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Burgle Bros 3 FAQ
What if I get to the last tile on the first floor and still don't have three Stairs icons?
If you draw the last (16th) tile on the first floor and still don't have the needed three Stairs icons to place the Stairs figure, place the figure on the last tile (and the tile in the same row and column on the second floor). Also, keep in mind that the three Stairs icons include tiles on the second floor, in case a tile or other effect has sent a player to the second floor.
Do tiles based on disguised or geared flip when you enter?
No they only check this status at the when first placed. Once placed, the face-up side remains fixed.
How does the Sysop/Guard Turn Work?
The SysOp still has the same rules for moving as previous versions of Burgle Bros. The SysOp always takes as many moves as indicated by the die. Draw a new patrol card for a destination whenever a destination is reached, and keep moving if the SysOp has moves left. If the SysOp's last move reaches the destination, draw another card for a new destination (the SysOp will always have a destination).
Then after the SysOp is out of moves (and has a destination), you draw another patrol card and perform whatever action is indicated by the bottom icons: skull = suspicion, pawn = moves and/or readies workers. Think of this card draw as a separate, second step of the Corp Turn that isn't linked to SysOp movement.
Hacking Notes:
Cards used to hack are discarded. After a successful hack, new SysOps don't activate the turn they are placed.
In what order do effects trigger if there are multiple “end of turn” effects?
Players choose in what order any end of turn effects trigger.
What if a program card glitch or ability flips the mainframe tile to its active side before defeating the SysOps?
In that unlikely event the tile can indeed flip early! Its ability will activate and you will be able to hack the AI. You may still hack the SysOps as normal. The Air Duct tile will flip to the exit as well when the Mainframe flips (see pg 18 of the rulebook).
Designers’ note: We think this is a fun, wacky twist on a game when it happens on accident. We discourage players from trying to force this strategy every game.
If a SysOp ends its moves on its destination, how many Patrol cards do you draw before the next player turn?
Two cards. There are two rules at play here. First, the SysOp must always have a destination, so whenever the SysOp is on the same tile as its destination, you immediately draw a new patrol card to set a new destination. Second, after the SysOp is completely done with its part of the Corp turn, you perform the second step of the Corp turn, which is drawing a Patrol card and performing the action indicated by the bottom icon.
Does the Bathroom let me avoid losing Cool?
Yes. You may remove a worker and avoid losing the Cool. The tile should be worded more clearly, but the intent was that it works similarly to the rules for Stealth Tokens on a tile, found on page 9 of the rulebook: “Some tile effects or Tools might place Stealth tokens on a tile. If you would lose any amount of Cool or Stealth while on that tile, you may choose to remove 1 Stealth token on the tile instead.”
Is the AI effected by the EMP Tool?
The text on the Active Mainframe tile can be ignored by the EMP effect. This means that the Toxic tokens will stay out because they were placed already, but you won’t lose Stealth while on a Toxic token while the EMP is in effect. If there are ever multiple “end of turn” effects, the players can choose in what order those effects trigger.
If the Mainframe is on its Inactive side, the EMP would prevent it from flipping for a turn. But it would flip once the EMP effect is no longer active.