Transcript
Welcome to
Basement Dwellers The game of influence and domination in the subterranean storage areas of a secret government facility.
Choose a faction Use coins to Claim territory or Attack your enemies
Watch out For the Skin Horse Team When they Go on a
Get elected Emperor
RAMPAGE!
Drive psychologists crazy
What You Need To Play ~~~
There are ten factions: Silverfish Centipedes Robots Cobras Mushrooms Waves Cybernetic Fish Zombie Heads Giant Rat Crystals Each faction has ten two-sided coins, four mega-faction markers, five control markers, and a mini-map.
There are four special two-sided coins: Tip Unity Sweetheart Maintenance Crew You need a bag or box for coins to be randomly drawn from, Ten map sections, and folded paper to screen your mini-maps.
Set Up:
~~~ Players choose which faction they want to play. If two or more players desire the same faction loud arguments with much shouting of inventive insults should settle the matter. If not, hold a cookie bake-off with the entries sent to stately Garrity manor for final judging. Or all involved could flip coins, attack side loses. ~ Each player should have a screen (made from folded paper or cooperative cats), a mini-map, four mega-faction markers, five control markers and five coins of their faction. ~ For a two-player game three locations are randomly chosen and placed between players. Three-player games have six locations. Four or more player games use all ten locations. ~ The Random Draw Bag/Box should be placed in the center of the table. ~ All excess coins, including the special Skin Horse coins, are placed in the Random Draw Bag/Box.
How To Play ~~~
1) Bidding
All players draw two coins from the Random Draw Box/Bag. Players place their coins on the mini-map locations behind their screens so other players can not see. VERFISH SIL
The
Renaissance Palace of Office Supplies
VERFISH SIL
Cryogenic
Generic Room #1
Storage VERFISH SIL
T
LS
AC
Generic Room #2 A
AT
Secrets Women Were Not Meant To Know
Secrets Men Were Not Meant To Know
A
T
ILVERFISH
S Lower Maintenance Tunnel
AT
Credenza
LS
Bureau of Misfit AToys T CK C RYS
K C RYS T
Players place their coins with either Occupying or Attacking side up. Occupying Attack
T
A
AT
AC
LS
VERFISH SIL
VERFISH SIL
K C RYS T
Players do not have to use all their coins. Any unused coins are placed in a reserve pile to the side of their mini-map to be used later or as bribes. If a player doesn’t have a coin of their own faction they may use a different faction’s coin in their possession by placing it atop a Control Marker. The coin still obeys the rules of its faction for attacking or retreating, but for occupation it counts as the Controlling Marker faction.
AN GI
T
T RA
CONTROLLE
D
nts u o s c Thi as a t Ra t n Gia
VERFISH SIL
But Cry is im sta mu l a ne tta to cks Ye wh t r e u ar n C ns a e e at ntip way ta ck edes ing
How To Play
~~~ 2) Occupying and Attacking
When all players are done bidding the screens are removed to reveal bids. If there is an open space on the location where a player placed their bid they put that coin on the target location. If there are more player bids then there are open spaces players must flip their coins and let them land on the surface of the table. Coins that land Attack mode up are dropped into the Random Box/Bag. This continues until there are enough survivors to occupy the open spaces, or all coins ended up in the Random Box/Bag. If the coin is bid Occupy side up then it counts for that player’s total number of spaces occupied in that location. If the Attack side is up the coin does not count for occupation but it forces all victim factions out of that location, with the exception of the Mega-Faction Markers which never move once placed. As long as a coin is in attack mode their victim faction can never be placed in that location, even if it’s under the control of the same player. Example: If a location has a Silverfish in Attack Mode then no Crystal Entities may be placed there and any Crystals currently there must be removed to the Random Bag/Box.
When this
Is put here
These two must leave CR
TAL ENTIT YS
IES
VERFISH SIL
K C RYS T
K C RYS T
EE
FL
CR
SH
CONTROLLE
TAL ENTIT YS
IES
S
FI ER ILV
D
This must leave as well, even though it is controlled by the same player.
TAL ENTIT YS
IES
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AT
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VERFISH SIL
ES
N RU AY AW CA
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Players may remove their attack coin from a location at any time and drop it into the Random Bag/Box.
How To Play ~~~
3) Mega Markers
If a player has four native faction coins in one location they may convert them into a Mega-Faction Marker that can never be removed from that location. All four coins used to make the Mega-Faction Marker are dropped into the Random Bag/Box. Players may exchange one controlled coin for one native coin only for the purpose of making a Mega-Marker.
MEGA
COBRAS COBRAS
=
COBRAS
COBRAS
CO
B R AS
nt
Cou t ’ n s Doe A
CONTROLLE
D
BR CO
VERFISH SIL
COBRAS
MEGA
COBRAS
COBRAS
= / CO
B R AS
4) End Game When all spaces in all locations are full the game is over and points are added up. 0 points for any coin in attacking mode. 1 point for each coin in a players reserve. 2 points for each coin you control in a location that is not attacking. 5 points for each Mega-Faction Marker in a location. 10 points for each location you dominate by controlling the majority of spaces. Ties count as co-rulers with 5 points for each player concerned. Giant Rat controls this Cybernetic Fish: 2 points for Giant Rat AT
CONTROLLE
Attack Mode doesn’t count: 0 points
RNETIC FI BE
VERFISH SIL
SH
CY
TR
D
AN GI
2 points
SHROOM MU S
I
N CO B R A
AS
GA ME
VERFISH SIL
S
PO
SO
CO BR
2 points
5 points Placed before Mushrooms arrived, can’t be moved for any reason.
Whoever has the most points is elected
Emperor
of the
Basement!
Ties are settled through blindfolded pillow fights.
This faction dominates the location: 10 points
Special Coins ~~~
The special coins (Tip, Sweetheart, Unity, Maintenance Crew) must be played the turn they are drawn, but can be played any time during that turn.
All attacking coins are flipped to Occupy mode.
All players must flip one of their coins in play from Occupy to Attack.
All players must choose one of their coins in play, flip it into the air and place it back whichever side landed up.
All players must choose one coin in play and exchange it for a randomly drawn coin flipped to determine mode. Special coins don’t count.
EETHEAR W
MPAGE A R
NTENAN I A
EAN UP CL
M
MPAGE RA
S
UNITY
CE
MPAGE RA
T
TIP
CREW Player must swap any two coins between any two locations.
All players must move one coin they control from one location to another.
Replace a non-faction coin you control with a native faction coin from the Random Box/Bag.
Prevent any action by any player from taking place or remove any one coin from play and drop it into the Random Box/Bag.
Who frightens off whom: Silverfish Opera annoys Crystals Centipedes eat Silverfish Robots squash Centipedes Cobras eat Robots Mushrooms poison Cobras Waves flood Mushrooms Cybernetic Fish pollute Waves Zombie Heads gnaw on Cybernetic Fish Giant Rat eats Zombie Heads Crystals get on Giant Rat’s nerves
~ Things To Remember: Bribery is always an option. ~
Players can trade reserve coins at any time. ~
Trash-Talk must be in the form of Haiku. ~
Players can remove their attack coins at any time but the coins must be tossed into the Random Box/Bag. ~
Control Counters are never put in the Random Box/Bag.
UNITY
MPAGE A R
MPAGE A R
MPAGE A R
NTENAN I A
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EA T R O B OT S
EA T R O B OT S
EA T R O B OT S
EA T R O B OT S
EA T R O B OT S
Bureau of Misfit Toys
The
Credenza Lower Maintenance Tunnel
Renaissance Palace of Office Supplies
Secrets Men Were Not Meant To Know
Cryogenic Storage
Secrets Women Were Not Meant To Know
Generic Room #2
Bureau of Misfit Toys
The
Credenza Lower Maintenance Tunnel
Renaissance Palace of Office Supplies
Secrets Men Were Not Meant To Know
Generic Room #1
Secrets Women Were Not Meant To Know
Cryogenic
Generic Room #1
Storage
Generic Room #2
Bureau of Misfit Toys
The
Credenza
Lower Maintenance Tunnel
Renaissance Palace of
Office Supplies
Secrets Men Are Not Meant To Know
Cryogenic Storage
Secrets Women Are Not Meant To Know
Generic Room #1
Generic Room #2