NOIR Rulebook 8.5x11
Transcription
NOIR Rulebook 8.5x11
Game by D. Brad Talton Jr. Illustrated by Fábio Fontes Presented by Level 99 Games NOIR is a series of mystery games that all use the same deck and a limited number of tokens. Many of the games have a similar foundation, so we recommend beginning with the Killer vs. Inspector game, and continuing from there to explore the others. MATERIALS 25-card Suspect Deck, each card with one ‘live’ and one ‘deceased’ side. 25-card Innocent Deck, each card with one ‘innocent side’ and a similar back. 4 reference cards explaining the powers of the different roles. Live / Deceased Suspect Deck cards Game #1 Killer vs. Inspector Players: 2 Time: 15 minutes or less Difficulty: Light BOARD SETUP In all four games, board setup is the same. Arrange the 25 card suspect deck into a 5 by 5 grid on the table. Shuffle the Innocent Deck. PLAYER SETUP Randomly decide who will be the Killer, and who will be the Inspector. The Killer draws one card from the Innocent Deck face down. This is his secret identity. He loses if this person is arrested. The Inspector draws 4 cards. Innocent / Secret Innocent Deck cards GAME STRUCTURE The two players alternate turns, each taking one action. The first turn for each player is a little different than the rest, but afterwards, all turns are the same. The Killer always goes first. FIRST TURN - KILLER On the first turn, the Killer must make a Kill action. To do this, he chooses one of the suspect cards on the board adjacent (either on the sides or the diagonals) to his secret identity, and turns that card face-down, to its deceased side. FIRST TURN - INSPECTOR The Inspector must now select one of the 4 cards from his hand to be his secret identity. He sets that card face-down in front of him. The others he keeps in hand as ‘evidence cards’. FURTHER TURNS - KILLER On each turn, the Killer must choose one of the following 3 actions and perform it. - Shift a row or column - Kill an adjacent suspect - Disguise himself (or attempt to) Board arranged and ready for play. Putting the characters in alphabetical order is optional, but does make finding your identity at the start much easier. FURTHER TURNS - INSPECTOR On each turn, the Inspector must choose one of the following 3 actions and perform it. - Shift a row or column - Arrest an adjacent suspect or yourself - Exonerate a suspect from the deck SHIFT ACTION Both players have the ability to shift. To do so, select any row or column on the board (you do not have to be in it or near it). Move all cards in the column vertically up or down, or move all cards in the row left or right. This will cause one card to ‘fall off’ the edge of the board. Place the card that falls off onto the new empty space on the other side. NOTE: You cannot use your shift to ‘undo’ the previous player’s shift. For example, if a player shifts a row right, the next move cannot be to shift that same row left. KILL ACTION The Killer can kill a suspect just like he did on the first turn. He just picks a suspect who is adjacent to his character on the board, and turns Geneva is the Killer, so she can ‘reach’ to kill any of the 8 suspects around her. If she were the inspector, she would be able to ‘reach’ and arrest any of these same suspects, including herself. that suspect to it’s deceased side. Since the Inspector is now one of the suspects, if the Inspector is killed, he reveals his identity and, the killer wins! Otherwise, play continues. ARREST ACTION The Inspector can arrest a suspect whom he is adjacent to on the board. He may even arrest himself to throw off suspicion. He simply points at the suspect and asks the killer “Are you [name]?” If the killer is the named suspect, then the Inspector wins! Otherwise, play continues. DISGUISE ACTION The Killer can disguise himself to throw the Inspector off of his trail. To do this, he draws a card from the top of the innocent deck, and then secretly checks to see if that character is still live on the board. If it is still live, then he discards his current identity and turns that card to its deceased side, then places the card he drew face-down in front of him. It is his new secret identity. If the suspect is deceased, then he simply discards the card face up, and retains his old identity. His turn is over either way. EXONERATE ACTION The Inspector draws one card from the innocent deck into his evidence hand. He must then discard that card face-up beside the board (if the discarded suspect is still live, it is easier to place the innocent card over top of their suspect card on the board). The Inspector’s turn is over, and he should have 3 cards in his evidence hand. OTHER RULES If the Innocent deck is exhausted, then the Disguise and Exonerate actions are no longer available. If an entire row or column of suspects are deceased, that row or column is removed, and the board shrinks. If 16 characters are deceased at any time, the game ends and the Killer wins. Example of shifting a column down The suspect who ‘falls off’ goes into the new empty slot. If an entire row or column is deceased, they become removed from the board, and the board shrinks Game #2 Hitman vs. Sleuth Players: 2 Time: 20 minutes or less Difficulty: Medium BOARD SETUP In all four games, board setup is the same. Arrange the 25 card suspect deck into a 5 by 5 grid on the table. Shuffle the Innocent Deck. PLAYER SETUP Randomly decide who will be the Hitman, and who will be the Sleuth. The Hitman puts 4 cards face-down from the innocent deck to form a hit list, then draws one card from the Innocent Deck face down to be his secret identity. He loses if this person is arrested. He turns up the first card in the hit list. The Sleuth draws 4 cards to form his police hand. He chooses one of these right away to be his secret identity, and places it down in front of him. GAME GOAL The Hitman wins if all of the targets in the hit list have been eliminated, or if all the sleuths chasing him are eliminated. The Sleuth wins if he can investigate the Hitman. Starting with the Hitman, both players take alternating turns making a single action each. SHIFT ACTION - BOTH PLAYERS Shifting works just like in the Killer vs. Inspector game, and both players are able to shift rows and columns. KILL - HITMAN The Hitman selects an adjacent suspect and turns that suspect face-down. If it is the current face-up suspect in the hit list, then the Hitman turns up the next face-down card in the hit list. If that target is already deceased, he continues revealing targets until he reveals one that is still live. If the Hitman kills a suspect in the Sleuth’s hand, the Sleuth must discard that card face-up. It is not replaced in his hand. If the Hitman kills the Sleuth, the Sleuth immediately places a card from his hand down as a new secret identity. If he has no cards in hand to place down, he loses. If all targets in the hit list are deceased, the Hitman wins. EVADE - HITMAN The Hitman’s evade works much like the Killer’s in the Killer vs. Inspector game. There must be at least two cards in the deck for an evade to be attempted. The Hitman attempts to disguise just like the Killer would (by eliminating his old identity and choosing a new one). If the evade is successful, then the top card of the deck is added face-down to the hit list. INVESTIGATE - SLEUTH The Sleuth may name a suspect adjacent to his secret identity and ask if that player is the Hitman. If correct, the Sleuth wins the game. If the Sleuth is wrong, the Hitman returns one of the face-down cards in the hit list (if there are any) to the bottom of the innocent deck. CANVAS - SLEUTH The Sleuth draws a card from the innocent deck, then chooses and discards a card from his police hand. The Hitman must answer ‘yes’ or ‘no’ whether he is adjacent to the card the Sleuth has discarded. Canvasing can still be done if the innocent deck is empty, but the sleuth’s hand will not be replenished. Game #3 Spy Tag Players: 3 or 4 Time: 30 minutes or less Difficulty: Medium BOARD SETUP In all four games, board setup is the same. Arrange the 25 card suspect deck into a 5 by 5 grid on the table. Shuffle the Innocent Deck. PLAYER SETUP All players are Spies. Give each one a facedown secret identity and randomly determine who will go first. ... Yes! Yes! ... GAME GOAL The goal of the game is to collect trophies. Each successful capture of an opposing spy earns a trophy. In the 3-player game, 4 trophies are needed to win. In the 4 player game, 3 trophies are needed to win. SHIFT Shifting works just like in the Killer vs. Inspector game, and all players are able to shift rows and columns. CAPTURE A Spy selects one of the suspects adjacent to him. If any other player is that suspect, then turn that suspect over to the deceased side and the capturing spy claims his innocent card as a trophy. If a player has now claimed enough trophies to win the game, he wins! Otherwise, the player who was captured immediately draws a new identity card, and play continues. CANVAS A Spy selects one of the suspects adjacent to him. All players adjacent to the selected target as well as any player whose identity is the canvased target must raise their hands or otherwise indicate that they are adjacent. Naturally, this will always include the canvasing spy himself. Players can canvas their own identities if they wish. Example Canvas Action: Ryan, Ophelia, Irma, and Vladimir are playing Spy Tag. Ryan canvases Marion. Irma and Ryan now raise their hands (or answer yes). Ophelia and Vladimir do nothing. Game #4 Master Thief vs. Chief of Police Players: 2 Time: 45 minutes or less Difficulty: Hard BOARD SETUP In all four games, board setup is the same. Arrange the 25 card suspect deck into a 5 by 5 grid on the table. Shuffle the Innocent Deck. As an additional step, place a treasure token of some kind (a penny, glass bead, or the like) on each suspect. Optionally, you can flip suspects to their deceased side to mark whether they possess a treasure or not, but this is confusing for some players, as suspect without a treasure are still considered ‘live’ in this game. PLAYER SETUP Randomly decide who is the Master Thief and who is the Chief of Police. The Master Thief draws 2 secret identities into her hand and 1 secret identity face down in front of her to be her active identity. The Chief of Police draws 1 face-down identity for himself, and 2 more faceup identities for his uniformed officers. GAME GOAL The Master Thief wins if she can steal all 25 treasures on the board. The Chief of Police wins if he can capture the Master Thief “red-handed.” SHIFT - BOTH PLAYERS Shifting works just like in the Killer vs. Inspector game, and both players are able to shift rows and columns. DISGUISE - MASTER THIEF The Master Thief can disguise by picking up her current secret identity, then shuffling it together with her hand. She then picks one of the identities in her hand and places it facedown in front of her to be her active secret identity. STEAL - MASTER THIEF The Master Thief can steal a treasure from any suspect adjacent to her secret identity, or from her secret identity. Remove the treasure token from that suspect and add it to your stash. If she has all 25 treasure tokens, the Master Thief wins! (That is, every suspect on the board, including your own secret identities, the Chief of Police, and the uniformed officers, has been robbed) ARREST - CHIEF OF POLICE The Chief of Police can make an arrest attempt against any suspect adjacent to his secret identity or the identities of his uniformed officers. He does not need to declare which suspect is making the arrest. If the arrested suspect is the current identity of the Master Thief, then she is arrested and loses. It does not matter if the Master Thief has one of these identities in her hand--she is only arrested if she is currently using that identity! DEPUTIZE - CHIEF OF POLICE The Chief of Police can draw a new card from the innocent deck to add to his uniformed officers. He must then discard one of his uniformed officers (he can also discard the one he just deputized, if he wishes). When the Chief of Police takes this action, the Master Thief immediately claims any treasure on the board, regardless of where she currently stands. This does not take up her turn. OTHER NOTES If you wish, this game can be played as a set of two games, where each player plays Master Thief once, and then the players compare the number of treasures stolen to determine the winner. Thanks for Checking out NOIR! I hope you’ve enjoyed these four games, and thanks for taking the time to explore this fun new game from the Level 99 Games Minigame Library! You can get NOIR and many more games that travel in your pocket by getting a copy of the Level 99 Games Minigame Library. Thanks again, and Happy Gaming! - D. Brad Talton Jr, Designer NOIR is © 2011 by Level 99 Games. All rights reserved. These rules are not to be redistributed without permission. These are playtest rules, and may not reflect the final content of the published game. You can get a copy of NOIR now in the Level 99 Minigames Library! Visit www.lvl99games.com to check it out!