Alcatraz: The Scapegoat – Maximum Security
Alcatraz: The Scapegoat – Maximum Security Rulebook
Table of Contents
Table of Contents
Expansion Components
The box contains the following elements: 3 locations, 1 character sheet, 21 cards (blackmail, sentence and auxiliary cards), 1 wooden prisoner pawn, 1 wooden Chief of Security pawn, 11 wooden markers.
Location Sheets
3 new sheets forming new elements of the prison.
Character Sheet
1 character sheet – for the 5th player.
Blackmail Cards
4 new cards with extra options for the Scapegoat.
Sentence Cards
9 cards describing the extra options for players (see p. 2 You're found guilty).
Auxiliary Cards
3 cards used for drawing new locations.
Sucker Card
1 card used for marking the player who is the Sucker (see Game for 5 players).
Game Rules Summary
4 double-sided cards including the summary of the rules. They are not directly used in the game.
Markers
Chief of Security Marker
1 wooden marker used for marking the location where the Chief of Security currently is.
Prisoner Pawn
1 wooden marker used for marking the location where the prisoner currently is.
Prisoner Markers
11 markers in 4 colors from the basic version of the game and 7 in the new color. They are used for marking the player's current Stamina, Cash and for voting for the Scapegoat.
Game Setup
Before the beginning of the game take all the elements out of the box. Prepare the game according to the rules from the basic version, but:
- When setting up the locations, add 3 new ones: Chief's Room, Lighthouse, Tunnels. Place them on the table in 3x5 pattern or according to the Completely different prison variant, see p. 2.
- After drawing the starting locations for the players, draw an additional card – it determines the location where the Chief of Security starts the game.
- If 5 people play the game, remember to place appropriate markers for the 5th player just like for the rest of the players, see Game for 5 players.
Changes in the Gameplay
Game for 5 Players
Thanks to the Maximum Security expansion now 5 people are able to play Alcatraz: The Scapegoat at. In such a case a new role – the Sucker – is introduced. This is a character who will not be able to take part in completing elements of the plan for completely independent reasons, even if he is willing to.
Someone Has to Be the Sucker
A new phase of the game is introduced, between A new Guard appears and Someone has to be the Scapegoat. In the first round choose randomly one player – this player gets the card and the role of the Sucker in this round. In the next round the player to the current Sucker's left becomes a new Sucker.
The Sucker
Each round someone becomes the Sucker.
- The Sucker can never be the Scapegoat. You cannot vote for the Sucker when you choose the Scapegoat, but the Sucker may vote normally.
- The Sucker does not get any extra actions and cannot play blackmail cards. He does not have any special abilities. He is just a sucker – a guy who is in a wrong place at a wrong time.
- The Sucker, just like the Scapegoat, will not get a reward when a task is completed. But if he somehow manages to complete a task alone, he will be the only person to get a letter – you do not draw random rewards for other players.
Chief of Security
The Chief of Security is a new character in the prison, a really tough guy and a real pain in the a..:
- On a location where the Chief marker is, it is treated as 2 Guards, and all adjacent locations, vertically and horizontally (but NOT slantwise) are treated as if there was 1 extra Guard. When determining the influence of Guards on performing actions (see Game overview, p. 3), treat all numbers higher than 4 as 4.
- The Chief does not react to the Riot action and cannot be Bribed.
Example: The Chief of Security is in location Tunnel. In this location there was already 1 Guard, so the influence of Guards here is as if there were 1 + 2 = 3. In locations Radio Room, Warden's Office, Dining Hall and Cell Block the influence of Guards is treated as if there was 1 extra Guard in each location. Visiting Area is not influenced by the Chief (they are connected slantwise).
In the phase A new Guard appears, after adding a new Guard, the Chief moves around the prison:
- move the Chief marker to an adjacent location (also slantwise) with the next higher number (e.g. from 5 to 6, and if there is no 6 – to 7, if there is no 7 – to 8, etc.),
- if it is impossible to move it to a location with a higher number, move the Chief marker to an adjacent location (also slantwise) with the lowest possible number (to 1, if it is impossible – to 2, etc.).
Completely Different Prison
When you prepare the game setup, start with putting 2x3 locations on the table. Then the players subsequently add one location each, according to one rule: You can add a location only in such a place that it is connected (also slantwise) with 3 other locations already on the board. This allows you to build a board with an irregular shape.
You're Found Guilty
Before you start the game each player gets a randomly chosen Sentence card. Return the rest of the Sentence cards to the box. During the game a player has to apply the rules written on their Sentence card.
Locations
Below you will find the description of the new locations' rules.
13. Chief's Room
- Location rule: Move the Chief to any adjacent location.
- Action (A): Spend any 1 Item or 1 Cash and move the Chief to any adjacent location. This is a free action.
14. Lighthouse
- Location rule: Look at the top task card. Leave it on the top or put it at the bottom of the deck.
- Action (A): Spend any 1 Item or 1 Cash and draw top 3 task cards. Leave one on the top and put two at the bottom of the deck. This is a free action.
15. Tunnels
- Location rule: Move your character to any location. This is a free action.
- Action (A): Spend any 1 Item or 1 Cash and use any location rule as if you were there (you have to pay Action Points according the number of Guards). This is a free action.
Gameplay Variants
Below we present 4 variants of rules. You may use one chosen variant, a combination of more variants, or simply all of them.
Sure to Escape
When you prepare the game setup, divide the task deck into 6 piles, each containing only the same elements of the plan. Then remove two randomly chosen cards from each pile (without looking at them). Return them to the box, as they will not be used in the game. Then shuffle the rest of the task cards and create a new task deck.
This variant significantly increases your chances of winning the game and limits the rare situations when the players are from the beginning bound for losing together.
Plan G
Each time you get an element of the plan that you already have as the reward, take an extra marker and put it on your character sheet.
When you check who escapes (see Alcatraz: The Scapegoat rulebook, p. 4. Ending the game), the player who has the fewest markers loses and stays in prsion [sic].
Errata
Free Actions and Guards
The limits related to the number of Guards apply to all Use a location's rule actions, even if the action is free. Using such a location when 2 Guards are present costs 1 AP, and it is impossible when there are 3 or more Guards.