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== The LOOP ==
= The LOOP =


'''The LOOP''' is a quirky, cooperative, time-traveling strategy game where 1 to 4 players become temporal agents working together to thwart the evil Dr. Faux, a mad scientist creating chaos across the space-time continuum. Using quirky yet powerful Artifact cards, players must complete missions, destroy clones, and manage time-rending vortexes before it's too late.
'''The LOOP''' is a quirky, cooperative, time-traveling strategy game where 1 to 4 players become temporal agents working together to thwart the evil Dr. Faux, a mad scientist creating chaos across the space-time continuum. Using quirky yet powerful Artifact cards, players must complete missions, destroy clones, and manage time-rending vortexes before it's too late.


== Core rules ==
== Rules of Procedure ==


These rules cover '''S.A.B.O.T.A.G.E.''', which is the basic scenario.  Three more scenarios which build on these are available; in addition, each scenario can be played at three different difficulty levels.  See below for details.
These rules cover '''S.A.B.O.T.A.G.E.''', which is the basic scenario.  Three more scenarios which build on these are available; in addition, each scenario can be played at three different difficulty levels.  See below for details.
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* A second vortex is placed in any single Era.
* A second vortex is placed in any single Era.
* A fourth vortex is placed anywhere on the board.
* A fourth vortex is placed anywhere on the board.
* Dr. Foo completes his third cycle (21 turns).
* Dr. Foo completes his third cycle (after 21 turns).


=== The board ===
=== Concepts ===


==== Spacetime board ====
==== Spacetime board ====


The board shows the 7 Great Eras of Spacetime, which are naturally arranged in a loop: Dawn of Time → Medieval Era → Renaissance Era → Industrial Era → Globalization Era → Age of Robots → End of Times (which connects back to Dawn of Time).  Each Era is associated with a color.  The '''next Era''' is the one clockwise, and the '''previous Era''' is the one counter-clockwise.
The board shows the 7 Great Eras of Spacetime, which are naturally arranged in a loop: Dawn of Time → Medieval Era → Renaissance Era → Industrial Era → Globalization Era → Age of Robots → End of Times (which connects back to Dawn of Time).  Each Era is associated with a color.  The '''next Era''' is the one clockwise, and the '''previous Era''' is the one counter-clockwise.  Both of these are considered '''adjacent Eras'''.


In the middle of the board is '''Dr. Foo's machine'''.  It rotates as Dr. Foo travels through spacetime; the Era that it's centered on is '''Dr. Foo's Era'''.
In the middle of the board is '''Dr. Foo's machine'''.  It rotates as Dr. Foo travels through spacetime; the Era that it's centered on is '''Dr. Foo's Era'''.
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- Which Eras Dr. Foo has already visited on this current cycle through spacetime (as icons below the board).
- Which Eras Dr. Foo has already visited on this current cycle through spacetime (as icons below the board).


=== Agents ===
==== Agents ====


Each of the five agents has their own special ability and a deck of six unique starting Artifacts.  Each game is played with between two and four agents.  In solo mode, or if the multi-handed option is enabled on a table, one player can play as multiple agents.
Each of the five agents has a unique special ability and a deck of six unique starting Artifacts.  Each game is played with between two and four agents.  In solo mode, or if the multi-handed option is enabled on a table, one player can play as multiple agents.


Each agent has a hand of three Artifacts, which is discarded at the end of their return.  (Then, they and all other agents will draw back up to three cards.)
Each agent has a hand of three Artifacts, which is discarded at the end of their return.  (Then, they and all other agents will draw back up to three cards.)
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Clones are drawn from a bag of 28 clones (four from each Era); if the bag is ever empty, clones won't be spawned.
Clones are drawn from a bag of 28 clones (four from each Era); if the bag is ever empty, clones won't be spawned.
Clones can be '''pushed''' (moved from their current Era to an adjacent Era), '''pulled''' (moved to a target Era from their current, adjacent Era), and '''carried''' (moved along with an agent) by Artifact effects.


==== Energy cubes ====
==== Energy cubes ====
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When too many rift cubes accumulate in an Era, a vortex is created.  All rift cubes are removed from the Era (even if there were more than four).
When too many rift cubes accumulate in an Era, a vortex is created.  All rift cubes are removed from the Era (even if there were more than four).


Any available artifacts in that Era are destroyed, and if there's a mission tile in that Era (active or not), the mission is failed and the tile is removed from play.
Any available artifacts in that Era are destroyed, and if there's a mission tile in that Era (active or not), the mission is failed and the tile is removed from play.  No new artifacts can be placed in an Era with a vortex; they're destroyed instead.


Once a vortex is in play, there's no way to repair it.  If there are ever four vortexes in play at the same time, the agents lose.
Once a vortex is in play, there's no way to repair it.  If there are ever four vortexes in play at the same time, the agents lose.
==== Mega-vortexes ====
On higher difficulties, mega-vortexes will be created instead.  These act just like normal vortexes, but if any agent ends their turn on an Era with a mega-vortex, the agents lose.  (V-Girl's special ability lets her


=== Turn Structure ===
=== Turn Structure ===
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- Dr. Foo randomly picks an Era of spacetime that he hasn't visited in the current cycle, and uses his machine to travel there.  The machine will rotate to point at that Era.
- Dr. Foo randomly picks an Era of spacetime that he hasn't visited in the current cycle, and uses his machine to travel there.  The machine will rotate to point at that Era.


- An Artifact drawn from the top of the Huge Deck becomes available in its Origin Era.
- An Artifact drawn from the top of the Huge Deck becomes available in its Origin Era. (If there's a vortex in that Era, the Artifact is destroyed instead.)


- Dr. Foo creates a number of clones
- Dr. Foo creates clones of himself.  In the first cycle, he creates one clone per turn; in the second, two; and in the third, three.


- Dr Foo's machine creates two rift cubes, plus an additional rift cube for each clone on the Era his machine visited.  These cubes are randomly placed in Dr. Foo's era or one of the adjacent Eras.  If an Era winds up with four or more rift cubes, a '''vortex''' is created!


==== II. Action Phase ====


'''A) Add Clones and Reveal Artifact:''' Based on the current Cycle track position, draw Clone tokens (placing them in their designated Eras) and reveal Artifact cards (placing them in their Origin Eras).
During an Agent's turn, they can perform any number of actions in any combination or order.


'''B) Resolve Faux Card:'''  
- '''Free move:''' Once per turn, an Agent can move to an adjacent Era for free. Your Agent card will flip over to show that you've used your free move for the turn.
# Reveal a Faux card showing which Era Dr. Foo travels to
# Rotate Dr. Foo's Machine to point at that Era
# Drop Rift cubes into the Machine: 2 base + 1 per Clone in that Era
# Place fallen Rifts in the Rift slots of the Eras where they land
# If an Era cannot hold all its Rifts, it becomes a '''Vortex'''


==== II. Action Phase ====
- '''Move:''' Your Agent moves to an adjacent era.  This costs one energy cube the first time you do it, two the second time, and so on.
Perform any combination of these actions in any order:


'''A) Move:''' Spend 1 Energy from your Era to move to an adjacent Era.
- '''Use an Artifact:''' Use a ready Artifact's ability, then exhaust it.  The card is turned sideways to show that it is exhausted.


'''B) Use an Artifact:''' Use a ready Artifact's ability, then exhaust it (turn sideways).
- '''Do a LOOP:''' Like moving, this costs one energy cube the first time you do it, two the second time, and so on.  You can do a LOOP on any of the three Elementary Dimensions, so long as you have a card (ready or exhausted) from that Dimension in your hand.  All cards from the chosen Dimension are readied again.


'''C) Do a LOOP:''' Spend Energy from your Era to ready exhausted cards of one Elementary Dimension:
- '''Use a Special Ability:''' Some agents have special abilities that they can use during the Action Phase.
* 1st LOOP costs 1 Energy
* 2nd LOOP costs 2 Energy
* 3rd LOOP costs 3 Energy (and so on)
* Black Hole cards can '''never''' be readied via LOOP


'''Free Move:''' Once per turn, move to an adjacent Era without spending Energy. Flip your Agent tile to show you've used this.
==== III. Acquire Artifact ====


==== III. Acquire Artifact ====
You may take one Artifact card from the Era that you end your turn in.  (You don't have to if you don't want to, though.)  This Artifact is placed face-down on top of your deck, ready to be drawn.
You may take '''one''' available Artifact card from your current Era and place it on top of your draw pile.


==== IV. Complete Mission ====
==== IV. Complete Mission ====
If there's a revealed Mission in your Era with all required progress slots filled, you may complete it:
 
* Remove the Mission tile and place it in the completed pile
If there's an active Mission in the Era that you end your turn in, and it has enough Progress cubes on it, it's completed!
* Return all cubes on it to the supply
 
* Reveal a new Mission
When the Agents complete their fourth Mission, they win!
* '''Attendance Reward:''' Reveal (players + 1) Artifact cards; each player chooses one to add to their deck, destroy the rest
 
Whenever a Mission is completed, all players receive an '''Attendance Reward''' (even if they didn’t participate it completing it).  One Artifact is drawn for each Agent, plus one extra Artifact; the Agents '''must''' each pick an Artifact, which is placed face-down on top of their deck.  The leftover Artifact is destroyed.
 
There are always two active Missions on the board (unless there aren't any inactive Missions left).  Whenever a Mission is completed or failed, another Mission is activated to replace it.


==== V. Refresh ====
==== V. Refresh ====
# Flip your Agent tile back to charged (if used)
# Place all cards from your hand into your discard pile
# All players draw until they have 3 cards in hand
# If the Faux deck is empty, start a new Cycle


=== Vortexes ===
- Your Agent card flips back to its charged side (if you used your Free Move).
 
- Your hand is discarded.
 
- All players draw from their decks until they have three cards in their hand.  If their deck is empty when they need to draw, they reshuffle their discard pile and continue.
 
== Agents ==
 
== Solo Rules ==
 
When starting a solo table, you can choose to play using the official solo rules (which are described here).  You can also choose to play multiple hands using the normal multiplayer rules.
 
You can play using 2, 3, or 4 Agents; their starting cards are shuffled together into a single deck.
 
Before the Action Phase, draw Artifacts one at a time from this combined deck.  If you draw one of an Agent's starting Artifacts, the card is placed in that Agent's hand.  Otherwise, you can choose which Agent's hand the card will be placed in.
 
When an Agent has three cards in their hand, you take a turn as that Agent.
 
During the Refresh Phase, only the Agent who just took a turn discards their hand.
 
== Scenarios ==
 
=== S.A.B.O.T.A.G.E. ===
 
This is the standard scenario described in the Rules of Procedure.
 
==== Difficulties ====
 
* '''EMPLOYEE OF THE MONTH:''' Standard rules of procedure, no changes or additions.
* '''EMPLOYEE OF THE YEAR:''' Draw 1 extra clone at setup. Use Mega Vortexes instead of Vortexes.
* '''EMPLOYEE OF ETERNITY:''' Draw 3 extra clones at setup. Use Mega Vortexes instead of Vortexes.


When an Era becomes a Vortex:
=== Supa Sayan Clones ===
# The Mission there is permanently failed and removed
# Place a Vortex tile in that Era
# Return all Rift cubes from that Era to the supply
# Destroy any Artifacts there; no new Artifacts can be placed in this Era


Vortexes cannot be removed once placed.
==== Supaclones ====


=== Clones ===
Supaclones count as clones for all game rules.  Just like normal clones, they're destroyed when they're moved back to their Origin Era.


Dr. Foo's Clones have a fatal weakness: each Clone has a '''Paradox Era''' shown in its monocle. If a Clone ever enters its Paradox Era, it is immediately destroyed and returned to the bag.
The Agents need to destroy all of the Supaclones on the board (in addition to completing four Missions) to win.


Clones are primarily moved using Artifact abilities with Clone icons (Pull, Push, Carry, or Destroy effects).
When a Supaclone is destroyed, a Perpetual Energy cube is placed on the Era.  A number of normal Clones are also spawned (one for the first Supaclone destroyed, two for the second, and so on).  These Clones are spawned in the Era that the Supaclone was destroyed in, and not the Era that they would normally be spawned in.  If that happens to be their Origin Era, they're immediately destroyed and not replaced.  (Lucky you!)


=== Missions ===
==== Perpetual Energy ====


* There should always be 2 revealed Missions on the board
Perpetual Energy, represented by blue cubes, works just like normal Energy, except that it's not removed from the board when you use it.  The same Perpetual Energy cube can be used multiple times in a single turn.
* When a Mission is completed or removed by a Vortex, reveal a new Mission in Dr. Foo's Era (or the next clockwise Era with an unrevealed tile)
* Progress is tracked by placing cubes on Mission slots when conditions are met during your Action Phase
* A Mission can only be completed after finishing your actions while standing in that Mission's Era


=== Cycles ===
==== Difficulties ====


The game lasts up to 3 Cycles. Each Cycle consists of 7 Faux cards being revealed. When the Faux deck empties:
* '''EMPLOYEE OF THE MONTH:''' Draw 3 Supaclones at setup.
* Shuffle all 7 Faux cards
* '''EMPLOYEE OF THE YEAR:''' Draw 4 Supaclones at setup. Use Mega Vortexes instead of Vortexes.
* Place them on the next Cycle track space
* '''EMPLOYEE OF ETERNITY:''' Draw 5 Supaclones at setup. Use Mega Vortexes instead of Vortexes.
* If there's no next space (end of 3rd Cycle), the game is lost


=== Navigation Reference ===
=== L.A.S.E.R. Centrifuges ===


* '''Your Era:''' Where your Agent pawn is located
=== Ultramachina ===
* '''Adjacent Eras:''' The two Eras on either side of any Era (End of Times and Dawn of Time are adjacent)
* '''Next Era:''' Adjacent Era clockwise from your position
* '''Previous Era:''' Adjacent Era counter-clockwise from your position
* '''Dr. Foo's Era:''' The Era the middle chute of Dr. Foo's Machine points to


=== Artifact Ability Icons ===
== FAQs ==


* '''Energy:''' Add Energy cubes to Eras
None yet; ask a question in the game's forum!
* '''Rift:''' Remove Rift cubes from Eras
* '''Movement:''' Move Agents between Eras
* '''Artifact:''' Draw, discard, reveal, acquire, or destroy Artifact cards
* '''Clone:''' Pull, push, carry, or destroy Clone tokens


[[Category:Game Rules]]
[[Category:Game Rules]]

Latest revision as of 17:28, 13 January 2026

The LOOP

The LOOP is a quirky, cooperative, time-traveling strategy game where 1 to 4 players become temporal agents working together to thwart the evil Dr. Faux, a mad scientist creating chaos across the space-time continuum. Using quirky yet powerful Artifact cards, players must complete missions, destroy clones, and manage time-rending vortexes before it's too late.

Rules of Procedure

These rules cover S.A.B.O.T.A.G.E., which is the basic scenario. Three more scenarios which build on these are available; in addition, each scenario can be played at three different difficulty levels. See below for details.

Objective

Victory: Complete four missions to destroy Dr. Foo's Machine and save spacetime!

Defeat: The agents lose immediately if any of the following occurs:

  • A second vortex is placed in any single Era.
  • A fourth vortex is placed anywhere on the board.
  • Dr. Foo completes his third cycle (after 21 turns).

Concepts

Spacetime board

The board shows the 7 Great Eras of Spacetime, which are naturally arranged in a loop: Dawn of Time → Medieval Era → Renaissance Era → Industrial Era → Globalization Era → Age of Robots → End of Times (which connects back to Dawn of Time). Each Era is associated with a color. The next Era is the one clockwise, and the previous Era is the one counter-clockwise. Both of these are considered adjacent Eras.

In the middle of the board is Dr. Foo's machine. It rotates as Dr. Foo travels through spacetime; the Era that it's centered on is Dr. Foo's Era.

Missions

Around the edge of the spacetime board are mission tiles (one per Era). Two missions are active at a time. Once a mission has enough progress cubes on it, it will be completed as soon as an agent ends their turn in its Era. A mission can also be failed if a vortex is created in its Era.

When a mission is completed, each agent gets an Attendance Reward (even if they didn't do anything to help complete the mission)!

HQ board

The HQ board shows

- A scenario reference card.

- The Huge Deck of Artifacts. You can click on the deck to see what's in it (though not what order they're in).

- The pile of destroyed Artifacts. If the Huge Deck ever runs out, these are reshuffled.

- How many times Dr. Foo has cycled through spacetime.

- Which Eras Dr. Foo has already visited on this current cycle through spacetime (as icons below the board).

Agents

Each of the five agents has a unique special ability and a deck of six unique starting Artifacts. Each game is played with between two and four agents. In solo mode, or if the multi-handed option is enabled on a table, one player can play as multiple agents.

Each agent has a hand of three Artifacts, which is discarded at the end of their return. (Then, they and all other agents will draw back up to three cards.)

Cards in hand are either ready (normal orientation) or exhausted (turned sideways after use). Exhausted cards can be readied again if the agent does a LOOP!

Dimensions

Each Artifact belongs to one of four Dimensions. Spiral, star, and stripe are Elementary Dimensions; the fourth, the Black Hole dimension is different from the others because it's impossible to do a LOOP in it (which means that those cards can't be readied again once exhausted).

Clones

Dr. Foo will create clones of himself. Each clone comes from a particular Era (its Paradox Era) and will be immediately destroyed if moved back to that Era. The more clones there are in play, the more rift cubes Dr. Foo's machine will create each turn, and that can be a problem!

Clones are drawn from a bag of 28 clones (four from each Era); if the bag is ever empty, clones won't be spawned.

Clones can be pushed (moved from their current Era to an adjacent Era), pulled (moved to a target Era from their current, adjacent Era), and carried (moved along with an agent) by Artifact effects.

Energy cubes

Green energy cubes can be used to power moves and LOOPs. There's no limit on how many energy cubes can be present in an Era.

Rift cubes

Dr. Foo's machine creates red rift cubes as it tears through spacetime. Each Era can safely hold three rift cubes, but a fourth will create a vortex! If a vortex would be created in an Era that already has one, the agents lose.

Vortexes

When too many rift cubes accumulate in an Era, a vortex is created. All rift cubes are removed from the Era (even if there were more than four).

Any available artifacts in that Era are destroyed, and if there's a mission tile in that Era (active or not), the mission is failed and the tile is removed from play. No new artifacts can be placed in an Era with a vortex; they're destroyed instead.

Once a vortex is in play, there's no way to repair it. If there are ever four vortexes in play at the same time, the agents lose.

Mega-vortexes

On higher difficulties, mega-vortexes will be created instead. These act just like normal vortexes, but if any agent ends their turn on an Era with a mega-vortex, the agents lose. (V-Girl's special ability lets her

Turn Structure

I. Foo Phase

- Dr. Foo randomly picks an Era of spacetime that he hasn't visited in the current cycle, and uses his machine to travel there. The machine will rotate to point at that Era.

- An Artifact drawn from the top of the Huge Deck becomes available in its Origin Era. (If there's a vortex in that Era, the Artifact is destroyed instead.)

- Dr. Foo creates clones of himself. In the first cycle, he creates one clone per turn; in the second, two; and in the third, three.

- Dr Foo's machine creates two rift cubes, plus an additional rift cube for each clone on the Era his machine visited. These cubes are randomly placed in Dr. Foo's era or one of the adjacent Eras. If an Era winds up with four or more rift cubes, a vortex is created!

II. Action Phase

During an Agent's turn, they can perform any number of actions in any combination or order.

- Free move: Once per turn, an Agent can move to an adjacent Era for free. Your Agent card will flip over to show that you've used your free move for the turn.

- Move: Your Agent moves to an adjacent era. This costs one energy cube the first time you do it, two the second time, and so on.

- Use an Artifact: Use a ready Artifact's ability, then exhaust it. The card is turned sideways to show that it is exhausted.

- Do a LOOP: Like moving, this costs one energy cube the first time you do it, two the second time, and so on. You can do a LOOP on any of the three Elementary Dimensions, so long as you have a card (ready or exhausted) from that Dimension in your hand. All cards from the chosen Dimension are readied again.

- Use a Special Ability: Some agents have special abilities that they can use during the Action Phase.

III. Acquire Artifact

You may take one Artifact card from the Era that you end your turn in. (You don't have to if you don't want to, though.) This Artifact is placed face-down on top of your deck, ready to be drawn.

IV. Complete Mission

If there's an active Mission in the Era that you end your turn in, and it has enough Progress cubes on it, it's completed!

When the Agents complete their fourth Mission, they win!

Whenever a Mission is completed, all players receive an Attendance Reward (even if they didn’t participate it completing it). One Artifact is drawn for each Agent, plus one extra Artifact; the Agents must each pick an Artifact, which is placed face-down on top of their deck. The leftover Artifact is destroyed.

There are always two active Missions on the board (unless there aren't any inactive Missions left). Whenever a Mission is completed or failed, another Mission is activated to replace it.

V. Refresh

- Your Agent card flips back to its charged side (if you used your Free Move).

- Your hand is discarded.

- All players draw from their decks until they have three cards in their hand. If their deck is empty when they need to draw, they reshuffle their discard pile and continue.

Agents

Solo Rules

When starting a solo table, you can choose to play using the official solo rules (which are described here). You can also choose to play multiple hands using the normal multiplayer rules.

You can play using 2, 3, or 4 Agents; their starting cards are shuffled together into a single deck.

Before the Action Phase, draw Artifacts one at a time from this combined deck. If you draw one of an Agent's starting Artifacts, the card is placed in that Agent's hand. Otherwise, you can choose which Agent's hand the card will be placed in.

When an Agent has three cards in their hand, you take a turn as that Agent.

During the Refresh Phase, only the Agent who just took a turn discards their hand.

Scenarios

S.A.B.O.T.A.G.E.

This is the standard scenario described in the Rules of Procedure.

Difficulties

  • EMPLOYEE OF THE MONTH: Standard rules of procedure, no changes or additions.
  • EMPLOYEE OF THE YEAR: Draw 1 extra clone at setup. Use Mega Vortexes instead of Vortexes.
  • EMPLOYEE OF ETERNITY: Draw 3 extra clones at setup. Use Mega Vortexes instead of Vortexes.

Supa Sayan Clones

Supaclones

Supaclones count as clones for all game rules. Just like normal clones, they're destroyed when they're moved back to their Origin Era.

The Agents need to destroy all of the Supaclones on the board (in addition to completing four Missions) to win.

When a Supaclone is destroyed, a Perpetual Energy cube is placed on the Era. A number of normal Clones are also spawned (one for the first Supaclone destroyed, two for the second, and so on). These Clones are spawned in the Era that the Supaclone was destroyed in, and not the Era that they would normally be spawned in. If that happens to be their Origin Era, they're immediately destroyed and not replaced. (Lucky you!)

Perpetual Energy

Perpetual Energy, represented by blue cubes, works just like normal Energy, except that it's not removed from the board when you use it. The same Perpetual Energy cube can be used multiple times in a single turn.

Difficulties

  • EMPLOYEE OF THE MONTH: Draw 3 Supaclones at setup.
  • EMPLOYEE OF THE YEAR: Draw 4 Supaclones at setup. Use Mega Vortexes instead of Vortexes.
  • EMPLOYEE OF ETERNITY: Draw 5 Supaclones at setup. Use Mega Vortexes instead of Vortexes.

L.A.S.E.R. Centrifuges

Ultramachina

FAQs

None yet; ask a question in the game's forum!