Move in secret, shut down servers, and evade capture while an android hunts by deduction and pressure.
Designer: Kenji Mishima
Publisher: TUKAPON
Capturing Cage is a tense asymmetric hidden-movement game of deduction, prediction, and brinkmanship. One player controls a rogue Android, while the others play Scientists trapped inside a locked research institute.
Each round, all scientists act simultaneously and in secret, spending action points to move through the facility, disable servers, rescue captured allies, or sprint for critical objectives. Their final positions are written down instead of revealed, creating a layer of hidden movement and uncertainty.
Afterward, the Android takes its turn openly, moving through the grid to hunt scientists, cut off routes, and apply pressure. Instead of direct visibility, the Android relies on a unique call-and-response system, asking players questions like whether it passed over them, is nearby, or has captured them—forcing scientists to answer truthfully but ambiguously.
Scientists win through coordination and efficiency, needing to shut down servers before being captured. The Android wins by cornering, capturing, and draining energy, or by keeping the institute operational long enough to outlast them.
Servers can be shut down—or even restarted—reshaping the map and the endgame pressure. Transport routes, rescues, and one-time sprint actions create dramatic turning points when used at the right moment.
End Game & Winning
The game lasts up to 12 rounds, but may end earlier if a victory condition is met.
Scientists win if, at the end of a round, two or fewer servers remain active.
The Android wins if any of the following occur:
All scientists are captured
All 6 energy tokens are collected
3 or more servers remain active at the end of round 12
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