /&gt;
1st exception: the Central room CANNOT be moved and always stays at the Complex’s center. Therefore, it is IMPOSSIBLE to use the Control action to move a central line (containing the Central Room).&amp;lt;br&amp;gt;&lt;br /&gt;
2nd  exception:  A  line  can  be  moved  several  times  during  the same turn but ONLY in the SAME direction.&lt;br /&gt;
&lt;br /&gt;
=== Special Talent (if enabled) ===&lt;br /&gt;
This special ability is represented by a special token for each character, which is added to their four basic actions (Look, Move, Push, and Control). During their programming phase, players now select two tokens from five available. &amp;lt;br&amp;gt;&lt;br /&gt;
Important : Special Abilities CANNOT be used in the Central Room NOR using Adrenaline.&lt;br /&gt;
&lt;br /&gt;
=== Adrenaline (if enabled) ===&lt;br /&gt;
After the Action step, if at least one player has scheduled an Adrenaline action, one more round is played. In turn order, each player who scheduled an Adrenaline action carries out one of the four basic actions (Look, Move, Push, or Control) immediately. They can even repeat an action already taken this turn or an action lost due to a penalty. The adrenaline token is then lost.&lt;br /&gt;
&lt;br /&gt;
=== M.A.C. Cards (if enabled, Cooperation and Solo modes only) ===&lt;br /&gt;
The M.A.C. cards (MOVE ALONE COMPLEX) generate immediate events that affect the complex or the characters and make the game much more difficult (but might provide assistance).&lt;br /&gt;
&lt;br /&gt;
M.A.C. cards have two levels of difficulty:&lt;br /&gt;
* Barrier cards - complex movement cards, Punishment cards, and various others.&lt;br /&gt;
* Madness cards (only in “Madness Level” Solo and Cooperative play) - more difficult and varied. &lt;br /&gt;
&lt;br /&gt;
Note: Players can look through the M.A.C. card discards at any point during the game.&lt;br /&gt;
&lt;br /&gt;
=== Reminder tokens ===&lt;br /&gt;
Each player has a Reminder Token he can use at any time during his turn, in addition to  his  actions.  He  can  place  the  token  on  any  room  still  hidden  anywhere  on  the  board  as  a  reminder.  The  token  is  recovered only when the room it’s placed on is revealed. Once recovered, the player can use it again.&lt;br /&gt;
To place a reminder token double click on the room during the look action. &lt;br /&gt;
&lt;br /&gt;
NOTE: You are unable to put down a reminder token during the first look pre-programming action when the game starts.&lt;br /&gt;
&lt;br /&gt;
== Countdown ==&lt;br /&gt;
When all actions have been resolved, the TURN ENDS: All Control tokens are removed from the complex. The first player becomes the last player.&lt;br /&gt;
&lt;br /&gt;
NOTE: Adrenaline actions are not within the same turn. The turn ends and then the adrenaline actions are resolved.&lt;br /&gt;
This is important for rooms like flooded - where you have to move out of the room before the end of your next action.&lt;br /&gt;
&lt;br /&gt;
== Winning conditions ==&lt;br /&gt;
=== Prisoners ===&lt;br /&gt;
To escape the Complex the characters have to: &amp;lt;br&amp;gt;&lt;br /&gt;
1) Activate the Key Room (Cooperation Mode only) &amp;lt;br&amp;gt;&lt;br /&gt;
2) Find the Room 25 and made each prisoners reach it &amp;lt;br&amp;gt;&lt;br /&gt;
3) Move  ROOM  25  from  EXIT  zone  towards  outside  the  complex  with  the  CONTROL action, once all prisoners are inside. &amp;lt;br&amp;gt;&lt;br /&gt;
It is IMPOSSIBLE to escape alone. &amp;lt;br&amp;gt;&lt;br /&gt;
In Suspicion Mode, the prisoners can escape even if 1 or 2 guards remain within the ROOM 25. Also, if only one prisoner has been killed or didn’t reach Room 25 in time, the others can still escape but ONLY during the LAST TURN of the countdown.&lt;br /&gt;
&lt;br /&gt;
=== Guards ===&lt;br /&gt;
The guards win if two prisoners are killed or if the prisoners did not escape before the end of the countdown.&lt;br /&gt;
&lt;br /&gt;
== Identity reveals ==&lt;br /&gt;
=== Take off the masks ===&lt;br /&gt;
When playing with a single guard, a character must reveal his identity whenever all the others characters have reached Room 25 (even if that character is a prisoner). &amp;lt;br&amp;gt;&lt;br /&gt;
When playing with two guards, the same applies as soon as two characters are left out of Room 25. &amp;lt;br&amp;gt;&lt;br /&gt;
In both cases, the identities of players inside Room 25 are kept secret.&lt;br /&gt;
&lt;br /&gt;
=== After a character elimination ===&lt;br /&gt;
If one character is killed, he keeps his identity secret. &amp;lt;br&amp;gt;&lt;br /&gt;
If a second character is killed: The 1st killed MUST reveal his identity. &amp;lt;br&amp;gt;&lt;br /&gt;
If the 1st character is a guard, the game continues. &amp;lt;br&amp;gt;&lt;br /&gt;
If the 1st character is a prisoner, the 2nd character killed MUST reveal his identity. &amp;lt;br&amp;gt;&lt;br /&gt;
If the 2nd is a guard, the game continues. &amp;lt;br&amp;gt;&lt;br /&gt;
If the 2nd is also a prisoner, the game ends and the guards win.&lt;/div&gt;</summary>
		<author><name>Hondjuh</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelproomtwentyfive&amp;diff=7450</id>
		<title>Gamehelproomtwentyfive</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelproomtwentyfive&amp;diff=7450"/>
		<updated>2021-02-24T17:25:51Z</updated>

		<summary type="html">&lt;p&gt;Hondjuh: /* Reminder tokens */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Objectives ==&lt;br /&gt;
In  COOPERATION  mode,  players  control  prisoners  trying  to  find  Room  25  and  escape together before the end of the countdown. &amp;lt;br&amp;gt;&lt;br /&gt;
In SUSPICION mode, one to two guards infiltrate the prisoners, looking to prevent their escape through deception or brutality!&lt;br /&gt;
&lt;br /&gt;
Players always start in the central room, and the Room 25 is always initially placed amongst the 12 tiles at the corners (3 in each corner).&lt;br /&gt;
&lt;br /&gt;
== Countdown ==&lt;br /&gt;
Depending on the game mode and the number of players, the game lasts between 6 and 10 turns. &amp;lt;br&amp;gt;&lt;br /&gt;
In SUSPICION mode, there are 10 turns for 4-6 characters, 9 turns for 7 characters and 8 for 8 characters. &amp;lt;br&amp;gt;&lt;br /&gt;
In COOPERATION mode, there are 8 turns for 4 characters, 7 turns for 5 characters and 6 for 6 characters. &amp;lt;br&amp;gt;&lt;br /&gt;
During each turn, characters move first from left to right, as indicated on the countdown board. &amp;lt;br&amp;gt;&lt;br /&gt;
At the end of each turn, first character becomes the last one, and is turn marker is moved to the right of the previous last character on the countdown board.&lt;br /&gt;
&lt;br /&gt;
== Game Setup ==&lt;br /&gt;
&lt;br /&gt;
=== Suspicion Mode (4 or 5 players) ===&lt;br /&gt;
BLUE: Central room + Room 25&lt;br /&gt;
&lt;br /&gt;
GREEN: 5 Random tiles&lt;br /&gt;
&lt;br /&gt;
YELLOW: 1 Jamming room + 7 random tiles&lt;br /&gt;
&lt;br /&gt;
RED: 2 Mortal rooms + 1 Timer room + 7 random tiles&lt;br /&gt;
&lt;br /&gt;
=== Suspicion Mode (6 players) ===&lt;br /&gt;
BLUE: Central room + Room 25&lt;br /&gt;
&lt;br /&gt;
GREEN: 1 Regeneration room + 1 Robot room(*) + 5 random tiles&lt;br /&gt;
&lt;br /&gt;
YELLOW: 1 Jamming room + 7 random tiles&lt;br /&gt;
&lt;br /&gt;
RED: 1 Mortal rooms + 2 Shredder rooms + 7 random tiles&lt;br /&gt;
 &lt;br /&gt;
(*) Warning! During the setup the Robot rooms are part of the 12 rooms that is placed on the Exit Zones, as the Vision Room.&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
Each turn includes 3 different phases: &amp;lt;br&amp;gt;&lt;br /&gt;
•PROGRAMMING: All players program simultaneously up to 2 actions by turn and, if they want, the ADRENALINE only once in the game &amp;lt;br&amp;gt;&lt;br /&gt;
•ACTION: In turn, the players resolve their first action, then the second &amp;lt;br&amp;gt;&lt;br /&gt;
•COUNTDOWN (advance the turn marker and change the turn order) &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
All the players have a starting clue. During the first Turn, before the first Programming phase, each player secretly looks at one of the four rooms adjacent to the Central  room,  and  replaces  it  face-down  in  its  initial  location.  Warning:  Each  player looks at ONE room only, even if he plays more than one characters.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Programming ===&lt;br /&gt;
Each character has 4 base actions (Look, Move, Push and Control) plus a Special Talent (if enabled). &amp;lt;br&amp;gt;&lt;br /&gt;
Each player chooses two actions. The  order  of  the  actions  is  important,  the  one  placed  first will  be  played  first. Players choose their actions secretly and simultaneously. &amp;lt;br&amp;gt;&lt;br /&gt;
A player can also choose to program only one action. During the Action phase he will be able to choose if he plays it during the first action turn or during the second one. &amp;lt;br&amp;gt;&lt;br /&gt;
Adrenaline token: The Adrenaline token allows the character to take a third action, once per game. During the programming phase, a player must decide whether or not to use its Adrenaline token.&lt;br /&gt;
&lt;br /&gt;
=== Action ===&lt;br /&gt;
The first player reveals his first action and resolves it immediately. Then, following the turn order, the next player does the same and so on until all the players resolved their first actions. Second actions are resolved using the same process. Every programmed action MUST be executed, even if it works against the player. If one action cannot be completed,  the action is lost.&lt;br /&gt;
&lt;br /&gt;
=== Look ===&lt;br /&gt;
Choose and observe secretly a room adjacent to your character. Once you have looked at it, replace it face down. You are allowed to give indications about the room’s danger level (the color of the room) but you CANNOT tell the other players the name of the room.&lt;br /&gt;
&lt;br /&gt;
=== Move ===&lt;br /&gt;
Move  your  character  to  an  adjacent  room.  If  the  room  is  still  hidden,  it is revealed  when  you  reach  it.  The  room  will  stay  revealed  for  the  rest  of  the  game.  A room effect applies every time a character enters it.&lt;br /&gt;
&lt;br /&gt;
=== Push ===&lt;br /&gt;
Move  a  character  standing  in  the  same  room  as  you  to  an  adjacent room. Your character stays put and the pushed character immediately applies the effects of the room in which he lands. If the room was still hidden it’s revealed. Characters can&#039;t use Push inside the Central Room.&lt;br /&gt;
&lt;br /&gt;
=== Control ===&lt;br /&gt;
Move the line that includes your character’s room one rank in the direction you choose (vertically or horizontally). All  the  rooms  slide  one  rank  in  the  same  direction,  all  the  characters stay on the rooms they’re standing on and slide with them. The room at the end of the line exits the Complex and is replaced at the other end of the line. Afterwards, a Control token is placed next to the line you just moved with the arrow pointing in the direction of the movement.&amp;lt;br&amp;gt;&lt;br /&gt;
1st exception: the Central room CANNOT be moved and always stays at the Complex’s center. Therefore, it is IMPOSSIBLE to use the Control action to move a central line (containing the Central Room).&amp;lt;br&amp;gt;&lt;br /&gt;
2nd  exception:  A  line  can  be  moved  several  times  during  the same turn but ONLY in the SAME direction.&lt;br /&gt;
&lt;br /&gt;
=== Special Talent (if enabled) ===&lt;br /&gt;
This special ability is represented by a special token for each character, which is added to their four basic actions (Look, Move, Push, and Control). During their programming phase, players now select two tokens from five available. &amp;lt;br&amp;gt;&lt;br /&gt;
Important : Special Abilities CANNOT be used in the Central Room NOR using Adrenaline.&lt;br /&gt;
&lt;br /&gt;
=== Adrenaline (if enabled) ===&lt;br /&gt;
After the Action step, if at least one player has scheduled an Adrenaline action, one more round is played. In turn order, each player who scheduled an Adrenaline action carries out one of the four basic actions (Look, Move, Push, or Control) immediately. They can even repeat an action already taken this turn or an action lost due to a penalty. The adrenaline token is then lost.&lt;br /&gt;
&lt;br /&gt;
=== M.A.C. Cards (if enabled, Cooperation and Solo modes only) ===&lt;br /&gt;
The M.A.C. cards (MOVE ALONE COMPLEX) generate immediate events that affect the complex or the characters and make the game much more difficult (but might provide assistance).&lt;br /&gt;
&lt;br /&gt;
M.A.C. cards have two levels of difficulty:&lt;br /&gt;
* Barrier cards - complex movement cards, Punishment cards, and various others.&lt;br /&gt;
* Madness cards (only in “Madness Level” Solo and Cooperative play) - more difficult and varied. &lt;br /&gt;
&lt;br /&gt;
Note: Players can look through the M.A.C. card discards at any point during the game.&lt;br /&gt;
&lt;br /&gt;
=== Reminder tokens ===&lt;br /&gt;
Each player has a Reminder Token he can use at any time during his turn, in addition to  his  actions.  He  can  place  the  token  on  any  room  still  hidden  anywhere  on  the  board  as  a  reminder.  The  token  is  recovered only when the room it’s placed on is revealed. Once recovered, the player can use it again.&lt;br /&gt;
To place a reminder token double click on the room during the look action. &lt;br /&gt;
&lt;br /&gt;
NOTE: You are unable to put down a reminder token during the first look pre-programming action when the game starts.&lt;br /&gt;
&lt;br /&gt;
== Countdown ==&lt;br /&gt;
When all actions have been resolved, the TURN ENDS: All Control tokens are removed from the complex. The first player becomes the last player.&lt;br /&gt;
&lt;br /&gt;
== Winning conditions ==&lt;br /&gt;
=== Prisoners ===&lt;br /&gt;
To escape the Complex the characters have to: &amp;lt;br&amp;gt;&lt;br /&gt;
1) Activate the Key Room (Cooperation Mode only) &amp;lt;br&amp;gt;&lt;br /&gt;
2) Find the Room 25 and made each prisoners reach it &amp;lt;br&amp;gt;&lt;br /&gt;
3) Move  ROOM  25  from  EXIT  zone  towards  outside  the  complex  with  the  CONTROL action, once all prisoners are inside. &amp;lt;br&amp;gt;&lt;br /&gt;
It is IMPOSSIBLE to escape alone. &amp;lt;br&amp;gt;&lt;br /&gt;
In Suspicion Mode, the prisoners can escape even if 1 or 2 guards remain within the ROOM 25. Also, if only one prisoner has been killed or didn’t reach Room 25 in time, the others can still escape but ONLY during the LAST TURN of the countdown.&lt;br /&gt;
&lt;br /&gt;
=== Guards ===&lt;br /&gt;
The guards win if two prisoners are killed or if the prisoners did not escape before the end of the countdown.&lt;br /&gt;
&lt;br /&gt;
== Identity reveals ==&lt;br /&gt;
=== Take off the masks ===&lt;br /&gt;
When playing with a single guard, a character must reveal his identity whenever all the others characters have reached Room 25 (even if that character is a prisoner). &amp;lt;br&amp;gt;&lt;br /&gt;
When playing with two guards, the same applies as soon as two characters are left out of Room 25. &amp;lt;br&amp;gt;&lt;br /&gt;
In both cases, the identities of players inside Room 25 are kept secret.&lt;br /&gt;
&lt;br /&gt;
=== After a character elimination ===&lt;br /&gt;
If one character is killed, he keeps his identity secret. &amp;lt;br&amp;gt;&lt;br /&gt;
If a second character is killed: The 1st killed MUST reveal his identity. &amp;lt;br&amp;gt;&lt;br /&gt;
If the 1st character is a guard, the game continues. &amp;lt;br&amp;gt;&lt;br /&gt;
If the 1st character is a prisoner, the 2nd character killed MUST reveal his identity. &amp;lt;br&amp;gt;&lt;br /&gt;
If the 2nd is a guard, the game continues. &amp;lt;br&amp;gt;&lt;br /&gt;
If the 2nd is also a prisoner, the game ends and the guards win.&lt;/div&gt;</summary>
		<author><name>Hondjuh</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelproomtwentyfive&amp;diff=5994</id>
		<title>Gamehelproomtwentyfive</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelproomtwentyfive&amp;diff=5994"/>
		<updated>2020-10-27T21:24:31Z</updated>

		<summary type="html">&lt;p&gt;Hondjuh: /* Suspicion Mode (6 players) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Objectives ==&lt;br /&gt;
In  COOPERATION  mode,  players  control  prisoners  trying  to  find  Room  25  and  escape together before the end of the countdown. &amp;lt;br&amp;gt;&lt;br /&gt;
In SUSPICION mode, one to two guards infiltrate the prisoners, looking to prevent their escape through deception or brutality!&lt;br /&gt;
&lt;br /&gt;
Players always start in the central room, and the Room 25 is always initially placed amongst the 12 tiles at the corners (3 in each corner).&lt;br /&gt;
&lt;br /&gt;
== Countdown ==&lt;br /&gt;
Depending on the game mode and the number of players, the game lasts between 6 and 10 turns. &amp;lt;br&amp;gt;&lt;br /&gt;
In SUSPICION mode, there are 10 turns for 4-6 characters, 9 turns for 7 characters and 8 for 8 characters. &amp;lt;br&amp;gt;&lt;br /&gt;
In COOPERATION mode, there are 8 turns for 4 characters, 7 turns for 5 characters and 6 for 6 characters. &amp;lt;br&amp;gt;&lt;br /&gt;
During each turn, characters move first from left to right, as indicated on the countdown board. &amp;lt;br&amp;gt;&lt;br /&gt;
At the end of each turn, first character becomes the last one, and is turn marker is moved to the right of the previous last character on the countdown board.&lt;br /&gt;
&lt;br /&gt;
== Game Setup ==&lt;br /&gt;
&lt;br /&gt;
=== Suspicion Mode (4 or 5 players) ===&lt;br /&gt;
BLUE: Central room + Room 25&lt;br /&gt;
&lt;br /&gt;
GREEN: 5 Random tiles&lt;br /&gt;
&lt;br /&gt;
YELLOW: 1 Jamming room + 7 random tiles&lt;br /&gt;
&lt;br /&gt;
RED: 2 Mortal rooms + 1 Timer room + 7 random tiles&lt;br /&gt;
&lt;br /&gt;
=== Suspicion Mode (6 players) ===&lt;br /&gt;
BLUE: Central room + Room 25&lt;br /&gt;
&lt;br /&gt;
GREEN: 1 Regeneration room + 1 Robot room(*) + 5 random tiles&lt;br /&gt;
&lt;br /&gt;
YELLOW: 1 Jamming room + 7 random tiles&lt;br /&gt;
&lt;br /&gt;
RED: 1 Mortal rooms + 2 Shredder rooms + 7 random tiles&lt;br /&gt;
 &lt;br /&gt;
(*) Warning! During the setup the Robot rooms are part of the 12 rooms that is placed on the Exit Zones, as the Vision Room.&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
Each turn includes 3 different phases: &amp;lt;br&amp;gt;&lt;br /&gt;
•PROGRAMMING: All players program simultaneously up to 2 actions by turn and, if they want, the ADRENALINE only once in the game &amp;lt;br&amp;gt;&lt;br /&gt;
•ACTION: In turn, the players resolve their first action, then the second &amp;lt;br&amp;gt;&lt;br /&gt;
•COUNTDOWN (advance the turn marker and change the turn order) &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
All the players have a starting clue. During the first Turn, before the first Programming phase, each player secretly looks at one of the four rooms adjacent to the Central  room,  and  replaces  it  face-down  in  its  initial  location.  Warning:  Each  player looks at ONE room only, even if he plays more than one characters.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Programming ===&lt;br /&gt;
Each character has 4 base actions (Look, Move, Push and Control) plus a Special Talent (if enabled). &amp;lt;br&amp;gt;&lt;br /&gt;
Each player chooses two actions. The  order  of  the  actions  is  important,  the  one  placed  first will  be  played  first. Players choose their actions secretly and simultaneously. &amp;lt;br&amp;gt;&lt;br /&gt;
A player can also choose to program only one action. During the Action phase he will be able to choose if he plays it during the first action turn or during the second one. &amp;lt;br&amp;gt;&lt;br /&gt;
Adrenaline token: The Adrenaline token allows the character to take a third action, once per game. During the programming phase, a player must decide whether or not to use its Adrenaline token.&lt;br /&gt;
&lt;br /&gt;
=== Action ===&lt;br /&gt;
The first player reveals his first action and resolves it immediately. Then, following the turn order, the next player does the same and so on until all the players resolved their first actions. Second actions are resolved using the same process. Every programmed action MUST be executed, even if it works against the player. If one action cannot be completed,  the action is lost.&lt;br /&gt;
&lt;br /&gt;
=== Look ===&lt;br /&gt;
Choose and observe secretly a room adjacent to your character. Once you have looked at it, replace it face down. You are allowed to give indications about the room’s danger level (the color of the room) but you CANNOT tell the other players the name of the room.&lt;br /&gt;
&lt;br /&gt;
=== Move ===&lt;br /&gt;
Move  your  character  to  an  adjacent  room.  If  the  room  is  still  hidden,  it is revealed  when  you  reach  it.  The  room  will  stay  revealed  for  the  rest  of  the  game.  A room effect applies every time a character enters it.&lt;br /&gt;
&lt;br /&gt;
=== Push ===&lt;br /&gt;
Move  a  character  standing  in  the  same  room  as  you  to  an  adjacent room. Your character stays put and the pushed char-acter immediately applies the effects of the room in which he lands. If the room was still hidden it’s revealed. Characters can&#039;t use Push inside the Central Room.&lt;br /&gt;
&lt;br /&gt;
=== Control ===&lt;br /&gt;
Move the line that includes your character’s room one rank in the direction you choose (vertically or horizontally). All  the  rooms  slide  one  rank  in  the  same  direction,  all  the  characters stay on the rooms they’re standing on and slide with them. The room at the end of the line exits the Complex and is replaced at the other end of the line. Afterwards, a Control token is placed next to the line you just moved with the arrow pointing in the direction of the movement.&amp;lt;br&amp;gt;&lt;br /&gt;
1st exception: the Central room CANNOT be moved and always stays at the Complex’s center. Therefore, it is IMPOSSIBLE to use the Control action to move a central line (containing the Central Room).&amp;lt;br&amp;gt;&lt;br /&gt;
2nd  exception:  A  line  can  be  moved  several  times  during  the same turn but ONLY in the SAME direction.&lt;br /&gt;
&lt;br /&gt;
=== Special Talent (if enabled) ===&lt;br /&gt;
This special ability is represented by a special token for each character, which is added to their four basic actions (Look, Move, Push, and Control). During their programming phase, players now select two tokens from five available. &amp;lt;br&amp;gt;&lt;br /&gt;
Important : Special Abilities CANNOT be used in the Central Room NOR using Adrenaline.&lt;br /&gt;
&lt;br /&gt;
=== Adrenaline (if enabled) ===&lt;br /&gt;
After the Action step, if at least one player has scheduled an Adrenaline action, one more round is played. In turn order, each player who scheduled an Adrenaline action carries out one of the four basic actions (Look, Move, Push, or Control) immediately. They can even repeat an action already taken this turn or an action lost due to a penalty. The adrenaline token is then lost.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Reminder tokens ===&lt;br /&gt;
Each player has a Reminder Token he can use at any time during his turn, in addition to  his  actions.  He  can  place  the  token  on  any  room  still  hidden  anywhere  on  the  board  as  a  reminder.  The  token  is  recovered only when the room it’s placed on is revealed. Once recovered, the player can use it again.&lt;br /&gt;
&lt;br /&gt;
== Countdown ==&lt;br /&gt;
When all actions have been resolved, the TURN ENDS: All Control tokens are removed from the complex. The first player becomes the last player.&lt;br /&gt;
&lt;br /&gt;
== Winning conditions ==&lt;br /&gt;
=== Prisoners ===&lt;br /&gt;
To escape the Complex the characters have to: &amp;lt;br&amp;gt;&lt;br /&gt;
1) Activate the Key Room (Cooperation Mode only) &amp;lt;br&amp;gt;&lt;br /&gt;
2) Find the Room 25 and made each prisoners reach it &amp;lt;br&amp;gt;&lt;br /&gt;
3) Move  ROOM  25  from  EXIT  zone  towards  outside  the  complex  with  the  CONTROL action, once all prisonners are inside. &amp;lt;br&amp;gt;&lt;br /&gt;
It is IMPOSSIBLE to escape alone. &amp;lt;br&amp;gt;&lt;br /&gt;
In Suspicion Mode, the prisoners can escape even if 1 or 2 guards remain within the ROOM 25. Also, if only one prisoner has been killed or didn’t reach Room 25 in time, the others can still escape but ONLY during the LAST TURN of the countdown.&lt;br /&gt;
&lt;br /&gt;
=== Guards ===&lt;br /&gt;
The guards win if two prisoners are killed or if the prisoners did not escape before the end of the countdown.&lt;br /&gt;
&lt;br /&gt;
== Identity reveals ==&lt;br /&gt;
=== Take off the masks ===&lt;br /&gt;
When playing with a single guard, a character must reveal his identity whenever all the others characters have reached Room 25 (even if that character is a prisoner). &amp;lt;br&amp;gt;&lt;br /&gt;
When playing with two guards, the same applies as soon as two characters are left out of Room 25. &amp;lt;br&amp;gt;&lt;br /&gt;
In both cases, the identities of players inside Room 25 are kept secret.&lt;br /&gt;
&lt;br /&gt;
=== After a character elimination ===&lt;br /&gt;
If one character is killed, he keeps his identity secret. &amp;lt;br&amp;gt;&lt;br /&gt;
If a second character is killed: The 1st killed MUST reveal his identity. &amp;lt;br&amp;gt;&lt;br /&gt;
If the 1st character is a guard, the game continues. &amp;lt;br&amp;gt;&lt;br /&gt;
If the 1st character is a prisoner, the 2nd character killed MUST reveal his identity. &amp;lt;br&amp;gt;&lt;br /&gt;
If the 2nd is a guard, the game continues. &amp;lt;br&amp;gt;&lt;br /&gt;
If the 2nd is also a prisoner, the game ends and the guards win.&lt;/div&gt;</summary>
		<author><name>Hondjuh</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelproomtwentyfive&amp;diff=5971</id>
		<title>Gamehelproomtwentyfive</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelproomtwentyfive&amp;diff=5971"/>
		<updated>2020-10-26T17:21:59Z</updated>

		<summary type="html">&lt;p&gt;Hondjuh: /* Game Setup */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Objectives ==&lt;br /&gt;
In  COOPERATION  mode,  players  control  prisoners  trying  to  find  Room  25  and  escape together before the end of the countdown. &amp;lt;br&amp;gt;&lt;br /&gt;
In SUSPICION mode, one to two guards infiltrate the prisoners, looking to prevent their escape through deception or brutality!&lt;br /&gt;
&lt;br /&gt;
Players always start in the central room, and the Room 25 is always initially placed amongst the 12 tiles at the corners (3 in each corner).&lt;br /&gt;
&lt;br /&gt;
== Countdown ==&lt;br /&gt;
Depending on the game mode and the number of players, the game lasts between 6 and 10 turns. &amp;lt;br&amp;gt;&lt;br /&gt;
In SUSPICION mode, there are 10 turns for 4-6 characters, 9 turns for 7 characters and 8 for 8 characters. &amp;lt;br&amp;gt;&lt;br /&gt;
In COOPERATION mode, there are 8 turns for 4 characters, 7 turns for 5 characters and 6 for 6 characters. &amp;lt;br&amp;gt;&lt;br /&gt;
During each turn, characters move first from left to right, as indicated on the countdown board. &amp;lt;br&amp;gt;&lt;br /&gt;
At the end of each turn, first character becomes the last one, and is turn marker is moved to the right of the previous last character on the countdown board.&lt;br /&gt;
&lt;br /&gt;
== Game Setup ==&lt;br /&gt;
&lt;br /&gt;
=== Suspicion Mode (4 or 5 players) ===&lt;br /&gt;
BLUE: Central room + Room 25&lt;br /&gt;
&lt;br /&gt;
GREEN: 5 Random tiles&lt;br /&gt;
&lt;br /&gt;
YELLOW: 1 Jamming room + 7 random tiles&lt;br /&gt;
&lt;br /&gt;
RED: 2 Mortal rooms + 1 Timer room + 7 random tiles&lt;br /&gt;
&lt;br /&gt;
=== Suspicion Mode (6 players) ===&lt;br /&gt;
BLUE: Central room + Room 25&lt;br /&gt;
&lt;br /&gt;
GREEN: 1 Regeneration room + 1 Robot room* + 5 random tiles&lt;br /&gt;
&lt;br /&gt;
YELLOW: 1 Jamming room + 7 random tiles&lt;br /&gt;
&lt;br /&gt;
RED: 1 Mortal rooms + 2 Shredder rooms + 7 random tiles&lt;br /&gt;
 &lt;br /&gt;
* Warning! During the setup the Robot rooms are part of the 12 rooms that is placed on the Exit Zones, as the Vision Room.&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
Each turn includes 3 different phases: &amp;lt;br&amp;gt;&lt;br /&gt;
•PROGRAMMING: All players program simultaneously up to 2 actions by turn and, if they want, the ADRENALINE only once in the game &amp;lt;br&amp;gt;&lt;br /&gt;
•ACTION: In turn, the players resolve their first action, then the second &amp;lt;br&amp;gt;&lt;br /&gt;
•COUNTDOWN (advance the turn marker and change the turn order) &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
All the players have a starting clue. During the first Turn, before the first Programming phase, each player secretly looks at one of the four rooms adjacent to the Central  room,  and  replaces  it  face-down  in  its  initial  location.  Warning:  Each  player looks at ONE room only, even if he plays more than one characters.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Programming ===&lt;br /&gt;
Each character has 4 base actions (Look, Move, Push and Control) plus a Special Talent (if enabled). &amp;lt;br&amp;gt;&lt;br /&gt;
Each player chooses two actions. The  order  of  the  actions  is  important,  the  one  placed  first will  be  played  first. Players choose their actions secretly and simultaneously. &amp;lt;br&amp;gt;&lt;br /&gt;
A player can also choose to program only one action. During the Action phase he will be able to choose if he plays it during the first action turn or during the second one. &amp;lt;br&amp;gt;&lt;br /&gt;
Adrenaline token: The Adrenaline token allows the character to take a third action, once per game. During the programming phase, a player must decide whether or not to use its Adrenaline token.&lt;br /&gt;
&lt;br /&gt;
=== Action ===&lt;br /&gt;
The first player reveals his first action and resolves it immediately. Then, following the turn order, the next player does the same and so on until all the players resolved their first actions. Second actions are resolved using the same process. Every programmed action MUST be executed, even if it works against the player. If one action cannot be completed,  the action is lost.&lt;br /&gt;
&lt;br /&gt;
=== Look ===&lt;br /&gt;
Choose and observe secretly a room adjacent to your character. Once you have looked at it, replace it face down. You are allowed to give indications about the room’s danger level (the color of the room) but you CANNOT tell the other players the name of the room.&lt;br /&gt;
&lt;br /&gt;
=== Move ===&lt;br /&gt;
Move  your  character  to  an  adjacent  room.  If  the  room  is  still  hidden,  it is revealed  when  you  reach  it.  The  room  will  stay  revealed  for  the  rest  of  the  game.  A room effect applies every time a character enters it.&lt;br /&gt;
&lt;br /&gt;
=== Push ===&lt;br /&gt;
Move  a  character  standing  in  the  same  room  as  you  to  an  adjacent room. Your character stays put and the pushed char-acter immediately applies the effects of the room in which he lands. If the room was still hidden it’s revealed. Characters can&#039;t use Push inside the Central Room.&lt;br /&gt;
&lt;br /&gt;
=== Control ===&lt;br /&gt;
Move the line that includes your character’s room one rank in the direction you choose (vertically or horizontally). All  the  rooms  slide  one  rank  in  the  same  direction,  all  the  characters stay on the rooms they’re standing on and slide with them. The room at the end of the line exits the Complex and is replaced at the other end of the line. Afterwards, a Control token is placed next to the line you just moved with the arrow pointing in the direction of the movement.&amp;lt;br&amp;gt;&lt;br /&gt;
1st exception: the Central room CANNOT be moved and always stays at the Complex’s center. Therefore, it is IMPOSSIBLE to use the Control action to move a central line (containing the Central Room).&amp;lt;br&amp;gt;&lt;br /&gt;
2nd  exception:  A  line  can  be  moved  several  times  during  the same turn but ONLY in the SAME direction.&lt;br /&gt;
&lt;br /&gt;
=== Special Talent (if enabled) ===&lt;br /&gt;
This special ability is represented by a special token for each character, which is added to their four basic actions (Look, Move, Push, and Control). During their programming phase, players now select two tokens from five available. &amp;lt;br&amp;gt;&lt;br /&gt;
Important : Special Abilities CANNOT be used in the Central Room NOR using Adrenaline.&lt;br /&gt;
&lt;br /&gt;
=== Adrenaline (if enabled) ===&lt;br /&gt;
After the Action step, if at least one player has scheduled an Adrenaline action, one more round is played. In turn order, each player who scheduled an Adrenaline action carries out one of the four basic actions (Look, Move, Push, or Control) immediately. They can even repeat an action already taken this turn or an action lost due to a penalty. The adrenaline token is then lost.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Reminder tokens ===&lt;br /&gt;
Each player has a Reminder Token he can use at any time during his turn, in addition to  his  actions.  He  can  place  the  token  on  any  room  still  hidden  anywhere  on  the  board  as  a  reminder.  The  token  is  recovered only when the room it’s placed on is revealed. Once recovered, the player can use it again.&lt;br /&gt;
&lt;br /&gt;
== Countdown ==&lt;br /&gt;
When all actions have been resolved, the TURN ENDS: All Control tokens are removed from the complex. The first player becomes the last player.&lt;br /&gt;
&lt;br /&gt;
== Winning conditions ==&lt;br /&gt;
=== Prisoners ===&lt;br /&gt;
To escape the Complex the characters have to: &amp;lt;br&amp;gt;&lt;br /&gt;
1) Activate the Key Room (Cooperation Mode only) &amp;lt;br&amp;gt;&lt;br /&gt;
2) Find the Room 25 and made each prisoners reach it &amp;lt;br&amp;gt;&lt;br /&gt;
3) Move  ROOM  25  from  EXIT  zone  towards  outside  the  complex  with  the  CONTROL action, once all prisonners are inside. &amp;lt;br&amp;gt;&lt;br /&gt;
It is IMPOSSIBLE to escape alone. &amp;lt;br&amp;gt;&lt;br /&gt;
In Suspicion Mode, the prisoners can escape even if 1 or 2 guards remain within the ROOM 25. Also, if only one prisoner has been killed or didn’t reach Room 25 in time, the others can still escape but ONLY during the LAST TURN of the countdown.&lt;br /&gt;
&lt;br /&gt;
=== Guards ===&lt;br /&gt;
The guards win if two prisoners are killed or if the prisoners did not escape before the end of the countdown.&lt;br /&gt;
&lt;br /&gt;
== Identity reveals ==&lt;br /&gt;
=== Take off the masks ===&lt;br /&gt;
When playing with a single guard, a character must reveal his identity whenever all the others characters have reached Room 25 (even if that character is a prisoner). &amp;lt;br&amp;gt;&lt;br /&gt;
When playing with two guards, the same applies as soon as two characters are left out of Room 25. &amp;lt;br&amp;gt;&lt;br /&gt;
In both cases, the identities of players inside Room 25 are kept secret.&lt;br /&gt;
&lt;br /&gt;
=== After a character elimination ===&lt;br /&gt;
If one character is killed, he keeps his identity secret. &amp;lt;br&amp;gt;&lt;br /&gt;
If a second character is killed: The 1st killed MUST reveal his identity. &amp;lt;br&amp;gt;&lt;br /&gt;
If the 1st character is a guard, the game continues. &amp;lt;br&amp;gt;&lt;br /&gt;
If the 1st character is a prisoner, the 2nd character killed MUST reveal his identity. &amp;lt;br&amp;gt;&lt;br /&gt;
If the 2nd is a guard, the game continues. &amp;lt;br&amp;gt;&lt;br /&gt;
If the 2nd is also a prisoner, the game ends and the guards win.&lt;/div&gt;</summary>
		<author><name>Hondjuh</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelproomtwentyfive&amp;diff=5970</id>
		<title>Gamehelproomtwentyfive</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelproomtwentyfive&amp;diff=5970"/>
		<updated>2020-10-26T17:21:17Z</updated>

		<summary type="html">&lt;p&gt;Hondjuh: /* Gameplay */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Objectives ==&lt;br /&gt;
In  COOPERATION  mode,  players  control  prisoners  trying  to  find  Room  25  and  escape together before the end of the countdown. &amp;lt;br&amp;gt;&lt;br /&gt;
In SUSPICION mode, one to two guards infiltrate the prisoners, looking to prevent their escape through deception or brutality!&lt;br /&gt;
&lt;br /&gt;
Players always start in the central room, and the Room 25 is always initially placed amongst the 12 tiles at the corners (3 in each corner).&lt;br /&gt;
&lt;br /&gt;
== Countdown ==&lt;br /&gt;
Depending on the game mode and the number of players, the game lasts between 6 and 10 turns. &amp;lt;br&amp;gt;&lt;br /&gt;
In SUSPICION mode, there are 10 turns for 4-6 characters, 9 turns for 7 characters and 8 for 8 characters. &amp;lt;br&amp;gt;&lt;br /&gt;
In COOPERATION mode, there are 8 turns for 4 characters, 7 turns for 5 characters and 6 for 6 characters. &amp;lt;br&amp;gt;&lt;br /&gt;
During each turn, characters move first from left to right, as indicated on the countdown board. &amp;lt;br&amp;gt;&lt;br /&gt;
At the end of each turn, first character becomes the last one, and is turn marker is moved to the right of the previous last character on the countdown board.&lt;br /&gt;
&lt;br /&gt;
== Game Setup ==&lt;br /&gt;
&lt;br /&gt;
=== Suspicion Mode (4 or 5 players) ===&lt;br /&gt;
BLUE: Central room + Room 25&lt;br /&gt;
GREEN: 5 Random tiles&lt;br /&gt;
YELLOW: 1 Jamming room + 7 random tiles&lt;br /&gt;
RED: 2 Mortal rooms + 1 Timer room + 7 random tiles&lt;br /&gt;
&lt;br /&gt;
=== Suspicion Mode (6 players) ===&lt;br /&gt;
BLUE: Central room + Room 25&lt;br /&gt;
GREEN: 1 Regeneration room + 1 Robot room* + 5 random tiles&lt;br /&gt;
YELLOW: 1 Jamming room + 7 random tiles&lt;br /&gt;
RED: 1 Mortal rooms + 2 Shredder rooms + 7 random tiles&lt;br /&gt;
 &lt;br /&gt;
* Warning! During the setup the Robot rooms are part of the 12 rooms that is placed on the Exit Zones, as the Vision Room.&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
Each turn includes 3 different phases: &amp;lt;br&amp;gt;&lt;br /&gt;
•PROGRAMMING: All players program simultaneously up to 2 actions by turn and, if they want, the ADRENALINE only once in the game &amp;lt;br&amp;gt;&lt;br /&gt;
•ACTION: In turn, the players resolve their first action, then the second &amp;lt;br&amp;gt;&lt;br /&gt;
•COUNTDOWN (advance the turn marker and change the turn order) &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
All the players have a starting clue. During the first Turn, before the first Programming phase, each player secretly looks at one of the four rooms adjacent to the Central  room,  and  replaces  it  face-down  in  its  initial  location.  Warning:  Each  player looks at ONE room only, even if he plays more than one characters.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Programming ===&lt;br /&gt;
Each character has 4 base actions (Look, Move, Push and Control) plus a Special Talent (if enabled). &amp;lt;br&amp;gt;&lt;br /&gt;
Each player chooses two actions. The  order  of  the  actions  is  important,  the  one  placed  first will  be  played  first. Players choose their actions secretly and simultaneously. &amp;lt;br&amp;gt;&lt;br /&gt;
A player can also choose to program only one action. During the Action phase he will be able to choose if he plays it during the first action turn or during the second one. &amp;lt;br&amp;gt;&lt;br /&gt;
Adrenaline token: The Adrenaline token allows the character to take a third action, once per game. During the programming phase, a player must decide whether or not to use its Adrenaline token.&lt;br /&gt;
&lt;br /&gt;
=== Action ===&lt;br /&gt;
The first player reveals his first action and resolves it immediately. Then, following the turn order, the next player does the same and so on until all the players resolved their first actions. Second actions are resolved using the same process. Every programmed action MUST be executed, even if it works against the player. If one action cannot be completed,  the action is lost.&lt;br /&gt;
&lt;br /&gt;
=== Look ===&lt;br /&gt;
Choose and observe secretly a room adjacent to your character. Once you have looked at it, replace it face down. You are allowed to give indications about the room’s danger level (the color of the room) but you CANNOT tell the other players the name of the room.&lt;br /&gt;
&lt;br /&gt;
=== Move ===&lt;br /&gt;
Move  your  character  to  an  adjacent  room.  If  the  room  is  still  hidden,  it is revealed  when  you  reach  it.  The  room  will  stay  revealed  for  the  rest  of  the  game.  A room effect applies every time a character enters it.&lt;br /&gt;
&lt;br /&gt;
=== Push ===&lt;br /&gt;
Move  a  character  standing  in  the  same  room  as  you  to  an  adjacent room. Your character stays put and the pushed char-acter immediately applies the effects of the room in which he lands. If the room was still hidden it’s revealed. Characters can&#039;t use Push inside the Central Room.&lt;br /&gt;
&lt;br /&gt;
=== Control ===&lt;br /&gt;
Move the line that includes your character’s room one rank in the direction you choose (vertically or horizontally). All  the  rooms  slide  one  rank  in  the  same  direction,  all  the  characters stay on the rooms they’re standing on and slide with them. The room at the end of the line exits the Complex and is replaced at the other end of the line. Afterwards, a Control token is placed next to the line you just moved with the arrow pointing in the direction of the movement.&amp;lt;br&amp;gt;&lt;br /&gt;
1st exception: the Central room CANNOT be moved and always stays at the Complex’s center. Therefore, it is IMPOSSIBLE to use the Control action to move a central line (containing the Central Room).&amp;lt;br&amp;gt;&lt;br /&gt;
2nd  exception:  A  line  can  be  moved  several  times  during  the same turn but ONLY in the SAME direction.&lt;br /&gt;
&lt;br /&gt;
=== Special Talent (if enabled) ===&lt;br /&gt;
This special ability is represented by a special token for each character, which is added to their four basic actions (Look, Move, Push, and Control). During their programming phase, players now select two tokens from five available. &amp;lt;br&amp;gt;&lt;br /&gt;
Important : Special Abilities CANNOT be used in the Central Room NOR using Adrenaline.&lt;br /&gt;
&lt;br /&gt;
=== Adrenaline (if enabled) ===&lt;br /&gt;
After the Action step, if at least one player has scheduled an Adrenaline action, one more round is played. In turn order, each player who scheduled an Adrenaline action carries out one of the four basic actions (Look, Move, Push, or Control) immediately. They can even repeat an action already taken this turn or an action lost due to a penalty. The adrenaline token is then lost.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Reminder tokens ===&lt;br /&gt;
Each player has a Reminder Token he can use at any time during his turn, in addition to  his  actions.  He  can  place  the  token  on  any  room  still  hidden  anywhere  on  the  board  as  a  reminder.  The  token  is  recovered only when the room it’s placed on is revealed. Once recovered, the player can use it again.&lt;br /&gt;
&lt;br /&gt;
== Countdown ==&lt;br /&gt;
When all actions have been resolved, the TURN ENDS: All Control tokens are removed from the complex. The first player becomes the last player.&lt;br /&gt;
&lt;br /&gt;
== Winning conditions ==&lt;br /&gt;
=== Prisoners ===&lt;br /&gt;
To escape the Complex the characters have to: &amp;lt;br&amp;gt;&lt;br /&gt;
1) Activate the Key Room (Cooperation Mode only) &amp;lt;br&amp;gt;&lt;br /&gt;
2) Find the Room 25 and made each prisoners reach it &amp;lt;br&amp;gt;&lt;br /&gt;
3) Move  ROOM  25  from  EXIT  zone  towards  outside  the  complex  with  the  CONTROL action, once all prisonners are inside. &amp;lt;br&amp;gt;&lt;br /&gt;
It is IMPOSSIBLE to escape alone. &amp;lt;br&amp;gt;&lt;br /&gt;
In Suspicion Mode, the prisoners can escape even if 1 or 2 guards remain within the ROOM 25. Also, if only one prisoner has been killed or didn’t reach Room 25 in time, the others can still escape but ONLY during the LAST TURN of the countdown.&lt;br /&gt;
&lt;br /&gt;
=== Guards ===&lt;br /&gt;
The guards win if two prisoners are killed or if the prisoners did not escape before the end of the countdown.&lt;br /&gt;
&lt;br /&gt;
== Identity reveals ==&lt;br /&gt;
=== Take off the masks ===&lt;br /&gt;
When playing with a single guard, a character must reveal his identity whenever all the others characters have reached Room 25 (even if that character is a prisoner). &amp;lt;br&amp;gt;&lt;br /&gt;
When playing with two guards, the same applies as soon as two characters are left out of Room 25. &amp;lt;br&amp;gt;&lt;br /&gt;
In both cases, the identities of players inside Room 25 are kept secret.&lt;br /&gt;
&lt;br /&gt;
=== After a character elimination ===&lt;br /&gt;
If one character is killed, he keeps his identity secret. &amp;lt;br&amp;gt;&lt;br /&gt;
If a second character is killed: The 1st killed MUST reveal his identity. &amp;lt;br&amp;gt;&lt;br /&gt;
If the 1st character is a guard, the game continues. &amp;lt;br&amp;gt;&lt;br /&gt;
If the 1st character is a prisoner, the 2nd character killed MUST reveal his identity. &amp;lt;br&amp;gt;&lt;br /&gt;
If the 2nd is a guard, the game continues. &amp;lt;br&amp;gt;&lt;br /&gt;
If the 2nd is also a prisoner, the game ends and the guards win.&lt;/div&gt;</summary>
		<author><name>Hondjuh</name></author>
	</entry>
</feed>