Contents
- 1 Welcome to the World of Sabotage!
- 1.1 The Basics:
- 1.2 Setting up the Game:
- 1.3 Playing the Game:
- 1.4 The Showdown:
- 1.5 Final Thoughts:
- 1.6 Setting Up the Variable Map
- 1.7 How to Play the Game
- 1.8 Phase I: Rolling the Dice
- 1.9 Phase II: Plan Actions
- 1.10 Phase III: Execute Actions
- 1.11 Phase IV: Cleaning Up
- 1.12 Executing Actions
- 1.13 Hit and Hack Tracks
- 1.14 Modify
- 1.15 Slide (Spies Only)
- 1.16 Swagger (Spies Only)
- 1.17 Action Clarifications
- 1.18 Let’s Talk Endgame
Welcome to the World of Sabotage!
Are you ready to embark on an exciting adventure of strategy and cunning? Then you’ve come to the right place! Sabotage is a thrilling game where you can put your detective skills to the test and unravel mysteries while having a blast. Let’s dive right into the rules, shall we?
The Basics:
I’ll be your guide as we explore the fundamental aspects of the game. First things first, a game of Sabotage requires a minimum of three players. Each player takes on a unique role – either an Agent or a Saboteur. The goal of the Agents is to find and capture all the Saboteurs hidden within their midst, while the Saboteurs attempt to cause chaos and prevent the Agents from succeeding.
Setting up the Game:
Now that you know what the game is all about, it’s time to set everything up. Start by shuffling the Character Cards and dealing them out to each player. These cards will determine the role of each player – Agent or Saboteur. Keep your role a secret; this will add an extra layer of mystery to the game!
Next, create a deck with the Event Cards and shuffle it thoroughly. Place this deck face-down in the center of the table. You’ll also need to set up the Location Cards. Simply place them in a pile, face-down, within easy reach.
Playing the Game:
Now comes the fun part – playing the game! The game consists of a series of rounds where players take turns. During your turn, you can perform one action, such as playing an Event Card or searching for Saboteurs.
To search for Saboteurs, announce a location and take the top Location Card from the pile. If the card reveals a Saboteur icon, you’ve found a Saboteur! If it shows an Agent icon, you can breathe a sigh of relief – you’re one step closer to unmasking the Saboteurs.
As for the Event Cards, they bring an extra element of surprise to the game. These cards can be used strategically to hinder your opponents or give yourself an advantage. Use them wisely and remember that timing is everything!
The Showdown:
Eventually, the game will reach a thrilling climax – the Showdown. This occurs when all Saboteurs have been unmasked, or when the Location Cards have run out. Now, it’s time for the big reveal! The Agents will have one final chance to discuss and identify the remaining Saboteurs. If the majority of Agents correctly identify all the Saboteurs, they win! However, if even one Saboteur remains hidden, the Saboteurs claim victory.
Final Thoughts:
Well, there you have it – the world of Sabotage is now at your fingertips! Remember, the key to winning this game is strategy, deduction, and, of course, having fun! So gather your friends, put your thinking caps on, and let the mind games begin. Good luck!


I like the layout of this page. You know what you’re getting, and everything is neatly organized within those bullet points and headings. Here’s what’s included in the box:
– 1 Screen
– 2 Map boards
– 4 Player boards (2 Villain, 2 Spy)
– 24 Starting action tiles (4 sets of 6 each)
– 40 Advanced action tiles (8 sets of 5 each)
– 8 Character overview cards
– 8 Character miniatures
– 6 Doomsday Machine miniatures
– 4 Generator miniatures
– 20 Device tokens (8 Villain, 12 Spy)
– 26 Enemy markers
– 16 Dice
– 12 Doomsday cubes
– 8 Generator cubes
– 4 Slide cubes
– 15 Modify cubes
– 34 Unlock markers
– 10 Walls
– Rulebook
Now let’s talk about the setup. This is how you’ll get started:
1. You’ll need two players to be the Spies and two players to be the Villains. Choose these players as a group and sit the teams on opposite sides of the table.
That’s it! You’re all set up and ready to dive into the game. Have fun!
Alright, let’s get started! When we start playing the game, each of us gets some things. We get 4 dice, a player board for our team, and these 6 starting action tiles: a Spy gets Move & Scan (*3), Earpiece, Hack, Parachute, and a Villain gets Move (*3), Generator, Motion Detector, Stun Gun.
Now, here’s where things get interesting. We each secretly choose a character for our Spy or Villain. Once we’ve made our choice, we reveal our characters and take the matching miniatures. If you need some help choosing, you can look at the advanced action tiles for each character, and you can even reveal a tile to show which character you picked.
After that, we each put our character’s 5 advanced action tiles above our player board. The Tier 1 tile goes on the left, the two Tier 2 tiles in the middle, and the two Tier 3 tiles on the right. And that’s it! We’re ready to begin the game.
I’m going to guide you on how to set up the game “Villains vs. Spies” step by step. First, both the Villains and the Spies need to collect specific markers and pieces. The Villains gather 24 enemy markers, with 12 light blue ones and 12 dark blue ones. On the other hand, the Spies only need 2 enemy markers – one light blue and one dark blue.
Next, each Villain player places 6 unlock markers on the 6 spaces labeled “Unlocks” on their player board. Meanwhile, the Spies collect 22 unlock markers for their own use. These markers play an important role in the game.
Now, let’s move on to the pieces that each team needs to have. Each team will have 2 Character overview cards that match the enemy characters. Additionally, they will have 2 Modify cubes and 4 Generator cubes. Both teams must also gather a set of 10 device tokens. The tokens include TNT, Trip Laser (2 of them), Honey Pot, Hologram (2 of them), Reflector (2 of them), Virus, and Beacon.
After collecting all the necessary markers and pieces, it’s time to set up the map board. It doesn’t matter which side of the map board each team chooses to play with. Once decided, each team places 5 walls, 3 Doomsday Machine miniatures, and 2 Generator miniatures on their chosen map board. A setup diagram will guide you on where to place them.
Lastly, the Spies add 4 doomsday cubes to each Doomsday Machine miniature on their map. These cubes will have an impact on the game as it progresses.
Now that the game is set up, you’re ready to embark on an exciting battle between the Villains and the Spies. Have fun!
To start the game, follow these steps:
- First, position the screen to separate the teams.
- Next, place 4 modify cubes and 4 slide cubes on the Hit track, and place 7 modify cubes on the Hack track. Make sure they are stacked on top of the screen according to the setup diagram on the right.
- Now, each Villain can place their character miniature in any room without a Generator. They can choose to start in the same room or different rooms. The Spies, on the other hand, start with their miniatures off the map.
If you’re new to Sabotage and want a simpler and shorter game, you can play the Intro Game. Just make these changes to the setup steps:
- Step 4: Put all the advanced action tiles back in the box.
- Step 7: The Villains should also return all their unlock markers to the box.
Step 11: Here’s what you need to do next:
1. Put 3 modify cubes and 3 slide cubes on the Hit track.
2. Put 4 modify cubes on the Hack track.
3. Make sure they’re all on top of the screen, just like in the picture below.
Now, the Spies will win when they reach 5 hacks, and the Villains will win when they reach 4 hits. The Spies can only use unlock markers to increase their Swagger. The Villains don’t use unlock markers at all.

Setting Up the Variable Map
Hey there! Let me walk you through the steps to set up the map in a fresh and exciting way.
First things first, gather 5 walls, 3 Doomsday Machines, and 2 Generators. Now, to kick things off, we’ll start with a random team. Each team will take turns placing either a wall, a Doomsday Machine, or a Generator on the map.
But wait, there are some rules! We can’t have a Doomsday Machine and a Generator in the same room. Oh, and they also can’t be in neighboring rooms, unless a wall is there to keep them apart. Speaking of walls, make sure not to enclose a room with them – that includes the edges of the map, too!
How to Play the Game
Playing the game is a fun and exciting experience that consists of several rounds. Each round is divided into four phases:
- Rolling the Dice
- Planning Actions
- Executing Actions
- Cleaning Up
Phase I: Rolling the Dice
Now, this is where the game starts getting interesting! One of the players, known as the Villain, will roll four dice. These dice will have numbers on them, and the Villain will declare which numbers they rolled. Here’s the twist: every other player has to rotate their own dice to match the numbers rolled by the Villain. Talk about a challenge!
As we go through these rules, we always use the word declare. That means you need to say something out loud so that every player can hear you.
Phase II: Plan Actions
At the same time, we all place action tiles and the appropriate dice on our player boards, figuring out what actions we will take in the next phase.
We all do this phase at the same time. (When we say “you” in this phase, we mean any player).
You can put action tiles from your hand onto the action spaces on your player board, moving from left to right. This is called planning an action.
When you’re thinking about what to do next, you might need to put a dice on the tile. Look at the bottom-right corner of the tile to see how many dice you need to use:

- X: To start, simply place one die showing a specific number X.
- X-Y: If you want more flexibility, place one die showing any number between X and Y.
- sum X: For some variety, opt to place a combination of dice that add up to the number X.
- pair: Choose to place two dice that have matching numbers if you’re feeling strategic.
- no die: And if you’re feeling bold, you can choose to place no dice at all.
When it comes to creating specific combinations with dice, there are a handful of simple rules you can follow.
Firstly, if you want to specify a particular number, you can place one die showing that number. For example, if you want to use the number 3, you can simply place a die showing 3.
If you’re looking for more flexibility, you can choose to place a die showing any number between two specific values. For instance, if you want to use a number between 2 and 5, you can place a die showing a number in that range.
For some added variety, you can opt to place a combination of dice that add up to a specific number. This allows for more creativity and strategic decision-making.
If you’re feeling particularly strategic, you can choose to place two dice that have matching numbers. This can be a valuable tactic when trying to create specific combinations.
And if you’re feeling bold and want to take a risk, you can choose to place no dice at all. This can be a bold move, but it can also lead to unexpected results and surprising outcomes.
By following these simple rules and experimenting with different combinations, you can elevate your dice game and discover new strategies and possibilities. So the next time you’re playing with dice, don’t be afraid to mix things up and try different combinations. You might be surprised by the results!
Limits
- I can only place each die on one tile per round.
- At the beginning of the game, I can only place up to 2 dice on actions per round. (If I want, I can place the 2 dice I don’t want to use on the “+ die” spaces on my player boards). Spies can place more dice by increasing their Swagger, and Villains can place more dice by activating Generators.
- I can only plan an action that I am able to carry out. (For instance, I cannot plan a move that puts me into a wall).
Phase III: Execute Actions
One by one, I will perform the actions I planned.
First, I will choose one Villain to go. The chosen Villain will carry out all of their planned actions, one by one, from left to right.
A planned action must be executed if it’s possible, even if I don’t want to do it.
When the first Villain is done, the next Villain takes their turn. Once both Villains are finished, the Spies select one Spy to go next, followed by the other Spy.
Phase IV: Cleaning Up
First, I’ll return all the action tiles I’ve used and put them back in my hand. Then, I’ll gather up the dice I’ve placed on my player board and put them back on my board as well. Lastly, any unlock markers that I haven’t used yet will go back to my team’s supply.
Now that I’m all cleaned up, it’s time to start the next round!
Executing Actions
When it’s time to execute an action, here’s what you do:
- If necessary, declare the action. Let everyone know what’s in the speech bubble.
- If necessary, choose a target for the action. Decide who or what the action is aimed at.
- Now it’s time to resolve the action. Carry out the instructions and see what happens!
Declaring an Action
Whenever you’re about to execute an action, make sure to announce what’s written in the speech bubble. It’s important to let everyone know what you’re up to!

If you want your team to win, play smart
(Don’t let the other team know what you’re thinking).
Hey there! If you’re aiming for victory, it’s important to be strategic. Make sure not to reveal your strategies to the other team. Keep them guessing! Remember, the key to success lies in your ability to outsmart your opponents. By keeping your plans under wraps, you’ll have the upper hand. So, when it comes to the game, play it cool and keep your cards close to your chest. Good luck!

What’s the Name of This Move?
(If you want, the opposing team can ask to see the letter).

“Important Factors to Consider When Choosing a Pet”
When it comes to choosing a pet, there are several important factors you should take into account.
Firstly, the type of pet you choose should align with your lifestyle and living situation. For example, if you live in an apartment with limited space, a small pet like a fish or a hamster might be a better fit than a larger animal like a dog or a cat. Consider how much time and effort you are willing to dedicate to the care and maintenance of your pet.
Additionally, it’s crucial to consider the long-term commitment of owning a pet. Many animals can live for several years, so you need to be prepared to provide for their needs throughout their lifespan. This includes providing regular veterinary care, feeding them a proper diet, and ensuring they have enough exercise and mental stimulation.
The cost of owning a pet is another important factor to consider. Pets can be expensive to maintain, with costs including food, toys, grooming, and healthcare. It’s important to factor in these ongoing costs when budgeting for a pet.
One of the key considerations when choosing a pet is the level of interaction and companionship you desire. Some animals require more attention and socialization than others. For example, dogs are typically very social animals and require daily exercise and human interaction. Cats, on the other hand, are more independent and may not require as much attention.
Finally, it’s important to consider the specific needs and characteristics of different pet species. Each type of pet has its own unique care requirements, activity levels, and temperaments. Take the time to research and understand these factors before making your decision.
By considering these important factors, you can make an informed decision and choose the right pet for you and your lifestyle. Remember, owning a pet is a long-term commitment that requires time, effort, and resources, but it can also be incredibly rewarding and fulfilling.
When I’m playing as the Acrobat, I start by performing the Move & Scan action. As the name suggests, I move to the right just like I planned. However, when it comes to declaring my action, I only need to say “scan” since that’s what the tile instructs.
After finishing Move & Scan, I move on to executing the Virus action. This time, the tile indicates that I don’t need to declare my action, so I remain silent.
It’s really important to declare your action exactly as it is, telling the truth about what’s in your speech bubble. You can’t lie or say something different to gain an advantage. For example, if I’m using the Thermo action, I can’t declare that I’m scanning. Unless, of course, it’s an honest mistake.
Teammates have the freedom to talk and even whisper to each other however they like. Unless the rules require it, you don’t have to inform the other team about what actions you’re taking. Of course, if constantly whispering doesn’t feel fun, you can all decide to communicate at a normal volume as a group.
Target Action
When you use your power, you have the ability to focus its effects on different areas. You can choose to target your own room, another room, or even multiple rooms at once. If you decide to target multiple rooms, the tile representing your power will display a pattern that indicates which rooms are affected. This pattern can be rotated in increments of ninety degrees, giving you control over how your power impacts the surrounding spaces.

Hey, check out this cool feature I found! See that square with the star? That’s where your character is. And those other colored squares? They show which rooms are affected by your actions. If the star square is colored, that means your character’s room is affected too.
Hey there! I’m Chantico, and I have this amazing flashlight that can reveal the next three rooms in a straight line. How cool is that?
So, when you decide what you want to do, make sure to tell me which rooms you want to target. Oh, and remember, my flashlight can’t go through walls. Unless there’s something really special going on, actions won’t have any effect on rooms that are separated by walls, just so you know.
Let’s Get Things Done!
Actions in this game can be grouped into a few different types:
- Villains and Spies, they both have three types of actions: move, build, and passive actions.
- Spies, on the other hand, have two additional actions: hack and scan.
- As for the villains, they have reveal and attack actions that are exclusive to them.
Now that you have an idea of the main action types, let me fill you in on the other actions you start the game with.
When it comes to making a move in Sabotage, all you need to do is place the die showing the direction you want to move in. Just remember, you can only place one die on it, so diagonal moves are not allowed. Executing your move is simple. All you have to do is move your character miniature to the room next to it in the direction you planned. Easy peasy!

You can’t go through walls unless the instructions say you can, and you can’t move to the edge of the board. A room can hold as many pieces as you want.
- If the tile says Build Anywhere, you can put the token in any room, even if there are walls.
- If the tile says Build Adjacent, you can put the token in your room or in any of the four rooms next to it (but you can’t cross walls).
The tile will tell you what effect this token has.

- Choose the row, column, or quadrant you want to scan. (Using the Thermo action, you can scan any row, column, or quadrant).
- The Villains will tell you the name of each Villain, the room they are in, and how many cubes are on each Generator in the scanned area. Walls don’t stop this effect.
When scanning for a Villain, if we find one, both spies receive 1 unlock marker, unless the Villain has already been scanned this round. We need to add the unlock marker to our Swagger track or advanced action tier.
Here are some strategy tips:
Remember, you can scan the same area multiple times to disguise your movements.
Use enemy and device markers to keep track of enemy characters and devices.

- First, declare the rooms that you want to hack. When using your Hack tile, choose a room to hack.
- Next, the Villains will reveal their room choices and the names of the Villain device tokens in those rooms. They collect these tokens back. (Note that removed devices can be placed again later).
- Then, the Villains take back 1 cube from each Generator in the hacked rooms, adding them to their supply. (At this point, the Generator becomes inactive and can only be activated again when it has 2 generator cubes).
- Additionally, I take 1 cube from each Doomsday Machine in the hacked rooms and give it to the Villains. They place these cubes on the corresponding Doomsday Machine on their map as a reminder.
- Finally, for each Doomsday Machine that I hack, I remove 1 modify cube from the Hack track and give it to the Villains. However, if there are no cubes left on the Hack track to remove, then us Spies win the game.
Attack (Villains) Attack actions are always marked with Attack under the action name. To execute an attack, here’s what you should do:
1. Declare the rooms you’re attacking.
2. If your attack destroys any walls, let the Villains know. Remove these walls from both maps. Only the walls between the attacked rooms are destroyed.
3. Let the Spies know which rooms were attacked and the names of the Spies and Spy device tokens in those rooms. Take these back and return them to the Spies. Just a heads up, a Spy whose token is removed cannot perform any planned actions this round. They’ll need to plan their Parachute as their first action on their next turn.
4. For each Spy that gets hit, give the Spies 1 modify cube and 1 slide cube from the Hit track. If there are no cubes left on the Hit track, the Villains win the game.
Other Starting Actions
Hey there! Let’s talk about some cool actions that players start with. As we play, you’ll unlock more actions, but these all build on the ones we’ll learn about in this section.
- Motion Detector (Villains): With this action, you can choose and announce any row, column, or quadrant. The Spies will then tell you how many Spies are in that area. But remember, the Spies won’t reveal their names or the rooms they’re in.
- Earpiece (Spies): This action allows you to move your teammate once. But here’s the catch – you won’t announce the direction they moved. It’s a secret!
- Generator (Villains): With the Generator action, you can place one generator cube on a Generator in your room. Each Generator can hold up to 2 cubes. When a Generator has 2 cubes, it becomes active. And here’s the cool part – for each active Generator, every Villain can place one additional die during the Plan Actions phase. Talk about an advantage!
I’m a spy, and I have a cool strategy called Parachute. Let me tell you all about it!
First, when I want to use Parachute, I lie down on the room I’m about to enter. This makes me invisible to any bad guys who might want to harm me. While I’m lying down, I’m totally safe from their actions. It’s like I’m invisible!
But there’s a catch: If I’m not already on the map (either because it’s the first round or because I just got hit), I have to prepare Parachute before I can use it. So I have to plan ahead and get ready to make my grand entrance.
Here’s another thing: If I’m already on the map, I can’t use Parachute. It’s a one-time deal, you know?
The good news is that planning Parachute doesn’t require any dice. It’s all about strategy and thinking ahead.
When I’m ready to execute Parachute, I stand up and choose which half of the map I want to land in. I can pick the top, the bottom, the left, or the right. It’s like flying through the air and landing in style!
Oh, and before I forget, there’s something really cool about unlocking actions. You see, if I fill up my action tiers at the top of my player board, I can unlock advanced action tiles. It’s like leveling up and getting even more powerful.
So, that’s Parachute for you. It’s my secret weapon for staying safe and making a grand entrance. If you want to be a stealthy spy like me, you should definitely give it a try!
When you fill up a row of unlock markers in the action tier, pick one action tile from that tier, add it to your hand, and remove the other tile from the game. If you’re a Villain, you can immediately plan the chosen tile. Remember that you need to unlock tier 1 before moving on to tier 2, and then again before unlocking tier 3.
If you’re playing as a Villain, you have the option to place dice instead of planning actions to unlock certain actions. Simply place a die on a space on your player board that has an unlock marker, take the unlock marker, and put it on the leftmost empty space in your action unlocks.
If you’re playing as a Spy, you can unlock action tiles in the same way by placing unlock markers that you acquire from scanning Villains.
Hit and Hack Tracks
The Hit and Hack tracks displayed on the screen show how close the teams are to winning. They are initially filled with modify and slide cubes.
Every time an attack hits a Spy, we take 1 modify cube and slide 1 cube from the Hit track. If there are no cubes left on the Hit track, the Villains win the game.
Whenever the Doomsday Machine gets hacked, the Villains lose 1 modify cube from the Hack track. If the Hack track has no cubes to remove, the Spies win the game.
Modify
As the other team gets closer to winning, we collect modify cubes. Both teams start with 2 modify cubes.
During the Plan Actions phase, you can place a modify cube on a die to increase or decrease its value by one, without announcing it. You can change a “1” to a “6” or vice versa. You can modify a die multiple times by placing multiple modify cubes.
Slide (Spies Only)
In the game, I am a Spy and my goal is to collect slide cubes while the Villains try to win. During the Execute Actions phase, I have the option to spend a slide cube on my player board to move without declaring it. If I have multiple slide cubes, I can move multiple times. This gives me flexibility and allows me to strategize.
Swagger (Spies Only)
Filling up my Swagger track has its benefits. It allows me to place more dice during the Plan Actions phase. The more spaces on my Swagger track that are filled, the more dice I can place. For example, if I fill up the second space, I can place 3 dice. If I fill up the fifth space, I can place 4 dice. It’s a way for me to have an advantage and take control of the game.
However, there’s a catch. Every time my Spy is revealed, I lose some unlock markers from my Swagger track. These markers are removed down to the nearest red line on the left. Losing Swagger is not ideal, so I have to be careful and try to avoid getting caught too often. Each Spy can only lose Swagger once per round, so I have to make the most of it while I have it.
Action Clarifications
Acrobat’s Virus: You can create the Virus and hack again on the same turn.
Hacker’s Flashbang: Hitting both Villains only gives you 3 unlocks, not 6.
Hawk’s Smoke Bomb: When Spies move into affected rooms, they don’t say “scan”.
Nadesh’s Camouflage: Scans that find Nadesh still give the Spies unlocks. Ophidian’s Trip Laser: You can ask about each room with a Trip Laser in any order.
Ophidian’s Freeze Ray: Spies don’t say if they are affected by Freeze Ray. Spies in a frozen room can’t choose to move out, but Villain actions can still move them.
Strategy Tips
Hey there, fellow Villains and Spies! Let’s dive into this thrilling game where strategy and deduction reign supreme.
As a Villain, I must admit, it can get a bit tricky. Guessing and missing happen, but that’s all part of the fun. Be sharp and pay attention to every scan made by each player. The key is deduction, my friend.
Now, if you find yourself in the role of a Spy, here’s a tip: keep your scans ambiguous. We don’t want those sneaky Villains catching on to our plans too easily. And if you do manage to hack, don’t stick around. Get out of there, quick! Oh, and don’t forget, the Earpiece is your best friend for silent communication.
Villains, now listen up. If you have Tier 3 actions and both Generators are up and running, you’re a force to be reckoned with. Let’s power up and make those Spies sweat a little. And Spies, remember to keep those Generators disabled! We don’t want them getting any fancy gadgets now, do we?
Let’s Talk Endgame
The Villains emerge victorious by landing 5 successful attacks on the Spies. Persistence pays off, my friends. The Spies, on the other hand, can claim victory by hacking those Doomsday Machines a total of 8 times. It’s a high-stakes game, folks, and every move counts.