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Instructions for use of variant maps:
1. Preparing the map tiles:
You should print the images on to white paper, 8.5x11. Cut out the hexagon shape with scissors, and paste on to card. I like to use 1/4" foamcore, but you can choose whatever medium you like. Cut the tiles out with a craft knife. There are 43 unique tiles.
Also print out the planning sheets (black and white) on simple pages.
2. Preparing the counter sheet:
This can be printed on standard paper. If you can get some OL32 - style label sheets, you can print it on to one of those, I used the template for that label page. Paste the circles (or labels) on to a suitable disk or piece of card.
You will need the original game for the character and robot counters.
3. Preparing for play:
The computer player should lay out the map tiles in one of two ways. You can make a single floor layout, or a double floor layout. Use the layout planning sheet to sketch in the map numbers as a record of the layout.
For the single floor layout, you'll use all 19 of the standard tiles with tunnels at all six corners. Then choose 6 of the 12 corner (K) tiles, and use all 12 of the edge (E) tiles.
For the double level layout, you'll use seven of the 19 standard tiles for the center and inside ring of each level. Then use six each of the corner and edge tiles to complete the outer ring.
If you do it correctly, each corner of each tile should match up with adjacent tiles so the logic of the tunnel connections is consistent. You can turn the standard tiles in any direction, but the edge and corner tiles will only fit in one orientation.
Each tile is pictured on the planning sheets. Locations for computer terminals, computer brain, robots etc. should be marked on these sheets. Instead of grid numbers, you can use the diagrams There's lots of space for notes so you can record your scheme.
Each of the roof hatches on the lower level should have a corresponding location for a floor hatch on the tile above. The location should be marked on the planning sheet.
It's a good idea for the computer player to make his preparations ahead of time, because it can take a long time to get this ready.
4. Variant rules and stuff:
I included on the label sheet some extra materials so you can play around with extra rules or variants. Find there some extra floor and roof hatches, question marks for hidden information, fires and explosions. There are some random symbols, stun and panic markes.
I've put in some markers you can use to mark whether the valve doors are open or closed.
There are eight numbered computer terminals, twelve numbered cargo boxes, and four keysets. Use those to make the rules for shutting down the computer more interesting.
5. Feedback:
If you have questions or comments on this project, please contact me through the Boardgamegeek website where I'm submitting these files.
Above all, enjoy the game and the map tile set. Have fun!
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