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Published: 2015-09-08 20:33:51 +0000 UTC; Views: 180; Favourites: 0; Downloads: 0
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Description
Game props
1 game board!
8 wooden pawns!
6 suitcase tokens!
1 roadblock token!
60 cards
Roles
The carrier is the player with the decipher.
The chasers are the players who have to catch the carrier.
Game description!
The game is about catching the carrier, taking the decipher and then collecting as many ! suitcases as possible without being caught yourself.
Board description!
The streets on the game board are the walk-able fields. The numbers on some fields are the possible positions for the suitcases. The grey field in the center of the map is the hospital. The ! two fields on the edge of the board connected with arrows are connected like normal fields.
Game setup!
Every player chooses a pawn and places it on its field. The 4 remaining pawns are used as point indicators. Then everyone draws a card. the highest card determines the first carrier. If two or more players have the same card they draw new cards until someone got a higher card.
Then every player draws 5 cards beginning with the carrier and continuing clockwise.
Start of a round!
The player on the left of the carrier starts with discarding two cards, placing two suitcases on the numbers shown on the cards and drawing two new cards. The two other chasers do the same clockwise. On each field only one suitcase may be placed. If a player can not discard a card because the fields are already occupied he needs to draw cards until he can place two suitcases. All cards drawn that way must be discarded instantly.
Carrier gameplay
The carrier starts the round and has to place a card to move or use an ability and draw a new card. If he walks over a suitcase he gets a point and the suitcase gets removed from the board. He then moves his point indicator pawn on the representing number of points. Abilities are described on the ability cards.
Chaser gameplay
After the carrier has ended his turn the chasers places a card to move and draws a new card in clockwise orientation. Chasers are not allowed to use abilities. If a chaser walks over the carrier he gets the decipher and the old carrier starts in the hospital and a new round starts without resetting the player locations and points. The suitcases needs to be removed and placed again. After placing the suitcases the new carrier starts his turn.
Movement
A player moves by placing a card and walking the amount of fields on that card. The player may ! alter the direction to left and right but can not walk backwards.
Victory conditions
The game ends if a player has collected 6 points.























