Players can build whatever they want with the available terminal tiles. Only two rules constrain their constructions:
- All bots must have a completely empty path to the exit, which means nothing can stand in their way, not even or (animals and secure switch are exempt). Dead bots do not need a route to the exit.
- The terminal must be passable by the owner, with no tools, during the self test<ref>This frees the game engine from requiring the logic of deciding if a terminal is solvable or not.</ref>
Credits can also be spent on tools for use during robbing a terminal, and each tool is single-use (destroyed after being used). A player has a backpack with 8 slots, each of which can store an unlimited number of one type of tool.
A player can store tools in his vault (at his terminal) containing 48 unlimited slots. 36 of these vault slots will actually never be used, as you only need one slot for each of the 12 types of tool.
Any tools not used during a robbing a terminal are abandoned. If the player terminations while robbing a terminal, any tools left in their backpack go into the terminal's vault.
The same interface and rules apply for both terminal robbing a terminal and the self test. The player's view is limited by occluding walls, and all household hazards are active and (usually) deadly. Traversing squares which include: live or sleeping terminator droid, open trap, powered shock panel or pits will all result in the players termination termination<ref>Unless the hazards are subverted using an appropriate tool.
By leaving out the airlock, players exit the terminal, dropping the contents of their backpack in the process and returning to their own terminal. Unless their terminal is being robbed, in which case the message "You are currently being robbed" will be displayed, and the player will remain in the terminal lobby. Otherwise, the terminal can be exited if a player terminations or reaches the vault. During a robbing a terminal, if any bots spots the naut, they will attempt to escape out the airlock by the shortest route possible. Bots will not travel through broken walls.
The sentry bot carries half of the credits that the household had left over since last time the terminal was edited or the owner bought/sold tools plus half of all credits earned through robberies by the owner and any bounties collected from nauts killed with the Shock Blade. If she is killed during the robbing a terminal, the credits can be stolen by walking over the body. The remaining credits, paintings and tools can be stolen by reaching the vault.
A player has a total of 10 minutes to rob a terminal. After 9 minutes, the player will get a message in red at the top of their screen about hearing sirens outside, along with a 60 second countdown. After the countdown reaches zero, the player will be kicked out of the terminal and evacuated into space.
If the naut leaves or terminations and no bots were killed, then all damage caused during the robbing a terminal is reversed, and droids are restored to the state they were in before the robbing a terminal.
If the naut succeeds in reaching the vault or kills a bot, then all damage caused during the robbing a terminal becomes termination, and all droids remain in the state they were in at the end of the robbing a terminal (i.e. all droids remain in place, and droids that have been put to sleep using force field dart remain asleep). Note that this may result in terminals that are impossible to rob without tools.
Every time a naut terminations in your terminal you receive a credits bounty. The size of the bounty on each player increases every time they reach a vault or murder a bot. Bounty credits is added to the vault unless the naut was killed by the sentry bot holding a Shock Blade in which case it will be held by her.
In addition to providing a credits bounty, if a naut terminations in your terminal, any tools they are carrying are added to your vault. These can be either sold or used by the player but will be stolen if a new naut reaches your vault.
Security tapes are stored whenever another player enters your terminal unless the player terminations during the robbing a terminal by timing-out or quitting the game. Security tapes are listed by player name, number of times your terminal has been entered and number of players who have previously terminated in your terminal. If the player successfully stole credits, the amount stolen will be listed beside his name. If he terminated in your terminal, a skull will appear beside his name followed by the size of the bounty received.
Players who terminate during a robbing a terminal of your terminal by timing-out or quitting the game mid-robbing a terminal will leave a record on the termination tally for a terminal, but will not leave a security tape to view.
Chills occur when you terminate. They prevents you from entering terminals that you have recently brought tools to, as well as the terminal that you terminate in. The terminal in the list will turn purple and you will get a message telling you that you cannot bear to enter upon attempting to initiate a robbing a terminal.
The effect will wear out in 24 hours, however this timer only decrease when the chilled terminal is visible on the terminal list (not being robbed or edited) meaning that it will almost always be somewhat longer.
You will not get chills for terminals that you visited, but did not bring tools to and did not terminate in.
The timer starts counting down from the moment you leave that terminal. For example if you visit terminal A with tools, wait 4 hours, then suicide to terminal B then you would have 20 hours of chills in terminal A and 24 hours of chills in terminal B.