AgentDecker rules low ink

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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.
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