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The Story the Gameplay the Setup

in a nutshell
Rumour has it that damaging 1. Each player takes an equipment
information is circulating about a 1. Lay out four mission cards deck of 14 cards. Both decks are
major public figure. Two rival secret face-up. identical apart from the player
agents are competing to suppress colour. Both players shuffle their
it or propagate it. They undertake 2. Take turns to play cards at each equipment decks.
daring missions and become noto- mission. Attempt to beat your
rious in the process. Push your luck opponent’s total but don’t 2. Shuffle the mission deck and
to be the most successful agent and go over 21 — or you’ll become place it face-down on the table.
leave your mark on history! notorious!
3. Place the notoriety tokens into a
3. Reveal all cards, win mission pile alongside the mission deck.

Contents
cards, and gain victory points,
notoriety, and special abilities. 4. Reveal the top 4 cards from the
mission deck, and place them
57 cards, including: If you ever reach 9 notoriety tokens as a line starting from the deck
you lose immediately! Otherwise, (see illustration).
2 equipment decks of 14 cards the player with most victory points
(numbered 0.5, 1 or 11, 2, 3, 4, 5, 6, wins the game. If any of the revealed mission cards
aUthoRs: 7, 7, 7, 8, 9, 10, 1 or 11) are counter-intelligence cards, then
Adam PoRtER 2 another mission card is revealed
RoB FishER 1 mission deck of 29 cards and placed on top of each counter-
intelligence card — offset so that
18 notoriety tokens the exclamation mark icons remain
8+ visible.
IllUstRatioN:
FElix KiNdElaN If the newly drawn cards are also
30′ counter-intelligence cards, they are
put to one side and an alternative
card is drawn. They are then shuf-
game rules fled back into the mission deck.

thE iNFoRmaNt
5
1/11

1/11

3
thE pURsUit
4
coUNtERiNtElligENcE
km t
5500
8

Night visioN 7
1
-06:59:04-
00:36
01.67 m
6

View the next 5 cards in your deck


and return them in the same order.

DOCUMENT

2 6 12
HOW TO PLAY NoteS REVEAL CARDS MISSION CARDS
A player may not add cards to a Start revealing cards with the mis-
ATTEMPT MISSIONS mission that they have already sion closest to the draw pile. The There are 4 different types of mis-
attempted on a previous turn. If starting player for the round reveals sion cards.
at any point a player has no cards their cards and declares their total
1. The most suspicious looking remaining in their personal deck, for the mission (they must decide
player goes first. On your turn, they take no further turns in the whether any 1/11 cards count as 1 or thE iNFoRmaNt
5
Targets
do steps 2–7. round - this may mean that they do 11). The next player then does the Each player keeps any
not place cards on one mission. same with that mission. collected targets in
2. Draw the top card from your a face-down pile for
equipment deck. Each player’s equipment deck scoring at the end of the
contains numbered cards. The card Failed Mission game.
3. Choose which mission you 1/11 can be played as either a 1 or If a player has a total over 21, all
want to attempt. Place the card an 11. The player does not have to of their cards are discarded. The
face-up alongside this mission. decide which number it represents player also takes a notoriety token. Documents
and Codes
DOCUMENT

2 6 12
until they reveal their cards. The
4. You may then continue drawing card 0.5 always counts as one half are special targets. They
cards, one at a time, secretly i.e. it is lower than one and higher Perfect Mission are worth a varying num-
looking at them and then placing than zero. If a player has a total of exactly 21, ber of points depending
them face-down alongside the the player may discard one of their on how many cards you
same chosen mission, so that own notoriety tokens. codE
have collected of that
2 6 12
your opponent can see the quan- type.
tity of cards played, but not their Then the player with the highest
values. Once you have looked at total collects the mission card. For example, if you have
the card, you must play it. (Note: 1 code card at the end
all cards are placed alongside In the case of a tie for the highest of the game it is worth
a single mission — you cannot total, the player with more cards 2 victory points. If you
split these cards across several assigned to the mission collects the have 2 such cards, they are worth a
missions.) mission card. If still tied, no player total of 6 points for the pair. If you
collects the mission card and it is have 3 such cards, they are worth 12
5. You may stop drawing cards at discarded instead. This process is points for the set.
any point. You are usually aiming repeated for each mission in turn,
to achieve a higher total than your moving away from the mission deck.
opponent, without going over 21. counter-
intelligence
coUNtERiNtElligENcE

6. If your cards alongside the mis- RESET FOR NEXT ROUND If you take a mission card
sion total more than 21, you must Players take back all of their equip- which has a counter-in-
stop drawing cards. You do not ment cards and shuffle to reform telligence card under-
reveal this to your opponent. their equipment deck. Reveal 4 new neath it, you also take
mission cards from the deck, and notoriety tokens equal to
7. Once you have chosen to stop a new round begins. The starting the number of exclama-
placing cards at a mission (or player for each new round alter- tion marks on the card.
you have been forced to stop, nates between the two players. The counter-intelligence

GAME END
because you went over 21 or you card is then discarded.
have run out of cards) you may
no longer look at the face-down
cards you have placed at the The game ends in one of two ways: Night visioN
1
Items
mission. (Note: while you are give the players access
drawing cards and placing them 1.If one player has 9 notoriety to a special ability. If
at a mission, you are allowed to tokens or more at any time, they the player has won such
look at your face-down cards for lose the game immediately. a card, they keep it
View the next 5 cards in your deck
and return them in the same order.

that mission.) face-up in front of them


2.If six full rounds are completed. until they choose to use
8. The next player then takes their Victory points are counted as the effect. Each item may be used
turn in exactly the same way, follows: once only, at any time. Once used
placing one face-up equipment it is kept face-down in the player’s
card, and then placing face- Count up the victory points scoring pile with the other mission
down cards as they wish from collected Target, Item, and cards which have been gathered
alongside any one mission. The Document/Code cards. by the player. These cards each
mission does not have to be the score 1 victory point at the end of
one that your opponent has just Notoriety tokens are worth 1 the game (whether they have been
attempted. This sequence is victory point each. used or not). Items are available
repeated until both players have to use immediately after they are
played cards to all four missions. The player with the most victory gained. For example, a player could
points wins the game. In the gain an item from one mission and
case of a tie, the player with the use it immediately before the next
most notoriety wins the game. mission’s cards are revealed.

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