Professional Documents
Culture Documents
2 ND EDITION
OUT OF ORDER
GREETINGS COMRADES
Bloc by Bloc: The Insurrection Game is a semi-cooperative begin your first game. Read the overview on page 5 to learn
game simulating protest movements, riots and popular about the object of the game and check out the back cover
uprisings in urban areas around the world during the first for more info on faction Agendas. Bloc by Bloc can also be
decades of the 21st century. Follow the setup steps below to played in fully cooperative mode. See you in the streets!
1. Create the city: After laying down 7. Set up the Police Ops deck: To play in fully cooperative mode:
the black fabric playing mat, follow Shuffle the Police Ops cards and place Remove the Vanguardist and Nihilist
the steps on page 4 to randomly them face down next to the playing cards before shuffling the Agenda
create a unique city using the 25 mat. Make sure there is room for a cards. Fully cooperative mode is
district tiles. discard pile. recommended for beginner games.
2. Place the countdown marker on the To adjust the game’s difficulty level: 10. Choose starting districts: Each
10 nights step of the countdown track. Alter the number of Heavy Reinforce- faction must choose one of their own
ments and Light Reinforcements district tiles as their starting district by
3. Set up the loot deck: Shuffle the cards in the Police Ops deck. Place all placing their Faction Start occupation
Loot cards and place them face down unused cards back in the game box. token in that district’s occupation
next to the playing mat. Make sure
• Beginner: 1 Heavy & 1 Light circle. Each faction must place 1 of
there is room for a discard pile.
Reinforcements cards their blocs in the starting district.
4. Set up the tokens & dice: Place the • Intermediate: 2 Heavy & 2 Light Hint: Start as far away from the police
barricades, loot tokens, and dice in Reinforcements cards as possible!
piles within reach of all players. • Expert: 3 Heavy & 3 Light 11. Determine first faction: The player
Reinforcements cards who most recently had a negative
5. Deploy police to the State districts:
Place 1 riot van and 3 riot cops in each 8. Randomly assign each player one interaction with law enforcement
State district tile. State districts have of the 4 factions: Pass out the faction takes the first faction marker and their
white circles. Put all remaining riot cards and corresponding pieces (5 faction begins the game.
cops in the staging area section of the occupations, 10 blocs). Faction cards
8 11
playing mat. have cheat sheets on their back side.
6. Set police morale: Place the police 9. Assign agendas: Shuffle the Agenda
morale marker under Timid on the cards and deal 1 to each faction. Put
police morale track of the playing mat. the rest of the Agenda cards back in the Occupation Blocs First Faction
game box without looking at them. Tokens Marker
3 Players modifications to the 4 Players Setup: 2 Players modifications to the 4 Players Setup:
Before shuffling agendas in step 9 of the 4 Player Setup, Only play in fully cooperative mode as detailed in step 9
randomly remove either the Vanguardist or the Nihilist card of the 4 Player Setup. In step 10, each faction must place 3
and 2 Social cards. In step 10, each faction must place 2 of of their blocs in their starting district. Beginner or
their blocs in their starting district. Intermediate difficulty is recommended.
BLOC BY B LO C 2N D E DITION 2
6 Police Morale Marker
10
2
Countdown
Marker
Barricades
Reaction
Die
Loot
Riot Cops 5 Riot Van Tokens
3
LOOT POLICE OPS AGENDA
STUDENTS
NEIGHBORS
3 Loot 7 Police 9 Agenda WORKERS
PRISONERS around the
Special Ability: Increase
Special Ability: Do not use an action die for movement actions
Special Ability:starting in districts where
Build 3 barricades
districts
value where your
of action
your
with one
occupations
dice by 1
occupations are built
action
are built
Faction
action dice once per turn once per turn
Cards
with 8
Cheat
Sheets
1c
Incorrect: Reoriented
BLOC BY B LO C 2N D E DITION 4
GAMEPLAY OVERVIEW
WORKERS NEIGHBORS
VS. STATE
PRISONERS STUDENTS
In Bloc by Bloc: The Insurrection Game, district. These factions must sabotage manage riot cops and riot vans in the
each player controls a faction of the social insurrection and can only city. The number of Police Ops cards
revolutionaries struggling together win the game alone. All factions may drawn is based on the level of police
to liberate the city before time runs say whatever they choose about their morale. Police morale is increased by
out and the military arrives. The agendas. They can choose to deceive certain cards in the Police Ops deck
enemy of all factions is the police that the other factions or to be honest, but and is lowered every time a riot cop or
protect the state and work against no faction can reveal their Agenda card riot van is defeated.
players to crush the insurrection. to others until they have completed all
Sunrise: After all factions have taken
The game is played in a randomly of their objectives.
their turns and drawn Police Ops cards,
generated city made up of 25 district
When playing in fully cooperative the Sunrise phase begins and police go
tiles connected by a varied network of
mode: all factions have Social Agendas on the attack. Any bloc or occupation
streets, highways and metro stations.
and must win the game together. in the same district as riot cops or riot
The Workers, Prisoners, Students and
vans at Sunrise is in danger of being
Neighbors factions each have a corre- Bloc by Bloc is played in rounds. Each
defeated. After police attacks, factions
sponding set of 3 districts that make round is 1 night and each night has 2
have a chance to liberate districts,
up the city along with state districts, phases, Nighttime and Sunrise.
giving them important benefits. Liber-
public districts, commercial districts
Nighttime: The Nighttime phase is ation also stops the countdown marker
and highway districts.
when each faction takes their turn. from moving forward if the liberated
Object of the Game: During setup, Factions start their turns by rolling district is a public district. Otherwise,
each faction draws an Agenda card action dice. Each action die can be the countdown marker moves forward
that determines how that faction can used to take one action in districts based on the level of police morale.
win the game. Most factions hold where the faction’s blocs are posi- At the end of Sunrise, the game ends
Social Agenda cards requiring them tioned. Actions include building if any of the endgame conditions have
to have occupations in all of their barricades, looting shopping centers, been met.
own districts. If 2 factions with Social building occupations, and attacking
Endgame: If 2 factions with Social
Agendas complete the objectives on police. Each district has a difficulty
Agendas complete the objectives on
their cards, the social insurrection between 3 and 6. Advanced and Attack
their cards, the social insurrection is
liberates the city and all Social factions actions require an action die equal to
successful and all Social factions win
win the game together. Some factions or greater than the district difficulty
the game together. If 1 faction with
may have a Vanguardist or Nihilist where the action is taking place.
the Vanguardist or the Nihilist agenda
Agenda card that pits them against When taking these riskier actions,
completes the objectives on their card,
all other factions. The Vanguardist factions must also roll a reaction die to
they win the game alone. If 1 faction is
wins if they have occupations in 2 determine if any unexpected conse-
destroyed, all factions lose. If time runs
state districts. The Nihilist wins if quences occur. After finishing their
out and the military arrives, all factions
6 shopping centers are burned and actions, each faction draws 1-3 Police
lose and years of repression follow.
they have an occupation in 1 public Ops cards that deploy, move, and
5 B LOC BY B LOC 2 N D ED I T I ON
REFERENCE DISTRICT GUIDE Repressed Side
Most district tiles have two unique The difficulty on the liberated side of a
sides: a repressed side and a liberated district tile is always 1 less than on its B
side. Districts start out repressed at repressed side.
the beginning of the game. During the
D. Police ID & Letter: Each district
Sunrise phase of each night, factions
has a unique police ID that the Police
have the opportunity to liberate them
Ops deck references to determine C
to gain crucial advantages and a range E
police movement and deployment. The
of important benefits. See page 17 to
pointer below the police ID shows the
learn about District Liberation. D
correct edge to use when flipping the
A. Type: There are 8 types of districts: district tile after liberating the district, A
Workers (yellow), Students (purple), ensuring that the district tile does not
Neighbors (green), Prisoners (orange), change orientation. The letter to the left Liberated Side
State (white), Public (gray), Commer- of the pointer is only used during setup.
cial (gray), and highways.
E. Shopping Center: Shopping carts
B. Occupation Circle: The colored represent shopping centers, which
circles indicate locations where an are locations where factions can loot
occupation can be built. to draw cards from the loot deck.
Commercial districts have multiple
C. Difficulty: Each district has a diffi-
shopping centers. Shopping centers
culty number that shows how hard it
never appear on the liberated side of
is for factions to take advanced actions
district tiles.
and attack actions in that district.
Higher numbers are more difficult.
BLOC BY B LO C 2N D E DITION 6
GAMEPLAY NIGHTTIME Each faction takes a turn made up of 3 steps. The
faction with the first faction marker goes first, followed
by the faction to their left, and so on in clockwise order.
7 B LOC BY B LOC 2 N D ED I T I ON
NIGHTTIME STEP 2. TAKE ACTIONS CONTINUED
Example: The Workers faction takes 1 basic action Example: The Prisoners faction takes 1 basic action to move a mob of 3
to move a mob of 3 blocs to another district. The blocs across the city using a combination of streets and metro stations.
Workers choose to leave one bloc behind.
BLOC BY B LO C 2N D E DITION 8
NIGHTTIME STEP 2. TAKE ACTIONS CONTINUED
Unlooted 1st Loot 2nd Loot • You cannot use the Medic Kit Loot
Shopping Action: Action: card if you do not have any
Center Graffiti Burn occupations in the city.
• Using a Fireworks Loot card does not
Do not reveal your Loot cards to other factions: count as an attack action and requires
All factions may say whatever they choose about their Loot its own reaction roll.
cards but cannot reveal any Loot card until it is played and
then placed in the discard pile. LOOT LOOT
LOOT
Exchanging Loot
During your turn, you can gift or exchange Loot cards with any other faction that has blocs in the
same district as your blocs. This does not count as an action. An action die is not required.
9
NIGHTTIME STEP 2. TAKE ACTIONS CONTINUED
BLOC BY B LO C 2N D E DITION 10
NIGHTTIME STEP 2. TAKE ACTIONS CONTINUED
11 B LOC BY B LOC 2 N D ED I T I ON
NIGHTTIME STEP 2. TAKE ACTIONS CONTINUED
Attack Actions
To take an attack action, choose a clash, you must have enough blocs only have to make 1 reaction roll after
district with one or more of your blocs in the clash to make all the attack all consecutive attack actions in the
that are in a clash. Use an action die actions. For example, if you want to same clash.
equal to or greater than that district’s defeat 3 riot cops, you must have 3
Each riot cop defeated in a clash lowers
difficulty. Each bloc can only attack blocs in the clash and 3 action dice
police morale by 1 level. Each defeated
once per clash each night. If you want equal to or greater than the district’s
riot van lowers it by 2. See page 14
to make multiple attacks in the same difficulty. Unlike advanced actions, you
Attack Action: Defeat 1 Riot Cop Attack Action: Kick Out 2 Riot Cops
Take an attack action to defeat 1 riot cop and send it back to Take an attack action to kick out 2 riot cops into an adjacent
the staging area on the edge of the playing mat. district. If riot cops are kicked out through barricades, the
barricades are dismantled. Riot cops can be kicked out into
an adjacent district connected by a highway.
BLOC BY B LO C 2N D E DITION 12
GAMEPLAY Nighttime Step 3. Police Ops
Repeat after each faction’s turn: How Does Police Morale Increase?
After taking all of your actions, draw When you draw a Police Ops card
1-3 Police Ops cards. Check the that says +1 police morale, immedi- OPS
POLICE
police morale track to determine how ately move the police morale marker POLICE OPS
many cards you must draw. Read forward 1 level on the police morale
aloud and resolve each card one at a track. Increases in police morale
time, placing resolved cards face up in during the Police Ops step only take
the discard pile. When the last Police effect on the next faction’s turn.
Ops card has been drawn, shuffle the You do not need to draw more cards
discard pile to create a new deck. in response.
How Do Riot Cops Move? Example: A group of 2 riot cops is in a Commercial district
• 2 or more riot cops in the same district are considered when a Police Ops card is drawn ordering groups of riot cops
RIOT COP MOVEMENT
a group. 1 riot cop by itself in a district (not counting riot to advance into adjacent Workers districts. 1 riot cop advances
vans) is considered solo. into the Workers district and 1 solo riot cop is left behind.
• Solo riot cops hold their positions and do not move. All groups of riot cops
advance into adjacent
• When a group of riot cops moves into an adjacent district,
they always leave 1 solo riot cop behind.
STATE
• Riot cops always move to adjacent districts, even if they RI OT CO
DISTRICTS
P MO VE
ME NT
Ops card.
groups nt
All
Riot
advance intcops in districts with
o adjace
13 B LOC BY B LOC 2 N D ED I T I ON
NIGHTTIME STEP 3. POLICE OPS CONTINUED
Example: A group of 4 riot cops is Example: A group of 6 riot cops is Example: A group of 5 riot cops is
ordered to move into an adjacent ordered to move into an adjacent ordered to move into an adjacent Students
Prisoners district. 1 solo riot cop is left Neighbors district. 1 solo riot cop is left district. 1 solo riot cop is left behind and
behind, 1 riot cop is stopped from moving behind, 2 riot cops are stopped from the other 4 riot cops are stopped from
by 1 barricade, and the other 2 riot cops moving by 2 barricades (half of 5, rounded moving by 3 barricades. All 3 barricades
advance into the Prisoners district. The down), and the other 3 riot cops advance are dismantled.
barricade is dismantled. into the Neighbors district. Both
barricades are dismantled.
BLOC BY B LO C 2N D E DITION 14
NIGHTTIME STEP 3. POLICE OPS CONTINUED
Maneuvers Cards
Some maneuvers cards order all riot vans (not riot cops)
positioned in the city to move into adjacent state districts. UVERS
MANE o
ance int
t vans adv
Other maneuvers cards order all riot vans to move into • All rio state districts
adjacent
s orderd
ed to mo
ve
• Riot van trict as
adjacent districts with the highest police ID. When a sam e dis ition
into the their pos
van hold
another
maneuvers card is pulled, all riot vans in the city move HIGHEST
Priority:
simultaneously. ID
When do Riot Vans Hold Their Position? Example: A riot van is in a Commercial district when a
• 2 riot vans ordered to both move into the same district maneuvers card is drawn ordering riot vans to advance into
hold their positions. adjacent State districts. The van advances into the State
• 1 riot van ordered to move into a district where another district dismantling two barricades in the process.
van is already positioned holds its position.
• Riot vans blocked by 3 barricades hold their position. • If 2 riot vans are ordered to move into the same district
• Damaged riot vans hold their position. but 1 van is stopped by barricades, the other advances.
15 B LOC BY B LOC 2 N D ED I T I ON
After all factions have taken turns during the Nighttime phase,
GAMEPLAY SUNRISE the Sunrise phase begins. Sunrise is made up of 4 steps.
BLOC BY B LO C 2N D E DITION 16
GAMEPLAY Sunrise Step 2. District Liberation
Before
After Police Attacks, factions have the opportunity to
permanently liberate districts. When a district is liberated:
MANIFESTATION
A. Clear the district: Remove all loot tokens and place them LIBERATED
Each liberating faction may draw:
back in the loot token pile. Set aside the blocs and the occu- DISTRICT
DIFFICULTY:
pation. Do not return them to the factions they belong to 3 2 loot card
B. Draw the manifestation card: Pick up the district tile. Do 4 2 loot cards
not change the district’s orientation. Pick up the manifesta- 5 3 loot cards
liberated side is now face up. Make sure to flip the district
tile according to the direction arrow below the police ID to
Continued: Prisoners, Neighbors, and Students blocs helped to
ensure that the district’s orientation is not changed after
liberate the district, so those factions each receive the benefit from
liberation. Put the blocs and occupation back on the district.
the manifestation card based on the difficulty on the liberated side
D. Resolve the manifestation card: Read the manifestation of the district tile. In this case, the difficulty is now 3 so the benefit
card out loud. After resolving it, put it back in the game box. is 2 free Loot cards for each liberating faction.
Manifestation Cards
Each manifestation card unleashes a when the liberation occurs. In general, • Police defeated by manifestation
unique event that immediately benefits the higher the district’s difficulty, the cards do not lower the level of
the factions. Most manifestation cards better the benefit. “Liberated District police morale.
provide extra benefits to the liberating Difficulty” refers to the difficulty on the
factions that have blocs in the district liberated side of the district tile.
17 B LOC BY B LOC 2 N D ED I T I ON
PARK
GAMEPLAY Sunrise Step 3. Advance the Countdown
4
COUNTDOWN 10 9 8 7 6 5 4 3 2 1 !
NIGHTS NIGHTS NIGHTS NIGHTS NIGHTS NIGHTS NIGHTS NIGHTS NIGHTS NIGHT GAME
OVER
A
How to Stop the Countdown
B
C
STAGING AREA
3 barricades
If a Public district has been liberated during this sunrise, If this liberated district is a
public district: do not move the
do not move the countdown marker forward tonight. This is countdown marker forward tonight
C
After Sunrise Step 3, each faction must reveal their Agenda Win Together: The Social Insurrection Liberates the City
card if they have successfully completed the objectives on
If 2 or more factions with Social Agendas complete their
the card. The game can end for the following reasons:
objectives and reveal their cards, all Social factions win
the game together! Social Agenda cards require factions to
BRUTAL DEADLY
condition is met, the game ends. All win conditions are build occupations in all of their own districts along with one
mutually exclusive. If 2 or more win conditions are met at additional objective. Objectives on both Social Agenda cards
A
B
B
C
C
the end of a Sunrise phase, no factions have won. must be complete at the end of a Sunrise phase to win.
2
• If no factions have won, check the lose conditions. If either Win Alone: The Vanguardist Seizes Power
BOLD
If the countdown marker is on the Game Over step and no State districts.
A
A
B
If any faction has zero blocs in the city and no factions have objectives and reveals their card, that faction wins the game
POLICE
won the game, all factions lose. alone. 6 shopping centers must be burned and the Nihilist
must have an occupation in at least 1 Public district.
A
BLOC BY B LO C 2N D E DITION 18
BLOC BY BLOC: THE INSURRECTION GAME 2ND EDITION
SUMMER 2018
If 2 factions with Social Agenda The faction with the Vanguardist AGENDA AGENDA
2 or more riot cops Groups of riot cops Solo riot cops Riot cops in districts Riot vans
in the same district are follow orders to advance hold their with occupations hold their
considered a group into adjacent districts & position hold their position position
leave 1 solo riot cop behind
Riot Vans