T N E G A 0 10 10 0 20 20 5 2 2 33 00 ALARM ALARM SOLO DECKBUILDING GAME BY MANUEL CORREIA 20 minutes (approx.) per mission • 5 missions in the campaign INITIAL CARDS These cards give you resources - OVERVIEW Stealth You’re a secret agent who’s just left spy school and is going to be learning on the field. This is your first mission. Your goal is to locate and rescue a hostage, but first you need to get gear and blend in. - which you can use to interact with the obstacles. COMPONENTS • 1 Alarm Card • 8 Starting Cards VIDEO TUTORIAL I know learning from the rulebook can be hard, so I made a five minute intro video to show you the setup and how it plays! You can see it at gamesbymanuel.com/portfolio/agent-decker// - Knock Out: Turn the card face down and leave it where it was in the line. The good thing about knocking cards out is that they won’t raise the alarm during the Line Scroll, which will give you additional time to complete the mission. When a card is knocked out, ignore its Type and Effect. OBSTACLE CARDS These cards have two parts. The bottom half represents the obstacle and the top part is what you’ll get if you disarm it. 2 • 23 Cards in the Mission Deck You’ll have to provide two tokens to keep track of the alarm. Small coins or buttons will do. HIDE and Fighting • 22 Cards in the Obstacle Deck Total: 54 cards HIDE 11 A1 A2 - Disarm: Take the obstacle card out of the line and add it to your play area. It’s a good way to get some gear or better moves. Some Obstacle cards have effects that activate throughout the turn. They can cause themselves (or other cards) cards to slide, which forces other cards in the line to adapt to that change. Example: Patrolling Guard moves faster than the other cards, which means that in the Line Scroll it swaps places with the card to its right. OUT OF SIGHT SECURITY CAMERA 2 A3 8 A4 A1: Obstacle Name A2: Obstacle Type A3: The required Resources to interact with this obstacle. A4: How much the Alarm will go up if this card leaves the line. You can interact with any of the obstacles! ITEM CARD They look just like regular Obstacle cards, but there’s a difference, the KEEP icon on the top. 1 KEYCARD KEYCARD Place Keycard in your discard KEEP to interact with a . KEEP Place Keycard in your discard to interact with a ss SLE GUAR D EPGUARD ING SLEEPING 3 When you disarm an obstacle that 0 has an item, instead of going to the Play Area you can equip it. This means you place it on the Equip Area. MISSION CARD There are two kinds of Mission Cards. Mission Goals, which set your goal for the current missions and Mission Obstacles, which work just like regular Obstacles. MAP 11 6 MAP 6 P 5 with your discard. 4 9 Swap your deck KEEP 4 9 8 1 8 7 ALARM CARD As you move around the complex you’ll raise suspicion. At first the No matter which resource you used, when you interact guards will think it’s just their you get to choose if you want to disarm or knock out imagination, but if it reaches the top the obstacle: (50) they’ll go after you. Game over. 1 7 30 4040 30 Some items give you bonuses that work every turn, others can be discarded for an effect. They’re not gone, though! You can equip them when you draw them again. KEE R E K C E D To do so, first you spend the cost that’s indicated on the card. It can be Stealth , Fighting or any combination of the two . TYPES OF CARDS MISSION 1 N ONE MISSIO “First things first, you should ld u shou a map” find yourself first, yo things “First self a map” ur find yo GOAL6 GOAL: Get Get 6 A Mission Goals also have a reward on their top half, which you can get when you complete that mission. THE LINE The line represents what you see as you walk through the enemy complex. They see you too, so you need to deal with them before they leave and raise the alarm. X FLASHY MOVE Gives you 1 for every two cards in your discard pile, rounded down 1 FOLLOW KEYCARD 9 3 2 GUN THROW A ROCK KEEP Draw a card 2 OUT OF SIGHT 1 or draw a card Place Keycard in your discard to interact with a ss GUARD DOG GYM DOOR When Guard Dog appears, slide it to the right, all the way towards a SLEEPING GUARD GUARD SECURITY CAMERA YARD DOOR 5 3 2 4 2 6 0 4 4 8 B1 B2 B3 B1: Obstacles Deck B2: The Line B3: Obstacles Discard At the end of the turn you take a step forward, which lets you see more of the complex. Think of it as a conveyor belt. Cards will leave the line through the right side and new ones will refill it from the left. Some Obstacle cards have effects which can change the layout of the line or the behavior of other cards, so be sure to read them as they appear. Last edited in September 27, 2015 SETUP FLASHY MOVE Gives you 1 for every two cards in your discard pile, rounded down GYM DOOR 1 FOLLOW KEYCARD 3 3 ALARM GUN THROW A ROCK 2 D1 OUT OF SIGHT 1 or draw a card SLEEPING GUARD GUARD YARD DOOR SECURITY CAMERA 5 3 2 4 2 6 0 4 4 8 1 D3 2 0 Place Keycard in your discard to interact with a ss When Guard Dog appears, slide it to the right, all the way towards a 1 D2 1 KEEP Draw a card GUARD DOG 9 6 2 C2 40 9 5 PUNCH 1 PUNCH D4 1 HIDE C4 1 - Use Cards Use the cards in your hand to deal with the obstacles on the line. Don’t worry about saving any cards for the next turn because they will be discarded in the Card Refresh Read and, if necessary, activate the cards as you put them down. This might make you rearrange them. phase. When you play cards you’ll get resources which can be If you run out of cards to draw, shuffle all of the cards in the used to interact with the obstacles. Then you have a discard and use that as the new deck. This is valid both for the obstacles and for your deck. choice: do you disarm it or knock it out? HIDE D5 C1: Take the Mission cards (goals and objectives) and order them alphabetically using the letter on the bottom right corner. This forms the Mission Deck. C2: Place the two tokens on the zero (0) spaces on the Alarm Counter. C3: Shuffle the Obstacles deck and draw six cards. Place them in a line, starting from the right. Read the cards as you draw them, because some effects may take place. This forms the Line. C4: Shuffle your deck and draw four cards. This is your starting hand. BOARD AREAS D1: Obstacles Discard D2: Your Deck D3: Your Discard D4: Play Area D5: Equip Area THE GOAL OF THE GAME The goal of the game is to complete a sequence of missions without alerting the enemy complex. To do so you’ll improve your deck, adding new weapons and skills, while removing unnecessary cards. When you use or discard a card, it doesn’t go straight to If there aren’t enough obstacles to fill the line, you ran out of time, and it’s Game Over. your discard. Instead, it’s placed in the Play Area. Initially you can only interact with one obstacle card per turn, but that will change as you progress through the game and your skill set gets better. Place all the unused cards from your hand and the cards from the Play Area in your discard. Draw four new cards for your next turn. When you’ve reached the limit of your interactions per MISSION PROGRESSION turn, or you don’t want to do anything else this turn, 1 - Reward advance to the next phase. When you complete a mission, you get a reward! The reward is in the Mission card itself. Rotate it so you can 2 - Mission Check read the top half and place it on the Equip Area. It’s Check if you can fulfill/afford the necessary goal to yours agent, you’ve earned it. complete the mission. If so, you’ve completed it! See These can be permanent resources (which can used the Mission Progression section for the instructions to once a turn)- or even new rules! set up the next one. 2 - Move forward Add the next Mission Obstacles cards to the Obstacles discard. If you’ve completed Mission 1 (A), then add the next Mission Obstacles (B). If not, advance to the next step. 3 - Line Scroll Add the last card in the line to the obstacles discard, and raise the alarm counter accordingly. 3 - New Line Shuffle the Obstacles discard, Line and Obstacles deck Scroll all the cards in the Line to the right. together to form the deck for the next mission. Draw six new cards to form the Line, and apply any obstacle R DECKE effects as they appear. X T E N A G FLASHY MOVE 1 FOLLOW Gives you 1 for every two cards in your discard pile, rounded down Draw a card GYM DOOR GUARD DOG 9 3 KEYCARD 2 6 - Draw Draw four cards from your deck to form your new hand, and you’re ready to go! HIGH SCORE Write down the Alarm you had when you finished each mission and add them up when you finish the campaign to get your total score. Keep in mind it represents the total alarm you raised during your campaign, so you want as little as possible! Date Mission 1 Mission 2 Mission 3 Mission 4 Mission 5 Total Did you like it? Is there something unclear in the rulebook? Want to ask what my highscore is? Want to say hello? hello@gamesbymanuel.com GUN KEEP Place Keycard in your discard to interact with a ss When Guard Dog appears, slide it to the right, all the way towards a 5 - Shuffle Shuffle all cards in the Play Area, your discard and your deck together to form a new deck. The equipped item cards and New Rules stay on the table for the next mission. SLEEPING GUARD GUARD 5 3 2 6 0 4 4 A 30 8 4 6 20 4 4 - Reset the Alarm Put the two tokens back at zero (0). YARD DOOR “First things first, you should find yourself a map” GOAL: Get 10 7 1 or draw a card MISSION 1 THROW A ROCK MAP KEEP C3 0 1 C1 X 4 - Card Refresh Draw new obstacle cards and place them to the left of the current obstacles. There should be six cards on the line. HOW TO PLAY Agent Decker by Manuel Correia is licensed under a Creative Commons Attribution-NonCommercial 4.0 International License. This means it’s free to remix and redistribute, as long as you don’t make money from it and give credit to the original creator.