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Conspiranoicos

Conspiranoicos Rulebook

Table of Contents

Table of Contents

  • Evidence Cards
  • Special Cards
  • Setup
  • Play Areas
  • Game Flow
    • Collect Evidence Phase
    • Final Challenge
    • Sort Evidence Phase
  • Scoring Phase

Evidence Cards

Each card has the following parts:

  • Value: 0-7, shown in the top corner.
  • Factions: the faction symbols printed on the front of the card. These are used for scoring.
  • Challenge: the condition text on the card, which decides who gets the first choice in a round.
  • Back: shows the most likely faction to find on the front, and is part of the Pyramid scoring. The back of a card in hand or in play may always be looked at.

Special Cards

The game has three special cards. They have no faction symbol on the front, but they have unique abilities that alter the game.

  • Abduction: You may reveal the three cards of the Pyramid to exchange this card for any one of them. When finished, return the three cards face down.
  • Gnome Revelation: You may exchange this card with a face-up card of your choice from the Pyramid so that, when scoring, this card counts as a Gnome symbol.
  • The All-Seeing Eye: Counts as the faction symbol present on the Pyramid at the moment of scoring.

Warning: The effect of a special card obtained through the exchange of Abduction and/or Gnome Revelation may not be used.

Setup

Shuffle the deck and divide the cards into three piles of six. Two of these piles become each player's draw deck (blue), from which each player takes two cards. The remaining pile becomes the challenge deck (green), which is placed face down in the center of the play area. Separate one card from the challenge deck face down to be used for the Final Challenge.

Play Areas

  • Pyramid: the cards are placed in a staggered arrangement, growing upward and to the right in the direction shown on the board.
  • Scoring Zone (red): each player (j1 and j2) has a scoring zone. Each player forms a pile with the cards they obtain in the challenges and may review it at any time. (Translator's note: the printed sentence leaves the noun for this pile unstated; "pile" is the transcriber's reading of "formará una".)
  • Draw deck (blue) and challenge deck (green) as described under Setup.

Game Flow

The game consists of three phases: Collect Evidence, Sort Evidence, and Scoring. The winner is the player who has the most points (puntos) at the end of the game.

Collect Evidence Phase

Six rounds are played in total. Five are played using the challenge deck, and the last is played with the Final Challenge card.

In each round, the first card of the challenge deck is revealed, and both players place one of the cards from their hand into play, which they then reveal at the same time. The player who meets the condition proposed by the challenge card may take the first choice among the three cards: they send one of them to the Pyramid face down, or to their own scoring zone. The player who lost then takes the remaining cards and places one in their own scoring zone, leaving the remaining card to wherever the opponent did not choose.

In case of a tie in the challenge, the player who comes closer to, or equals, the value of the card wins. If the tie continues, the three cards are placed at random between the Pyramid and the scoring zones. Finally, both players take one card from their draw deck.

Final Challenge

When the 5 cards of the challenge deck have been used, play continues with the Final Challenge card. The objective is to equal or come closer to the value of this card, ignoring its challenge. The three cards are revealed at the same time, and the round is resolved normally.

Sort Evidence Phase

At the end of the previous phase, the players take the cards from their scoring zone into their hand. The player who has the Abduction card may resolve its effect, then the player who has Gnome Revelation. The players then sort the cards in their hand freely and present them simultaneously.

Translator's note: the source prints this phase as taking cards from the player's scoring zone back to their hand; the wording is transcribed as printed.

Scoring Phase

The scoring criteria consider the position and faction symbols of the cards on the Pyramid, as well as the order, symbols and values on the front of the cards presented. For cards with two symbols, both may be used in the order preferred, or one may be ignored.

Points (puntos) are awarded as follows:

1 point to the player who won the Final Challenge.

1 point to whoever has three or more cards in sequence with consecutive values (ignoring repeated values), and 1 more point to whoever has the longest sequence.

1 point to whoever has a run of at least three adjacent cards sharing a common symbol, and 1 more point to whoever has the longest such run.

2 points to whoever has the three symbols shown on the Pyramid cards adjacent and in the correct order, and 1 more point to whoever has them the most times compared to the opponent.

2 points to whoever has the greatest number of pairs of the symbols shown on the Pyramid (the pairs need not be adjacent), and 1 more point if that number exceeds the opponent's by at least two.

2 points to whoever has the majority of the symbol shown on the Pyramid, and 1 extra point if they have two or more than the opponent.

The player with the most points wins.

In case of a tie, the player who won the Final Challenge wins. If the tie continues, the player holding the "All-Seeing Eye" card wins. If the tie still persists, the victory is shared.