English - Ghenos Games

Transcription

English - Ghenos Games
3. Choose the difficulty level:
- Base: the Gang Characters and the figurines always stay visible: the figurines will always
stay on the board. This is valid also for the Vehicles in which they are. Recommended for
the first games or fast and easy games.
- Advanced: follow the instructions “on visibility” in the second part of the rules book.
Recommended for those who are familiar with the game.
o
a
o
o
by Pierluigi Frumusa
2- 5 players, 60 minutes
BOX CONTENTS
1 double-sided coloured board, 5 figurines (Lupin III, Fujiko, Goemon, Jigen and Zenigata),
5 screens (1 for each of the figurines), 10 Policemen tokens (numbered from “1” to “10”),
10 Guards tokens, 60 Mission cards (15 for each character of the Gang), 40 Equipment
“Dispositivo” tiles, 5 Treasure “Tesoro” tiles, 6 Vehicle tiles (2 cars, 1 boat, 1 helicopter and
2 motorbikes), 2 Police Car tokens, 5 Foresight tokens, 14 Handcuff tokens, 1 Bus token, 1
game round counter, 2 dice, these rules.
AIM OF THE GAME
The game re-enacts two new missions for the renowned thief, Lupin III, and his Gang made
up of Jigen, Goemon and Fujiko: Ruby red, set in former Burma and The Great Bank
Robbery, set in Lugano (Switzerland).
The players will need to choose whether to control Inspector Zenigata and the defence
forces (the player choosing Zenigata plays alone), or the Gang. The players in Lupin’s
Gang play as a team; but Fujiko may wish to follow her own interests and betray the Gang.
The uncertainty of cooperation defines this game’s imperfect cooperative method.
In both missions, the main aim of Lupin III’s Gang is to gain possession of the Treasure and escape, all 4 of them (if Fujiko must betray, only the other 3), within 13
rounds of the game. The aim of inspector Zenigata is to prevent them from escaping
within 13 rounds. Fujiko is the sole winner if she must betray and escapes alone with the
Treasure.
GAME SET-UP
1. Choose which episode to play: Ruby red or The Great Bank Robbery, and
open the board to the appropriate side and place it in the middle of the table.
2. Choose the characters: depending on the number of players (see the table). Take
the figurine(s) and corresponding character screens. The player choosing Zenigata also
takes the Policemen tokens (and the Guard tokens if you play at Ruby red) and the Police
car tokens.
Number
of
Players
2
Number of players controlling the characters
Zenigata
(plus
Lupin III
Jigen
Goemon
Fujiko
Policemen)
1
1
1
3
1
4
5
1
1
(who chooses
one another
Gang
member)
1
1
1
(who chooses 2 Gang members, but
not Lupin)
1
1
1
1
1
4. Place the Treasures:
- Ruby red: take 4 Treasure tiles (the one with the ruby and 3 depicting
empty save boxes), shuffle them and place 1 tile face down at random next
to each building A, B, C and D next to the game board. The suspicious Alhak
Kajed hasn’t even revealed to Zenigata in which of his 4 buildings the 12,000
carat ruby is to be found.
- The Great Bank Robbery: take 4 Treasure tiles (the one with the pile of
money and 3 depicting empty save boxes), shuffle them and place all 4 tiles
face down at random next to the board near the Bank, one next to the other.
The Treasure is in one of the 4 vaults of the Swiss bank. Not even Zenigata is
allowed to know which vault actually contains the money.
© MP/T• N
© MP/T• N
5. The player Lupin must equip himself with a pen and a photocopy of the
Episode mission notes page to be found at the end of these rules. He
will note down, on the corresponding round line, the damages to the vehicles and the
number of eliminated Policemen and the Member of the Gang who has eliminated them.
© MP/T• N
6. The Great Bank Robbery: place the Bus at the first stop
(squares E14-F14). The Bus occupies 2 squares. This will be
moved forward to the next stop on every round during the Phase
Setting Actions. No Vehicle, figurine or Agent can end its movement on the Bus stop squares. It is allowed to cross them.
© MP/T• N
7. Place the 14 Handcuffs tokens and the 5 Foresight tokens next to the game board. They represent the number of injuries suffered by the Gang characters (14 Handcuffs)
and Zenigata (3 Foresights). Each time one of them is injured, the player takes a token and
places it in front of his screen, well visible to all. When the Character reaches the maximum
limit of injuries (see below), the player puts the tokens back near the game board. The 2
remaining Foresight tokens represent the number of damages to the Police cars.
GAME TURNS
The game turn is carried out in 4 phases for a maximum of 13 rounds. Always follow this
order:
1. Police Phase. Zenigata, the Policemen and the Guards play in any order. Zenigata
and the Policemen can: a) move, b) shoot with their weapon, c) fight hand-to-hand in any
order. The Guards can only shoot with their weapon or fight hand-to-hand in any order.
Should Zenigata’s player call in the backup, this action must be done first in this phase. A
member of the Police must end his actions before it is the turn of another member of the
Police.
2. Gang Phase. The Gang plays. Each Gang character can: a) move, b) shoot with their
standard weapon, c) fight hand-to-hand, d) use of a maximum of 2 supplied items of Equipment and e) play 1 Mission card in any order. A member of Gang must end his actions
before it is the turn of another Gang member. The Gang players decide the playing order.
3. Setting Actions Phase. Actions foreseen by the setting of the chosen mission (only
The Great Bank Robbery mission).
4. Treasure Taking Phase. Take, if possible, the Treasure, move the round counter,
and if possible, finish the game.
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his Walther P38 gun, Jigen with his Smith & Wesson M19 Combat Magnum, Goemon with
his Zantetsu, and Fujiko Mine with her Browning M1910 gun. Also Zenigata has a standard weapon: his Colt Government 1911 A1.
Note: if you buy
Purchase items of Equipment
the rucksack as
The Gang has a total budget of $1,500 to purchase a maximum of 1 of the 2 items,
2 items of Equipment per Gang character (not considering the you can take 3
rucksack effects. See below). Each item of Equipment has a price in more items!
dollars. To purchase the items of Equipment, look at the 40 “Dispositivo” tiles, each one showing a picture of the item of Equipment, describing its use and giving
its price. All of the Gang’s players decide what to buy and which player gets each piece of
Equipment. In case of disagreement, Lupin always has the last word. Find the description of
the tiles at the end of the rules.
On the first game round the Police Phase does not occur: the first round starts
from the Gang Phase. From the second round, the game is played with all 4 Phases in each
round.
PREPARING THE MISSION
Before the first round, there are two preparatory phases: Zenigata arrays his forces (the
Police placement) and the Gang plans the robbery.
I. Police placement
The player Zenigata places on the game board the figurine of Zenigata
and the 10 Policemen tokens on any free square between column “14”
and column “25” inclusive.
In Ruby red, he also places the 10 Guards of the Lord of the Burmese
Gems, “Alhak Kajed”, tokens one in each square, on the roofs of the 4 buildings (A, B, C, and D) and the 2 Police cars parked off the board, well visible.
In The Great Bank Robbery, he also places the 2 Police cars each
parked in its dedicated square (“L23” and “L24”).
Attention: it is forbidden to place on any square which is totally, or in great part, covered with rocks, water or buildings.
© MP/T• N
1. The Gang characters each receive 2 Mission.
Make 4 decks of Mission cards (1 for each Gang member) and shuffle each deck. Each
Gang member takes his corresponding deck (see back of the cards) and draws 2 Mission cards. He/she looks at them and keeps them hidden (also from the other Gang’s
members) behind their screen until they wish to play them. The remaining cards – still face
down – remain in front of each player beside the screen ready for other draws during the
game (see below).
Players must understand their cards before they choose their Equipment.
Explanations of the cards can be found at the end of the rules in the Mission cards table.
Note: Goemon cannot use fire-arms,
which he can transport for his companions. The only
weapons he will be
able to use are his
Standard weapon
sword besides kniAll Gang members begin with a standard weapon: Lupin III with ves and bombs.
14
If you play in 4 or 5 players, before the player controlling Zenigata comes back, the player
controlling Lupin must hand over any left-over Equipment to Fujiko, face down. The player
controlling Fujiko must keep the tiles beside her screen, face down. Should Fujiko draw the
Mission card, “Perdonami Lupin...” (Forgive me Lupin...), the treachery card (at the beginning
of the game or within 9 game turns), she will have, only if and when she will decide to state
the betrayal, 600$ immediately available to her for buying other items of Equipment chosen
from the left-over Equipment handed to her by Lupin. She will activate them only if the necessary requirements are met.
e.g.: Fujiko buys the Boat she will be able to use it from the chosen docking post or a Motorbike she will be able to use only on the road. This is the only case in which a Vehicle “appears” directly on the game board, without it entering from the starting squares.
If you play in 2 or 3 players, discard the left-over Equipment (Fujiko cannot betray).
Once the player controlling Zenigata comes back, the Gang players must stay silent. During
the game, they will not be allowed to talk about the mission unless they carry a portable
radio, they are in close squares or on the same Vehicle.
II. Lupin’s Gang plans the robbery during a meeting
2. Choice of Equipment (“Dispositivo”)
From this moment, Lupin’s Gang has a meeting, not to last more
than 15 minutes, to plan the robbery and decide which Equipment to buy according to Zenigata’s Policemen line-up. The player
controlling Zenigata moves away from the playing area, keeping
time: he must not know about the plans and purchased items of
Equipment until the players activate them.
The player controlling Lupin keeps a count of the expenses on his Episode mission
notes. Each member of Lupin’s group takes the assigned “Dispositivo” tiles and keeps them
secretly behind their screens. The player with a Vehicle tile (Helicopter, Motorbike, Alfa Romeo, Fiat 500 and boat) must also take the corresponding token.
The Gang will move by foot or with a Vehicle (Alfa Romeo, Fiat 500 or motorbike, not the
Helicopter and the Boat) starting from:
Ruby red: any square A1 or A2 (house). The Vehicles start from the A2 square;
The Great Bank Robbery: either of the two red squares C1 and R1.
These squares also represent the places of escape before the end of the mission.
III. Placement of the game rounds counter
Place the game round counter on square 1 of the 13 game round table on the game board.
MOVING, SHOOTING AND HAND-TO-HAND FIGHT
On its back, the screens list the following information:
− Name
− Move (“Movimento”): maximum number of movement
− Ability to hit during a hand-to-hand fight (“Corpo a corpo”)
− Ability to shoot with the gun (“Pistola”)
− Ability to shoot with the rifle (“Fucile”)
− Ability to throw the knife (“Lancio del Coltello”)
− Ability to dodge a blow subjected to during a
hand-to-hand fight (“Agilità”)
− Standard weapon
− Injuries and penalties (“Arresto”): maximum number of injuries (and number of reduced moves) and consequent arrest or temporary elimination.
th
an-
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of
of
on
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Ro-
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er
he
ng
te
en
es-
orpe-
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le
he
du-
e.g.: Upon a first injury, Zenigata does not suffer move limitations. Upon his second injury, Zenigata moves one square
less (he can now move a maximum of 3 squares). Upon his
third injury he only moves a maximum of 2 squares. Upon his
fourth injury, his figurine is removed and placed on a specific square with no injuries (see after).
a. Movements
Zenigata, the Policemen and the Gang move from one
square to another on the map. The maximum number
of squares they can move is indicated on the back of the
screen (Move value). It is, therefore allowed to move less,
but it is not allowed to move twice in the same turn (it is not
allowed to move, shoot and then move again).
All movements are orthogonal. Only one figurine or
Policeman can stay on each square. It is possible to cross
an occupied square only with authorisation from the player
that is occupying the square. Attention: it is forbidden
move or stay on any square which is totally, or in great part,
covered with rocks, water or buildings.
Attention: The Guards never move from their position on the roofs, but they
can shoot with their own
rifles or struggle a hand-tohand fight.
Moves
Buildings with the roof (with alphanumeric value squares)
It is allowed to hide (buildings with 1 door), hide and pass through (buildings with 2 doors)
and always get on to the roof. In fact, everyone can get on to, move or stay on the roofs or
terraces with alphanumeric value squares.
If you want to access the roof, it is necessary to enter from the door of the building (1 move),
place the miniature or token on the building, out of the marked squares (B on the picture),
and then on to the squares on the roof (1 move for every square on the roof). Perform this
move in reverse to get off.
Ruby red. Alhak Kajed has forbidden the Policemen to access the 4 Treasure buildings
roofs.
The Great Bank Robbery. The square on the roof of the Police station can only be accessed by the Policemen and Zenigata. The Police cannot enter the Bank.
Height of the building. Some buildings on which it is allowed to access have a
number showing the number of floors the building has (see picture). It helps to identify
lower levels for shooting ranges and flying equipments.
Access to the
bridges
Special moves
Wood. It is allowed to move inside the woods. It is not allowed to shoot to and from the outside. It is allowed to start a
hand to hand fight or shoot only if both characters are close
(orthogonally adjacent squares or diagonally adjacent squares) in the wood.
Bridge. It is allowed to go onto a bridge on foot also from
the square beside the bridge. A means of transport can access a bridge only from the street. Only the Gang characters
Passing through
can go underneath the bridge, but only when using a boat.
a building
Wall. It is forbidden to pass through walls.
Water. It is not allowed to move in the water. Only the
Gang characters can move on the water with a boat.
Flower bed. It is allowed to cross flower beds from a
neighbouring square only if there is a square available
for crossing (marked with an alphanumeric value). This
is equivalent to one move.
Buildings. Buildings without a door are seen purely
as obstacles. It is allowed to enter a building only if provided with a door. Entering a building counts 1 move.
Going out or getting off the roofs counts another move.
As long as a character stays in the building, he cannot be
attacked by anyone from the outside. However, he may
shoot outwards if he wishes, counting as shooting square the Lupin moves 4 squares,
building’s doors. Characters in the same building are consi- passing through the
dered as being in adjacent squares: they therefore can start building.
a hand-to-hand fight.
Getting on a roof
Buildings with no roof (without alphanumeric value squares)
A building with:
- one door can only be entered to hide;
- two doors can be entered to hide or passed through.
Passing through is equivalent to 2 moves: one when entering
and one when leaving.
The Great Bank Robbery. Zenigata and the Policemen cannot enter the following two buildings with no roof:
the Church and the Town Hall.
Buildings containing the Treasure
In order to take the Treasure, the Gang character must enter the building containing it. To do so, during the Gang
Phase, he/she enters using the door, as usual:
Ruby red. in any one of the 4 buildings of the Lord of
the Burmese Gems;
The Great Bank Robbery. in the Swiss National
Bank.
The player places the figurine off the board on a Treasure tile. The Gang character can take the Treasure
only during Phase 4 (Treasure Taking). To exit, the
Gang character must move in reverse in the next
round (he cannot enter, take the Treasure and leave
in the same round).
Entering the building
with the Treasure
b. Shooting, hitting and arresting
Everyone can shoot if in possession of a gun or rifle. It is only possible to fire if there is at least one square’s distance between
Shooting range
characters (e.g. “A1” – “A3”) or starting from the first diagonal squares. A gun shoots up to a distance of
5, whereas a rifle shoots up to a distance of 12
squares.
The range is calculated by counting (5 for the
gun and 12 for the rifle) starting from the weapons square in orthogonal and diagonal
directions or by counting 2 squares in an
orthogonal direction and 1 in a perpendicular direction (3 in total, like the knight’s “L”
in chess).
Exception: the roof squares of the buildings are
In the example, the bush
not centred with the game board grid. Therefore, if you obstructs Zenigata from
are on a roof: a) you have an orthogonal “double” sight, b) seeing behind it.
the chess rule does not count, c) consider only the diagonal which intersects the roof square most.
e.g.: Ruby Red. A Guard on square U9 can shoot in orthogonal direction along columns 21/22
and P/Q. He can also shoot along the two diagonals which end one on the square T18 and
the other on the square L17 (I16 is an obstacle).
A character on a low level (level ground also) can shoot an enemy on a higher level standing
only on the first row of the roof alphanumeric squares.
eg.: The Great Bank Robbery. A character with a gun in N12 can shoot on the roof square V6,
but cannot shoot on the roof square V5, although it is within his shooting range.
A character on a higher level can always shoot an enemy on a lower level within the shooting
15
range.
Obstacles. These are the squares from which the target can be reached with the chosen
weapon, without obstacles obstructing its view. The view is considered blocked if there is an
obstacle, even partial, placed in the middle of the trajectory. Obstacles are: buildings, rocks,
walls, woods, bushes, bridges or Vehicles. The structures on the roof are considered as an
obstacle.
e.g.1: Ruby Red. Lupin on square L11 cannot shoot Zenigata on square G11.
e.g.2: The Great Bank Robbery. A Policeman on the Police Station square roof X7 can shoot
along the 2 columns H/I towards the sheds, but not on the other side. He can also shoot along
the 2 columns 20/21 until the range crosses obstacles and diagonally towards the swimming
pool and the wood before the flowerbed Y0, but not in the other two directions.
e.g.3: The Great Bank Robbery. Jigen on the roof square U3 can shoot along the 2 columns
10/11 and along the 2 columns A/B towards the entrance/exit squares, but not towards the
swimming pool (obstacle roof). He can shoot in diagonal towards South if there are no obstacles.
To check the range, only the final square where the
miniature or a Policeman has landed should be taken
into consideration. In fact, the path the character takes
may partially enter the range of fire of the enemy, without however making him attackable: what matters is
that the final square is out of this range.
To see the effect, the player who is shooting must
add the value of rolling two dice to the value
of the speciality noted in the character card behind
the screen (gun “pistola” or rifle “fucile”). If the result is
<12, nothing happens. If you come up with a result of
≥12, you hit your target.
The weapons
Zenigata and the Policeman:
1 gun. The Guards: 1 rifle.
The Gang: has the standard
weapon and the item of Equipment weapon tiles. The Gang
can use the standard weapon
once per turn but it can also
use the Equipment weapons
(maximum 2, as it is allowed to
use only 2 items of Equipment
per turn).
If shot:
- a Guard, is immediately and definitively eliminated from the game. The token is removed
from the game;
- a Policeman, is immediately and temporarily eliminated from the game. The token is
removed from the board and placed in Zenigata’s reserve;
- Zenigata, he suffers an injury. For each injury, take and place one Foresight token in front
of your screen, well visible to all. Starting from the second injury, his movement is penalised
and when he reaches the maximum limit of injuries possible (4) he is immediately placed in
Ruby red “G25”; The Great Bank Robbery “I25”. He sets off again on the following
round (Phase of the Police) with no injuries (the Foresight tokens are put back in the stock);
- a member of Lupin’s Gang, he suffers an injury. For each injury, take and place one Handcuff token in front of your screen, well visible to all. Their movement is penalised and, when
they reach the maximum limit of injuries they are arrested and they cannot move or attack
(the handcuff tokens are put back in the stock). Zenigata picks up the token of the Policeman nearest the character to arrest and places it under him/her. If there are no Policemen
available, he uses one of the backup. The Policeman who has arrested the character cannot
move, shoot or be attacked by any other Gang character than the set character to release
the companion. He can only defend himself from hand-to-hand fighting started by the set
character.
The Gang character can only release himself in two ways:
1) the set character that must release him (according to the order, see table) kills the Policeman who is keeping him under arrest. If this character happens to be under arrest as well (or
has left the map), he must be released by the second character in priority and so on.
Attention: as shown in the table, Fujiko is not obliged to release anyone, but the other
players are obliged to release Fujiko. This is true also if she has betrayed.
e.g.: Fujiko has declared she is betraying and has been arrested. The other members of the
Gang are escaping with the treasure, but Lupin must go back and release her. Only after can
he escape with the others and win. Doing so, he gives Fujiko the chance to steal the Treasure
and win.
16
Character arrested
Lupin
Jigen
Goemon
Fujiko
1° priority
2° priority
3° priority
Jigen
Goemon
-
Goemon
Lupin
-
Lupin
Jigen
-
Lupin
Jigen
Goemon
2) he/she decides, on his turn, to reduce the playing time of the entire game by 1 turn (move
the round counter by 1 square). The Policeman who was blocking the Gang character is
temporarily eliminated.
The released character will return to the game with no injuries. He also
loses his items of Equipment, but keeps his Vehicles.
c. HAND-TO-HAND
Hand-to-hand range
Each time a character lands on a square that is orthogonally adjacent to the enemy, he can initiate a hand-to-hand
fight during his turn, by rolling the two dice.
To see the effect, the player who is starting the fight
must add the outcome of rolling 2 dice to the
value of the speciality (“Corpo a corpo”) noted in
the character card behind the screen. If the result is
≥ 12 (same condition as the “shooting” action), he deals
a blow. The enemy will try to dodge this blow by rolling
1 die. If it is a Policeman/Guard, with no agility level, they
lose and their token is removed. If it is a figurine, the die
outcome must be compared with its agility level. If the die It is not allowed to shoot in
orthogonal adjacent squaoutcome is:
- equal to or less than their agility level (see character res: a hand-to-hand fight
card, “Agilità”), they will not be hit and they can counterat- occurs.
tack (just once per turn);
- higher, they are hit and lose: they suffer an injury (same consequences as shooting). He
cannot counterattack.
If the result is < 12, he does not deal a blow. The enemy can counterattack just once.
To sum up, the character undergoing the fight can counterattack (hand-to-hand) if he dodged
the blow (with his agility) or the blow was not dealt. The character who started the fight can
only try to doge the blow (with his agility) of the counterattack.
e.g.: Zenigata initiates a hand-to-hand fight against Fujiko. Zenigata rolls the dice. The outcome is 9: he wins (dice roll 9 + “corpo a corpo” 4 = 13). Fujiko rolls one die: the outcome is 3:
she dodges the blow (die roll equal or less than her agility value 4). She can therefore counterattack the hand-to-hand fight. She rolls 12 with the two dice and deals a blow (dice roll +
“corpo a corpo” value 3 = 15). Zenigata rolls one die and the outcome is 2 (die roll equal or
less than his agility value 2): he dodges the blow and cannot counterattack. The fight is over.
PHASE DETAILS
PHASE 1 – The police phase
In this phase, the player controlling Zenigata plays. He can play any action (move, shoot,
hand-to-hand fight) with Zenigata’s figurine, all of his Policemen and all of his Guards (they
do not move) in any order. However, each of them must perform all of the actions before passing to another member of the Police.
The only exception is if Zenigata calls in backup: this is the first action that must be played
in this phase.
e.g.: Player Zenigata decides to start a hand-to-hand fight and then to move Policeman #2. He
then moves and shoots with Policeman #6. He then shoots Jigen and then starts a hand-tohand fight against Fujiko with Zenigata. He then moves Zenigata. He then...
Call in the backup
Whenever Zenigata is left with 5 surviving Policemen or less on the board, he may call in
the backup. These enter the game, as the first action of the Police Phase, starting from the
squares drawn with Police car using at least one of the two cars with at least one Policeman
ve
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on board. When Zenigata is left with 5 Policemen or less:
Ruby red. he can place at least one of the 2 Police cars in one of the three backup squares
“I18”, “G15” and “E20”. The Policemen can get out of the car from here.
The Great Bank Robbery. he can move at least one of the 2 Police cars from the Police
parking area by following the arrows, in the direction chosen by Zenigata.
Each car can carry 1 up to 4 Policemen. In order to visualise them, place the Policemen tokens in question on top of the Police car token. The Police car token moves for a maximum of 12 squares providing there is at least one Policeman on board: actually, the
Police car’s move replaces the driver’s movement. The car moves along the roads and can
cross a square occupied by Policemen or Zenigata, but not squares with Gang characters.
To drop off the backup, the Policemen tokens are placed in the squares around the car. Policemen can be dropped only when the Police car is still (either before it moves –up to all of
the Policemen- or after its movement –only the passenger Policemen). Zenigata may keep the
Police car on the board providing there is at least one Policeman on board. As soon as the
last Policemen gets off the car, the Police car token is placed back in its place (see below).
All the Policemen in the car can shoot and hand-to-hand fight.
The car may be used for roadblocks, car chases, etc... In the case of roadblocks, Lupin’s
Gang must destroy the car and subsequently kill the Policeman or Policemen who were in
the car before they can get past. The Gang can destroy the Police car with 2 shots.
Each shot hits the target if rolling 2 dice + the weapon value is ≥ 8. Zenigata records the
first successful shot by placing a Foresight token on top of the Police car token.
If the Police car is destroyed, any Policemen inside are placed on the car’s square and on
the adjacent squares. The Foresight token is placed back in the stock and the car token is
collected and put:
Ruby red. out of the game board next to Zenigata’s screen;
The Great Bank Robbery. in the Police station they departed from (squares “L23” and
“L24”).
The Police car can be used for other back-ups in later rounds. Since there are 2 Police cars,
if one Police car stays on the board, the other will be the only one available for the backup
which will be made up of only 4 people at this point (maximum number that can be carried
in one car).
Zenigata can use the Police car. The Gang characters, instead, are not allowed.
PHASE 2 – The Gang phase
In this phase, the Gang characters play. In each round, they must decide who plays first.
They declare the order out loud: this is the only case in which they can speak out in front of
Zenigata. All of the actions are optional and can be played in any order. Each character must
perform all of the chosen actions on his turn, in any order, before passing to another player
in the Gang.
e.g.: I am Jigen: I decide to move and shoot. I move less than my 5 maximum squares and
then shoot. I cannot now move using my remaining squares. Only after I have finished my
actions, can the following member of the Gang play, according to the chosen order within
the group.
The Mission card deck
Mission cards
In Phase 2, each player of Lupin’s Gang may make use of stays face down beside
1 of the Mission cards behind his screen to carry out the screen. The picked
a special action. The Mission cards are linked to the cha- up cards stay behind the
racteristics of the single characters and are at the heart screen. The cards that are
played stay face up in front
of the game.
Two Mission cards were picked up at the beginning of the of the screen.
game. Every time each Gang member kills his 3rd, 6th,
9th, 12th (and so on in multiples of 3) Policeman/Guard, he must pick up another
card from his face down deck of Mission cards and places it behind his screen. To
play the card, place it face up in front of the screen (except from the exceptions indicated in
the Mission card table) and carry out the instructions. If the card has negative effects, it must
be played as soon as it is drawn or in the following Phase, according to the effects.
The cards effects can be read at the end of the rules in the Mission card table.
Items of Equipment tiles
In Phase 2, the Gang characters can use a maximum of 2 items of Equipment tiles
in his possession in addition to Vehicles. To benefit of the items of Equipment effects:
- the tiles with just one use (Knife, Grenade, Medical kit and portable Radio), must be shown
to everyone in front of the screen, played and then discarded;
- the Rifle, and the Vehicles (Helicopter, Alfa Romeo, sporting Motorbike, Fiat 500 and the
Boat) must be shown to everyone in front of the screen starting from its first use;
- the Shovel, “Dummy target” ball and Hang glider must be shown and discarded only at the
end of their use;
- the Rucksack stay behind the screen.
One or more items of Equipment (except the Vehicles) may be passed from one Gang
character to another if the characters are in adjacent squares, if both agree to it and
if the receiver is able to carry it/them. Passing equipment does not count as action of play.
Vehicles may change driver only from the following round after its use (next Gang Phase)
and only if the new driver is in the Vehicle.
Vehicles
The Gang characters can move using the Vehicles: Helicopter, Alfa Romeo, sporting Motorbikes, Fiat 500 and the Boat. The cars and motorbikes must enter the board only from
the starting squares. Exception: if Fujiko declares she betrays and buys a motorbike, the
motorbike can appear on a road square of the board wherever she wants.
The Vehicle’s move replaces the driver’s movement and can only be used once
per turn. When using a Vehicle, place the token on the board. Place the Vehicle tile in front
of the driver’s screen (it is the player with the tile) face up. Place the driver figurine and all
those of the passengers on the tile.
The players sharing the same Vehicle can speak freely (without being heard by the other
players) and happily pass Equipment and/or heal each other (see Medical Kit).
Get on: the Gang characters get on the Vehicle from the 4 orthogonal squares (getting on is
equivalent to 1 move). Each Vehicle has a maximum number of passengers, noted on the tile.
Movement: the Vehicles move from one square to the other (as the characters). The maximum number of moves depends on the Vehicle (see the “Dispositivo” tile). The Vehicle’s
move replaces the driver’s movement. He, therefore, cannot get on the Vehicle and drive in
the same turn or he cannot get off after moving the vehicle and go by foot in the same turn.
To do so, he must wait the next Phase of the Gang. Any passenger, who has not moved yet,
can instead get off the Vehicle in the same turn of the Vehicle’s movement.
Get off: according to the decided game order, the Gang characters get off (getting off is
equivalent to 1 move) and move starting from the first orthogonal adjacent square to the
Vehicle, on condition that the Vehicle is still.
Resistance: the Police can destroy a Vehicle from the following round in its Police Phase.
The Vehicle is destroyed after it has exceeded its limit of shots (depends on the Vehicle, as
shown on the tile and the game board). The player controlling Lupin notes the number of
damages. After it has been destroyed:
- the Vehicle (the “Dispositivo” tile and the related token) is definitively removed from the
game;
- the driver does not suffer injuries. Its figurine is placed on the board on the square where
the Vehicle was;
- any other Gang character passenger does not suffer injuries. Their figurines are placed on
the driver’s orthogonal adjacent squares. If there are no available squares, on any driver’s
available adjacent square.
The characteristics of each Vehicle can be read at the end of the rules in the Equipment/
Vehicle table.
17
PHASE 3 – Setting actions
GAME END
Ruby red. There are no “obligatory” actions in this phase.
The Great Bank Robbery. The Bus token must be moved from one stop to another on
every round (see the stop in the corresponding round).
e.g.: in the 2nd and 8th round, the Bus must be placed on squares C7-C8.
The presence of the Bus allows the members of Lupin’s Gang to make use of it: all you need
to do is move on to the squares where it is (keep the miniature in front of your screen) and
wait for it to take you to the desired destination. A character cannot be attacked by the
Police during the time he/she is on the Bus. Zenigata and the Police cannot get on the Bus.
The game ends:
within the 13 rounds of the game:
- The Gang wins if all the Gang members have succeeded in escaping with
the Treasure by leaving the map because they have reached one of the starting squares
(Ruby red A1 or A2, The Great Bank Robbery one of the 2 red squares). If Fujiko
betrays, Lupin, Jigen and Goemon win if they succeed in escaping with the treasure..
- Fujiko wins if she reaches the starting point with the Treasure and has the “Forgive
me Lupin...”(“Perdonami Lupin..”) card: she has accomplished the betrayal.
- Zenigata wins if he arrests all of the Gang or if Fujiko does not betray Lupin, Jigen
and Goemon, therefore denying them of any possibility to be released.
after the 13 rounds of the game (play all of the Phases):
- Zenigata wins because the Treasure has not been taken off the map or at
least one Gang character has not left the map (Fujiko betraying not included) or
the Helicopter has not been returned to the heliport.
PHASE 4 - Seizing the Treasure and moving the round marker
1. Seizing the Treasure
In this Phase, a Gang character on a Treasure tile in the Swiss National Bank or in any
one of the 4 buildings of the Lord of the Burmese Gems can see if it is the Treasure. The
player takes the tile, he/she looks at it in secret and then places it behind
his screen. It is allowed to look only at the tile on which the figurine is. You can look
at one Treasure tile only per round: if you want to see another Treasure tile, you
must place your figurine on another Treasure tile in the next round during the Gang Phase.
If two or more characters are present in the building when the tile is picked up, all of these
can view the Treasure tile but only one of them can take it away. If you cannot decide who
should take it, the following order of priority should be followed: 1st Lupin III, 2nd Jigen,
3rd Goemon, 4th Fujiko.
The Treasure
The Gang character with the Treasure always has it with him/her wherever he/she decides
to go and risks losing it. The Treasure tile must be kept secret and it is possible to communicate “by radio” (or if the Gang characters are in adjacent squares or on the same Vehicle)
the content of the tile. The Treasure tile may pass from one character to another if they are
in adjacent squares or on the same Vehicle and if both agree to it.
From the 9th turn onwards, if the mission “Treasure” has been stolen, the alarm goes
off: a player acting as spokesperson for the Gang (if all of the Gang characters know), or
the only Gang character who knows, notifies Zenigata of the theft has taken place.
If the character with a Treasure tile in his possession is arrested, he must hand over the tile
to the Zenigata player who can see the contents of the tile and then replace it secretly (by
shuffling it with the other remaining ones) in one of the starting positions with the playing
tiles that are next to the building(s). In this way, even he once again has no idea exactly
where the mission Treasure is positioned.
Fujiko betrays
If Fujiko has the “Forgive me Lupin...” (“Perdonami Lupin..”) card, she must take possession
of the Treasure and escape to win. Fujiko takes the Treasure:
- entering the Treasure building and drawing it among the Treasure tiles or
- trying to steal it from the Gang comrade who does possess it. Fujiko must attack him
(hand-to-hand or by shooting): if she wins the contest she takes the Treasure. The comrade
does not suffer injuries but cannot move nor attack for one turn.
If Fujiko wishes, she can show to everyone the betrayal card so declaring
she is betraying. Only in this case:
1. she can use her 600$ budget. She is not obliged to use all the money at the same time;
2. she will always be the first to play in Phase 2 (even if she loses the Treasure).
If Fujiko runs away with the Treasure, any one of the Gang characters can try to stop her.
If the Gang character faces her and wins (hand-to-hand or by shooting), he takes the Treasure (Fujiko does not suffer injuries).
2. Moving the round counter
At the end of the fourth phase, the players move the round counter on by one on the round
squares drawn on the board.
18
The last round must always be completed in all of its Phases.
It is not allowed to enter the map again after it has been left.
ADVANCED RULES
In order to play with the advanced rules, apply the above Base Rules and add the rule of invisibility. The Gang characters remain invisible to the Policemen and to Zenigata
until they are out of the firing range of the enemy (only the starting and landing squares are
considered): the figurines are not placed on the board, but stay in front of their screen. Note
their movements and actions on the Episode mission notes sheet.
When the Police move and shift their firing range making a Gang character enter it (Phase
1) or a Gang character lands in a square in the enemy firing range (Phase 2), the character
becomes visible and the figurine must be positioned on the board in the correct square.
Attention! The invisibility rule does not apply to the Policemen/Guards and Zenigata: they
always stay on the board, visible, during the whole game.
If at any time during the game 2 invisible figurines or 2 invisible Vehicles happen to find
themselves in the same square when becoming visible, the players are free to choose to
place the second character or Vehicle in an adjacent square.
Exception: in the case of invisibility, it is possible for two characters or Vehicles to stay in
the same square only if the players do not realize it.
There is a penalty of 1 round (one round less in game length) should Zenigata notice or the
Gang characters admit to foul play in the management of the non-visibility period or in the
application of the general rules, if at least one of the characters has gained from it. The game
round counter is moved one square ahead.
The following rules are exceptions to the Base Rules that must be applied when playing the
Advanced Rules. If nothing is written, follow the Base Rules.
GAME SET-UP
The players who have chosen one of the members of Lupin III’s Gang must equip themselves
with a pen and a photocopy of the Episode mission notes page to be found at the end of these
rules. For each turn they will note down the starting coordinates, the arriving coordinates,
the operation accomplished, the hit Policemen/Guards and the damages to their Vehicles.
TURNS OF PLAY
The Gang’s players do not place their figurines on the game board yet; they keep their figurines in front of their screen until they enter the Police shooting range.
th
es
ko
ve
en
nta
re
te
Special moves
Exception 1
Wood. The Gang characters can shoot from the inside, but only from the squares at the
border of the wood.
Exception 2
Buildings. A Policeman/Guard on a roof cannot see a Gang character standing on a neighbouring square but on a lower floor (or vice versa), even if theoretically speaking he/she
is in an adjacent square. It is as though the character is close to the wall. However, if another
Policeman/Guard sees the Gang character and shoots him/her (or the Gang character was
the first to shoot), the character then becomes visible (everyone is attracted by the shots).
PHASE 1 – The police phase
Exception 1
Zenigata makes all of his Police play one action (move, shoot or start a hand-to-hand fight)
before playing the following action. The order of the played actions can be different every
round and their play is not compulsory.
eg.: The player controlling Zenigata decides his men shoot, then fight hand-to-hand and then
move. He therefore shoots with 4 Policemen and Zenigata. He then does not start any handto-hand fight and ends his Phase moving 6 Policemen and Zenigata.
gu-
PHASE 3 – Setting actions
A character remains invisible to the Police during the time he/she is on the Bus.
PHASE 4 - Seizing the Treasure and moving the round counter
Fujiko betrays
If Fujiko declares she is betraying, as soon as she gains possession of the mission Treasure,
she becomes visible and remains so until the end of the game, even if she loses the Treasure. Her figurine stays on the game board.
If a Gang character faces Fujiko (hand-to-hand or by shooting) after she has betrayed and
has run away with the Treasure, and wins, he takes the Treasure (Fujiko does not suffer injuries). The winning Gang character becomes visible and remains so until the end of the game.
x2
A TAVOLETTA!
LASCIATEMI
PENSARE!
© MP/T•N
es
se
es,
.
Items of Equipment tiles
Vehicles
The Vehicles follow the same invisibility rules: they remain invisible to the Policemen and to
Zenigata until they are out of the range of fire of the enemy. The Vehicle token and tile stay
behind the screen; the miniature stay in front of the screen. But, if at the end of its movement,
a Vehicle enters the Police firing range, the Vehicle is visible and the token must be placed
on the game board. The Gang characters remain invisible until they get off the Vehicle: if they
stay in the Police firing range, their miniature is placed on the board.
If more than one character is inside a Vehicle, the driver will notify the others the square
where he ended the move.
The owner of the Vehicle notes down the number of damages.
5
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he
ECCOMI DA TE
TESORO!!!
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ey
Mission cards
The exceptions are noted in the Mission card table.
he
he
me
8
Exception 2
The Police car may cross squares with invisible Gang characters.
PHASE 2 – PHASE OF THE GANG
in
TRAVESTIMENTO
PERFETTO
PHASE DETAILS
se
er
nd
to
MISSION CARDS
© MP/T•N
at
or
MOVING, SHOOTING AND HAND-TO-HAND FIGHT
LUPIN
Perfect disguise (“Travestimento perfetto”) (X6)
Lupin dresses up as Policeman
By playing this card (to be kept behind the screen), Lupin secretly
eliminates and takes the place of a Policeman to be found at a
maximum distance of 8 squares away from him. Lupin dresses
up as any Policeman and he will allow himself to be moved by
Zenigata. The player will take note of the Policeman’s number on the
Mission notes. Lupin’s figurine will not move/shoot/fight.
Player Lupin will tell the Zenigata player that it was actually him in
disguise when he wishes.
However, he is forced to immediately reveal himself, if
Zenigata wants to shoot using the Policeman (Lupin in disguise) or
the Gang want to shoot at him.
In both cases the card is shown and the Policeman token is placed
in Zenigata’s reserve. Lupin’s miniature is placed on the square
where the Policeman was. In the Advanced rules it can be moved
(special move to be played in the Police Phase) to hide in one of the
first non-visible squares that he can reach in his own move.
Discard the card after its use.
Darling here I am (“Eccomi da te tesoro!”) (x2)
Lupin manages to do remarkable things when he knows that his
Fujiko is nearby
If you play this card when Fujiko is at a distance of 5 or less squares
away (place it face up in front of the screen), Lupin and Fujiko
double their movement capacity when they move by foot
(Lupin moves at up to 10 squares and Fujiko up to 8).
In the advanced Rules, this card is only valid if the two Gang
characters are visible or on the same Vehicle (to get off).
Discard the card after its use.
By car… you’re so fast! (“A tavoletta!”) (x2)
Lupin’s car speeds along
If you are driving a car and you play this card (place it face up in
front of the screen), you will be able to move along the road
of as many squares you want (you must stop if there is an
obstacle).
Discard the card after its use.
I must think up the perfect plan …(“Lasciatemi
pensare”) (x1)
Lupin needs to think how to act throughout the mission
Card with negative effects. As soon as you pick up this card (place
it face up in front of the screen), you will not be able to move
nor attack when it is your first turn to play (even at the beginning
of the game).
Discard the card after its use.
19
LA MIA
FIDATA P38...
FORSE HO
BEVUTO TROPPO!
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© MP/T•N
1/2
Far away from Fujiko Mine (“Mia adorata Fujiko”) (x2)
Lupin misses Fujiko
Card with negative effects. If Fujiko’s miniature is not on the
board when you pick up this card (on a Vehicle or in a building or
invisible in the Advanced rules), Lupin must play the card (place it
face up in front of the screen). He will not be able to shoot and
will move at half of his movement (meaning 2 squares), for
one round (becoming immediately visible, always for one round, if
he was invisible before in the Advanced Rules).
Discard the card after its use.
© MP/T•N
© MP/T•N
MIA ADORATA
FUJIKO...
My Walther P38! (“La mia fidata P38!”) (x2)
Lupin does not miss the mark
If you play this card (place it face up in front of the screen), Lupin will
eliminate a Policeman or wound Zenigata without even rolling
the dice.
Discard the card after its use.
MI ACCENDO
UNA SIGARETTA...
-4
DOPPIO CENTRO!
JIGEN
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MIRA INFALLIBILE
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-3
VAI LUPIN,
TI COPRO IO!
x2
Hat moves (“Mi si è mosso il cappello!”) (x1)
It’s incredible! Just as Jigen was about to take aim… the hat moves
and Jigen shoots inaccurately!
Card with negative effects. Next time you want to shoot, you must
play this card (place it face up in front of the screen) and roll the
dice using the value of the gun (“pistola”) speciality at 3 (not at 6).
Discard the card after its use.
© MP/T•N
TRAVESTIMENTO
PERFETTO
5
DANNAZIONE, HO
FINITO I PROIETTILI!
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20
Damn, I’ve run out of bullets (“Dannazione ho finito i
proiettili”)! (x2)
After shooting, Jigen runs out of bullets and has to load the gun
Card with negative effects. Next time you want to shoot, you must
play this card (place it face up in front of the screen) and skip your
“shooting” action for that round.
Discard the card after its use.
Double shot (“Doppio centro!”) (x3)
Jigen is the best gunman in the world
If you play this card (place it face up in front of the screen), Jigen
will shoot 2 opponents (in his fire range) at the same time,
eliminating the Policeman or injuring Zenigata without rolling
the dice.
Discard the card after its use.
Double Magnum (“Doppia Magnum”) (x1)
Jigen finds a gun on the floor
By playing this card (place it face up in front of the screen), from
now on until the end of the game Jigen shoots twice every
turn!!!
x2
© MP/T•N
Covering fire for Lupin (“Vai Lupin ti copro io!”) (x2)
Jigen is able to perfectly cover Lupin with the gun
If you play this card (place it face up in front of the screen), Lupin
can stop in the enemy range of fire without being attacked (hand-tohand or by shooting).
Discard the card after its use.
Damn, perhaps I’ve drunk too much (“Forse ho bevuto
troppo!”) (x2)
Jigen has drunk a little too much whisky and can’t take aim
Card with negative effects. Next time you want to shoot, you must
play this card (place it face up in front of the screen) and roll the
dice using the value of the gun (“pistola”) speciality at 2 instead of 6.
Discard the card after its use.
DOPPIA MAGNUM
© MP/T•N
MI SI E’ MOSSO
IL CAPPELLO!
Unerring aim (“Mira infallibile!”) (x2)
Jigen does not miss the mark
If you play this card (place it face up in front of the screen), Jigen
will eliminate a Policeman or wound Zenigata without even
rolling the dice.
Discard the card after its use.
Hang on while I light a cigarette... (“Mi accendo una
sigaretta...”) (x1)
In the middle of a gunfight, Jigen fancies a cigarette!!!
Card with negative effects. Next time you want to shoot, you must
play this card (place it face up in front of the screen) and skip your
“shooting” action for that round. It really is true that smoking’s bad
for you!
Discard the card after its use.
Perfect disguise (“Travestimento perfetto”) (x1)
Jigen dresses up as Policeman
By playing this card (to be kept behind the screen), Jigen secretly
eliminates and takes the place of a Policeman to be found at a
maximum distance of 5 squares away from him. Jigen dresses
up as any Policeman and he will allow himself to be moved by
Zenigata. The player will take note of the Policeman’s number on
a sheet (Base Rules) and on the Mission notes (Advanced Rules).
Jigen’s figurine will not move/shoot/fight.
Player Jigen will tell the Zenigata player that it was actually
him in disguise when he wishes. However, he is forced to
immediately reveal himself, if Zenigata wants to shoot using
the Policeman (Jigen in disguise) or the Gang want to shoot at him.
In both cases the card is shown and the Policeman token is placed
in Zenigata’s reserve. Jigen’s miniature is placed on the square
where the Policeman was. In the Advanced rules it can be moved
(special move to be played in the Police Phase) to hide in one of the
first non-visible squares that he can reach in his own move.
Discard the card after its use.
GOEMON
L’INVINCIBILE
ZANTETSU
IN COPPIA
CON JIGEN
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x2
IN COPPIA
CON LUPIN
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5
x2
LA LAMA
DELLA GIUSTIZIA
With Lupin (“In coppia con Lupin”) (x1)
Goemon will feels Lupin’s positive psychological influence
By playing this card (place it face up in front of the screen), every
time Goemon is less than 5 squares away from Lupin, you will attack
two times every turn. Both attacks have to be with Lupin at less than
5 squares.
In the Advanced Rules, this card will be valid only if the two
characters are visible or on the same Vehicle.
This card is effective throughout the whole game.
Cutting blade! (“La lama della giustizia”) (x2)
Goemon succeeds in performing a perfect knife throw
By playing this card (place it face up in front of the screen), when
attacking an opponent with the knife item of Equipment, Goemon
will eliminate a Policeman or inflict an injury to Zenigata without
rolling the 2 dice.
Discard the card after its use along with the “knife”
Equipment card. If you did not have the knife, the card cannot
be used.
© MP/T•N
OH, MIO
CARO LUPIN...
PERDONAMI LUPIN...
+600$
+
It’s time to pray (“E’ ora di pregare”) (x1)
Goemon feels “entranced” by a moment’s mysticism: he thinks that
right now is the time to pray
Card with negative effects. As soon as you pick up this card (place
it face up in front of the screen), Goemon does not play the next
turn. If the card has been picked up at the beginning of the game,
he does not play the first turn.
Discard the card after its use.
Oh my dear Lupin (“Oh mio caro Lupin...”) (x2)
Fujiko exerts all her influence in order to get an item of Equipment
or the Treasure from Lupin
− By playing this card during the starting 15 minutes at the
beginning of the game, Fujiko forces Lupin to hand over (or
exchange) any item of Equipment or Vehicle she wants and that you
are able to. Or
− If you play this card (place it face up in front of the screen),
during the game rounds, Fujiko forces Lupin to hand over the
mission booty. Lupin must be in Fujiko’s range of fire. Fujiko will
subsequently move first in Phase 2.
Discard the card after its use.
This card is not of value if there are 2 or 3 players; if picked it is
discarded.
Forgive me Lupin… (“Perdonami Lupin...”) (x4)
Fujiko must betray
As soon as you pick up at least one of these cards, you will have
to betray your companions: you must take the Treasure and
leave the map. If you succeed in completing this challenge, you will
be held as the only winner of the mission. If you do not succeed, you
will have lost the game!
If you play this card (place it face up in front of your screen),
Fujiko declares she is betraying. This card provides you with
600$ for buying the Equipment discarded at the beginning of the
mission by the group and handed over to you by Lupin. Fujiko will
subsequently move first in Phase 2.
This card is of no value if picked up during a 2- or 3-player game or
from the 10th turn onwards: discard the card from the game.
FUGA IN MOTO
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Fly on the rooftops (“Balzo incredibile”) (x1)
Goemon is overcome by a sudden aggressive enthusiasm
If you play this card (place it face up in front of the screen),
Goemon:
- manages to leap and directly reach a roof from the ground (or vice
versa), or
- fly, performing a mighty jump from the roof of one building to that
of another irrespective of the height of the buildings.
He must land in one of the free squares that he is able to reach in
his move.
Discard the card after its use.
Invisible!!! (“Come il vento che soffia!”) (x2)
Goemon’s power sometimes allows him to walk in front of the enemy
without being seen
By playing this card (place it face up in front of the screen),
Goemon cannot be attacked by the opponents even if the landing
square happens to be in their range of fire.
Discard the card after its use.
FUJIKO
© MP/T•N
© MP/T•N
BALZO INCREDIBILE
With Jigen (“In coppia con Jigen”) (x2)
Goemon will feels Jigen’s positive psychological influence
By playing this card (place it face up in front of the screen), every
time Goemon is less than 5 squares away from Jigen, you will
attack two times every turn. Both attacks have to be with Jigen
at less than 5 squares.
In the Advanced Rules, this card will be valid only if the two
characters are visible or on the same Vehicle.
This card is effective throughout the whole game.
© MP/T•N
5
Goemon releases all!!! (“Nessuno resta indietro!”) (x2)
Goemon’s morals will win the day!
Card with negative effects. If a Gang character is under arrest and
you pick up (or already have) this card (place it face up in front of
the screen), Goemon (who must be free) is obliged to immediately
release him, whoever it may be.
The card must be discarded after the comrade has
been released.
E’ ORA
DI PREGARE...
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6.
Slash with the Zantetsu (“L’invincibile zantetsu!”) (x3)
Goemon will manage to perform a masterstroke with his Zantetsu
By playing this card (place it face up in front of the screen) when
attacking an opponent, Goemon will eliminate a Policeman or inflict
an injury to Zenigata without rolling the two dice.
Discard the card after its use.
© MP/T•N
© MP/T•N
NESSUNO
RESTA INDIETRO!
COME IL
VENTO CHE SOFFIA
By motorbike… you’re so fast (“Fuga in moto”) (x2)
Fujiko’s motorbike speeds along
If you play this card (place it face up in front of your screen), you
will be able to move to any road square you want with the
motorbike (you must stop if there is an obstacle).
Discard the card after its use.
21
COLTELLO NASCOSTO
© MP/T•N
Cutting blade (“Coltello nascosto!”) (x5)
Fujiko draws out a knife that she had hidden on her
If you play this card (place it face up in front of your screen), you
will eliminate a Policeman or wound Zenigata without rolling
the dice as if you had an extra knife.
Discard the card after its use.
INFILTRATA
MOLTO SPECIALE
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EQUIPMENT/
VEHICLE
1.100$
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Helicopter (x1)
Use: enables you to move along the road for a maximum of 10
squares. The car can carry up to 3 Gang characters.
Resistance: 5 shots. Each shot hits the target by rolling 2
dice + weapon value >9.
750$
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10
5
9+
The Helicopter can only be bought in the “Red ruby” mission.
Use: the helicopter is taken from any of the 6 squares in the
heliport H and lands on any square except from those
between column 17 and column 25 inclusive, on roofs or rivers.
The helicopter can transport up to 4 Gang characters.
At the end of the mission the helicopter must be returned at the
heliport. Should this not occur, the Gang loses the game.
Defence: cannot be shot when in flight (“in volo”), because the
movement is instantaneous.
Resistance: 4 shots. Each shot hits the target by rolling 2
dice + weapon value > 8.
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Sporting
motorbike (x2)
22
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600$
20$
+3
Alfa Romeo 2300
Touring (x1)
12
2
8+
The boat can only be bought in the “Red Ruby” mission.
Use: enables you to move on the river. It can carry up to 4
Gang characters. The boat is moved starting from a docking
post (M1, O9 or R16) up to any of the other two docking
posts in one turn.
The characters go on board or get off from jetty squares.
400$
If the boat is hit, the pilot character is placed on the game board
on the jetty/land square. Any other Gang passenger character is
4
8+
placed on the pilot’s adjacent squares.
Resistance: 4 shots. Each shot hits the target by rolling 2
Boat (x1)
dice + weapon value >8.
Can be carried in the rucksack. The opening and closing
operation does not cost anything.
Use: The Hang glider token does not exist: move the miniature
according to its move capacity with the exception that it is
allowed to pass thorough the obstacles. The Hang glider can
carry only 1 Gang character.
It enables you to move from a roof square up to 2 consecutive
turns. The Gang character is considered in flight (“in volo”). The
Gang character can land after 1 or 2 turns, but at the third he
300$
must do so. Landing is allowed:
- Ruby red. on any ground square with no obstacles;
In Volo
- The Great Bank Robbery. on another building with a lower roof
or on any road square with no obstacles.
Hang glider (x4) In the Advanced Rules, players note on their Mission Notes
sheet the turns they are in flight.
Discard the tile after its use.
Defence: this device cannot be shot when in flight. The
character can be shot, from the landing square onwards.
© MP/T•N
In Volo
4
8+
WHAT IT DOES
Yellow Fiat 500 (x1)
© MP/T• N
EQUIPMENT TILES
500$
8
4
8+
© MP/T• N
Special infiltrator (“Infiltrata molto speciale”) (x2)
Fujiko gets past the Policemen fluttering her eyelashes
By playing this card (place it face up in front of your screen), Fujiko
from now on will not be attackable by the Policemen (not Zenigata).
Every time a Policeman wants to shoot her, he must roll one die and
verify if he breaks the “spell”. If the outcome is different from “1”,
the Policeman cannot fire at Fujiko. If the outcome is =1, the “spell”
will be broken: Fujiko will have to discard the card and from this
moment on she will be normally attackable by the enemy.
In the Advanced Rules, you can use this card only if Fujiko is
visible.
Use: enables you to move along the road for a maximum of 8
squares. The car may carry up to 4 Gang characters.
Resistance: 4 shots. Each shot hits the target by rolling 2
dice + weapon value >8.
The first one is always assigned to the character Fujiko.
Use: enables you to move along the road for a maximum of 12
squares. The motorbike may carry a maximum of 2 Gang
characters.
Resistance: 2 shots. Each shot hits the target by rolling 2
dice + weapon value >8.
Rucksack for
carrying
Equipment
(x4)
Use: makes it possible to carry 3 more items of
Equipment, over the item bought with the rucksack: 4 items
altogether (the rucksack does not count). Vehicles (the hang
glider is not a Vehlicle) cannot stay in the rucksack.
Each Gang character can buy only 1 rucksack.
50$
x2min
© MP/T• N
g
d
s
Can be carried in the rucksack.
Use: makes it possible to heal all of the injuries (1, 2 or 3) of the
character, or heal another after the tile has been given to him/
her.
Discard the tile after its use.
20$
x1
+ = 12+
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Knife (x6)
40$
“False target”
ball (x2)
200$
+ = 12+
Can be carried in the rucksack.
Use: They can be thrown (“lancio”) a distance of up to 5 squares
(orthogonally, diagonally or at right angles –“L”) and cause
damage in the landing square. Any Policeman hit with: 2 dice
+ “knife throw” value of the character (“lancio del coltello”)
>12, is hit.
If it is:
- a Policeman/Guard to be hit, its tile is temporarily/definitively
eliminated;
- Zenigata to be hit, he suffers 1 injury.
If the value is <12, nothing happens (however the tile must be
discarded).
The knife cannot be used in hand-to-hand fighting.
Discard the tile after its use.
© MP/T• N
10$
Shovel (x4)
12
Medical kit (x3)
Lancio 5
Trappola
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Grenade (x5)
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f
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e
80$
Lancio 5
Can be carried in the rucksack.
Use: the Gang character throws (“lancio”) the grenade a
distance of up to 5 squares (orthogonally, diagonally or at right
angles –“L”) which causes damage in the arriving square and in
the 8 squares surrounding the landing one, if on the same level
(all squares being on the ground or all on roofs).
If it is:
- a Policeman/Guard to be hit, its tile is temporarily/definitively
eliminated;
- Zenigata to be hit, he suffers 1 injury.
Any Gang member present in the adjacent squares is not
injured.
Discard the tile after its use.
10$
© MP/T• N
Portable radio
(x4)
Can be carried in the rucksack.
Use: enables communication between Lupin III’s Gang
members. The character playing the card makes it possible
for the entire group to communicate just once in his turn for
a maximum of 2 minutes. The Zenigata player leaves the
board once again so that he does not hear what they say. The
group can no longer communicate when there are no more
radios available.
Discard the tile after its use.
Rifle (x2)
Can be carried in the rucksack.
Use: As part of their move, the Gang character may choose a
square from those travelled over to dig a trap (“trappola”) in
order to cause a Policeman to fall and be killed or hurt Zenigata.
The player must note down the coordinates of the trap square
on the Mission notes. When a Policeman moves over it, the card
is declared and the Policeman is eliminated or Zenigata suffers
an injury.
The card can also be used to make the Police car carrying the
backup fall in the “trap”; in this case the car and Policemen are
eliminated.
The card can be used against the characters ONLY once Fujiko
has betrayed.
Discard the tile after its use. No trace is left in the square
Can be carried in the rucksack.
Use: Should the character be attacked and hurt by the Police,
he can tell Zenigata (at the end of Phase 1) that what he shot
was nothing other than a pumped up ball! This card undoes all
the injuries suffered in this Phase.
In the Advanced rules, the player can make the figurine
disappear by moving it (special move to be played in this Phase
of the Police) to a hidden square.
Discard the tile after its use.
Can be carried in the rucksack. Maximum of 1 rifle per Gang
character.
Use: The rifle shoots a distance of up to 12 squares
(orthogonally, diagonally or at right angles –“L”).
An enemy is shot with the 2 dice + “rifle” value of the
character (“fucile”) >12. If shot is:
- A Policeman/Guard, its tile is temporarily/definitively
eliminated;
- Zenigata, he suffers an injury.
The rifle can be used during the entire game. The rifle tile must
remain visible in front of the screen from its first use until the
end of the game.
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