Sub Rosa - Spies for Hire - Black and White Print and Play A4.pdf

September 16, 2017 | Author: Dark-Zero | Category: Espionage, Gaming, Crimes, Leisure
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Sub Rosa: Spies for Hire Black and White, Print and Play Assembly Instructions

Using thick paper or card, print pages 3 and 4, doublesided, with your printer set to flip along the long edge. Cut out the five agent cards, which are now double-sided cards. Cut out the player tokens - one side will show only the player icon, the other side will show the player icon with a number and sometimes a star. Print the rules on regular paper, for reference.

Player icons from Game-icons.net. CC BY 3.0; Lorc, John Colburn, and Delapouite Also available: Version date: 4th February, 2016

The Martian Investigations

Copyright: Robin David O’Keeffe/Uncanny Cardboard

A narrative-deduction game for 1-5 players

You may redistribute this document without the authors consent. This document must not be edited in any way.

The Martian Investigations puts you in the shoes of Hayley Bendis - one of the best detectives at Habitat Corporation's disposal. When a series of murders occur in a mining colony on Mars, the corporation sends you down to the planet surface to uncover the truth and bring the perpetrators to swift justice.

More information: http://www.robindavid.info

Feedback: [email protected]

Twitter @robindavid_dice

Taking inspiration from games such as Arkham Investigator, Sherlock Holmes: Consulting Detective and Gumshoe, The Martian Investigations gives you free reign over your story, allowing to go where you want, when you want, to talk to whoever you want. You'll need to have your wits about you to solve these crimes! Check it out here: https://payhip.com/b/Tzd8

After playing, please rate Sub Rosa on BoardGameGeek

Sub Rosa: Spies for Hire A micro-game of bidding, bluffing and deception for 2-4 players As the leader of a top-secret spy agency, your task is to win control of various mercenary agents in the field. Use your influence to manipulate your opponents and place your bids to win agents to your organisation. Objective Players are trying to gain control of the most number of mercenary agents (cards) by placing bids with their tokens and manipulating the bids of their opponents. After six turns, (seven turns with two-players) the player with the most agents in their organisation wins the game.

For each card, the player who has the highest cumulative value of tokens on that card, wins the card. That player who won the card places the card in their score area. In the case of a tie, the tied player who most recently placed a token on that card (whose number is further to the bottom of the column of tokens), wins the card. Once all cards have been scored, the player with the most cards is the overall winner. If this is a tie, the player with the highest value token still in hand is the winner. If it is still a tie, the winner is determined through a rematch or a fight to the death - you choose!

Set Up Shuffle and randomly flip the 5 agent cards. For 2 players, place 3 agent cards on the table. For 3 players, place 4 agent cards on the table. For 4 players, place 5 agent cards on the table.

Note: Action tokens only take effect if they are placed as the main token on a player’s turn. They do not take effect as the result of moving or swapping tokens.

Give each player a coloured set of tokens. These are numbered 2, 3, 4, 5, 6 and two tokens have a 3 and a star. The tokens with stars are known as “action tokens”.

Card Descriptions

Gameplay Players take turns in a clockwise direction. Determine first player by drawing a random token from hand - the player with the higher number token goes first. On a player’s turn, they must place a token from their hand, next to a card on the table. If that token does not have a star, they place it face-down without revealing its number and take no further action. If that token is an action token, the player places it face-up and must perform the action on the agent card. Tokens should be placed in a column next to the card so that the order of when the tokens were placed is apparent. Later tokens should be placed at the bottom of a column.

1. Promote. Action tokens placed here are worth +1 when determining who has won control of the card. 2. Charm. Choose a card. Players cannot place tokens on that card until your next turn. Tokens can still be moved there by other card effects (eg. Sabotage and Diversion). 3. Coup. Move one token within the same card. Any token can be chosen and moved to any position within the card. 4. Change Mission. Swap any two cards in play. Tokens do not move with the cards. 5. Reconnaissance. Secretly look at the value on any two tokens. 6. False Intelligence. Choose two tokens in play to swap places.

Newer tokens are placed on the bottom of this column.

Keep taking turns placing tokens until every player has only 1 token left in their hand. In a two-player game, play continues until both players have placed all their tokens. Reveal all the tokens placed next to cards and calculate the combined values for each player’s tokens on each card. The action tokens have a value of 3. The token on the bottom of each column has its value reduced by 1 point. For example, a 3 token would have a value of 2 if it is on the bottom of a column.

7. Diversion. Choose a token belonging to any player. That player must move that token to a different card. 8. Infiltration. Move any one token to the end of any other card. 9. Sabotage. Choose another player’s token. That player must swap that token with a token from their hand. 10. Decoy. Swap one of your own played tokens with a token from your hand.

Game Design: Robin David (www.robindavid.info) Visual Design: Tiffany Moon (www.tiffymoon.com)

Check out Sub Rosa: Spies for Hire, on Kickstarter in March 2016!

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