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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, double-


sided, 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 OKeeffe/Uncanny Cardboard A narrative-deduction game for 1-5 players

You may redistribute this document without the authors The Martian Investigations puts you in the shoes of
consent. This document must not be edited in any way. 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
Taking inspiration from games such as Arkham
Investigator, Sherlock Holmes: Consulting Detec-
tive and Gumshoe, The Martian Investigations
Feedback: robin@robindavid.info 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
Twitter @robindavid_dice 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 For each card, the player who has the highest cumulative
win control of various mercenary agents in the field. Use value of tokens on that card, wins the card. That player
your influence to manipulate your opponents and place who won the card places the card in their score area. In
your bids to win agents to your organisation. the case of a tie, the tied player who most recently placed
a token on that card (whose number is further to the
Objective bottom of the column of tokens), wins the card.
Players are trying to gain control of the most number of
mercenary agents (cards) by placing bids with their Once all cards have been scored, the player with the
tokens and manipulating the bids of their opponents. most cards is the overall winner. If this is a tie, the player
After six turns, (seven turns with two-players) the player with the highest value token still in hand is the winner.
with the most agents in their organisation wins the game. 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 Note: Action tokens only take effect if they are placed as
players, place 3 agent cards on the table. For 3 players, the main token on a players turn. They do not take effect
place 4 agent cards on the table. For 4 players, place 5 as the result of moving or swapping tokens.
agent cards on the table.

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. Card Descriptions
The tokens with stars are known as action tokens.
1. Promote. Action tokens placed here are worth +1
Gameplay when determining who has won control of the card.
Players take turns in a clockwise direction. Determine
first player by drawing a random token from hand - the 2. Charm. Choose a card. Players cannot place tokens
player with the higher number token goes first. on that card until your next turn. Tokens can still be
moved there by other card effects (eg. Sabotage and
On a players turn, they must place a token from their Diversion).
hand, next to a card on the table. If that token does not
have a star, they place it face-down without revealing its 3. Coup. Move one token within the same card. Any
number and take no further action. If that token is an token can be chosen and moved to any position within
action token, the player places it face-up and must the card.
perform the action on the agent card.
4. Change Mission. Swap any two cards in play. Tokens
Tokens should be placed in a column next to the card so do not move with the cards.
that the order of when the tokens were placed is
5. Reconnaissance. Secretly look at the value on any
apparent. Later tokens should be placed at the bottom of
two tokens.
a column.
6. False Intelligence. Choose two tokens in play to swap
places.
Newer tokens 7. Diversion. Choose a token belonging to any player.
are placed on the That player must move that token to a different card.
bottom of this
column. 8. Infiltration. Move any one token to the end of any
other card.
Keep taking turns placing tokens until every player has
only 1 token left in their hand. In a two-player game, 9. Sabotage. Choose another players token. That player
play continues until both players have placed all their must swap that token with a token from their hand.
tokens.
10. Decoy. Swap one of your own played tokens with a
Reveal all the tokens placed next to cards and calculate token from your hand.
the combined values for each players 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 Game Design: Robin David (www.robindavid.info)
point. For example, a 3 token would have a value of 2 if Visual Design: Tiffany Moon (www.tiffymoon.com)
it is on the bottom of a column.

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