Der Millionen Coup
Der Millionen Coup Rulebook
Table of Contents
Table of Contents
Note to Players
Dear players,
The game Der Millionen-Coup works only with the original Ravensburger tiptoi pen. The pen guides you through the game, steers the events and plays exciting information and sounds.
Before the first game, please load the matching audio file for Der Millionen-Coup onto the pen. A detailed guide to loading an audio file onto the pen is included with the tiptoi pen. Below is only the short version.
To load an audio file onto the pen, you need the program "tiptoi® Manager". Connect the tiptoi pen to your computer with the connecting cable. You will then find a folder "tiptoi" under Computer (or My Computer), or directly on your desktop if you use Mac OS X. The folder contains the installation files for the "tiptoi® Manager". If you have not already done so, install the "tiptoi® Manager" on your computer. Then start the "tiptoi® Manager". There, load the audio file for "Der Millionen-Coup" onto your tiptoi pen via the menu item "Produkte" (Products).
Contents
- 1 game board
- 1 guard figure
- 4 player figures
- 4 player boards
- 7 character cards
- 27 ability puzzle pieces
- 12 plan cards
- 7 blank markers
- 1 digit marker
- 6 lock markers
- 6 waypoint markers
- 3 consoles
- 3 alarm systems
- 1 gold card
Translator's note: "Nieten" (the printed name of the blank markers) denotes the numbers that are not in the vault combination; it is translated here as "blank".
Navigation Bar
The navigation bar at the bottom left of the game board controls the most important game functions:
- Login (Anmeldung): Tap the power-on symbol with the tiptoi pen to activate the game.
- Explore (Entdecken): Want to look around first? Then tap the Explore symbol. Next, tap the game board or the markers and boards to learn about them and to explore the bank.
- Play (Spielen): Start the game with this symbol.
- Info: You can tap the Info symbol at any time to hear tips and hints.
- Skip (Überspringen): You can tap the Skip symbol at any time to skip tiptoi's explanations.
- Repeat (Wiederholen): You can tap the Repeat symbol at any time to hear again what tiptoi said last.
Before the First Game
Before the first game, you must first put the figures together. There are four cones in the colors red, blue, yellow and green for the players, and a grey cone for the guard. In addition, you have four identical black snap-in figures for the players and one for the guard. First take the black guard and the grey cone. Push the black guard onto the grey cone and press the two parts together until they click. Now the two parts are firmly connected.
Take one of the colored cones and one black player snap-in figure each, and join them in the same way. When you have put all the figures together, the game can begin.
Game Setup
- Place the game board in the middle of the table.
- Each player chooses a player color and takes the player figure and the player board in that color. Then each player draws one of the seven character cards face down. Puzzle your player board and your character card together. Now you have your character linked to your player color.
- Take the 12 plan cards and draw two of them face down. Place these two face up on the designated spaces on the game board. Return the remaining plan cards to the box.
- Place the lock marker showing the number 1 on the corresponding space in front of the bank entrance in the middle of the game board.
- Place the gold card in the vault at the bottom right of the game board.
- Place the guard figure in the break room (coffee kitchen) at the bottom left of the bank's ground floor. From here the guard starts its round in every game.
- Place the 27 ability puzzle pieces and the remaining markers next to the game board.
- Put your player figures next to the game board for now. They are needed later.
Game Idea and Goal
You put yourselves in the roles of employees of a security company that wants the prestigious contract to guard the bank in future. To prove that the bank's security system is not sufficient, you offer the bank director to steal the gold yourselves.
To do this, you must get into the bank, overcome several locks and outwit the alarm systems. Only if you reach the vault unnoticed, crack the three-digit combination and are all inside the vault before time runs out do you get the contract.
Game Flow
1. Login and Game Start
After you have started the game, tiptoi guides you through the opening phase of the game. Follow the instructions to choose the game mode and your player colors. If you are playing the game for the first time, you can start with the tutorial. The pen then guides you through a simplified version of the game, in which you learn all the rules very easily.
After that, choose the difficulty level. Follow the pen's instructions. You are under great time pressure during your coup. If you do not manage to be in the vault within the given time, you have lost. The higher the difficulty level, the less time you have:
- Easy: approx. 45 minutes
- Normal: approx. 40 minutes
- Difficult: approx. 35 minutes
As soon as you have all logged in and chosen the difficulty level, the game begins.
The coup is played in two phases: the Preparation Phase (printed as "Planungs-Phase" in the German original) and the Execution Phase. You can end the Planning Phase at any time and start the Execution Phase. The time limit applies to both phases together. That means the longer you prepare, the less time you have for the execution, and vice versa.
You play together against the bank. All players always act at the same time. Each action takes a certain amount of time. During this time, the player cannot take any other action. Use the time to consult with your fellow players. Careful joint planning is crucial for a successful coup.
2. The Characters
The game has seven characters who have different abilities because of their different life stories. Each of them can move through the bank by "Walking" from the start. In addition, each character has a second ability, which you see depicted on the character card.
3. Performing Actions
tiptoi tells you when an action has ended. Afterwards you can start the next action immediately. To start an action, always tap your character first. Then choose the action you want to carry out, e.g. learn a new ability or upgrade an ability you have already learned. Finally, tap the target of the action, e.g. the ability you want to learn, the room you want to enter, the lock you want to crack, and so on. The action starts immediately.
That means: to start an action you must always tap three times. First on your character, then on the action you want to carry out, and then on the target of the action.
Example: Oliver Crow (Player Red) wants to open a locked door. To do this, you first tap Oliver, then the ability "Locks" (Schlösser), and then the lock on the game board that he wants to open.
Tip: While you are waiting, always think about which action you want to carry out next, and discuss with your fellow players how to proceed.
tiptoi tells you when an action has ended and you can start the next action.
The stopwatches show how long an action takes:
- 1 time unit (approx. 30 seconds)
- 2 time units (approx. 60 seconds)
- 3 time units (approx. 90 seconds)
- 4 time units (approx. 120 seconds)
4. Actions During the Preparation Phase
In the Preparation Phase you must first scout out the bank and learn the abilities you will later need for the coup. The following actions can be carried out:
- Learn
- Forge a Plan
- Explore
Learn
With this action, a player can learn a new ability or upgrade an ability they have already learned. To do this, first tap your character, then the "Learn" symbol on the game board, and then one of the ability fields directly below it. You now begin to learn the ability. Take the corresponding ability puzzle piece and fit it into your player board. This way you always know which abilities you have mastered.
There are basic and upgraded levels of abilities. Once a player has learned an ability, they can upgrade it. They then need less time to use this ability in the game. Upgraded levels of abilities are available only once. So think carefully about who should learn which ability.
Most abilities can be used only in the Execution Phase. Only "Explore" is used in the Preparation Phase.
Forge a Plan
Two plan cards are available in each game. If a player forges the plan in the Preparation Phase, they can use it during the coup. To do this, tap your character, then the "Learn" symbol on the game board, and finally the plan you want to forge. To find out what a plan does, first tap the Info symbol on your player board and then the plan card.
Explore
With this action, a player can gather information about the bank's security system. To do this, first tap your character, then the ability "Explore", and then one of the five "Explore" fields on the game board. To remember where each item is located, place the corresponding markers on the game board at the stated place.
General Explore
You receive random information and cannot choose what you want to explore. However, you are likely to get more information than with the other fields.
Explore Locks
Apart from the entrance door, five further doors of the bank are locked. This field tells you which doors these are. The pen tells you where to place each lock marker (pay attention to the number on the marker!).
Explore Waypoints
The guard follows a fixed route through the bank during its nightly round, consisting of 6 waypoints (A-F). With this symbol you find out where these waypoints are, and you can thus foresee the guard's route. Place the corresponding waypoint marker in the stated room.
Explore Alarm Systems
Three of the five corridors in the bank are secured by alarm systems. Each alarm system has a console in a different room, from which the system can be switched off. With this field you find out where the alarm systems and their consoles are. Place the stated alarm system or console in the corresponding room. The alarm systems are always located in the corridors.
Explore Blanks
The vault is secured by a three-digit combination. Each digit appears exactly once in the combination. The bank's employees have made notes on which numbers do not appear in the combination. With this field you find out where the notes are.
Place one of the blank tiles in the stated room. If you later learn during the coup which number is on it, you can take the blank marker and use it to cover the number found on the number strip below the bank.
Tip: It is important to explore the bank very carefully before you start your coup. Make sure that every player knows their task and has the abilities needed for it.
End of the Preparation Phase
When you believe you know enough about the bank and have learned all the abilities you need for the execution, you can end the Preparation Phase and start the Execution Phase. To do this, tap the blue "Go!" symbol in front of the bank. If any actions from the Preparation Phase are still running, they are aborted without result.
Now place all your player figures on the field in front of the bank, unless you have forged a plan that gives you a different starting point. In that case, position your player figure as stated on the plan.
5. Actions During the Execution Phase
The Execution Phase is where things get serious: now you want to get into the vault. The guard also starts its nightly round now. You can carry out the following actions, provided you learned the corresponding ability during the Preparation Phase:
- Walk
- Run
- Sneak
- Climb
- Locks
- Electronics
- Vault – Combination
- Vault – 1st Digit
In addition, in the Execution Phase you can carry out the plans you forged in the Preparation Phase.
Walk
With the action "Walk", a player can enter an adjacent room. To do this, tap your character, then the "Walk" symbol on your character card, and then the room you want to enter. The player figure is placed in the room immediately, even though the player does not arrive there completely until the time has elapsed.
Adjacent are all rooms that are connected by a door (marked yellow on the board). In the stairwell you can move one step up or down the stairs. The lift needs one step per floor; it is also entered or left with one step. The lift shaft can be reached in one step from corridor 1 or corridor 4. A locked door naturally cannot be walked through.
If there is a blank in the room, tiptoi tells you the number you can rule out after you arrive in the room.
If a player enters a room in which the guard or an alarm system is located, the game is lost immediately.
Run
The action "Run" corresponds to the action "Walk", but here a player can cover two steps, i.e. move through two rooms in one turn. A player cannot run twice in a row, i.e. after running they must carry out a different action.
Sneak
The action "Sneak" corresponds to the action "Walk", but the player places their figure on the green circle in the room. The player is now hidden and will not be caught by the guard if the guard enters the same room. A player may even sneak into the room in which the guard is currently standing. If the hidden player starts another action while the guard is still in the same room, the player is discovered by the guard and the game is lost.
Climb
There are two connections that can be overcome with the action "Climb". On the one hand, a player can switch between corridor 1 and corridor 2 over the roof. On the other hand, there is a connection between the upper floor and the basement, which leads through the lift shaft. In addition, there are several plans that require the ability "Climb". To carry out the action "Climb", first tap your character, then the "Climb" symbol, and then the room you want to reach.
Locks
With the action "Locks", locks can be cracked. After the time has elapsed, the lock is open and the marker is removed from the game board. Locks can always be cracked from either side of the door. To crack a lock, first tap your character, then the ability "Locks", and then the lock you want to open.
Once you have opened a lock, you must still enter the opened room. The action "Locks" only opens the door.
Electronics
With the action "Electronics", a player who is standing at a console can switch off the corresponding alarm system. After the time has elapsed, the alarm system together with its console is simply removed from the game board, and the corridor concerned can now be entered without danger. Console A can only switch off alarm system A, console B only alarm system B, and console C only alarm system C. To switch off an alarm system, tap your character, then the "Electronics" symbol, and finally the corresponding console.
Vault – Combination
For the action "Vault", a player must stand in front of the vault door. They can then enter a three-digit combination of numbers. The combination is set with tiptoi on the number strip. To do this, first tap your character, then the "Vault – Combination" symbol, and then the three digits in the correct order. After the time has elapsed, the player receives feedback on whether the combination was correct or not. The order of the numbers is also decisive. After a successful attempt the vault door is open and the players can enter the vault.
If the guard enters a room in which a player who is not hidden is located, the game is lost immediately.
Vault – 1st Digit
This action also requires the player to stand in front of the vault door. First tap your character, then the "Vault – 1st Digit" symbol, and then the vault door. You now examine the door for clues. After the time has elapsed, you are told the 1st digit of the combination. Place the digit marker under the corresponding number on the number strip.
Note: once the 1st digit and all blanks are known, only two possibilities remain for the combination.
Tip: Each of your player boards carries an Info symbol. If you no longer know where your character is, tap the Info symbol and then your character. If you no longer know where a found object belongs, tap the Info symbol and then the object. If you no longer know which blanks you have already found, tap the Info symbol and then the vault door. And if you want to know what a plan does, first tap the Info symbol and then the plan card. This way you can follow the current state of the game at any time. (The source says "player cards" here; the Info symbol is printed on the player boards.)
6. Actions of the Guard During the Coup
The guard also moves during the coup. It is controlled by the pen and follows a fixed route (waypoints). The guard always carries out the action "Walk"; it cannot run, sneak or climb. It always takes the shortest path from one waypoint to the next and passes through all the rooms on that path. tiptoi tells you each time the guard enters a room. Place the guard figure in the stated room. Using the waypoints, you can foresee which room the guard will enter next.
7. End of the Game
The game ends when all players are in the vault. Then you have shown the bank director and can be sure that you will get the contract.
If not all players are in the vault within the given time, you have unfortunately lost, and the contract goes to another security company.