
- BGG rank
- BGG #5,477
- BGG rating
- 6.2
Elevenses
- 2–4 players
- 30 min
- Complexity 1.4/5
- 2013

Rules assistance for 101.1
Plain-language explanations of turns, card effects and disputed situations, with official source references and saved question history.

What would you like to know?
Answers come from the official rulebook, with the page to check.
101.1 is an expansion for One Zero One released in 2015 for 1–2 players, 10 minutes per game, and ages 8 and up. It was designed by David Harding (II) and its main mechanics are Hand Management and Area Majority / Influence.
101.1 is the first expansion set for One Zero One - a fast-playing but highly tactical card game set in the world of 1980s computing. 101.1 adds new command cards to add to the One Zero One base game. These cards can be interchanged with other command sets or simply added to the base game for a larger experience. In summary, these cards are: - END & CONT: (4 cards) Playing an END card disallows players from playing future cards to a program row! Playing CONT re-opens a locked row! - GOSUB: (4 cards) A card alongside a GOSUB command can be moved to any row with at least three cards in it by the active player! - GET: (2 cards) Playing your GET card allows you to take and flip a card from your opponent's hand, adding it to yours! - NEXT: (2 cards) After playing a NEXT card, your opponent must play their next card to the program display alongside the card you just played! The expansion pack also includes: - The CPU: (1 card) This card serves to run the CPU of the game, allowing players to play One Zero One solo! - 60: (1x 60 card, 1x control card) Now you can extend the length of your program and put even more points up for grabs! - 2x player aid cards
101.1 supports 1–2 players according to the catalogue. This range comes from the publisher’s listed player count, so the game can be set up for any group size within it. Some setups, rules and scoring details may still vary by player count, so check your edition’s rulebook for the exact configuration.
The listed playing time for 101.1 is 10 minutes. This is the publisher’s estimate for a full game. The actual duration depends on the group, the player count and familiarity with the rules: first sessions usually run longer, while experienced groups often finish faster. Setup and teaching time are not included in this estimate.
The catalogue lists 101.1 for ages 8 and up. This is the publisher’s recommendation and reflects reading demands, rule complexity and small components rather than theme alone. Younger players can often join with help from an adult, so check the age guidance on your edition and consider your group’s experience with board games.
101.1 has a complexity rating of 1.7 out of 5 from BoardGameGeek players, which makes it a light game. The rating reflects how much rules knowledge, planning and decision-making a typical game demands. Expect a longer first teach for heavier games, and use a preparation guide before game night.
101.1 belongs to these categories: Expansion for Base-game. Its main mechanics are Hand Management and Area Majority / Influence. Categories describe the theme and setting of a game, while mechanics describe what players actually do on their turns. Each mechanic links to a catalogue hub with similar games, which helps when you want something comparable.
The credited designers of 101.1 are: David Harding (II). These credits come from the published game data and name the people responsible for the game’s design, not its illustrators or publishers. Designer pages on MeepleRules collect other titles by the same designers, which helps when you enjoy a game and want to find similar ones.
The catalogue lists 101.1 as an expansion for One Zero One. Expansions add new content, rules or scenarios to the base game and usually cannot be played on their own, so you need One Zero One to use it. Check that your edition of One Zero One is compatible, as some expansions were revised between editions.