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