Good Cop Bad Cop
Good Cop Bad Cop Rulebook
Table of Contents
Table of Contents
Setup
Each Integrity and Gun card has a number in the corner to indicate whether it will be used during this game. Before playing, remove any Gun and/or Integrity cards that show a number in the top right corner that is greater than the number of players in the game.
For example, if you are playing with six players, remove all Integrity and Gun cards with 7+ and 8+ in the corner.
Remove the Agent and the Kingpin cards from the Integrity deck and place them in a separate face-down pile. Shuffle the Integrity deck and add enough cards to the separate pile to deal one card to each player. Do not view these cards. Shuffle the separate pile and deal one of the cards to each player, then deal each player two more Integrity cards from the Integrity deck. If there is an Integrity card left over, remove it from the game without viewing it.
For example, if you are playing with seven players, set aside the Agent and Kingpin card along with five other random Integrity cards. Shuffle these cards together, deal one to each player, and then deal each player two more random Integrity cards.
Deal one random Equipment card to each player and place the Gun cards in the middle of the table.
The player who has most recently told a lie will go first. Give that player the Lead Investigator card.
Objective
Players will be divided into two teams – honest and crooked. Each team will attempt to locate and eliminate the leader of the opposing team.
Integrity and Roles
Each player's Integrity cards determine their role.
You are Honest if:
- The majority of your Integrity cards are "Honest" and you do not have the Kingpin card, OR
- You have the Agent card (regardless of your other Integrity cards)
You are Crooked if:
- The majority of your Integrity cards are "Crooked" and you do not have the Agent card, OR
- You have the Kingpin card (regardless of your other Integrity cards)
After viewing their Integrity cards, each player places them face-down on the table. Players may place them in any order they choose, but this order cannot be changed once the cards have been placed on the table.
Players may discuss their Integrity cards and provide truthful or false information about which cards they have, but no player may show any of their Integrity cards to any other player.
On Your Turn
Your turn consists of three phases.
1. Take Action
Choose to take one of the following four actions.
Investigate Take one face-down Integrity card from any player, view that card, and then place it back in its original location. You may not show the card to any other player.
Equip Draw one Equipment card. If you have any face-down Integrity cards, choose one and turn it face-up.
Arm Pick up a gun from the middle of the table and place it in front of you. If you have any face-down Integrity cards, choose one and turn it face-up.
Shoot Shoot your gun at the player at whom you are already aiming. Drop your gun by placing it back in the center of the table.
2. Take Aim
If you are holding a gun after your action is resolved, you must aim the gun at any player other than yourself.
3. End Turn
Play proceeds clockwise. Pass the Lead Investigator card to the player on your left.
Getting Shot
If you are shot, you must turn all of your Integrity cards face-up on the table. If you are not the Agent or Kingpin, you are eliminated from the game and must return your Equipment card to the bottom of the deck and your gun to the center of the table.
If you are the Agent or Kingpin, you are not eliminated the first time you are shot. Instead, you must take a Wounded card and draw one Equipment card. Once you have a wound card, you are eliminated if you are shot a second time or you no longer hold the Agent or Kingpin card.
Gun Rules
You may only hold one gun at a time.
Anytime you get a gun, immediately aim it.
You may only change where you are aiming at the end of your turn during the Take Aim phase.
You may never aim a gun at yourself.
When you aim a gun, you must announce the name of the player at whom you are aiming. You must also place the Gun card in front of you on the table with the barrel pointing toward that player.
Equipment Rules
Equipment cards may be used at any time unless otherwise specified on the card.
When you use an Equipment card, place it on the bottom of the deck.
When you use an Equipment card, no other Equipment cards may be played until yours is resolved.
The hand limit for Equipment cards is 1. Anytime you have more than one card, you must choose all but one and place them on the bottom of the Equipment deck. You may not use any of these Equipment cards until you have reduced your hand size to 1.
You may choose to use an Equipment card after a player has announced the action they intend to take on their turn and before the action is resolved. If you do this, the player may choose to (or may have to) change which action they will take after the Equipment card is resolved.
Winning the Game
The honest team wins if the Kingpin is eliminated. The crooked team wins if the Agent is eliminated. Players who are eliminated still win if their team wins.
If, at any time, a player has both the Agent and Kingpin cards, that player alone wins.