Contents
- 1 Master the Rules of the Android: Infiltration Game
Master the Rules of the Android: Infiltration Game
Welcome to the exciting world of the Android: Infiltration game! I’m here to guide you through the rules and help you get the most out of your gaming experience. Whether you’re a beginner or an expert, these rules will provide you with everything you need to know to play the game like a pro.
The Objective
The goal of Android: Infiltration is simple – you are an elite hacker trying to infiltrate a highly secure facility to steal valuable data. Your mission is to explore the facility, hack computers, and download as much data as possible before the security system catches you.
Game Setup
To begin the game, you’ll need a game board, which represents the facility you’re infiltrating, and a set of game cards. Each player will have a set of action cards, program cards, and equipment cards. These cards are essential tools that will help you navigate the facility and overcome obstacles.
Gameplay
The game is played in rounds, with each round representing a specific timeframe. In each round, you’ll have a limited number of actions you can take. You can move through the facility, hack computers, interact with other players, and use your equipment and programs to your advantage.
Exploring the Facility
As you navigate the facility, you’ll encounter different rooms and obstacles. Some rooms may contain valuable data, while others may contain security measures that could hinder your progress. It’s up to you to decide which rooms to explore and how to avoid or overcome the obstacles you encounter along the way.
Hacking Computers
Hacking computers is one of the main objectives of the game. By successfully hacking computers, you’ll be able to download valuable data. However, each computer has its own security level, and you’ll need to use your programs and equipment to bypass the security measures and complete the hack.
Interacting with Other Players
Android: Infiltration is not just about individual play – you can also interact with other players. You can trade or share equipment and programs, team up to overcome obstacles, or even sabotage each other’s progress. The decisions you make when interacting with other players can greatly impact the outcome of the game.
Endgame
The game continues until either a player successfully downloads a set amount of data or the security system catches a player. Once the end condition is met, the game is over, and the player with the most downloaded data wins!
Conclusion
Now that you understand the rules of Android: Infiltration, it’s time to put your hacking skills to the test. Remember, the key to success in this game is strategic thinking, careful planning, and making the right choices at the right time. Are you ready to become the ultimate hacker? Let the infiltration begin!
In Infiltration, the game components you’ll get are:
– 32 Room Cards
– 6 Operative Cards
– 30 Action Cards
– 35 Item Cards
– 6 Special Cards
– 5 NPC Cards
– 6 Operative Markers
– 117 Data File Tokens
– 13 Lab Worker/Tech Lock Tokens
– 13 Interface Tokens
– 6 Plastic Stands
– 1 Security Tracker
– 1 Six-sided Die
– Rulebook
Keep in mind that some item cards and room cards may have abilities that go against what is written in the rulebook. In those cases, the text on the card should always be followed.
The goal of Infiltration is to control futuristic thieves, called operatives, and invade a highly secure corporate facility to steal digital files. The game is designed for two to six players.
When we play the game Android Infiltration, we all want to be the smartest and collect the most data. But here’s the real challenge: we need to escape the facility before the security comes for us.
When the game ends, the operative who manages to escape CyberSolutions, Inc. with the most zettabytes of data wins!
Setting Up
Here’s how to set up the game for 3 to 6 players: |
Follow these steps:
- Determine Who Goes First: The youngest player gets the die and the security tracker. They go first in the first round. Set the proximity dial to “00” and the alarm dial to “0”.
Building the Facility:
To set up the facility, you need to follow these steps. First, shuffle the first-floor room cards, the ones indicated by the blue light, and deal six of them facedown. Then, shuffle the second-floor room cards, indicated by the yellow light, and deal another six cards facedown. Lastly, shuffle the secret room cards, the ones with the red light, and deal one of them facedown. Remember to return any unused room cards to the game box. Arrange the room cards according to the diagram provided below, placing both floors of room cards and the secret room in the designated positions.
Sorting Tokens:
Next, sort the supply of tokens by type and place them in separate piles near the facility. It’s important to note that lab workers and tech locks are two different sides of the same tokens. Keep them organized accordingly.
Creating the Server Pool:
Finally, create the server pool by placing all DF tokens facedown, with the number-side down, near the facility. Mix them together well to ensure a good distribution of servers.
Set Up the Game: First, you need to prepare the special card pool. Take out the “Blackmail File,” “Sludge,” and the four “Prototype” cards, and put them faceup near the facility.
Next, prepare the NPC cards by placing them faceup near the facility.
Now, it’s time to determine the operatives. Give each player one operative card. Each player should place their operative card in their play area with the healthy (blue) side faceup. Make sure each player also takes the matching operative marker.
Finally, distribute the action cards. If you’re not using the “Data File Extraction” advanced rule, put all “Extract” cards back in the game box. Give each player one of each action card: “Advance,” “Retreat,” “Interface,” and “Download.” Any remaining action cards should be returned to the game box.
I’m going to show you how to play Infiltration, a thrilling game of strategy and cunning. Let’s get started!
First, let’s set up the game. We need to deal each player four item cards, face down. These, along with their four action cards, will form their hand of cards. The remaining item cards will create the item deck, so place them face down near the facility. Make sure to leave space for a discard pile.
Next, we need to place the operative markers. Start by revealing the first-floor entry room. This is where all the action begins! Each player’s operative marker will go on this room card. Follow the room’s instructions for revealing it and any other actions you need to take.
Now that everything is set up, it’s time to dive into the game! Infiltration is played over several rounds, each consisting of four phases. Let me walk you through them.
The first phase is the Selection Phase. This is where you’ll choose your actions for the round. Look at your hand of action cards and decide which ones you want to play. Remember, each card has a different ability, so choose wisely.
Once everyone has chosen their actions, we move on to the Resolution Phase. This is where you’ll resolve the actions in the order determined by the initiative numbers on the cards. Pay close attention to what each action allows you to do, as it can give you an edge over your opponents.
After the Resolution Phase comes the NPC Phase. This is when non-player characters (NPCs) in the game take their turns. They might move around the facility or perform certain actions based on their behavior cards. Be prepared for unexpected surprises!
Lastly, we have the Security Phase. This is where the security system in the facility reacts to your actions. Depending on what you did during the round, the security level may increase, making it harder for you to achieve your objectives. Stay one step ahead and be strategic in your choices.
And that’s it! You now know the basics of playing Infiltration. Remember, it’s a game of strategy and risk-taking – you’ll need to make clever moves and adapt to the changing circumstances. Have fun and may your infiltration be successful!
In the game, each phase happens in a specific order. First, we have the Security Phase, followed by the Selection Phase.
1. Selection Phase
Now, let’s talk about the Selection Phase. This is when each player chooses one action or item card from their hand to play in the current round. They keep their chosen card face-down in their play area.
Once all players have made their choices, the Selection Phase ends, and we move on to the Resolution Phase.
Remember: If a player is delayed, they can’t choose the “Advance” or “Retreat” actions.
Here’s an example of the Selection Phase:
When it’s time for the Selection Phase, I’m in charge. I have to decide which card to play:
- If I play my “Frictionless Slippers” item card, I can move backwards by a maximum of two rooms.
- If I play my “Retreat” card, I move backwards by one room.
- If I play my “Download” card, I can collect two DF tokens from my current room.
- If I play my “Interface” card, I activate the Interface function in my current room, which means I flip my operative card to show its healthy side.
- If I play my “Advance” card, I move forward by one room and reveal it.
- If I play my “Jump Pack” item card, I can move forward by a maximum of two rooms and reveal both rooms, if possible.
2. Resolution Phase
When it’s time to resolve, I’ll play and resolve the action or item card I chose earlier. I’ll start by flipping it faceup so I can play and resolve it.
Then, the operative next to me will play and resolve their chosen card. We’ll keep going like this until everyone has played and resolved their cards. The actions and items we choose can have different effects depending on which room in the facility they interact with.
Once everyone has resolved their cards, the Resolution Phase ends and we move on to the NPC Phase.
Action Cards
Action cards are what we use to perform basic actions during our turns. Most action cards are resolved immediately when played, except for “Extract”. After I resolve an action card, it stays faceup in front of me until the end of the round, when it goes back to my hand.
Advance: Hey there! This card helps me move forward to the next room in the facility. And guess what? If the room I enter has something called an Enter function, it gets activated right away!
If I enter a room that’s facing down, I flip the card to see what’s inside. It’s like a surprise waiting to be revealed! But hold on, if I’m already in the deepest room of the facility, my “Advance” card won’t do anything.
Retreat: Time to go back! This card lets me move backward one room in the facility. Just like the “Advance” card, if the room I enter has an Enter function, it gets resolved immediately. But here’s something cool: if I’m in the entry room when I play “Retreat”, I get to escape the entire facility!
Interface: This card is all about activating the Interface function on a room card. But here’s the catch: there needs to be an interface token on that room for it to work. If I play this card in a room without both an interface function and an interface token, then it won’t have any effect.
Download: When I use the “Download” action card, I can gather some DF tokens from the available space in the room where I am. If I’m the first person to use this card in the room during the round, I can take up to two DF tokens. Otherwise, I can only take one. However, if there are no DF tokens available in the room, this card won’t have any effect. Note: The “Extract” card is specifically for the “Data File Extraction” advanced rule.
Revealed Adjacent Rooms
Sometimes, certain item and room cards can impact the rooms nearby. However, these adjacent rooms will only be affected if they have already been revealed. If a room hasn’t been revealed yet, any item or room cards won’t have any impact on it.
Item Cards
When you have an item card in your possession, it grants you a special ability. These abilities can range from gaining extra movement to eliminating barriers or opponents. You can even get the chance to play additional cards or items. It’s important to note that item cards take effect immediately upon being played, unless stated otherwise.
Some item cards, like the “Remote Spyware”, require you to play them in your current location. Once played, these items stay in the room for the duration of the game, unless there are specific instructions on the card stating otherwise.
Most item cards remain visible on the table in front of their owners after they are played, until the end of the round. At that point, the cards are either discarded to a pile, returned to the owner’s hand, or placed back in the game box. Each item card specifies what is to be done with it at the end of the round.
Example of How Item Cards are Resolved:
Let’s talk about what happens during the Resolution Phase of the game. It’s an exciting part where each player reveals their chosen card and takes actions based on what they reveal.
- First, I’ll play as Hugo Cash. My chosen card is the “Advance” action card. I reveal it and move Hugo Cash forward one room. Then, I flip over the room card to reveal it.
- When I reveal the room, there’s a special Reveal function listed on the file room card. In this case, I need to place the “James Harris” NPC card on the “Security Checkpoint” room.
- There are also token spaces on the board. I place an interface token and a tech lock token on their respective spaces.
- Next, I need to draw DF tokens from the server pool. I randomly draw six and place them facedown on the available DF token space.
- Now it’s the second player’s turn. They’re playing as “Marilyn” 7Y3T9D. They reveal their chosen card, which is the “Circuit Talon” item card. They use it to destroy the lab worker in an adjacent room and remove its lab worker token.
- First, I randomly draw four DF tokens from the server pool and place them facedown on the available DF token space.
- To finish resolving “Circuit Talon”, I play my “Download” card in the same adjacent room, collecting two DF tokens.
- The third player, Gabriel Correa Santiago, reveals the “Neuro Spike” item card. The first part of his card doesn’t have any effect because there is no longer a lab worker in his room, but he can still resolve the second part and play his “Interface” action card.
3. NPC Phase
During the NPC Phase, all of the non-player characters (NPCs) in the facility are activated. Starting at the entry room and continuing forward through the facility, the first player resolves the text of each faceup NPC card in the facility, if any.
When two or more non-player characters (NPCs) are in the same room, you get to choose the order in which their cards are resolved. It’s up to you to decide who goes first!
Once all the faceup NPC cards in the facility have been taken care of, the NPC Phase ends, and we move on to the Security Phase.
The NPCs
Inside the facility, you might come across some NPCs. These NPC cards show up in a room when certain room cards have their Reveal functions activated. If an NPC appears, just put its card on the assigned room, following the instructions from the Reveal function.
Remember, some NPCs are added to a room faceup, while others are added facedown. Each NPC card has text that explains how that NPC behaves during each NPC Phase.
Keep in mind that some card effects can target and destroy NPC cards. It doesn’t matter if the NPC card is faceup or facedown. If an NPC gets destroyed, just put its card back in the game box.
NPC Phase Example:
Why is the NPC phase so important in video game development? Well, let me break it down for you. During the NPC phase, developers create non-player characters, also known as NPCs, that populate the game world. These characters are essential for creating a rich and immersive gaming experience. They can be friendly allies, formidable enemies, or helpful quest givers.
So, why are NPCs so crucial? One of the key reasons is that they add depth and realism to the game world. When players encounter NPCs with unique personalities, traits, and dialogues, it enhances their sense of immersion, making the game world feel more alive and believable.
Another reason NPCs are important is that they provide vital information and guidance to players. NPCs can give quests, offer hints and tips, share lore and backstory, and even give players a nudge in the right direction when they’re feeling lost or stuck. Without NPCs, players would be left wandering aimlessly, without a sense of purpose or direction.
NPCs also play a crucial role in driving the game’s narrative forward. They can be integral to the main storyline, revealing key plot points, and helping players uncover the mysteries of the game world. NPCs can also have their own storylines and arcs, adding depth and complexity to the game’s overall narrative.
Furthermore, NPCs can serve as interactive elements within the game world. Players can engage in conversations with NPCs, make choices that affect their relationships, and even embark on dynamic questlines that change based on their interactions with these characters. This level of interactivity enhances player engagement and allows them to shape their own unique experiences within the game.
So, as you can see, NPCs are far from mere background characters. They are integral to the gameplay experience, adding depth, realism, guidance, narrative, and interactivity to the game world. Without NPCs, games would feel empty and lifeless. So, the next time you embark on a gaming adventure, take a moment to appreciate the NPCs that bring the game world to life.
When it’s time for the NPC Phase, I get to resolve each NPC card by following what it says. Right now, there’s only one NPC card in the facility, and that’s “James Harris.” So, first, I do what his card tells me to do:
- I flip Hugo Cash’s operative card to its wounded side.
- I increase the proximity dial by 5 to “27”.
- I move the “Janies Harris” NPC card backward one room.
4. Security Phase
During the Security Phase, the hired security folks who are on their way to CyberSolutions, Inc. get closer to the facility. We can see how close they are by looking at the proximity dial on the security tracker.
Now, it’s time for me to roll the die. Then, I add the current alarm dial value to the result of the die roll. Finally, I increase the proximity dial by the sum of those two numbers.
So, here’s the deal. When the proximity dial hits “99”, the game is over. But don’t worry, if the game keeps going, the first player hands off the die and security tracker to the player on their left. That player becomes the new first player.
This is where things get interesting. The Security Phase and the current round both come to an end, and then we dive right into the Selection Phase for the next round.
The Security Tracker
Now, let’s talk about this security tracker. It’s got two dials, and each of them serves a different purpose. The proximity dial tells us how close those security mercs are to the CyberSolutions, Inc. facility. When the number gets closer to “99”, it means the mercs are getting closer. So, keep an eye on that!
And then there’s the alarm dial. It measures how many alarms the operatives have set off while doing their sneaky activities inside the facility. We don’t want that number getting too high, alright?
Important note: The alarm dial can only go up to “8”. So, if it’s already at “8” and a card ability would make it go higher, it stays at “8”. Got it? Good.
Secure Those Passwords!
Hey there! Do you know how to keep your passwords safe?
Let’s talk about the importance of password security. Passwords are like the keys to your online life. They protect your personal information and keep your accounts secure. But are you doing enough to protect them?
First things first, it’s crucial to create a strong password. Avoid common choices like “123456” or “password.” Instead, try using a combination of uppercase and lowercase letters, numbers, and special characters. Make it unique and easy for you to remember but difficult for others to guess.
You should also use a different password for each of your accounts. I know, it can be tempting to use the same one for everything. But think about it: if someone gets hold of your password, they can access all of your accounts. Protect yourself by diversifying your passwords.
Now comes the part where you’re probably rolling your eyes, changing your passwords regularly. I get it, it’s a hassle. But hear me out. If your password is compromised, changing it regularly limits the damage someone can do. Plus, it gives you peace of mind knowing you’re keeping your accounts extra secure.
Another important step in password security is learning how to recognize phishing attempts. Be wary of emails or websites that ask for your personal information. They could be trying to trick you into revealing your password. Always double-check the legitimacy of the source before entering any sensitive information. Stay vigilant!
One last tip: enable two-factor authentication whenever possible. This adds an extra layer of security by requiring a second form of verification, such as a code sent to your phone, in addition to your password.
Alright, now that we’ve covered the basics, it’s time to put your password security knowledge into action. Remember, your passwords are your first line of defense when it comes to keeping your online life secure. Take control and protect yourself!
When it’s time to deal with security, I take the lead and roll the die. Let’s say I roll a “4”. I add this to our current alarm value of “2”, giving us a total of 6. As a result, I increase the proximity dial by 6, bringing it up from “27” to “33”.
Welcome to the Facility
Here at the CyberSolutions, Inc. facility, we have 13 different rooms, each with its own room card. We’ve got everything from regular rooms to a secret room. With a total of 32 room cards, the layout of our facility is unique for every game we play.
Our facility can house operatives, lab workers, and NPCs. You’ll find them in various rooms, going about their business. And it’s not just people in the rooms – some item cards may also be occupying the space.
What’s Inside a Room Card?
Inside a Room
When you enter a room, you’ll come across various things you can interact with. These include machines, locked compartments, and people working late.
To interact with these items, you simply need to use the function assigned to each room on your card. Let’s take a look at what you can find on these cards:
- Room Title: Every room has a unique name.
- Room Type: The color of the room card indicates the floor it belongs to. Blue lights mean it’s on the first floor, yellow lights mean it’s on the second floor, and red lights mean it’s a secret room.
- DF Token Space: This is where you can collect DF tokens. Use your “Download” or “Extract” action to get them. The number on this space tells you how many DF tokens from the server pool are placed here when the room is revealed. Put all the tokens face down.
- Enter Function: When you enter a room with an enter function, something happens right away. You have to resolve that function immediately.
- Reveal Function: Some rooms have a reveal function. It’s a special effect that happens only once when the room is revealed.
I want to tell you about two important functions found in the facility’s rooms. They are called the Interface function and the Tech Lock function. Let me explain what they are and how they work.
First, let’s talk about the Interface function. This function allows operatives to use equipment in the rooms such as surveillance monitors or computer terminals. When an operative reveals their “Interface” card during the Resolution Phase, they get to use the equipment in the room. But there’s a catch – the room must have an interface token on its interface token space. This token is placed on the space when the room is revealed.
Some Interface functions will tell you to remove the interface token from the room and return it to the supply. This means that the room’s Interface function can no longer be used if there is no interface token on the space. So, it’s important to keep an eye on the status of the interface token to know if you can still use the equipment in the room.
Next, let’s move on to the Tech Lock function. Tech locks are like locked compartments that hold valuable data. If a room has a tech lock token on its tech lock token space, it means that the room’s tech lock is still functioning. Operatives can destroy tech locks using special items. When an operative destroys a tech lock, they get to resolve any effects related to the tech lock being destroyed. They also get to take a number of DF tokens from the server pool and add them to the room’s available DF token space.
Just like with the Interface function, the tech lock token is placed on the space when the room is revealed. When an operative destroys a tech lock, they remove the tech lock token from the room and return it to the supply.
So, now you know about the Interface function and the Tech Lock function. These functions play an important role in the facility and can help operatives access valuable equipment and data. Make sure to keep track of the interface token and the tech lock token to know when you can use these functions.
Lab Worker Token Space: Let me tell you about the lab worker token space. It represents a lab worker who works late into the night, running tests. When we reveal a room, we place a lab worker token on this space. Now, here’s the interesting part: lab workers can actually be useful if we can get rid of them. There are certain items that allow us to destroy lab workers. When we do this, we remove the lab worker token from the room and return it back to our supply. In return, we get a number of DF tokens from the server pool. The amount of DF tokens we get is shown above the lab worker token space. These tokens are then added to the room’s available DF token space for us to use. Secure DF Tokens: Now, let’s talk about secure DF tokens. This number tells us how many DF tokens are in a room, but they are not easily accessible. They are secured either by a tech lock or a lab worker. To gain access to these DF tokens, we need to do something. We have to either destroy the tech lock or the lab worker. Once we do that, the secured DF tokens become available for us to use. Hey there! Today, I want to talk to you about the fascinating world of secret agents and their missions. Sit back and let’s dive in. Advance and Retreat Functions
In some of the rooms we’ll encounter, we might come across special functions – the Advance and Retreat. These actions can be activated when we play specific cards while inside those rooms. It’s like having a secret trick up our sleeves!
Revealing a Room
Now, let me tell you what happens when we stumble upon a facedown room card. It’s an exciting moment, filled with intrigue and suspense. Are you ready? Here’s what we do:
1. Reveal Functions: First, we flip the room card faceup for everyone to see. Then, we carefully follow any Reveal functions mentioned on the card. It’s like uncovering a hidden treasure!
2. Enter Functions: Next, we take a look at any Enter functions listed on the card and make sure to resolve them. These functions might introduce new elements and possibilities for our mission.
3. Tokens: If the revealed room has an interface, lab worker, or tech lock token space, we place a corresponding token on each of those spaces. This is like marking our territory or leaving breadcrumbs behind.
And that’s how we unravel the secrets hidden within each room! It’s a thrilling journey full of surprises and challenges. In every step, we must be observant, attentive, and ready for the unexpected. Remember, our mission is in our hands. Are you up for it?
Happy spying!
I’m about to explain an interesting process to you. It involves something called DF tokens, which are really important. So, let’s dive right in!
Okay, so imagine we have a bunch of DF tokens in a server pool. These tokens are special, and we want to use them in a game. To get started, we need to randomly choose a specific number of tokens from the pool. We won’t look at them just yet – instead, we’ll place them facedown on this area called the available DF token space.
Now, here’s something cool! Most of the cards we’ll encounter in the game only affect the rooms that have been revealed. Keep that in mind as we go along.
Oh, and before I forget, there’s something I should mention about movement direction. Pay close attention!
The Secret Room: Unveiling the Mysteries Within
Hey there! Let me tell you about the secret room card. It’s pretty cool because it represents a special hidden room in our facility. Imagine that, a room that’s hidden away, waiting to be discovered!
So, here’s the deal. If you want to access the secret room, all you have to do is activate the Interface function in either the “Research Admin Office” or the “Halo Conference Room”. Easy peasy. But hey, if neither of those rooms have been revealed yet, then I’m sorry to say, you won’t be able to enter the secret room. Bummer, right?
But hey, if you do manage to get into the secret room, something exciting happens. You flip it faceup (duh!) and then you get to follow the instructions for revealing a room. It’s like unlocking a hidden treasure or something.
Now, let’s talk about leaving the secret room. You can’t just stroll out like you would in any other room. No, no, no. To leave the secret room, you’ve got two options. You can either play your “Retreat” card and head back to the “Research Admin Office” (if it’s been revealed) or you can play your “Advance” card and move to the “Halo Conference Room” (if it’s been revealed). Simple as that.
Oh, one more thing – the secret room isn’t next to any other room in the facility. It’s off on its own, like a little hidden gem just waiting to be discovered. Pretty mysterious, huh?
When you play item and room cards that affect the rooms next to it, they won’t have any impact on the secret room. Similarly, if you play item cards in the secret room, they won’t affect any other rooms in the facility.
The Game’s End
The game ends right away if either of these conditions is met:
- All operatives manage to escape from the facility (for details on escaping, read the section below).
- The proximity dial reaches “99”. If any operatives are still inside the facility at that point, they’ll be captured by the security measures and out of the game.
At the end of the game, each operative (excluding those eliminated) will tally their final score by flipping their collected DF tokens faceup and adding up their values. This total represents the amount of zettabytes of data the operative has gathered. Keep in mind that certain cards, like the “Prototype,” can also impact this total score.
When it comes to this game, the winner is the operative who has the most zettabytes of data. If I manage to escape the facility on my own, I automatically win, even if I haven’t collected a lot of data.
If there is a tie between operatives, the one who has a “Prototype” card wins. If we are still tied, then the operative with the most DF tokens wins.
If there is still a tie after that, the winner is the operative with the “Blackmail File” card. And if we still can’t determine a winner, then the game ends in a draw.