Bankraub Rulebook (English) - Spiele
Transcription
Bankraub Rulebook (English) - Spiele
1 BA NK RO BB ERY! Sinis ter guys sneak throu gh dark streets They are eyeing the banks of the town in which the money is stacked. But: the more money is deposited, the safer a bank is. There’s the rumour that specialists for alarm bells are needed and also that safe cracker may get a job. At “The Dancing Zebra” Big Joe buys one round after the other, and in the backyard garages the escape cars are being prepared. But when is a gang powerful enough? And: will it not only surmount alarm bells, safes and guards but also manage a fast escape to the safe house? For sure, the underworld will do everything to stop the bank robbers and get at least a part of the loot. „Bank robbery“ is a quite short game. It takes place in two phases. In the first phase, the players prepare the bank robbery as perfectly as possible. This could be done either with a big gang which can get a large loot or with some specialists who rob less money but make a fast escape. The second phase starts with the action “bank robbery” and ends with a successful escape. That is, only if the others let this happen… There are 8 parts to the board which may be combined in many different ways – so every game is different and offers different tactics. Material 1 board (8 parts), 1 four-sided dice, 5 game pieces, 4 black safes, 4 yellow alarm bells, 8 blue guards, 4 red barriers, 4 bank tokens, 4 hideout tokens, 65 money tokens, 61 burglary tokens, 8 cards bank, 8 cards hideout, 32 cards gangsters, 31 cards action, rules Aim of the game To rob the most money after a defined number of bank robberies or a defined period of time. The players get money either by means of successful bank robberies or as reward for catching bank robbers – or by taking the money from the bank robber and making a successful escape to another hideout. In every game there are two – perhaps three – different aims: • Make a bank robbery and a successful escape to the hideout • Stop the bank robber and take the reward • Stop the bank robber, take the money and run 3 Overview Gameplay material Phase 1: Planning In the „Planning“ phase, the players prepare their own bank robbery by taking and discarding cards. For a perfect bank robbery one needs: Game Board To set up the board, use any 4 of the 8 existing parts. These 4 parts can be used arbitrarily. On some of the parts there are more streets, and on others there are more houses. In addition, the tracks of the Cable Cars are different. So the action cards have a different impact, depending on the chosen board . On one part there is a park which can be crossed only by foot. Beginners should choose the board with the white back. • The layout of the bank to be robbed (i.e. one card „bank“). No layout, no bank robbery. • A bunch of skilled workers – every single one of them knowledgeable of the equipment in the targeted bank. • A hideout (i.e. one card „hideout“). A bank robbery without a hideout is possible, but complete nonsense. • Several aids for the escape: cars, keys, cable car-tickets and all that. The planning phase ends immediately when one of the players believes to have the perfect combination of cards and shouts “bank robbery!”, even if it´s not this player’s turn. Phase 2: Escape IIn the phase „Escape“, the player tries to bring his bunch of gangsters through the town to the hideout. All other players try to stop him. square square with house entrance The escape phase ends when the bank robbers reach their safe house or when they have been stopped. After counting the loot – or the reward – the game goes on with the next planning phase. End of the game The game ends after a pre-defined time or after a defined number of bank robberies (successful or not….). Cable Car Stop Bank Starting Square Hideout Game pieces Every player moves a game piece in the escape phase of the game. This represents all gangsters placed face up. Game pieces may land on the same square or may pass each other. 4 Bank and Hideout Chips A chip must be placed on every bank in the center of the board as well as in every hideout in each of the corners. That way one can see which card refers to which bank and hideout. Money Chips There are chips of 50,000 20,000, 10,000, 5,000 and 1,000. Players may exchange amounts with the deposit at all times. Cards Cards “Hideout“ The hideouts are placed in the corners of the town. A player can escape to a hideout with the corresponding card only. All hideouts occur twice in the game. Cards “Bank“ The banks (A, B, C, D) are placed in the center of the town. A bank can only be robbed if the player owns the corresponding card. Every card occurs twice in the game. safe alarm bell guard safe cracker electrician mucleman If a player wants to rob a bank without any safes, alarm bells or guards, he may hire any gangster – even a driver. driver Cards “Gangster“ There are four kinds of gangsters: Safe crackers are needed for banks with a safe. Electricians are needed for banks with an alarm bell. Musclemen are needed for banks with a guard – for each guard one muscleman. Drivers are not needed for a bank robbery. But without a driver, the use of cars for the escape are not possible. Every gangster belongs to a certain family – blue, red, green, yellow. Every gangster occurs twice in the game – like twins. There are gangsters of different families in every gang. But no problem, thereisn’t any competition among these families. But: after a successful bank robbery and escape every family – every colour – requests one quarter of the loot. A Gang of Gangsters from all four families can take four quarters, and obviously there´s nothing left for the player. 5 placed face down afterwards. Another card is required to cross to another house – even in the same move. Cars House Cable Car Barricades False ID Cards „Action and Movement“ There are five kinds of movement and action cards. The validity of each card is specified, whether it is valid once (1x), infinitely ( ) or for a certain duration (|- - ->|). Cars and cable cars may be used as long as the player uses this kind of movement. If a player changes movement, i.e. by entering a house, the cards are placed face down. To use car or cable car again, another card is needed. ∞ Movement: either by foot (rolling the die), or by cards „car“. All other cards are used either by rolling the die OR with a (by?) car. The game piece is moved according to the number rolled or by the car used (4 or 5) in direct (?) direction. Diagonal moves are not allowed. One doesn´t have to use all moing points. Cars – the cards car 4 and car 5 correspond to a die which shows a 4 or 5 every roll. A car is somewhat like a guaranteed roll of the die. But a player has to own the gangster „driver“ in order to use the car cards. As soon as the player gets out of the car, when for example the gangsters enter a house or the cable– the card expires. Otherwise the car may be used in following turn. As long as the player likes to work the gaspedal. All moving points are transferrable: a player may play a car 5 (and a driver), move one step by car, enter a house (play a card house), make two more steps, enter a cable car (play a cable car card) and move two more steps along the cable carline. The initial card Car is, of course, expired. House – a “House“ card allows the player to enter and leave houses. A house can be entered and left on the light spots on the street. A house is not counted as a square. A card house works only once and has to be Cable Car – A cable car means fast moves for the gangsters – either in clockwise- or counter clockwise movement. The cable car stops are counted as squares. Unfortunately, one has to follow the cable car tracks. Once the cable car is exited,, the card expires. If one would like to take another ride, an additional ticket would be needed. Otherwise, the cable car may be used in subsequent turns. A transfer of the movement points from the car to the cable car is possible, but the car card then expires. Barricades – the barricade is not a movement card; but rather it is used to prevent movement. When played, the player places a red barricade on a square – but not on one of the lighter coloured squares around the hideouts. Once placed, the barricades cannot be crossed; neither by foot, by car or with the cable car. A square with a channel cannot be used to enter or to leave the sewer system. The barricade remains there until the end of the escape phase. False ID – Only players who play these cards may cross barricades. 6 Spielvorbereitung • A board is consists of four parts. Inexperienced players should use the parts with the white lettering on the back for the first few games. • The money chips are placed beside the board. • All cards are shuffled in three stacks: - Cards “bank and hideout“ - Cards “gangsters“ - Cards “movement and action“ The three stacks are placed face down beside the board. The upper cards are placed face up beside each stack. If a stack is used up, all discarded cards are shuffled and stacked up again. • A violet bank chip must be placed on every bank as well as a violet hideout chip on every hideout. • With the die the equipment of the four banks are determined. Beginning with bank A the die is rolled once: r1 means a black safe has to be placed on the bank r 2 means a yellow alarm bell has to be placed on the bank r 3 means a blue guard has to be placed on the bank r4 Nothing happens and this bank is to be skipped. 7 This has to be continued until there are cubes of three colours in one bank. If a certain equipment is rolled twice, i.e. for bank C a second safe, this bank is to be skipped. Only blue guards may be set two, three or four times. A bank with no token has a deposit of 20,000. Every token adds 20,000. • In clockwise order every player draws 11 cards. It is up to the players from which stack they draw cards. For beginners, a mix of 3 cards bank/hideout, 4 cards gangsters and 4 cards movement are helpful. 8 Playing the game Planning phase The player who has spent the most time in jail begins. A card is drawn from one of the stacks, either from one of the stacks with cards face up or from a new card. One of the cards in a player’s hand can then be discarded. The discarded card does not have to be of the same kind. For example: one may pick a movement card and discard a gangster card. Then the player to the left does likewise, until all have taken and discarded cards. “Stop!“-Rule If a player needs a card which has just been discarded, he may shout „Stop!“ This player immediately begins his turn now. however; that player must pick the discarded card and discard another one. After that card has been discarded, the player to his left begins. It may occur that some players are skipped by “Stops!” for several turns, but one should keep in mind that a) no new cards come into play and b) one gives information about taken cards. bank A, a robbery here is impossible. If one holds one card of bank A, robbery may be possible. But perhaps another player murmurs: „well, perhaps Bank A… I don´t know... Do you really think…?” The trackers are not allowed to show their cards, but they surely may discuss guesses. The possible hideouts may be of importance too…. Now the trackers place their game pieces on the marked squares (foot prints) around the town center. Two or more game pieces may be placed on one square – but directly after the bank robbery it might be a good idea to spread out. In a game of three players all players may agree beforehand to place three game pieces, but use only two of them. Now the bank robber plays his/her bankcard and places his/her game piece in this bank. The player also places all the gangsters which are needed: an electrician for an In this way the game goes on, until one player shouts “bank robbery!“. It is not necessary to be the active player to finish the planning phase. As soon as “bank robbery!“ has been called out, the planning phase is finishes immediately – perhaps the active player has to discard a card so that every player has 11 cards in his hand. Escape Phase The player who called out “bank robbery!“ now leans back and waits. All other players now play the role of trackers und try to find out which bank has been robbed. Since there are two cards for each bank – if someone holds both cards of alarm bell, a safe cracker for a safe and a muscleman for each guard. The player does not show the hideout card. If the bank robber is not able to show the bankcard and/ or the necessary gangsters, the fun is over and all trackers get 10,000. 9 Now the player takes money chips related to the equipment of the bank, 20,000 for the bank and 20,000 for each alarm bell, safe and guard. If the player has made loot in a former turn, s/he keeps the new money separate. Now the bank robber takes his/her first turn. Either he throws the die and moves correspondingly, or s/he plays a car and a driver. From now on the bank robber is not allowed to draw and discard cards. S/he has to work with the cards in his/her hand. The bank robber is at a disadvantage since s/he gets no new cards. On the other hand, the trackers don´t know where the bank robber is headed. Bluffing and a good combination of cards are vital for competent bank robbers. The trackers draw new cards each turn, but also their cards diminish with every turn. The aim of the trackers is to reach the same square that the bank robber is on. Then a showdown occurs in which the bank robber may be victorious. If two or more trackers reach the bank robber together, they combine theirstrength. The Escape phase may end in two ways: There are two kinds of movement: either the player throws the die and moves correspondingly, or s/he places a “driver” and a car. The movements points don´t have to be used completely if it makes sense. Now it´s the turn of the player on the left, who normally draws a card and discards one before moving – either by rolling the die or playing a driver and a car. There´s no “Stop!” rule anymore, but the trackers may help each other by discarding helpful cards. Every played card is set down in front of the players. Every invalid card is turned face down and is not placed on the discard stacks. 1. The bank robber reaches his/herhideout, shows the corresponding card and enjoys the money. The player gets the money chips but deducts a quarter for every colour of played gangsters in his/her gang. 2. Two or more trackers stop the bank robber. Two or more trackers reach the same square that the bank robber has landed and win against him/her in a showdown. All trackers get 10% of the money chips as a reward. Or: One tracker stops the bank robber and wins against him in a showdown. The player may now declare gameover. In addition, every tracker receives 10% as a reward. But the player may also decide to steal the money from the bank robber and to escape to his/her hideout – of course s/he needs a corresponding card. If s/he decides to do so, s/he takes the money chips and becomes the new bank robber and immediately takes the next turn, even if s/he has just moved to stop the bank 10 robber. Furthermore, s/he is not allowed to draw new cards. The previous bank robber now becomes a tracker. The escape phase ends once the escape has been successful or if the bank robber has reached his hideout. Showdown If a tracker reaches the same square as a bank robber, a showdown takes place. This will determine whether or not the bank robber can be overpowered. The tracker plays more gangster cards than the bank robber –musclemen count double corresponding to the black dots on each gangster card. The tracker has to show at least one more dot on his/her cards than the bank robbers’s gangsters The bank robber may now play additional gangsters – which may mean playing colours which decrease his/her part of the loot. Bank robber and tracker may compete with each other several times. The bank robber only has to play the same number of dots as the tracker. The tracker needs at least one dot more to be victorious. If the bank robber loses, the game may be finished –or the former tracker escapes with the money (see 3above). If the tracker loses, the game continues. The only chance now is for two trackers to occupy a square with the bank robber. All of the trackers’ played gangsters placed on the same square are counted together. Preparation of the next round All played cards are placed face up on the discard pile. Cards which have not been played cards remain with the players. The robbed bank is equipped again by rolling the die 6 times. The person to left of the player who just finished his turn may draw cards in order to complete his hand to a total of 11 cards. However, a player may decide to discard all remaining cards and draw 11 new ones. The game continues with the next planning phase. 11 TaCtiCs Expansions Every player may develop his own tactics. Some bank robbers prefer smaller banks with less loot, but lots of movement and action cards for a fast escape. 1. Burglary expansion (Green question mark on the back) Others prefer gangs with several musclemen and take a walk to their hideout. Criminals steal just everything when moving through a house. In the house you find car keys, cable cartickets and lock picks. These correspond to car cards, cable car cards and he cards and may be used in the same way. The left over chips go back into the box. The problem the bank robber has is always having to decide between movement and action cards. Well equipped banks need a big and competent gang, but the player has only eleven cards to work with. Similarly, the combination of the gang is difficult: shall one wait for a gang of one colour? Whatever one does – it will never be perfect. If one was just about to initiate their own bank robbery and had just built a perfect gang, one may decide not to put forth too much effort in tracking the bank robber. One mustn’t forget, all played cards go to the discard pile afterwards. So maybe slow down a little and make a big win the next time. Maybe this is not quite cooperative – but which gangster is cooperative? And then there´s the criminal who thinks that bank robbing might be a bit too exhausting. This player may hire some musclemen, collect some fast cars and some nice hideouts and try to meet the bank robber to have a little chat… Preparations The chips are shuffled face down. A chip is placed face down on every house except banks and hideouts. Because there are different t number of houses on the boards, chips may be left over. These chips go back into the box. If a player moves through a house with a house card, he may pick the chip. The player may use the chip immediately or later, perhaps even in a later game round. No player is allowed to have more than three chips at one time. Whoever would like to take another chip must play one beforehand. But a player may have a look at a chip in a house, even if he is not allowed take it. Houses from which chips are taken no longer equipped with chips again. 12 2. Burglary Expansion (blue question mark on the back) These chips show gold barrels, money and artwork which increase the loot, but also present dangers which make the escape easier – or much harder. The rules for this expansion correspond to the first set of rules. There are normal chips and chips with red markings. As opposed to the normal chips, these chips have to be placed face up if a player takes a look at them. Afterwards the chips go back into the box.But a player may move through a house without looking at the chip in it. The player may pick the chips without red marking in the usual manner. Before the game begins, the players may agree to use the frist, the second or both expansions. In latter case, the chips of the 2nd expansion are shuffled and placed on the houses first. Then the chips of the 1st extension are placed on the houses as well (on top of the other chips). Whenever a player moves through a house, he picks the upper chip first. On a later move through the house the second chip may be picked as well. Revolver A player may threaten a gangster of another gang to join his own gang in a showdown. Gold barrels, jewellery, artwork The player adds this chip to the loot. If successful escape occurs, this chip is counted towards the loot as well. A tracker is not allowed to take one of these chips. Test tube Sprayed flu viruses lead to a sneezing opponent gangster in a showdown. If a player uses chip, he is allowed to turn one of the opponent gangster cards face down. The gangster is out for the rest of the escape phase. Cellar passage This chip allows a player to move directly from one house to a neighbouring house. Rottweiler (Red) a giant Rottweiler attacks. If there is no muscleman in the gang, the escape ends here. This is as if the bank robbers had been successfully overpowered in a showdown. A tracker who picks this chip has to play a muscleman, otherwise he must sit out the rest of the game until the end of the escape phase. 13 Alarm bell (Red) a piercing sound: an alarm bell was activated. If there is no electrician in the gang, the escape ends here. This is as if the bank robbers had been successfully overpowered in a showdown. A tracker who picks this chip has to play an electrician, otherwise he must sit out the rest of game until the end of the escape phase. Iron Gate (Red) An iron gate slams down. If there is no safe cracker in the gang, the escape ends here .This is as if the bank robbers had been successfully overpowered in a showdown. A tracker who picks this chip has to have or to play a safe cracker, otherwise he must sit out the rest of game until the end of the escape phase. Rolling pin (Red) Rolling pin – An angry Granny attacks. One Gangster is hit – the card is placed face down. The bank robber chooses the victim. A tracker who picks this chip has to place one of his gangsters face down or play a gangster immediately and place the card face down. If there´s neither a gangster before him nor in his hand, he must sit out the rest of game until the end of the escape phase. For the trackers only the chips revolver, test tube and cellar passage are of interest. All other chips hamper the pursuit of the bank robber. Hence, a tracker should think carefully before he picks up a chip. 14 Variations Occurring especially in a game of five players it could be that the bank and hideout cards may not be sufficient for all players. This does not matter because the first players will discard unusable cards very soon. But to avoid this situation the players may alter the preparation of the game – and the start of each planning phase, In this case, every player draws only one card in clockwise order until everyone has 11 cards. Honesty is the best policy For this variation, you need pen and paper for every player. Every player gets 50,000 at the beginning of the game. After determining the equipment of the banks all players may invest their money – all of it or maybe not – in one or more banks. He notes the sum and the bank secretly. After the escape phase, all notices are faced up and the players get their money back together with interest. The higher the interest rate, the better the bank is equipped. A bank without any token just gives the money back. A bank with one token (an alarm bell, a safe or a guard) pays the money plus 25%; a bank with two tokens pays the money plus 50% , and so one. A bank with four or more tokens pays the incredible amount 100%. As a result, the player may double his money in one game. BUT ONLY IF THIS BANK IS NOT ROBBED. In this case, the money is lost and the player may get perhaps only 10% as reward if the bank robber can be stopped. If the bank robber reaches his hideout successfully, he immediately gets all noted investments in money chips. The noted investments of the players are crossed out.The bank robber may get away with much more money than he had imagined. So, what to do? Is it better to invest in a smaller bank with low interests or in a bigger bank with better security? Whatever happens, the underworld has already made plans… In every planning phase the money must be re-invested. Keeping the money in a bank beyond the finish of the escape phase is prohibited. Robbing a bank in which you have invested your money is quite ridiculous of course...