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Game Objective
In Room 25: Season 2, players are participants in a "Real TV Show" and must escape a complex full of traps. The game is about survival and can be played by 1 to 8 players in 5 different modes: Suspicion (semi-cooperative), Team, Competitive, Cooperative, and Solo.
In Cooperative and Solo mode, the victory condition is that ALL characters escape before time runs out. If any character is eliminated, the game is lost. To escape through Room 25, the Password Room must have been previously activated by a character.
Setup
Game setup varies according to the chosen game mode. The base game is required to use the Season 2 expansion.
- Additional Components: The game includes Adrenaline Tokens, Robots, M.A.C. Cards, Special Abilities for characters, 10 new room types, and 8 new small tokens (with space for the Adrenaline Token and a reminder of the character's talent).
- "Do not Cross" Markers: The game contains 4 "Do not Cross" markers. When a Flooded Chamber or a Shredder Room becomes inaccessible, place a marker on it. It remains until the end of the game.
- Character Tokens: Place the small token in the bottom right corner of your Character Token and the New Rooms Token to the left.
- Complex Composition (Examples):
- Suspicion Mode with 1 guard (4 to 5 players):
- Blue Rooms: Central Room + Room 25
- Green Rooms: 5 of your choice (e.g., 1 Robot Room, 2 Tunnel Chambers, 1 Vision Chamber, 1 Regeneration Room)
- Yellow Rooms: Isolation Room + 7 of your choice (e.g., 1 Isolation Room, 2 M.A.C. Rooms, 2 Pivoting Rooms, 1 Mirror Room, 1 Prison Cell, 1 Vortex Room)
- Red Rooms: 2 Deadly Chambers + 1 Timer Room + 7 of your choice (e.g., 2 Deadly Chambers, 1 Timer Room, 2 Shredder Rooms, 1 Paranoia Room, 1 Illusion Chamber, 1 Acid Bath, 1 Trap Chamber, 1 Flooded Chamber)
- Suspicion Mode with 2 guards (5 to 8 players):
- Blue Rooms: Central Room + Room 25
- Green Rooms: 1 Regeneration Room + 1 Robot Room + 5 of your choice (e.g., 2 Robot Rooms, 3 Tunnel Chambers, 1 Vision Chamber, 1 Regeneration Room)
- Yellow Rooms: Isolation Room + 7 of your choice (e.g., 1 Isolation Room, 1 M.A.C. Room, 1 Mirror Room, 1 Pivoting Room, 1 Prison Cell, 1 Vortex Room, 1 Dark Chamber, 1 Cold Chamber)
- Red Rooms: 1 Deadly Chamber + 2 Shredder Rooms + 5 of your choice (e.g., 1 Deadly Chamber, 2 Shredder Rooms, 1 Paranoia Room, 1 Illusion Chamber, 1 Acid Bath, 1 Trap Chamber, 1 Flooded Chamber)
- Competition or Team Modes:
- Blue Rooms: Central Room + Room 25
- Green Rooms: 1 Regeneration Room + 5 of your choice
- Yellow Rooms: 2 Prison Cells + 5 of your choice
- Red Rooms: 2 Deadly Chambers + 8 of your choice
- Cooperative and Solo Modes (Normal Level):
- Blue Rooms: Central Room + Room 25 + Password Room
- Green Rooms: 2 Tunnel Chambers + 1 Robot Room + 1 Empty Chamber
- Yellow Rooms: 2 Pivoting Rooms + 5 of your choice or drawn
- Red Rooms: 2 Deadly Chambers + 1 Timer Room + 8 of your choice or drawn
- Cooperative and Solo Modes (Insane Level):
- Blue Rooms: Central Room + Room 25 + Password Room
- Green Rooms: 2 Tunnel Chambers + 1 Robot Room
- Yellow Rooms: 2 Pivoting Rooms + 5 of your choice or drawn
- Red Rooms: 2 Deadly Chambers + 1 Timer Room + 1 Paranoia Room + 8 of your choice or drawn
- Suspicion Mode with 1 guard (4 to 5 players):
- Shuffling Rooms: Robot Rooms must be shuffled with the exit zone rooms, as well as the Vision Chamber.
- Number of Turns (Cooperative and Solo Modes):
- 4 characters (1, 2 or 4 players) = 8 turns
- 5 characters (5 players) = 7 turns
- 6 characters (3 or 6 players) = 6 turns
- M.A.C. Cards (Cooperative and Solo Modes):
- Normal Level: Remove Insanity M.A.C. cards.
- Insane Level: Shuffle Insanity cards into the M.A.C. deck.
- Removing Rooms (Cooperative and Solo Modes): Remove one of the two Vortex Rooms. In solo mode, also remove the Isolation Room and Mirror Rooms.
Game Flow
Refer to the manual for details on this section.
Actions and How to Play
Each player selects two tokens from five available (four basic actions and one Special Ability). Special Abilities cannot be used in the Central Room or when using Adrenaline.
Basic Actions
- LOOK: Allows secretly looking at a room.
- MOVE: Allows moving the character to an adjacent room.
- PUSH: Allows pushing another character into an adjacent room.
- CONTROL: Allows moving a non-central row of the Complex one space in the direction of your choice.
Adrenaline
The Adrenaline token allows the character to perform a third action, once per game. During the programming phase, the player decides whether to use it. If so, they place the marker next to the corresponding spot on the character token. After the actions, if at least one player programmed an Adrenaline action, one more round is played. In turn order, each player who programmed Adrenaline immediately chooses one of the four basic actions (LOOK, MOVE, PUSH, or CONTROL). They can repeat an already chosen action or a lost action. Adrenaline does not allow using Special Abilities. The Adrenaline token is removed from the game, unless Franck uses his ability. Once programmed, it is not possible to give up using Adrenaline. If a character is in the Cold Chamber, they cannot program their Adrenaline. The Adrenaline token is always activated after the action phase, even if a character only programmed one action during the turn.
Character Special Abilities
- Alice: HIDE
- Alice receives her "Hidden" tokens. She disappears until her next action, replacing her miniature with the "Hidden" token.
- A hidden character cannot be pushed, carried, or called. Their room remains occupied, and room effects are applied normally.
- The character becomes visible as soon as they perform an action.
- Alice can remain hidden for an entire turn if it is her only action.
- Punishment, Panic, and Rewind M.A.C. cards never affect her.
- Robot Immunity (android): Alice can choose not to be pushed by a robot, even when not hidden.
- Jennifer: CALL
- Moves an adjacent character of your choice to the room Jennifer occupies. The called character is affected by the room.
- Jennifer cannot call someone into the Flooded Chamber or a locked room.
- If Jennifer calls someone into the Acid Bath, she is the one who will be eliminated.
- A robot or a hidden character (Alice or Bruce) cannot be called.
- Max: CARRY
- Moves another character present in Max's room along with Max.
- Max and the carried character are both affected by the destination room identically. If the room requires a choice, Max makes the choice.
- With this Special Ability, both characters can survive by leaving the Shredder Room together.
- The Carry action is lost if there is no other character in the room when it is revealed.
- A robot cannot be carried.
- Kevin "K": 2 ABILITIES (chooses when revealing the action; if one is not possible, must choose the other)
- HACK THE COMPLEX: Swaps two non-Blue rooms adjacent to Kevin's occupied room, regardless of whether they are occupied or not.
- HACK A ROBOT: Immediately gives a MOVE or PUSH order to a robot anywhere in the Complex. Has no effect if there are no robots.
- Franck: RECOVER
- Recovers his Adrenaline token if it has been used. Can program it next turn.
- This Ability has no effect if Franck still has his Adrenaline token.
- Emmett: 2 ABILITIES (receives two Lock tokens at the start of the game; chooses when revealing the action; if one is not possible, must choose the other)
- REACTIVATE: Removes the "Do Not Cross" token from an adjacent room if it is not occupied. This room is then flipped face down.
- LOCK: Places a Lock token on a visible adjacent room that is not Blue. As long as the lock remains, the room is inaccessible to everyone except robots or Emmett himself. A character in a locked room can exit or push someone out.
- If both Lock tokens are already installed and the lock action is triggered again, Emmett must decide from which room to move the token.
- Two Locks cannot be placed in the same room.
- If Emmett is eliminated, all Lock tokens are removed from the Complex.
- Lock Immunity (PIN): Emmett can enter rooms that are locked with a Lock token. He can also be pushed or called. He cannot enter inaccessible rooms (with the "Do not Cross" token).
- Sarah: 2 ABILITIES (receives two Empty Rooms at the start of the game; chooses which Ability when revealing the action; if one is not possible, must choose the other)
- SABOTAGE A ROOM: Replaces a non-Blue room she occupies with one of her Empty Rooms. The replaced room is discarded. Sarah can sabotage up to 2 rooms in a game.
- If Sarah is in a Blue room, sabotage does not work.
- Sarah can sabotage a Trap Room she enters with a previous action, avoiding elimination.
- Sabotaging a Robot Room does not destroy the robot, but prevents a new robot from entering play.
- If Sarah sabotages an Empty Room, she still loses one of her Empty Rooms.
- SABOTAGE A ROBOT: Sarah destroys a robot present in her current room. If there is no robot in her room, she must sabotage the room.
- Bruce: IMITATE
- At the start of the game, Bruce receives an Empty Room and his "Hidden" tokens.
- Bruce can use part of another character's Special Ability that is adjacent to or in the same room as him. If one option is not possible, he must use another.
- Jennifer: Bruce imitates the effect of the Call Ability. If used on Jennifer, she can choose not to move.
- Franck: Bruce can only imitate Franck's Recover ability if Franck is in the same room as Bruce.
- Max: Bruce can use Max's Carry ability. Max cannot be carried.
- Kevin: Bruce can only use Kevin's ability to Hack a robot. He cannot Hack the Complex.
- Emmett: Bruce can only imitate Emmett's Reactivate ability. He cannot place locks.
- Alice: Bruce imitates Alice's Hide ability. He remains visible to Alice, who can push him.
- Sarah: Bruce can only imitate Sarah's ability to Sabotage a Room once (using the Empty Room he received). He cannot sabotage a robot.
- Imitate has no effect if there are no characters nearby. If many characters are nearby, Bruce can choose which Special Ability to imitate.
- Bruce does not have the immunities of other characters.
Room Types and Their Effects
- EMPTY CHAMBER
Rules manual
Official PDF file
Frequently Asked Questions
Quick answers about the rules