Invisible, Inc.: Sabotage is a multiplayer community event. The rules for this event are provided below.
The host has ultimate responsibility for enforcing and interpreting the rules, and any rules disputes are adjudicated by the host. However, players are responsible for ensuring that they obey the rules during the mission, which are not practical for the host to enforce in every instance.
Mods required:
The host must set SAVE_MAP_PNGS = true
in main.lua
, so they can divulge map layouts to the saboteur. (Alternatively, the saboteur can set this for themselves.)
Use Expert Plus mode, with the following changes:
Level retries are enabled in order to keep going in case nobody survives a mission, and 99 rewinds for use in case a mistake is made in following the rules, or the host inputs a wrong action.
One player is randomly selected to be the saboteur: they are informed of their role. All other players are informed only that they are faithful agents.
The players are sorted in a random order. In this order, each player chooses their agent. Two players cannot choose On-File and Archive versions of the same agent, and players cannot choose Central or Monst3r.
One player is randomly selected to begin as the leader.
The host announces the goal for the next mission. Mission goals are taken from the following list, in order:
If the above list is exhausted, then the goal is to leave the mission with an agent “lost in the field”.
Before the proposal, any player may choose to install an augment from their own inventory, or to move an item from their own inventory to another player's inventory or the jet's storage (if there is space).
The players see the mission options and agency state (i.e. the skills, items and augments of all agents). The leader makes a proposal for the next mission, including:
Each proposal must nominate the required number of players:
The leader is permitted not to nominate themselves.
A player cannot be nominated if their agent is “lost in the field”. If fewer than the required number of players are eligible to be nominated for this reason, then all eligible players must be nominated.
Players vote on each proposal. The proposal is approved only if more than 50% of voters assent; a tie is not enough. Otherwise the proposal is rejected, and the next player in order becomes the leader and makes a new proposal.
If two or more proposals have already been rejected in this round, then each further rejected proposal in this round results in a penalty.
Votes are public, not anonymous. Players may abstain from voting. Players whose agents are “lost in the field” are not entitled to vote, though they may still be the leader.
If the saboteur is selected for the mission, then they have the option to deploy two sabotage daemons of their choice. Additionally, the saboteur has the option, twice in the campaign, to deploy two sabotage daemons in a mission which they are not selected for; this option can be exercised even when the saboteur's agent is “lost in the field”.
Sabotage daemons are anonymous but not secret, so all players will know which sabotage daemons are installed in each round. The list of sabotage daemons is here.
Each sabotage daemon can be used in only two rounds of the campaign; a sabotage daemon already used twice in earlier rounds cannot be selected again.
Sabotage daemons can only be deployed in the pre-mission phase, not during missions. The daemons themselves are installed at the start of the mission by the host.
After any sabotage daemons have been chosen by the saboteur, the leader has the option to drop the mission goal and replace it with the next mission goal in sequence.
After all choices are made, the host assigns the nominated players to the team (in order as in the proposal), inputs the chosen sabotage daemons (if any), and the mission begins with the selected players joining. Other players wait for the next round.
In secret, the host divulges a copy of the facility layout to the saboteur. This includes the locations of rooms, doors, obstacles, mainframe devices and Consoles, and the player exit.
As the game is played with Incognita Socket, each player directly controls their own agent. Players are permitted to act without waiting for other players to act. With their own agent, players may:
Hacked drones may be controlled by any player. If a Courier, Prisoner or agent not belonging to any player is rescued, then they may be controlled only by the leader, who is permitted to perform the above actions as the rescuee. When a player's own agent is currently knocked out or lethally wounded, this does not prevent them from controlling other units when they are otherwise permitted to.
At most once during the mission, if the saboteur is present, the saboteur may at any time install either Blowfish, Jolt or Validate.
Players are strictly forbidden from unilaterally:
Instead, players can propose these actions, and they will be voted on by all players in the mission. If more than 50% of voters assent, then the host will execute the action. Players in the mission are entitled to vote even if their agent is currently knocked out or lethally wounded.
When all players in the mission agree to end the turn, the host will do so.
Stalemates may arise, where one or more players refuse to act, but also do not agree to end the turn; for example, when a player blocks a path which another player wishes to move along. It is anticipated that in most cases, players will avoid conflicts or resolve them amicably, to avoid appearing to sabotage the mission. However, if the host judges that a stalemate has arisen and no player makes any effectual actions for one minute, then:
For the purposes of resolving stalemates, actions which can be repeated indefinitely, such as toggling doors, or dropping and picking up items, are not considered “effectual”.
Unless otherwise specified, each player may only perform actions using the agent they are assigned to control in that mission. It is strictly forbidden for a player to:
When the rescuee in a Detention Center mission is either a Prisoner or an agent not belonging to any player, the rescuee is controlled by the leader as described above. However, if the rescuee is an agent belonging to a player, who has previously been “lost in the field”, then that player resumes control of their agent despite not having been nominated for the mission.
Throughout the campaign, victories and penalties are counted. These have consequences for the pre-mission phase of the OMNI Mainframe, but are not considered when determining the campaign result.
If the mission is not sabotaged (i.e. if no sabotage daemons are deployed), then a victory is counted when the mission is successful. This means the main mission objective is completed, and the mission goal is met. The main mission objective depends on the mission type:
It is not required to access devices behind a Vault door, even if you have a Vault Card. The completion of side-missions is also not required for a mission to be successful.
In missions which are not sabotaged, an additional victory is counted for each side-mission which is completed:
If two side-missions (e.g. Courier Rescue and Data Banks) are completed in the same mission, the additional victories are counted for both.
In missions which are sabotaged (i.e. in which sabotage daemons are deployed), a penalty is counted if the mission is unsuccessful. A penalty is also counted for each rejected proposal after two other proposals have already been rejected in the same round.
Penalties are not counted for uncompleted side-missions.
The role of “leader” passes to the next player in order, and they are the first to make a proposal for the next round.
There are several distinct rules for the OMNI Mainframe mission.
As before, if fewer than the minimum required number of players are eligible to be nominated, then all eligible players must be nominated.
The campaign is won by the faithful agents if Central uploads Incognita to the mainframe. The campaign is won by the saboteur if the OMNI Mainframe mission ends in defeat, or if all faithful agents are “lost in the field” before the OMNI Mainframe is reached.
Players on the winning team who participate in the OMNI Mainframe mission receive a special commendation for their win, even if the agent they controlled in the OMNI Mainframe mission becomes “lost in the field” during that mission.
A voice channel will be used for the livestreams. All discussion about the campaign must take place here; in particular, faithful agents must not discuss suspicions or coordinate strategy in private.
As an exception to the above rule, all players are permitted to communicate about the campaign privately with the host, and are encouraged to do so to request clarification of the rules or if there is a technical issue.