ژاندارمری (Gendarmery)
ژاندارمری (Gendarmery) Rulebook
Table of Contents
Table of Contents
Game Components
- 1 Archive
- 36 Door Cards
- 28 Wall Cards
- 28 Interrogation Cards
- 72 Desk Cards
The printed heading reads "Game Copmonents" (a typo for "Game Components").
Desk Cards
Desk cards include evidences that are on the gendarmery desk. Every card has one or two evidences about a suspect on the run. If you gather these evidences based on one suspect's information and report it, then you have arrested the suspect.
You don't have to know the meaning of the evidences' signs. Paying attention to the shape of the signs is enough. However, it's good to take a look at their meanings below.
Desk card evidence icons:
| Icon | Name |
|---|---|
| Civil servant (briefcase) | Civil servant |
| Nobleman (cane) | Nobleman |
| Peasant (horseshoe) | Peasant |
| Man (blue T-shape) | Man |
| Woman (red ring) | Woman |
| Footprint (shoe sole) | Footprint |
| Glasses | Glasses |
| Scar | Scar |
| Hefty (large silhouette) | Hefty |
| Redhead (curl) | Redhead |
| No Footprint (crossed out) | No Footprint |
| No Glasses (crossed out) |
The printed grid labels for "Civil servant" and "Nobleman" are partly cut off in the source; they are read here as "Civil servant" and "Nobleman".
Wall Cards
Every wall card shows an illustration and characteristics of a suspect. Paying attention to the signs at the bottom of the card is enough.
Door Cards
You face the person behind the door and you can only use the chance they provide you at that moment. This encounter will be unpredictable; most of the time it's in your favor, but sometimes it might cause you disadvantage. Whichever it might be, you have to do what the card says.
Interrogation Cards
Interrogation cards depict the suspect's interrogation papers. The back of the cards has chains on two sides, and at the front there is a sign that points to a suspect throughout the game. That suspect is called Wanted.
You don't have to read the texts on the cards. They just complete the story and explain the signs, and have no effect on the game.
Medallion Card
Four of the interrogation cards have a medallion on their front instead of a pointing sign. If you arrest a Wanted suspect and the interrogation card under it has a medallion, it means that you have caught the main criminal, which ends the game. This medallion belongs to the last person who reported.
Game Setup
First Step
Pick out the four medallions from the interrogation cards and shuffle them with four other cards. Shuffle the rest of the cards and put them on those 8 cards.
In 3 by 3 rows, put down 9 interrogation cards facing down, like this:
- They all face the same direction.
- Around the 3 by 3 square there should be a complete chain border.
The card that does not go with the chain border goes under the interrogation deck.
The middle card can have chains on any side. The corner cards should have the right corner chains, and the other four side cards should have chain on one side.
The interrogation room is set up like this.
Second Step
Shuffle the wall cards and place 8 of them on the side interrogation cards. At the beginning of the game the middle interrogation card stays empty and no card gets placed on it. Shuffle the rest of the cards and place them aside facing down.
So accordingly we made the gendarmery wall.
Third Step
Shuffle the desk cards. Put four desk cards in the archive facing down. Divide the rest of the cards into two decks and put them on their spots facing up.
Now the gendarmery desk is complete. The gendarmery desk has 2 decks of cards.
Fourth Step
Shuffle the door cards and put them near the wall cards, beside the two decks of desk cards. The door cards should be facing down.
Turn the interrogation card in the middle, and it will point to the "Wanted".
And the officers' mission begins.
How to Play
The first player will be the winner of the last game, or the tallest person. Every turn a player can do one of these three tasks:
- Take one of the top cards from the two desk decks and add it to your hand.
- Put one of your cards on the archive pile facing down. Then take the top card from the door deck and do what it says immediately.
- Report! Claim that (s)he collected enough evidence to arrest a suspect.
How to Report
Collect characteristics of a suspect to make a case for him/her. If the evidences in your hand match one and only one of the 8 suspects on the wall, you can report and arrest him/her. Show your hand, take that suspect card from the wall, and put them aside.
Reporting Rules
- You should have a clean case without extra cards.
- If evidences in your hand match more than one suspect, you cannot report either of them.
- You don't need to have all of the characteristics to report a suspect.
- You can report a suspect with just one card.
- It doesn't matter if you have two or more of the same evidence.
- If a player wants to report and ends up not successful, their turn is over.
In this example, all suspects have at least one of these characteristics, but just one of them has all 3 signs.
Arresting a Suspect
If you report someone other than the Wanted, you only collect the wall card and the evidence card(s) that you made to arrest the suspect. Put them aside until the final scoring.
The diagram labels this case "Take the top card" and shows "Points:" with a stack of desk-colored cards plus one wall card. The points icons are only a key and are not explained further in the rulebook.
For now, put the interrogation card that is under the wall card on the interrogation card that is facing up (the pointing sign). The player that reports the Wanted will take it.
If you report the Wanted suspect, you collect the face-up interrogation card that shows the Wanted suspect, and all the interrogation cards on it, in addition to the wall card and the evidence card(s).
The diagram labels this case "Take all cards except the interrogation card under the suspect." Its "Points:" key shows a stack of dark cards, an interrogation card with an arrow, a stack of desk-colored cards, and one wall card.
The interrogation card under the suspect that was arrested is not yours. Turn it face up, and it points to the next Wanted.
After Reporting
After reporting and collecting points, fill the empty space with two new cards. An interrogation card from its deck gets placed in the empty space facing down. Pay attention to the chain border: it should be complete. Then take one wall card and place it on the empty interrogation card.
If you run out of interrogation cards, or you don't find any card that matches the chain border, the empty space will stay empty and no card gets placed there.
Fill the empty space with an interrogation card and a wall card, unless you have to break the chain border rule.
If you are out of wall cards, shuffle them and put them back into the game.
If one of the desk card decks runs out, replace it with a deck of cards from the archive (the one with the most cards).
End Game
The game comes to an end in two ways:
- The main criminal gets arrested. That means the interrogation card under the Wanted suspect that a player reported has a medallion.
- The turned interrogation card points to an empty space.
The two diagrams are marked with a cross (an interrogation card with a pointing sign) and a tick (an interrogation card with a medallion).
Scoring and the Winner
The player with the most cards is the winner and the chief of the gendarmery.
All cards have "one" point. Every desk, wall and interrogation card has one point, but door cards do not have a point.
If one of the other players gets the medallion, the chief cannot boss that player around.
Door Cards Guide
The rulebook's door card guide lists the effect of each door card. Each card's illustration is shown beside its entry.
- Archives: Select one deck from the archives, choose one card that you wish, and add it to your hand.
- Janitor: Take one cards from the desk card piles and one from a player's hand, and archive them. If no player has a card, just archive one card from the desk card piles.
- Cop: Take two cards from the desk card piles, add one to your hand and the other one to another player's hand. You can take one from each pile or both from the same one.
- Thug: Take a card from a player's hand and add it to another one's hand. You can take the card from your own hand and also you can add the card to yours. If no player has a card in their hand, you take no action.
- Forger: Report now! This card adds an evidence that you want to your hand. If you can't report in this turn, the card is discarded and you can't use it later.
- Eye-Witness: Report now! You can report a suspect with the evidence on the card and the cards in your hand. If you can't report in this turn, the card can be used by other players until another Door card covers it on the discard pile.
- Home & Family: The player that draws this card loses their turn. Handle the family affairs.
- Vacation: The player who draws this card puts it in front of another player and excludes him/her from playing in this round.
- Plumbing: Water is all over the station. When a player draws this card, all players should discard their hands and put the cards in the archive.
Report Guide
The rulebook's report guide gives examples on a wall of eight numbered suspects (1 to 8).
Incorrect Report
Suspect 2 and suspect 7 both have 3 signs out of these 4: "Woman", "Footprint", "Redhead" and "Hefty". So you can't report either of them.
Suspect 4 has all the characteristics that suspect 5 has. So you can't report him, even if you have all of his signs. In this situation you can report him with a "No Footprint" card.
Correct Report
You can report suspect 1 with just one "Scar" card. He is the only suspect among these 8 that has a Scar sign.
You may have duplicate evidences while reporting. You can report suspect 6 with 2 "Nobleman" and 2 "Glasses". He is the only suspect with these characteristics on the wall.