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GW:s brott

GW:s brott Rulebook

Table of Contents

Table of Contents

  • Components
  • Setup
  • Starting the Game
  • Rolling the Dice
  • Moving
  • Destroying a Piece of Evidence
  • Resetting the Dice
  • GW's Turn
  • Trump Cards and Special Abilities
  • Who Wins?
  • Special Rules for Two Players
  • Rules for Some Special Situations

Components

  • Board in 3 parts
  • 6 magnets
  • 5+1 dice
  • 23 evidence cards
  • 4 trump cards
  • 8 criminal cards
  • 8 handcuff tokens
  • Rules

Setup

  • Set up the large board upright in the middle of the lower part of the case, and place the two smaller parts flat beside it. GW's side has bars for the jail. IMPORTANT: The magnets only work if the sides end up facing the right way. Agree who will play GW. That player sits on GW's side of the board. The criminals sit on the other side.
  • Shuffle the criminal cards and deal one at random to each criminal. Set the remaining cards aside. The card tells you who you are, what crime you committed and what special ability you have. (See Trump Cards and Special Abilities below.)
  • Sort the evidence cards into five piles, one pile for each colour, and shuffle each pile separately. Give each criminal, at random, one evidence card of each colour. Set the remaining cards aside.
  • GW takes the correct number of handcuff tokens and places them on the GW desk:
    • Against 2 criminals – 4 handcuff tokens
    • Against 3 criminals – 6 handcuff tokens
    • Against 4 criminals – 7 handcuff tokens
  • Shuffle the trump cards and deal GW three cards at random. Set the remaining card aside.
  • Place the five criminal dice on the criminals' side and the GW die on GW's side.
  • Apply the sticker decals to the magnetic pieces. (Yes, we know the magnetic pieces are tiny. Unfortunately they cannot be larger, for safety reasons.) The stickers should go on the side of the magnetic piece that shows the least of the magnet. IMPORTANT: It is very important that the stickers are applied to the correct side.
  • GW places the large wooden magnet on the start square on GW's side of the vertical board, and attaches the small blue GW magnet to the matching spot on the criminals' side. Check that the small blue magnet follows along when GW moves GW's playing piece.
  • Each criminal chooses a magnetic piece and places it in the jail on their side of the board.
  • From now on, you may not peek over the edge to see what happens on the other side!
  • Only 2 players? That works too! See Special Rules for Two Players below.

Starting the Game

The player to the left of GW starts, and turns then pass clockwise around the table. GW is therefore last in each round.

Criminals' turn. Each criminal, in turn, does the following:

  1. (If you wish) Reset the dice.
  2. (If you wish and are able) Destroy a piece of evidence.
  3. Roll the dice.
  4. Move.

Read more about steps (1) and (2) below.

Rolling the Dice

  • Roll all the criminal dice that do not show the GW side up, left over from earlier players' turns.
  • Always roll the dice off to the side of the board so that GW can also see what the dice show.
  • Set aside the dice that landed with the GW side up.
  • If you are satisfied with the rest of the roll, move your piece on the board.
  • If you are not satisfied, you may roll again – but only with the dice that do not show the GW side up.
  • You may repeat this as many times as you like, but each time you may only roll the dice that do not show the GW side up.

Rerolling is therefore a risk: you will probably have fewer and fewer usable criminal dice left to roll. It may even happen that you suddenly have no die left to roll at all. The turn then passes to the next player, who must reset the dice. See Resetting the Dice below.

Many GW faces help GW but are bad for the criminals.

Moving

When you are satisfied with your roll, choose one of the remaining dice. You must say aloud which die you choose.

If you chose a die with 1–4 pips: move your piece the matching number of spaces on the vertical board.

  • You may move vertically and/or horizontally in the same move, but never diagonally.
  • You may pass through the same spaces, back and forth, as many times as you like.
  • You must move exactly as many spaces as the die you chose shows, no more and no fewer. Think carefully before you move!
  • Houses and GW's piece are obstacles that may not be passed or jumped over.
  • You may not move to or through the jail.
  • You may pass over or jump over other criminal pieces (include those spaces when counting steps).
  • However, you must end your move on an empty space – two or more pieces may not stand on the same space.

If you chose a die with an arrow symbol: move your piece in a single direction – left, right, up or down.

  • You must move as far as you can in the direction you choose, to the space immediately before the nearest obstacle in that direction: a house, the jail, GW's piece, or a piece belonging to another criminal.
  • You must choose a direction and move your piece.

Destroying a Piece of Evidence

If you, as a criminal, ended your previous turn on an evidence space (check carefully that it is the right evidence, in the right colour), begin your next turn by handing the matching evidence card to GW. Then roll the criminal dice and move your piece as usual.

Thanks to the evidence card, GW now knows exactly where you started your new turn, and will use that information on GW's turn.

Tips for the criminals: Be careful to keep your hands and arms on your side of the board, so that you mask as well as possible where you move your piece!

Tips for GW: Lay the criminals' clue cards in front of you as they come in, so that you keep track of who has handed in which card. Remember that every criminal will sooner or later have to hand in a clue card in every colour. You may soon be able to work out where each criminal is headed!

Resetting the Dice

Do you want to reset the dice that show the GW symbol from earlier rolls so that you can roll them too? Begin your roll by saying that you want to reset the dice. This means GW gets to make a special move before you roll: GW moves as many spaces as the number of criminal dice that currently show the GW side up. The same movement rules as above apply to this special move.

As soon as GW has moved, the criminal who chose to reset the criminal dice rolls all five dice.

GW's Turn

Now all criminals have finished their moves and the turn has come to GW.

Rolling GW's die. Roll the GW die. Add to the result the number of criminal dice that currently show the GW side up. Move as many spaces as the sum.

For example, if GW rolls a 2 on the special die, and three criminal dice are currently on the table showing the GW side up, GW may move 2 + 3 = 5 spaces. The criminals follow GW's every move at all times thanks to the blue piece! Just like the criminals, GW is also blocked by walls, which may not be passed or jumped over. GW may not visit the jail either.

Catching a criminal. When GW, during their move, encounters a criminal, that criminal's magnetic piece will be caught with a click (try it beforehand so you can see how it works!). GW does not move further even if they have steps left, but stops on the space where the criminal was just caught. GW hands over one of their handcuff tokens to the criminal who was just caught, and that criminal must immediately move their piece to the jail. When it is the arrested criminal's next turn, they roll the available criminal dice and leave the jail.

A criminal who is jailed for the third time – and receives their third handcuff token – is out of the game. Hand your remaining evidence cards to GW and follow the rest of the game as a spectator.

Trump Cards and Special Abilities

GW has three trump cards at their disposal. GW decides for themselves if and when to use a trump card. Each card may be used only once, and GW may play only one trump card per turn. When GW plays a trump card, it constitutes the whole turn – GW does not roll the dice then.

EACH CRIMINAL HAS A SPECIAL ABILITY THAT GIVES IMMUNITY TO ONE OF THESE TRUMP CARDS.

Helicopter – GW trump: GW may move to any space on the board. If GW lands on a space where a criminal is standing, that criminal is immediately jailed.

Criminal special ability: If a criminal who can prevent GW from landing is standing on that space, or on any of the spaces closest to it (including diagonally), the space GW wants to move to, GW must stay on the space where they started their move, and the trump card is used up to no effect.

Informer – GW trump: GW may choose one informer from among the criminals. The informer must reveal which space another criminal (chosen by the informer) is standing on.

Criminal special ability: If the criminal the informer chooses to inform on is immune, GW does not get the information they wanted, and the trump card is used up to no effect.

Breakthrough – GW trump: GW may move 8 steps on the board. If GW catches a criminal, that criminal is immediately jailed, and GW ends their move on that space, even if they have steps left to go.

Criminal special ability: If a criminal who cannot be jailed during a breakthrough stands in GW's way during a breakthrough, GW must return to the space where they started their move, and the trump card is used up to no effect.

Infiltrator – GW trump: The criminals turn the board around and let GW look at the criminals' side for 3 seconds. Then they turn the board back again.

Criminal special ability: A criminal who is protected against infiltrators notes their position on the board and removes their magnet before the board is shown to GW. When GW has looked and the board has been turned right way round again, that criminal puts their magnet back.

Who Wins?

Does GW or a criminal win? If a criminal manages to get rid of their fifth and last clue card, that criminal wins and the game is over. Well done! But if GW first manages to get rid of all their handcuff tokens, justice prevails. GW has solved a crime, put the criminal in prison for life, and wins the game.

Special Rules for Two Players

If there are only two players – one playing GW and one playing a criminal – the rules above apply with a few exceptions.

First and foremost, the criminal must promise to be honestly law-abiding in their dealings – since no accomplice can make sure that everything is done lawfully.

GW's trump cards are removed completely when only two are playing, and therefore the criminals' special abilities are removed as well.

GW receives three handcuff tokens.

The criminal plays with two pieces and ten evidence cards, two in each colour. The criminal acts first with one piece and then with the other. Then it is GW's turn. Then the criminal acts first with one and then the other, and so on. It does not matter which piece gets rid of which evidence cards.

If the criminal manages to get rid of their tenth and last evidence card, they have won. But if GW first manages to get rid of their third and last handcuff token, GW has won.

Rules for Some Special Situations

What happens if all five criminal dice show the GW side up after a roll, and it is GW's turn?

GW first rolls their die and adds 5 for the five criminal dice showing the GW side (one for each die). When GW has finished moving, GW moves 5 more steps – the criminal dice must be reset.

What happens if a criminal cannot move at all, for example because they are surrounded by walls on three sides and the blue GW piece is on the fourth?

The player informs the other players of this ("Unfortunately I cannot move."), and the turn passes to the next player.