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RULES

(Note: This document is a work in progress and is not final.)

Ages: 13+, Players: 3-9, Play Time: 20-30min

Introduction:
“DANGER, DANGER!” The unwavering emergency voice on the
loudspeaker reminds you again-and-again of the deadly airborne
toxin contaminating your lab. If you’re going to survive, you’ll need
to find the antidote…fast. The flash of the warning lights gives you
just enough visibility to find your teammates and compare notes
about what the antidote could be, but you suddenly realize there
may not be enough of the antidote for all of you. Will you be willing
to give-up your dose so your teammates can live?

Overview:
Antidote: Lab Alliance expands the world of Antidote with five
new ways to play including support for up to nine players, team-
play, new turn actions and special cards, and sinister new Lab
Romance characters. Antidote: Lab Alliance and the other expan-
sions included in this box (Double-Blind, Adrenaline, Truth
Serum Mini-Expansion and the expansion to Lab Romance) are
NOT standalone games and must be played with cards from the
base game, Antidote.
Except where noted in this rulebook, the rules for Antidote
remain unchanged and should be referenced for setup, gameplay
and scoring.

Contents:
(78 Cards)
Lab Alliance:
• X and Number Cards 1-9 for Elixir-Q
and Betelgeuse
• “8” and “9” Cards for the formulas
included in the base game
• Nine Lab Alliance Team Identifier
Cards (two-sided)
• Nine Lab Alliance Lab Assistant Cards
• Two Syringe Cards

Double-Blind:
• Eight Double-Blind Team Identifier Cards (one-sided)

Adrenaline:
• Five Adrenaline Cards
• Two Quarantine Cards

Truth Serum Mini Expansion:


• Three Truth Serum Cards

Expansion to Lab Romance:


• Four Lab Romance Character Cards

The Expansions:

Note: Each expansion should be played separately.

Lab Alliance (8-9 Players):


Setup:
Before setup, give each player one Lab Alliance Lab Assistant
Card. This is a reference card that is not part of your hand.

Refer to Table 1 for the number and types of cards to be included


in the game for the given number of players. Table 1 references
cards from the base game of Antidote as well as the Lab Alliance
Expansion. Table 1
# of Formulas Formula # of Team
Players in Play Cards Syringe Identifier
Cards Cards
8 All from the “1-8” and 8 “8 Players”
base game + “X” of each A-H
Elixir Q formula
9 All ten “1-9” and 9 “9 Players”
formulas “X” of each A-I
formula

1. Assign each player a Lab Alliance Team Identifier Card (see


Figure 1) in clockwise order, starting with the card labeled with
an “A” and proceeding alphabetically by the letter on each card.
Flip the cards to either the side labeled for “8-players” side for an
8-player game or the “9-players” side for a 9-player game.
Lab Alliance or Figure 1
Team symbolExpansion
Double-Blind & name
Team symbol & name

Team symbol & name


Setup Setup letter
information
Setup letter

Number of players
Number of players
Note: Team Identifier Cards must remain visible on the table for all
players to see throughout the game and are not part of your hand.

2. Deal each player one Syringe Card.

3. Shuffle the “X” Cards and deal one face-down to each player.

4. Place the one remaining “X” Card face-down under the game
box to represent the antidote for this round.

5. Shuffle the Number Cards needed for the game (e.g. numbers
1-9 of every formula in a 9-player game), and then:

1. Deal cards equal to the number of players face-up to the


middle of the table within reach of all players. This is the
“Supply Cabinet.”

2. Deal the remaining cards face-down, one at a time, to


each player until the deck is exhausted.

Note: As in the base game, after all cards have been dealt, all play-
ers should have an equal number of cards in hand.

Gameplay:
Teams: Antidote Lab Alliance is a team game. You will have one
teammate in an 8-player game or two teammates in a 9-player
game. Your teammates are the players who share your team iden-
tifier symbol (see Figure 2).

Turn Options: As in the base game you must take one action per
turn, but Lab Alliance introduces two additional options from
which you may choose:

1. Use the Supply Cabinet: Immediately exchange any card from


Figure 2

Team Gravity Team Antivenin

Team Atom Team Mitosis

player 1 player 2 player 3 player 4 player 5 player 6 player 7 player 8

your hand for any card in the Supply Cabinet.

Note: If you exchange an “X” Card with the Supply Cabinet, place
it face-down.

Note: Cards in players’ workstations are not considered part of the


Supply Cabinet.

2. Trade with Teammates: Select “left” or “right” and tell all


players to pass a card to their teammate that direction. All play-
ers must simultaneously pass a card face-down from their hand
to their teammate in the direction you indicated. Take the card
passed to you into your hand.

Note: In an 8-player game this will be a 1:1 exchange with your


partner. In a 9-player game you will have two teammates and you
will pass one card to one teammate, and receive one card from the
other.

Trade Research: In Lab Alliance, you may NOT use your turn ac-
tion to make a 1:1 trade with your teammate(s) unless it is part of
the “Trade with Teammates” action noted above, which enables
all players in the game to pass to their teammates simultaneously.
You may, however, make a 1:1 trade with a player from a different
team as your turn action.

Communication: Communication between teammates is permit-


ted, but must be observable by all, and you may NOT show the
cards in your hand to any player, including your teammates.

Game End & Scoring:


At the end of each round, combine each player’s final score on
your team for your team score. The winning team is the one with
the highest team score after two rounds. For example, Sara and
Jonathan are both on Team Atom. Sara lives and scores 4 points.
Jonathan dies and scores –5 points. Sara and Jonathan each score
–1 point for the round.

Double-Blind Expansion (3-7 Players):


Setup:
In a 5-7 player game, use all eight Double-Blind DOUBLE-BLIND
cards in the setup. In a 3-4 player game, use
only three pairs of Double-Blind Cards (e.g.
place the two Team Mitosis Double-Blind Cards
back into the game box, out-of-play).

Shuffle the Double-Blind Cards, deal one ran-


domly face-down to each player, and then place
any remaining cards out-of-play.

Note: Your Double-Blind Card is NOT part of your hand.

Gameplay:
Look at your Double-Blind card, but don’t show it to any other
player until the end of the round. Your Double-Blind card indi-
cates your team. There are no restrictions on what you can say
about your secret Double-Blind card.
Game End & Scoring:
At the end of the round, reveal your Double-Blind Card and
combine your score for the round with any other player who is
on your team for your overall score for the round.

Note: It is likely some players will not have a teammate.

Between rounds, assign new Double-Blind teams as indicated in


Double-Blind Setup above.

Adrenaline Expansion (3-7 Players):


Setup:
Add the cards shown in Table 2 into the deck of Number Cards.
Then shuffle and deal as normal. Table 2
# of Players # of Adrenaline # of Quarantine
Cards Cards
3 3 0
4 3 1
5 4 1
6 4 2
7 5 2

Gameplay:
Adrenaline Cards: If an Adrenaline Card is discarded (as through
the normal play of the game), it immediately takes effect. Count
the number of discarded Adrenaline Cards on the table. Each
player must then simultaneously pass this number of cards from
their hand to the player on their right.

Note: If you are required to pass more cards than you have in your
hand, pass your entire hand.
Quarantine Cards: If a Quarantine Card is in your workstation
(i.e. you discarded it through the normal play of the game), you
are immediately locked into quarantine. You may not Trade
Research, use a Syringe Card or be the target of a Syringe Card.
When players pass left or right (including as a result of an
Adrenaline card taking effect), you are skipped. On your turn you
may only choose the “Discard” action.

Truth Serum Mini-Expansion (3-7 Players):


Setup:
Add the cards shown in Table 3 into the deck of Number Cards.
Then shuffle and deal as normal. Table 3
# of Players # of Truth # of Placebo # of Syringe
Serum Cards Cards Cards
3 2 1 0
4 2 1 1
5 3 2 0
6 3 3 0
7 3 3 1

Gameplay:
Truth Serum Cards: If a Truth Serum card is
passed to you during the game (as through a
Trade Research action taking effect), you must
truthfully answer the next game-related yes-or-
no question you are asked by any player. You
must respond with either “Yes,” “No,” or “I don’t
know.” After truthfully answering the first ques-
tion you are asked, you are no longer required to
answer questions truthfully until you are again
passed a Truth Serum.

Example 1: Aljosa passes you the Truth Serum card. Aljosa then
asks you, “Have you ever seen the Serum-N “X”?” If you have
seen the Serum-N “X” Card this round you must answer “Yes.” If
you truthfully cannot remember if you have seen the Serum-N
“X” Card, you may answer “I don’t know.”

Note: The name of a formula is considered common knowledge.


If you are unsure of the name of any formula, you must reference
your Lab Assistant Card to learn which formula is being indicated.

Example 2: Lauryn passes you the Truth Serum card. Lauryn


then asks you, “Have you seen the blue “X”?” Since both Serum-
N and Osler’s Oil could be considered “blue”, if you have only
seen the Osler’s Oil “X” Card, you could respond with “Yes” even
though you haven’t seen Serum-N “X” Card.

Note: You are not allowed to ask yourself a question to satisfy the
requirement of the Truth Serum.

Note: The Truth Serum does not take effect until you pick it up
from the table.

Expansion to Lab Romance (3-7 Players):


Setup:
Shuffle the four expansion Lab Romance char-
acters together, face-down, with the eight Lab
Romance characters from the base game. Place
the combined stack of 12 cards face-down in the
center of the table.

Gameplay:
When you choose to draw a Lab Romance card as your turn
action, instead of drawing one card and keeping it (as indicated
in the base game rules), draw two Lab Romance cards. Examine
both and keep one. The other must be returned to the bottom of
the Lab Romance deck.
Expansion Card Details:

GERTRUDE: Your goal is to drink the antidote and to ensure


that only either the player on your left OR the player on your
right drinks the antidote. Your score for the round is equal to
the points on the final card of the player to your right or left who
lived, times two. If both (or neither) player drinks the antidote
(or if you fail to drink it yourself), you die, and your score for the
round is equal to the negative of your final card, even if it was the
antidote.

HAMLET: Your goal is to drink the antidote, but you also earn
bonus points for every number card in your workstation at the
end of the game that is the antidote. For each of these cards you
earn +2 points. If you fail to drink the antidote, you lose points
equal to the number on your final card, minus an additional 1
point for each card in your workstation that matches the antidote.

PUCK: Your goal is to drink the antidote and to cause some


mischief along the way. If you drink the antidote, you earn the
score on your final card +1 point per player with a Lab Romance
Card who also drank the antidote OR +1 point per player with
a Lab Romance Card who did NOT drink the antidote. You may
choose either bonus (whichever gives you the most points) at the
end of the game, after the antidote is revealed. If you fail to drink
the antidote, you lose points equal to the number on your final
card times two.

TITANIA: Your goal is to drink the antidote and ensure the


players to your immediate left and right also drink the antidote.
If you are successful, your score is the sum of the points on the
final card of the player to your left and the player to your right. If
you, or one, or both of these players does not drink the antidote,
you die (either from the toxin, or from a broken heart). You lose
points equal to the number on your final card, even if it is the
antidote.

All Content Copyright Bellwether Games LLC 2017

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