Museum Rush Rules

You might also like

Download as pdf or txt
Download as pdf or txt
You are on page 1of 16

Game Design: RHYS AP GWYN

Illustrator: RHYS AP GWYN Playtesters: Frances Daykin, Lee Hunter, Tintin,


the Cardiff Playtesting Group, the Davey clan,
Editor: GRAHAM DAVEY the Brammalls, the Wednesday Night group,
Graphic Design: ANKA SEP Anders Johansson, Christian Sales,
Tristran Faulkner, David Smith, Darryl Gwinnett.
Miniatures Sculpting: ASPAN LOHIA
Special Thanks to: All our Kickstarter backers,
Producer: RICARD FORTUN David Du, Chris Bone, Maria Tabor, Chris Palmer
and everyone who played the game
Product Director: DAVID DU
along the way!
Manufacturing Manager: DEAN YE

© Copyright D2W Games, 2017. No part of this product may be reproduced without
specific permission. Museum Rush, the Museum Rush logo are trademarks of D2W
Games. Room 17 Games and the Room 17 Games logo are trademarks of Room 17
Games Ltd. All rights reserved. Designed in the UK. Made in China.

2
DODGE THE GUARDS,
STEAL THE LOOT!
Museum Rush is a competitive thieving game where players
race against time to steal treasures from a museum while
avoiding cameras, guards, and greedy rivals.

GAME SUMMARY
Each turn you pick up new cards, move and probably try to
swipe a priceless exhibit.
Stealing, cracking locks and getting caught on camera will
have the guards running in your direction, so hopefully
you’ve picked up some handy items to deal with them…
If you get caught, you’ll be thrown out of the museum and
your ill-gotten gains confiscated. You’ll just have to break
in again and steal some more!
Make sure you’ve escaped with your loot before the time
runs out – when the last Clock card is drawn the game is
over, and the player who escapes with the most valuable
loot and treasure wins.

3
COMPONENTS ROOM TILES

STATUE
THE THIEVES
7 Exhibit rooms - Loot,

HALL B
Cameras and Guards

COLLECTION 6
are found here.

The Cat The Joker The Snake


10 Service rooms -
including the Vault,
the Security Room,
and Lost & Found.

Cipher The Owl The Ventriloquist 7 High Security rooms -


Rare Treasures are kept
THIEF CARDS here. Crack the code

XHIBIT
to get in!
GRAND E

MOVE
DIAGONALLY.
PICK UP
BOOBY TRAPS.
+1 WHEN
She moves like a black cat. In a purple jumpsuit. SLIPPING AWAY
FROM A GUARD

THE GIF
He thinks he’s hilarious. Nobody agrees.

She has eyes of betrayal. Betrayal and trickery.

4 other rooms - SHOP T


ACTIVATE
good places
SECURITY ROOM
OR CONTROL DRAW 3 to stash Loot!
ROOM FROM 3 SEARCH CARDS,
SPACES AWAY CHOOSE 2 AND MOVE GUARDS
PUT 1 BACK. OR THIEVES
3 SPACES WITH
His first guess is always 1 2 3 4.
Because people are silly. LURE.

They say she is 1/8th machine. Nobody knows for sure.

That’s right - he actually brings the puppet.

4
7 Rare Treasures 14 Loot cards 6 Camera cards 8 Guard cards

$12 $2
$20 Million $2 n
n nMillio
Millio Millio
THE CLOSES
MOSAIC
CROWN DIAMOND MUMMY
TUREEN THE CLOSEST GUARD T GU
MOVES
ARD 2 RALPHERIK
Why on ea TILES NEAR MOVES 2
TILES NEARER.
Wh ’s the rth wo ER. Worst ho
So gorramere
shiny. tail. That’s a very fancy uld bowl.
soup a museum Beep.Bwoop.
He’s tough, rough usemcarries
and ate EVER
a MUMMY put handcuffs. .
in it!?!

THE SEARCH DECK


6 Disable cards 6 Lure cards 3 Take Down cards 4 Way Out cards

SECRETFI RE ESCAPE
PASSAGE
PL
PLACE ACETONEXT
NEXT
CLOS TO
CLOSEST EST EDGE
I’m sure thiEDGE
s is goROOM ROOM
ing to make
This book looks... ooooohhh. a noise.

6 Clock cards 4 Booby Trap Cards

GUARDS 16 UNLOCK TOKENS

BUTTER FI
CLOCKCLOCK STUCKPLIN
AC
THE MUD
NGERS
4/5/6 CL E ON ADJAC
PLACE ON ADJACENT TILEENT TIL
OCKS
4/5/6 CLOCKS END ENGAME
THE D THE GAME E
Tock Tick Slip slip
Where did thispy
come py
from?
slip.

6 STASH CARDS 6 BUYER CARDS 3 DICE

STASHSTASH

VENDING IN A TREE
MACHINE ARIANRUSÉ
STA +2 MILLIO
SH 1 LOOT N EACH FOR
STASH 1 LOOT OR OR TREASU
TREASURE +2 MILLION EACH FOR COIN ANDSTA
SKELETON.
TUE AND
IN THE RO RE She do BADGE.
IN THE CAFETERIA SE GARDEN She grew up ones n’tstreets
the sle
Lucky Instead sh ep. Ever.
How am I going Itobro
getugthem
ht thiout?
s rop of Croydon. No, e scowls.
not really.
e!

5
SET UP THE GAME
YOUR FIRST GAME b. Place 2 of the shuffled cards, face-down on each of the
If this is your first time playing, we suggest you leave out the Thief Exhibit Rooms and each of the High Security Rooms (all
cards, Buyer cards and the Stash cards (steps 6, 7 & 8). After your the red tiles!).
first game you can add these in for extra mayhem! c. Put the Rare Treasure cards face-up onto the High
Security rooms (the ones with the lock code numbers
1. CREATE THE MUSEUM down the side), on top of the face-down cards. Each card
states exactly which room it goes in – the more valuable
Shuffle the Room tiles and lay them out in a 4 by 7 grid as
items have better security!
shown, with all the rooms in random positions.
d. Turn over the top card on each Exhibit room.
In later games you can try different museum layouts (see
International Crime Spree p.16). e. Any Guard cards showing are removed (start a discard
pile somewhere convenient – perhaps in the box lid). Flip
over the next card – if it is another Guard, discard that
2. FILL THE MUSEUM
too. For every Guard card removed, put a plastic Guard
a. Thoroughly shuffle together the model in its place.
Camera cards, Guard cards and
the Loot cards (but NOT the Rare $2
Million
THE CLOSES
Each of the red Exhibit and High Security rooms should now
TUREEN T GUARD MOV
ERIK ES 2
Treasures – keep those aside for TILE
WoSrst
That’s a very fancy
NEARER.
soup
Bwoop.housbowl.
emat
e EVER
have either a Rare Treasure, Loot card or a Camera card
.

the moment). showing face-up and/or a Guard or two.

6
3. PLACE A GUARD
1 plastic Guard is placed on the Security HOW TO PLAY
room. Leave those left to the side. Whoever last stole something goes first! Or if no one feels
like confessing, choose randomly. Players take turns, moving
4. UNLOCK TOKENS clockwise.
Put the green Unlock tokens in a pile
somewhere in reach, to the side of the play BREAK IN!
area.
Players can choose any room around the edge of the museum
to enter, as long as there isn’t a guard or another Thief in the
5. PREPARE SEARCH DECK same space. Place your Thief onto the chosen tile.
Shuffle together all the purple cards to form Each player’s Thief breaks in before anything else happens.
the Search Deck. Shuffle a lot, so they’re
well mixed! Keep this deck face-down at the
CLOCK
side of the playing area. 4/5/6 CLO
CKS END THE

TURN SEQUENCE
GAME
Tick

When you play a purple Item card during


the game, place it into a discard pile next to On your turn complete the following three steps in order:
the Search Deck. 1. Draw 1 card from the Search deck
2. Move up to 3 times
6. ARRANGE A BUYER
3. Choose up to 1 of the following Steal Actions:
Shuffle the Buyer cards and hand each
a. Steal Loot
player one at random. Keep this a secret,
face-down in front of you. Buyer cards are +2 MILLION RUSÉ
b. Attempt to crack a lock and steal a Rare Treasure
EACH FOR
STA
She doesn’t TUE AND BADGE.

not part of your hand. c. Steal from another Thief


slee
Instead she p. Ever.
scowls.

d. Steal from the Vault or the Lost & Found


7. LOCATE YOUR STASH STASH
Playing Item cards from your hand and picking up keys can be
Shuffle the Stash cards and hand each done at any time during your turn, as many times as you like.
player one at random. Keep this a secret,
face-down in front of you. Stash cards are IN A TREE NB. Booby Trap cards have slightly different rules - see
STASH 1 LOOT
OR
IN THE ROSE TREASURE

not part of your hand. Lucky I brou


GARDEN
ght this rope
!
Playing Item Cards.

8. TAKE YOUR THIEF


Choose or randomly pass out the plastic MOVE
DIAGONALLY. Other Players’ Turns
Thief playing pieces, then take the
During another player’s turn you can only play Item cards if a
corresponding Thief card. She moves like a black cat. In a purple jumpsuit.

Guard moves onto your tile, if a Camera is turned up on your


tile, or if another Thief tries to steal from you.

7
DRAW CARDS GUARDS MOVING
At the start of each turn, you always draw 1 card from the Guards move just like Thieves, between adjacent Room tiles
Search deck (you cannot choose not to!). and never diagonally.
Clock and Way Out cards must be dealt with straight away. Usually Guards move towards a thief when they are up to no
All other cards go into your hand. good or have made too much noise.

Disable, Lure, Take Down and Booby Trap cards are collectively The nearest Guard moves 2 tiles towards a Thief when:
called Items. Disable cards are used to counter Cameras. · A Thief steals Loot or Rare Treasure from any room.
Lure and Take Down cards help you deal with the Guards and · A Thief attempts but fails to crack a lock.
avoid getting busted. Booby Traps can catch Guards or other
· A Thief steals from another Thief.
Thieves!
· A Thief steals Items from Lost & Found.
Hand Limit · A Thief moves into a room where there is a Camera card, or
If you have 8 or more cards at any point in the game, you must a Camera card is turned up in a room where the Thief is.
immediately drop cards back down to 7. (NB. you can counter the Camera with a Disable card.)
Dropped Loot and Rare Treasure cards are put face-down in · A Thief moves into a room with a Booby Trap.
the Vault. Dropped Item cards are put face-down in Lost and
Found.

MOVING
Each turn you can move your Thief up to 3 times — an individual
move being from one room tile to an adjacent room tile. You
Which Way?
can only move up, down, left or right — not diagonally.
Guards always take the shortest route possible.
Some museums have internal spaces or gaps between
different areas. You cannot jump over a gap — you can only There are often situations where more than one route is
move between adjacent tiles. equally short. Whenever there is a choice of route for a Guard,
the player to the right of the player whose turn it is moves the
NB. However far you move in a turn, you will be affected by Guard. That player is free to direct the Guard into or away
any Guards, Cameras or Booby Traps in the rooms you moved from Booby Traps and Thieves – wherever benefits him most –
through — you still count as ‘moving into’ each room in turn as long as no shorter route is available.
and cannot avoid these simply because you didn’t stop. If two Guards are equally close to a Thief (or on the same tile),
move just one of them. The player to the right chooses which.

Here there are three


possible routes for
the Guard. The Player
to the right decides.

8
GETTING CAUGHT! Re-Entering the Museum
If a Guard moves onto your tile (or for some reason you move In your next turn you can break in again — choose any room
onto his) then a Lure or a Take Down card will keep you safe around the edge of the museum, as long as there isn’t a Guard
(see Playing Item Cards). or another player. Place your Thief onto the chosen tile
(this doesn’t count as a move), then proceed with your turn
If you don’t have a useful card then there is one last chance
as normal.
to slip away.
Two Thieves at Once
Slipping Away
If a Guard moves onto a tile where there is more than one
Roll 1 dice. If the result is more than the number of Loot and
Thief, deal with the current player’s Thief first. That player
Rare Treasure cards in your hand then you’ve slipped past the
plays any Item cards, attempts to slip away and if all that
Guard. Move your Thief to an adjacent room of your choice.
fails, gets busted. If the Guard is still on the tile, carry on to
This move can trigger other effects as normal when you move
the next Thief and run through the same steps.
into a room.

Busted!
If you roll equal to or less than the number of Loot and Rare
Treasure cards in your hand, then you’ve been busted!
1. You can keep one of the cards in your hand – your choice.
The Thief manages to conceal it somewhere about his
person! You can also keep any keys (Unlock tokens) that
you’ve gained.
2. Apart from that the cards in your hand are confiscated.
Loot and Rare Treasures are placed in a face-down pile
in the Vault. Items are placed in a face-down pile in
Lost & Found.
3. Your Thief is kicked out of the museum – take your playing
piece off.

9
STEAL LOOT If you move off the tile at any point before the lock is cracked
then the Unlock tokens stay in place – the next Thief to
If you’ve moved into an Exhibit room (or an unlocked High attempt cracking the room gets a head-start!
Security room) where there is a Loot card, you can steal it and
put the card into your hand as your Steal Action. Using Keys
1. The nearest Guard moves 2 tiles towards you (see Guards During the game Thieves can obtain keys from the
Moving). Guards (see Take Down cards and Booby Trap cards), each
2. Turn over the next card in the room if there is one (see one represented by an Unlock token.
Turn Over Next Card). If you fail to crack a lock but have enough keys then you
can immediately use the Unlock tokens to complete the
code. The tokens are placed on the remaining digits and you
ATTEMPT TO CRACK A LOCK successfully crack the lock as described above. Once used the
The High Security rooms are protected by coded locks, which Unlock tokens stay in place - you can’t use a key more than
must be cracked before you can steal what’s inside. Some are once.
harder than others! Example: The Cat rolls to crack the lock on the Judith Room, code
If you’ve moved into a High Security room, you can attempt to 1-3-5. She gets the 1 and the 5 and places two Unlock tokens,
crack the lock as your Steal Action. leaving one digit still to find. Luckily, in an earlier turn she took
1. Roll the 3 dice. down a Guard and gained his key (an Unlock token), which she
uses to complete the code and crack the lock!
2. Check each digit in the lock code – if the number matches
one of the dice, take an Unlock token and place it over
Cracked!
that digit.
If all the digits of the code are now covered with Unlock
Not Cracked! tokens (from dice rolls and/or keys), then the lock is cracked
and the room is open!
If some or all of the digits of the code are still
uncovered, then the room is still locked. 1. You can immediately steal the Rare Treasure from the tile
and add it to your hand.
1. The nearest Guard moves 2 tiles towards you
(see Guards Moving). 2. The nearest Guard moves 2 tiles towards you (see Guards
Moving).
2. Any Unlock tokens you’ve placed so
far stay in place so you can try 3. Turn over the next card in the room if there is one (see
again next turn with a head Turn Over Next Card).
start!
Leave the Unlock tokens in place to show the room has been
cracked. The room now works just like an Exhibit room.

“I was here first!”


NB Only one Thief can crack a lock at a time. If another Thief
is already on the tile and rolled to crack the lock in their last
turn then you cannot attempt to crack it!

10
TURN OVER NEXT CARD Sequence of Play
After a card is stolen from an Exhibit room or a High Security After Stealing:
room, complete the movement of the closest Guard, play any 1. Complete the movement of the Guard.
Item cards as a reaction and work out their effect, then last 2. Play any Item cards as a reaction and work out their
of all turn over the next card if there is one: effect.
3. Turn over the next card in the room.
LOOT CARD
If the new card is more Loot then great, maybe you Example: The Cat steals a Loot card from an Exhibit room. The
can hang around and nab it next turn! nearest Guard moves 2 tiles and reaches the room, but The Cat
plays a Lure card to move him away again. Now the next card is
turned over and – disaster – it’s a Camera, so the Guard moves back
GUARD CARD
again. The Cat has no useful cards left and has to roll the dice to
If the new card is a Guard then another Guard has slip away or she’ll get busted!
started his rounds and is very close by!
1. The player to the right places a new Guard on one of the
tiles adjacent to the Exhibit room. The new Guard cannot
STEAL FROM ANOTHER THIEF
go on a tile where there is already a Guard or a Thief. If you’ve moved onto the same tile as another Thief, you can
attempt to steal from them as your Steal Action, though the
2. If no free tiles are available then the Guard starts in the
scuffle (and cursing) will alert the Guards!
Security Room (even if a Guard or a Thief is in there!).
Both players roll 1 dice.
3. Discard the Guard card and turn over the next card in the
room if there is one, repeating the process. The player that rolls highest is successful – take a card at
random from your opponent’s hand and add it to yours.
The player whose turn it is wins ties.
CAMERA CARD
If the new card is a Camera then you’ve been caught NB. You can choose not to steal from another Thief if you
on the security tapes! Unless you play a Disable card (see have a better plan… ?
Playing Item Cards) these things happen:
1. The nearest Guard moves 2 more tiles towards you!
2. The Camera card stays in place until it can be disabled.
3. In future turns, if a Thief moves into a room where there
is a Camera card the nearest Guard moves 2 more tiles
towards them. (Starting your turn on a Camera is fine as
long as you move away or play a Disable card.)

11
STEAL FROM THE VAULT PLAYING ITEM CARDS
OR LOST & FOUND Item cards are vital to deal with Cameras and Guards!
Once Item cards are played, place them face-up into a discard
THE VAULT pile next to the Search Deck.
Loot and Rare Treasures that have been confiscated
by the Guards or dropped get put in the Vault. DISABLE CARD
If you’ve moved into the Vault, then as your Steal Action you Disable cards counter Cameras.
can break in and steal up to 3 cards. You can play a Disable card when you move onto a tile with a
You need to have 2 keys taken from Guards (you cannot roll to Camera or if one is turned over after you steal something.
crack the lock). 1. The nearest Guard does not move.
1. The keys (Unlock tokens) are used up and returned to the 2. The Camera card is removed from the game.
pile.
3. Turn over the next card in the room if there is one.
2. Choose and steal the 3 cards you want – the rest stay in
place.
3. The nearest Guard moves 2 tiles towards you (see Guards
LURE CARD
Moving). Lure cards distract Guards and send them in
another direction – into Booby Traps or other
Thieves, or just so you don’t get caught!
NB. 2 keys are needed every time someone steals from the
Vault. You can play a Lure card when a Guard moves onto your tile
to avoid being busted, or if you are on a tile adjacent to a
Guard.
LOST & FOUND
1. If the Guard was on your tile, you are not busted.
Item cards that have been confiscated by the Guards
or dropped get put in the Lost & Found. 2. The Guard moves 1 tile in the direction you choose.
If you’ve moved into the Lost & Found, then as your Steal
You can also play a Lure card if you are on the same or an
Action you can break in and steal up to 3 cards.
adjacent tile to another Thief, to send them somewhere
You need to have 1 key taken from a Guard (you cannot roll to problematic. Or you can play a Lure card on a rival Thief if they
crack the lock). attempt to steal from you, and move them away instead.
1. The key (Unlock token) is used up and returned to the The other Thief moves 1 tile in the direction you choose.
pile.
2. Choose and steal the 3 cards you want – the rest stay in TAKE DOWN CARD
place. Take Down cards knock out Guards and allow you to
3. The nearest Guard moves 2 tiles towards you (see Guards steal their keys!
Moving). You can play a Take Down card when a Guard moves onto
your tile, or if you move onto a Guard’s tile.
NB. a key is needed every time someone steals from 1. You are not busted.
the Lost & Found.
2. The Guard is removed from the game.
3. Take 1 Unlock token (representing the Guard’s key).

12
BOOBY TRAP CARD If you draw a Way Out card on the turn after being busted,
then you must place the Way Out next to the same tile where
Booby Traps can be left in place to catch Guards and
you break in.
Thieves.
The marked tile can now be used to escape the museum (NB
You can play a Booby Trap card at any point during your
the Way Out card itself is not a room).
movement (but not as a reaction to Guards moving or newly
turned-up cards).
Place it face-up on an adjacent tile that is unoccupied by
Thieves or Guards.
Escaping the Museum
If the tile is an Exhibit room or a High Security room, put it on
Thieves can use any Way Out to escape – not just ones they
top of the cards already there – but you cannot place a Booby
found themselves.
Trap on top of a Camera card.
To escape the museum, a Thief simply moves to a room that
If a Guard moves into a room with a Booby Trap:
is a Way Out and declares they are escaping at the end of
1. The Guard is removed from the game. their turn. That Thief’s Loot and Treasure are now safe, but
2. The Booby Trap card is removed from the game. they are out of the game and cannot re-enter the museum,
3. 1 Unlock token (representing the Guard’s key) is placed in so try to time this just before the final Clock is drawn!
the room. The next Thief that moves into the room picks it 1. Your Loot and Treasure is safe.
up (picking up a key is not a Steal Action). 2. You cannot re-enter the museum.

If a Thief moves into a room with a Booby Trap: 3. You don’t take any more turns in the game.

1. The Booby Trap card is removed from the game. Remember that the Entrance Hall counts as a Way Out too.
2. You must discard a random card from your hand.
3. The nearest Guard moves 2 tiles towards you (see Guards
Moving). CLOCK CARD
Place each Clock card at the side of the playing area
so everyone can clearly see how many have been
INSTANT CARDS drawn so far.
Way Out and Clock cards must be dealt with as soon as you
draw them: How Many Players?
The game ends when a certain number of Clock cards have
WAY OUT CARD been drawn from the Search deck, depending on the number
You’ve discovered an escape route. of players.
Place the Way Out card just outside the museum, next to the
edge room tile that is closest to your Thief.
Players: Game Ends:
2 4th Clock
If two or more edge rooms are equally close, you can choose.
3 5th Clock
If the closest rooms all already have a Way Out (including the
Entrance Hall), then there is no effect — discard the card. 4 6th Clock

NB. However many players there are, you always include all
six Clock cards in the Search deck!

13
SERVICE ROOMS END OF THE GAME
As soon as the required number of Clocks have been drawn,
ARCHIVES A & B the game ends immediately – the current player does not
The two Archive tiles are connected by an finish their turn.
underground passageway. A Thief can move
from one Archive to the other as if the two tiles were adjacent Still Inside?
(but not when slipping away from Guards or if being Lured). Thieves who are still inside the museum must rush to the
Guards do not use the passageway. nearest Way Out (remember the Entrance Hall counts, as well
as any tile marked with a Way Out card).
THE ENTRANCE HALL 1. Count the number of tiles to the nearest Way Out.
The Entrance Hall tile acts as a Way Out where you can 2. For every tile, roll a dice. If you roll a 0, 1 or 2 you must
escape at the end of the game (see End of the Game). drop a card of your choice from your hand.
3. Roll once more for each Guard on the route.
THE GENTS AND THE LADIES 4. Roll once more for each Booby Trap on the route.
Thieves cannot be caught in either of these rooms
(the Guards don’t bother to look in the cubicles).
Count Up Your ‘Take’
Each player adds up the total value of the Loot and Rare
CONTROL ROOM
Treasure in their hand.
If you’ve started on or moved into the Control Room
The player with the highest total is the winner!
at any point during your move, then you can disable any one
Camera in the museum (just as if someone had used a Disable In the case of a draw, use the total value of the Item cards in
card). Only once per turn! your hand as a tie-breaker.

SECURITY ROOM
If you’ve started on or moved into the Security Room
at any point during your move, then you can move
any one Guard one space (just as if someone had used a Lure
card). Only once per turn!

GIFT SHOP
If you’ve started on or moved into the Gift Shop at
any point during your move, then you can draw one extra card
from the Search Deck. Only once per turn!

14
THIEF ABILITIES USING YOUR STASH
Thief abilities give each character a slightly different playing Your Stash is a secret spot somewhere in the museum
style. Each ability overrides the normal rules of the game: where you can store some of your ill-gotten gains
safe from the Guards, to pick up another day when the heat
The Cat is off!
As well as up and down and left and right, Each player is dealt a Stash card at the start of the game.
The Cat can move diagonally between rooms Take a moment to locate the room mentioned on the card –
(but not when slipping away from Guards or if look for the matching Stash icon – but keep it a secret with the
being Lured). card face-down in front of you (the Stash card is not part of
your hand).
Once per game, if you have moved into your Stash location,
The Owl
you can stash some Loot or Treasure:
When drawing cards from the Search deck,
1. Reveal your Stash card to show you are in the right place.
take 2 cards, choose 1 to keep and put the
other one back at the bottom of the deck. 2. Put one Loot or Rare Treasure card from your hand under
your Stash card.
3. That card is safe – it cannot be confiscated, stolen,
The Cipher discarded or lost in any way.
Once during his movement the Cipher can use 4. That card no longer counts towards your hand limit.
the Security Room or Control Room from up to 5. Carry on with your movement if you have any left.
3 spaces away, as if he was in the room.
At the end of the game include your stashed card when you
count up your take.
The Joker
During his own turn the Joker’s player moves BUYERS
Guards instead of the player to the right. All Buyers are dealers and wealthy collectors who
the other rules for moving Guards still apply. are each after two specific pieces from the
museum – one Loot and one Rare Treasure.
Each player is dealt a Buyer card at the start of the game.
The Snake Keep an eye out for pieces they want – look for the matching
When slipping away from a Guard, the Snake coloured icon – but keep it a secret with the card face-down
adds 1 to her dice result. in front of you (the Buyer card is not part of your hand).
At the end of the game, if you managed to steal one or both of
the pieces that your Buyer is after, you get an extra $2 million
for each.

BUYER
The Ventriloquist At the end of the game
she will pay you $2 million
When playing a Lure card, the Ventriloquist
extra for that treasure!
can move the Guard/Thief up to 3 spaces.

15
Prado
INTERNATIONAL CRIME SPREE
Travel the world, stealing from the biggest museums across
the globe!
Each museum shown here presents a different layout for the
game and presents new challenges. Just choose one of these
to use instead of the Classic 7x4 layout.

The Acropolis Louvre


Rijksmuseum

British Museum The Met Smithsonian

Pinacoteca Uffizi
Hermitage

16

You might also like