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ROVE: Expansion Collection

ROVE: Expansion Collection

Regular price $ 12.00 USD
Regular price Sale price $ 12.00 USD
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In the far reaches of space where humankind still dares not go, a sturdy ROVE — short for Results-Oriented Versatile Explorer — is often deployed. You are one such unit. Unfortunately your navigation systems malfunctioned and you were forced to make a crash-landing on a hostile alien planet. Armed only with your array of movement-enhancing modules you’ll have to roll, stretch, shimmy, and bounce your way to safety and complete the mission before your power supply runs out…permanently.

ROVE is a solo spatial puzzle game. In each game of ROVE, the player will face a series of mishaps that can only be solved by arranging the 6 module cards in a specific pattern. Moving a module requires Movement Points gained by discarding cards from hand for the listed amount. Players may gain additional Points if their current module layout matches the pattern shown on the discarded card.

Each module costs 1 Movement Point per activation and uses its own unique movement style, such as only moving diagonally or pushing other modules a single space. Modules also have powerful single-use abilities that can help get players out of a tight spot. Properly timing these abilities -- as well as effectively using the limited number of Movement cards -- will help the player complete ROVE’s mission successfully.

  • Players: 1
  • Length: 15 minutes
  • Ages: 8+

 


ROVE Expansion Collection (three 6-card Mission Pack expansions: Icy Incidents, Alien Activities and Cosmic Crisis)

Shuffle the cards from one or more Mission Packs into the deck of Mission/Movement card.

Icy Incidents adds new Movement cards which freeze two of your Modules at a time. Frozen Modules cannot be moved directly, making them difficult to work around.

Alien Activities introduces new Movement cards which force all of your Modules to follow the movement rules for one specific Module.

Cosmic Crisis features two new game elements. First are anti-patterns, which work like the bonus patterns found on normal movement cards except that they need certain spaces to be empty. Second are the Crisis missions, urgent matters that must be resolved without using more than a single Movement card.

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