Pressure Matrix rulebook - Alderac Entertainment Group

For 2–5 players, Ages 10 and up Playing time: 45 minutes
.Object
In Pressure Matrix,
each player races to
survive the twists and
turns of a far future
game show, striving
to trap the other
runners and collect
the most Credits!
.Set Up
Components
•
•
•
•
50 Two-sided Matrix Tiles
5 Runners
3 Dice
30 Control Markers
(6 of each color)
• 80 Blackout Markers
• Score Track
Each player selects the runner and six Control Markers ( )
of the same color. A handful of Blackout Markers ( ) should
be placed nearby for ease of use. You start with 10 Credits
( ), so place one of your Control Markers on the 10 space
of the Score Track. Put a Blackout Marker on the Pressure
Level: Green space of the Pressure Gauge (found on the
Score Track). This marker will move as the game goes on,
showing the current Pressure Level.
Shuffle the matrix tiles. Build the Matrix (the game
board) by dealing the tiles from the top into a square.
If there are two players, the square should have three
tiles per side. If there are three or four players, the square
should have four tiles per side. If there are five players,
the square should have five tiles per side. Which way the
tiles face does not matter.
Secretly put zero to five Blackout Markers in your hand.
Once all players have done so, reveal the amounts
chosen. The player with the most Blackout Markers
goes first—but he loses that many Credits! Move his
marker on the scoring track back one space for each
marker bid!
If there is a tie for highest bid, the tied players each roll
three dice, with the high roll going first. Only the player
who ends up going first loses the Credits bid.
Starting with the first player and going clockwise, each
player puts his runner in the center of an unoccupied
corner tile. If there are five players, one player must start
on the center tile. Now, the pressure begins!
.Play
On your turn, you will normally take a Movement Phase,
followed by a Pressure Phase. The first player starts.
Movement Phase
Each turn, your movement is generated by rolling three
dice and checking the pressure gauge. Choose the
appropriate die based on the current Pressure Level.
Move your runner that many tiles.
Pressure Level Red
Use the highest die.
Pressure Level Yellow
Use the middle die. If two dice are tied, use the third die.
Example: Two 6s and one 1 are rolled, so the runner
is moved one tile. If two 1s and one 6 are rolled, the
runner is moved six tiles.
Pressure Level Green
Use the lowest die.
If you roll triples, just use the number you rolled on any
one of the dice.
Movement is counted from one tile to another, with
the runner landing in the middle of the tile. There is no
diagonal movement. A runner cannot move through a
single tile twice in one move, and cannot enter the tile
it started from. Tiles with all nodes blacked out or with
another runner already present are blocked and cannot
be entered.
If you cannot move your full movement, you do not
move at all. Discard one Control Marker, removing it
from the game. Your turn ends, and the Pressure Level
goes up by one (green to yellow or yellow to red). Skip
the Pressure Phase.
Any Control Markers affecting movement must be spent
before the dice are rolled. If the adjusted movement
is zero or less, the runner stays where it is—but no
Control Marker is lost. The runner is still considered to
have moved, and takes a Pressure Phase where it is. He
does not lose a Control Marker for not moving. Should a
runner remain on a tile with all of its nodes blacked out,
nothing happens.
If you rolled triples of any number and were able to
move, the Pressure Level goes down one level at the end
of the Movement Phase.
Pressure Phase
After your runner has finished moving, pick a node
without a Blackout Marker on the tile it landed on.
Place a Blackout Marker on that node, and follow the
instructions of that node. If this blacks out the last node
of the tile, the Pressure Level goes to yellow once the
Pressure Phase is complete.
Some terms on tiles have a special meaning:
Win X
Gain Credits, moving your token up the Score
Track this many spaces.
Pay X
Lose Credits, moving your token down the Score
Track this many spaces, to a minimum of zero
(there are no negative credits).
Give X
Move your token down the Score Track and
another player’s token up the Score Track this
many spaces. You choose which player to give to.
Steal X
Move your token up the Score Track and another
player’s token down the Score Track this many
spaces. You choose which player to steal from.
Flip
Select a tile in the matrix with no runner. Discard
all Blackout Markers on the tile and return any
Control Markers on it to their owners. Then, flip
it to its reverse side. This ends the Pressure Phase. If a
node indicates to flip a tile with a runner on it, the runner
remains on that tile, but does not black out a node on
the new side.
Invert
Select a tile in the matrix with one, two, or three
Blackout Markers. Remove the Blackout Markers
on it and place Blackout Markers on the nodes
that were vacant. If the tile is vacant or all nodes are
blacked out, nothing happens.
Teleport
Move a runner to any tile in the matrix that is
not completely blacked out or occupied. If this is
the Active player’s runner, begin a new Pressure
Phase at that tile.
Discard
Remove the indicated Control Marker from the
game. If none is indicated you must discard one
of your Control Markers from the Matrix or from
your hand.
Reclaim
Return one of your Control Markers anywhere on
the board to your collection. If there are none of
your Control Markers in the Matrix, you may reclaim
a discarded one.
special
These are special nodes that produce various
effects later in play. Even if an effect on a special
node seems to go against the rules, do what it
says. See below for more information.
.Example of Play
1
This game is reaching the final rounds. Blue is nearly
RED
frozen and Yellow and Green are almost out of space
(high)
to move. Assuming the Pressure Level is Yellow, if
Green, Yellow or Red threw this die roll, they could
still move the full movement of four. Red actually
has two movement options, while Green and Yellow each only have one.
One
With anything larger than a four, these runners would be frozen as well.
One
One
One
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It’s
anyone’s
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will
end.
Tile
number
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1
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Node
2
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Node
3
front
Node
4
front Node 3 front Node 4
front Node 2
17 3
front Node 2 front Node
18
19
20
(medium)
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runner.
4
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44
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notendon)tiles
with other runners
this turn.
3
WIN 1 .
5014
28
2 PHANTOM:
PAY 8 .
PAY 1 .
1 to
Set the GIVE
Pressure
each
player.
Level to
Green.
PAY 5 .
RECLAIM
this
STEAL
1 from
Set
Pressure
aftthe
errollingto
player.
Level
toeach
any may
color.
move.
You
move through (but
notendon)tiles
with other runners
this turn.
FOUr
FOUr
WIN 5 .
Set the Pressure
Level to Green.
PAY 5 .
Set the Pressure
Level to Green.
WIN 3 .
Choose another
player to
WIN 2 .
twO
STEAL 1 .
INVERTthistile.
PAY 6 .
38
3
FAST:
RECLAIM this twO
before any roll.
Add
one
WIN
6 to
. twO
the roll. le.
FLIPthisti
QUick reF
= win
WIN 4 .
Roll one
die. If
pay
=SLOW:
you
rollthis
6,
RECLAIM
STEAL
4 roll.
.
before
any
Subtract
one from
= give
the roll.
thre
= steal
26
39
PAY
4 .
= reclaim
Roll one die.
If youblackout
roll 6,
GIVE
28 . .
= markers
STEAL
FLIPthistile.
QUick reF
win
= 3 .
WIN
INVERT one
tile.Raisethe
= pay
Pressure Level
by one.
thre
= give
= steal
27
WINreclaim
6 .
FLIP =
one vacant
tile.Raisethe
blackout
Pressure
Level
= markers
by one.
thre
thre
pressure
matrix
“frozen,” or to use a Control effect that works “before
rolling.” Otherwise, the game ends immediately.
When the game ends, all runners gain 1 for each
Control Marker they still have in hand. Then, the runner
with the most Credits wins! In the case of a tie, the
player with the most Control Markers remaining breaks
the tie. If there is still a tie, the game ends in a draw.
The contestants are invited back next week to compete
again in the Pressure Matrix.
Symbol Legend
=
Credit(s)
=
Control Marker(s)
=
Blackout Marker(s)
Keeping Control .Official Regulations
If a node has a symbol on it and you have any Control
Markers in front of you, you must place a Control Marker
on the symbol after you place the Blackout Marker,
replacing any other player’s Control marker there (return
it to its owner). Placing a Control Marker does not activate
the effect on the node. At any point later in the game
when you meet the condition described in the node, you
may reclaim that Control Marker (returning it to your
hand) to use the effect on that node immediately.
You can never use other players’ control markers or have
them in your collection.
After your Pressure Phase ends, the player to your left
takes a turn.
.Victory in the Matrix
If you have no Control Markers in your hand before you
would roll dice to move, you are frozen. If you somehow
regain any Control Markers before you would roll dice,
you get to play as normal… until you run out again!
For example, you might reclaim a Control marker on the
board to use a Control effect that works when you are
credits
Designer: Jonathan Leistiko
Developers: Brent Keith & jim pinto
Editors: Jon Garceau, Roger Giner-Sorolla,
Janice M. Sellers
Cover Artist: Greg Lambrakis
Graphic Designer: Hal Mangold
Sculpture Design: Greg Lambrakis
Creative Manager: jim pinto
Production Manager: Dave Lepore
Contributing Play Testers: Jon Hall, John Zinser,
David Lepore, Marcelo Figeuroa
Playtesters: David Albin, Joe Babbit, Todd
Bookman, Leif Brown, Michael Carr, Shannon
Carr, Sharon Cichelli, Marco Delaurentis,
• If two or more effects would happen at the same time,
such as two players using Control Markers at the same
time, the Active (current) player chooses the order.
• Ties are broken with a die roll. The highest roller
chooses the result.
• Scores can never go below zero Credits. Numbers less
than zero, such as adjusted movements, are zero.
• Two runners may never occupy the same tile.
• If a tile ever moves for any reason, any Runner or
Markers on the tile move with it.
• There is no limit to the number of Blackout Markers
in the game. Any that are removed from the Matrix
are returned to the general pool.
• When giving or stealing Credits, the runner must
give or steal the full value specified to the other
runners involved. If that is not possible, give or steal
all that remain. If multiple players are being given
Credits and the giving player does not have enough
Credits to give the full value to everyone, he decides
how they are divided.
Michelle DiGiacento, Shelly DiGiacinto, Todd
DiGiacinto, Joe Dumey, James Dunlap, Laura
Durrer, John Ferryman, Steven Frankhouser,
Ben Gibbs, Natosha Gibbs, Yun Han, Chris
Harshman, Kevin Hay, Vince Herman, Aaron
Kutzmann, The Monday Night Synapthein
Gaming Group, Tricia Noble, Tom O’Brien,
Andy Pogorzelski, Bill Raines, Joel Ritter,
Brian Thomas, Richard Waldbiesser, Susan
Waldbiesser, Jennifer Waldbiesser, Allyssa
Waldbiesser, Joe Zug
Special Thanks
Thanks to Sharon Cichelli for patiently
listening to endless rants about game
mechanics and certain popular American
board games for children.
Leif, for input and for saying, “I’d actually buy
this game.” Not for this game, but a different
one. Still, it gave me the confidence to start
submitting games to companies.
Ben Gibbs, for always being willing to playtest
my games far beyond the breaking point, and
for clever ideas.
Marcelo Figueroa, for introducing Sharon and
me to Gamer High, keeping us in the loop for
years, and putting me in touch with AEG.
The Board Game Designers’ Forum, for
continuous community and inspiration.
Dedications
Jonathan would like to dedicate this game to
the fine folks at AEG for making his long-held
goal of getting published a reality. Thank you!