RulesPal
Chat
Rulebook
Hitman Holiday thumbnail

Hitman Holiday

Hitman Holiday Rulebook

Table of Contents

Table of Contents

  • Overview
  • Game Contents
  • Unboxing the Game
  • Setting Up
  • During a Turn
  • Character Needs
  • Hidden Caches
  • New Round
  • Bulletin Board Clues
  • Character Powers
  • Killing Your Target
  • Getting Caught
  • Loss of Protection
  • Point Scoring
  • Reviving Dead Characters
  • Resetting A Target
  • Hidden Action Cards
  • Slot Limitations
  • Contract Period Expiry
  • Ending the Game
  • Tournament Hardcore Mode
  • Gang Wars - 2 Player Variant
    • Game End
  • Evidence Hunt Variant
  • FAQ

Overview

Minimum 2 players. Best with 6-8 players. Maximum of 10 players

There are ten characters in the game that players can choose from, each representing a unique world class assassin. The aim of the game is to survive as long as possible and dodge your killer, while at the same time killing as many targets as you can. At the end of the game, the player with the highest Score wins.

Game Contents

  • 12 Miniatures
  • 160 Character Tokens
  • 50 Cache Tokens
  • 18 Evidence Tokens (only used in the "Evidence Hunt" variant of game)
  • 40 Clue Tokens
  • 10 Health Tokens
  • 1 Round Tracker Token
  • 12 "1 point OR -1 point" Tokens
  • 8 "1 point OR 2-points" Tokens
  • 30 Needs Dials and 30 plastic connectors
  • 10 Character Sheets
  • 20 Target Cards
  • 90 Hidden Action Cards
  • 1 Bulletin Board
  • 10 Zip Bags
  • 20 Reference Aid Cards
  • 1 Game Board
  • 1 Rulebook

Unboxing the Game

Carefully punch out the tokens and dials from the sheets provided. Use the 30 plastic connectors to assemble the dials onto the character sheets. Dials are specific to their character sheets. Check the flipside of each dial to know which character sheet they belong to. Attach dials onto their matching color spaces (purple, yellow or blue).

There are 10 zip bags provided in the box, intended for easier sorting of tokens for the 10 characters in the game. Each character has a set of 2 Target Cards, 4 Clue Tokens, 5 Cache Tokens, 1 Health Token, 1 Character Sheet with 3 dials and 16 Item Tokens.

The flipside of the tokens always show which character they belong to.

Setting Up

Normal mode. Only for 5 players and more

*Refer to end of manual for variant modes for 2 to 4 players.

Step 1: Players decide who the first player is. Gameplay will move in clockwise direction from the first player. Taking turns, each player chooses a character and receives all the components for that character.

Step 2: The First Target Deck is formed next. Simply take one Target Card from each player and shuffle them into a deck, then place it facedown. Do the same with the remaining Target Card from each player to form a second deck known as the Next Target Deck.

Step 3: The Next Target Deck is set aside for later use. Take turns drawing a card from the First Target Deck. If a player draws his own Target Card, immediately reveal it and reshuffle it back into the deck, then redraw again. Each player should have a Target Card that is not his own. This is the first target in the game that each player is assigned to assassinate. Therefore, the cards should not be shared among players. Note: If someone draws his own card, and he is one of the last three players to draw, all players must redraw again!

Step 4: Each player places a Health Token at the first Blood icon of the top-left area on his Character Sheet. Whenever a character loses a Health, he must move the Health Token one space to the right. When a Health Token enters the space with the skull, the character is dead. (See Reviving Dead Characters on Pg.5)

Step 5: Players put their own figurines onto their specified Starting Locations of the game board (green circles with pre-assigned names written on them). For example, Marianne always starts at the green location near the top of the board, along the beach.

Step 6: Put one Security Patrolman on each of the two blue locations. (One at the top of the Watch Tower, and another at the bottom right area)

Step 7: Next, players put a Cache Token onto each location with the CACHE icon (white suitcases). There are 5 such spaces, so every player should have placed all 5 of their Cache Tokens, one per location.

Step 8: Finally, shuffle the Hidden Action Cards into one deck known as the Hidden Action Deck. Each player draws 3 Hidden Action Cards from the deck and keep them in their hands. These represent the Hidden Actions the players can take during the game. Players should not reveal these cards to each other.

Step 9: Place the Round Token onto the Round Tracker at the leftmost space, which can be found at the bottom of the Bulletin Board.

The game is ready to begin...

Taking turns, players must move around the resort to kill their target (See Killing Your Target on Pg. 5) while trying to score points in various other ways (See Point Scoring on Pg. 5)

During a Turn

*If you are the first player, move the Round Token forward on the Round Tracker whenever it is the start of your turn, including the first.

Each character has 4 Action Points during a turn, also known as AP. The Action Points (AP) are spent to do any of the following, in any order, and can be repeated as long as characters have enough AP to do so:

  • Move (1 Action Point): Move your character 1 space on the game board.
  • Trigger (1 Action Point): Trigger a Direct Kill or Ranged Kill zone.
  • Hidden Action (0 Action Point): Plant or play a Hidden Action Card from your hand.
  • Observe (1 Action Point): See one Hidden Action Card that is planted on your current location.
  • Disable (2 Action Point): Discard a Remote Bomb or Security Camera from your current location.

A player may choose not to spend all 4 AP and pass on the turn to the next character in line. APs are reset every turn and cannot be accumulated. After ending a turn, increase the values of all the dials on the character's Sheet by 1 unless the character has visited the required icons on the board at least once (See Character Needs on Pg.5). A player may then choose to move any one of the two Security Patrolmen on the game board up to 1 space. Forgetting to do so is the fault of the player, and cannot be done after the next player starts his turn.

Character Needs

Every Character Sheet has 3 dials - Nature's Call, Hunger and Rest. They represent the Needs of a character. At the end of a character's turn, increase the 3 dial values each by 1. However, if during that turn, a character has started off in or stepped onto at least one location with a Toilet icon, the character does not have to increase the dial value of his Nature's Call. Instead, he resets that dial value to zero. Similarly, the same is true of locations with Meal icons and Hunger dial values, as well as locations with Bed icons and Rest dial values.

In the event a character exceeds the biggest value possible on any of the dials, the player immediately loses 1 Health and 1 Point (It is possible to go into negative Score if the player was at zero Point). Reset that particular dial back to zero.

Note: All three dials are operated separately. If one dial was exceeded, a character loses 1 Health and 1 Point, and resets only that dial. The other two dials do not reset. This also means that it is possible to lose both Health and Points multiple times during the end of a single turn if different dials are exceeded in the same turn. If a character loses all Health, the character is dead.

While players rarely die from health loss, they also lose precious Points in this manner. Players should move around the resort consistently to meet toilet needs, hunger pangs and sleep to prevent this.

Hidden Caches

Just like how professional killers do in movies, the characters in this game have already placed weapons and traps hidden away around the resort beforehand - for retrieval and usage when the time is right. This is reflected by having all characters in the game put one of their Cache Tokens onto each of the 5 CACHE locations on the game board. As long as a player's character ends a turn on a CACHE location, that player may take his own Token back and draw 2 Hidden Action Cards from the deck. In this manner, players can visit all 5 locations once each, to get an additional total of 10 more Hidden Action Cards for use in the game. Once again, this encourages yet more movement and exploration around the board. No player may draw Hidden Action Cards from the same cache twice in a game - as long as there is no Token at a CACHE location belonging to the player, it means the player has already retrieved the hidden item. There is nothing left in that location for that player.

No Hidden Action Cards may be planted on a CACHE location.

New Round

When every character has played their turn twice (the cycle goes two full circles back to the first player) it is considered a new Round. The Round Tracker provides easy tracking of this. During a new Round before the first player takes a turn again, everyone gets to draw 1 extra Hidden Action Card from the Hidden Action Deck. Then each player also adds a Clue to the Bulletin Board. (See Bulletin Board Clues below).

Bulletin Board Clues

When everyone has drawn their extra Hidden Action Cards during a New Round, each player then places one of their Clue Tokens onto the Bulletin Board, on a trait describing their target. The chosen trait MUST be correctly describing the player's target. For example a player's target is Marianne. The player cannot choose to put his or her token on the "Male" trait as the target is a female. Similarly the player cannot place a token on "Weak" because it is not one of her traits. Players can NEVER place more than one of their own tokens on the same trait. In this manner as the game progresses, more and more clues are revealed and players can actually use elimination method to accurately find out their killer! A player is not required to place any Clue Tokens if he already has 4 on the Bulletin Board.

Note: This game is meant to be played fairly. If a player is caught (whether unintentionally or not) placing his Clue Token onto a wrong trait that does not describe his target, he immediately loses 2 Points, ends his turn immediately if it was found out during his turn, and becomes Unprotected.

No Clues are placed at the start of the game, so the first 2 turns in the game are the most dangerous! There is no way to tell your killer until the 3rd turn begins.

Character Powers

Some character powers trigger at the start of new Rounds. Do not confuse them with new turns. New rounds occur only once every two turns. Also, powers that trigger at the start of new rounds should be done just before the first player begins his turn, not during the start of that player's own turn.

Certain characters have Variant Powers on top of their usual Powers. These Variant Powers are used only in the 2, 3 and 4 player Variant modes and replace the normal Powers completely.

Prelaunch note: this manual illustrates the character sheet with Marianne only. Her traits are Beauty, Female, Great and Intelligent. Her Power is: At the start of the game, Marianne draws 3 more Hidden Action Cards than the rest. Her Variant Power is: At the start of the game, Marianne's team draws 2 more Hidden Action Cards than the rest. The powers of the other nine characters are not printed in this prelaunch manual.

Killing Your Target

During the very first turn of a player in a game, he or she may never attempt a kill.

You can NEVER kill anyone other than your target, unless the character is Unprotected. (See Loss of Protection on Pg. 5)

There are white locations on the game board known as EXPOSED locations. Such places are usually in the open or are in plain sight of crowds. Locations with Security Patrolmen are also considered to be EXPOSED. Characters standing in such a location must never attempt a kill. If they do so, they are immediately caught. (See Getting Caught on Pg. 5)

There are 3 ways to kill your target:

  • Direct Kill Zone - These are locations with Yellow icons on them. If you and your target are both in the same location with a Yellow icon, you may use 1 AP to trigger the kill zone and kill your target. If there are multiple characters in the same location, only your victim will be killed when you trigger the zone.
  • Ranged Kill Zone - Some locations have Red icons, which are linked in red to other spaces nearby, also circled in red. If you are in a location with a Red icon, you may use 1 AP to trigger the ranged kill zone and kill the target if he is in ANY of the linked red circles. As always, only your target will die. Other characters will not be affected even if they are in the same location as the target, or in another of the linked red circles. If you are using a ranged kill zone to kill, you cannot do it on a character in the same location as yourself.
  • Hidden Action - Your character may kill the target if both of you are in the same location by using 1 AP and then playing either a Knife or Garrotte Hidden Action Card from your hand. There is a special Hidden Action Card called the Remote Bomb, which allows you to plant a death trap beforehand in a location during your turn, and then trigger it in one of your later turns without using any AP. Your target and any Unprotected characters in that space or adjacent spaces will be killed while other characters remain safe. Note that shortcuts are not considered to be adjacent. See description of the Remote Bomb card for more details.

Getting Caught

If caught for attempting to kill (taking out a target in an EXPOSED location), the kill is immediately rendered invalid and the target still lives. The caught killer immediately ends the turn, loses 1 Point and becomes Unprotected. See Loss of Protection below for more details. He may still move security patrolmen at the end of that turn. He does not reset his target, and still goes after the same character. He may attempt to kill his target again later, but if he gets caught again, he loses yet another Point. Since he will already be Unprotected, that status does not change.

Loss of Protection

This happens to a character if he was caught in a killing attempt or he called out a wrong killer. He will be known as an Unprotected character, and his current turn immediately ends. ANYONE can now kill the character - even in EXPOSED locations! Whoever gets the kill on this character will earn 1 Point, known as the Bounty Score. This character also loses the ability to call out other killers, and vice-versa. Unprotected characters still play the game normally but remain Unprotected until they are dead, which will then reset their status to normal again.

Point Scoring

There are many ways to score in the game. The following lists the different types.

  • Getting Lucky: as soon as a player's target dies, the player automatically gains 1 Point. It is possible that the target was killed by other players for some reason, or die from not fulfilling Needs. This is known as the Target Score.
  • Killing your own target: you gain 1 Point for killing your target yourself, also known as the Personal Score. Therefore, you gain a total of 2 Points since you also get the Target Score.
  • Call out killer: if you manage to find out who is trying to kill you, you may call him out by ending your turn on the same location as at least one Security Patrolman and then declaring it. He is immediately arrested and executed by law, and is treated the same way as if he was killed by you. You gain 1 Point, known as the Callout Score. If the arrested killer was also your target, remember that you would gain another 2 Points under the Target Score as well as the Personal Score for personally ousting him. Characters can only call out their own killers.
  • Tricking another player: if you manage to get another player to call you out wrongly as his killer, you gain 1 Point known as the Sabotage Score. That player also loses 1 Point and his character becomes Unprotected (see Loss of Protection on Pg. 5). You should not reveal your actual Target Card at this point, or else your real victim-to-be would know. It can be revealed at the end of the game or when it is safe to do so without any consequence to the game (such as either the killer or target dies at a later time).
  • Candid camera act: if one of your planted security cameras caught a killer in the act of killing, you gain 1 Point known as the Camera Score. More than 1 player may earn the Sabotage Score if there were multiple Security Cameras planted by different players in that same location, but each player always only gets a maximum of 1 Camera Score for each catch.
  • Bounty Claim: as mentioned earlier in the Loss of Protection section, you will gain 1 Point for killing an Unprotected character, known as the Bounty Score.
  • Survivor: players who have never died a single time the entire game will score 1 Point when the game ends. This is known as the Survivor Score.

Reviving Dead Characters

A character who has died will have his figurine placed outside the game board. On the player's next turn, he loses 1 Point and places his figurine back onto the board on ANY of the green starting locations of his choice. If the character was Unprotected, he is now Protected again. Reset all 3 dial values of the character to zero and reset the Health Token back to the leftmost space. If the character died from being called out as a killer, he has an extra step of discarding his current Target Card and taking a new one from the Next Target Deck. As always, if the player draws his own portrait, reshuffle it back and redraw again.

A character cannot perform any kills during the same turn he revives.

Resetting A Target

As soon as your target is dead, you will need to do the following immediately.

  1. Take back all your Clue Tokens placed on the Bulletin Board.
  2. Discard your current Target Card and draw a new Target Card from the Next Target Deck. (If you draw your own character's card, show it to everyone and redraw again) Note that it is possible to be reassigned the same target you killed for a second time! This card is now your new target to assassinate. If this happened during your turn and you have remaining AP, go ahead and use the remaining AP if you want.
  3. Immediately place 1 new Clue Token onto the Bulletin Board to describe your new target.

Hidden Action Cards

Players can only play Hidden Action Cards on their turn.

Players have a hand size limit of 8 Hidden Action cards at all times. Discard any extras immediately. If the Hidden Action Deck runs out of cards, simply reshuffle all discarded cards to form a new deck.

There are two types of Hidden Action Cards - Plant and Play. The 'Play' type can be used just by revealing it from your hand. The 'Plant' type is more advanced, and is placed face down onto your Character's Sheet on any of the 4 Card Slots of your choice. Then you place one of your Item Tokens onto the board where your character is at. The Character Token you use must have its flipside number match the number of that Card Slot. Place the Character Token with the number side face down so that your character's portrait is facing up.

Only the owner of an Item Token may flip it over to see what the number is (at any time).

'Play' type cards usually have an immediate effect on the game whereas 'Plant' type cards are set up for use at a later time. All cards are discarded immediately after usage or activation. The only type that remains in play even after activation is the Security Camera.

A character can plant the same type of Hidden Action cards onto different Card Slots. However, different types of cards cannot be placed onto the same Card Slot. (E.g. Player A had earlier planted a Spy Camera in a location and used Card Slot 3 for it. Upon placing a new Spy Camera elsewhere, she may choose to put the new card onto the same Card Slot, or on a different Card Slot. However if she already has a Spy Camera card on Card Slot 3, she cannot place a Security Camera on that slot as they are different types.)

Knife and Garrotte are the only Hidden Action cards that require 1 AP to use.

Note: For Tournament Mode where death is permanent, even if a player is out of the game, his or her Hidden Action Cards planted on the game board still remain. All the cards planted by the dead player are harmless, except for Security Cameras. The ousted player can still gain Points if those very cameras still manage to catch a potential killer later in the game.

Prelaunch note: the individual Hidden Action Card texts (including the Remote Bomb, Knife, Garrotte, Security Camera and Spy Camera) are not printed in this prelaunch manual.

Slot Limitations

All players are limited to only 4 Card Slots as shown on their Character Sheets, with 4 matching Item Tokens each slot. Players have to balance and decide if they can try to bluff opponents by using multiple slots for the same card type, but risk running out of slots. Running out of slots will cause a player to be unable to plant anymore new card types onto locations around the game board. Anytime during a player's turn, he can remove any amount of his Item Tokens previously planted on the board, and simply discard the matching Hidden Card(s) on his Card Slots to make space for planting new card types.

Contract Period Expiry

Killer contracts have time limits, and it is not uncommon for assassins to be so close to killing their targets when their clients cancel the contracts for some reason. In the game, this happens when 3 successful kills are made by the players as a collective total (Remember that players who die from being called out as killers are also counted for this purpose) OR when the Round Token arrives at the Final Turn spot on the Round Tracker, whichever occurs first. When this happens:

  1. The Round Token is reset back to Turn 0 on the Turn Tracker regardless of where it was.
  2. All players surrender their Target Cards and take back all Clue Tokens on the Bulletin Board. The First Target Deck and the Next Target Deck are created again from scratch and all players will draw a new target from the First Target Deck. Everything else remains the same - character positions do not reset, CACHE locations are not replenished and Hidden Action cards are not drawn until the end of a new Round. Health and dial values also remain.
  3. Every player immediately places a Clue Token on the Bulletin Board to describe their targets.
  4. The next player in the turn order becomes the 'new' first player of that game, for purposes of moving the Round Token forward on the Round Tracker.

Note: Players should start counting anew for another 3 successful kills, after which the contracts expire a second time, ending the game. (Or if the Round Tracker hits the last turn, whichever occurs earlier)

After new contracts are reassigned, players can kill immediately. There is no 'safe' turn such as was given at the start of the game.

Ending the Game

The game immediately ends on any of the two conditions:

  1. Killer contract periods have expired a total of two times.
  2. A player achieves a Score equal to or higher than 5 Points.

Everyone tallies their total Points and the player with the highest Score wins the game. In case of ties, the player with the lowest sum of all his dial values will win. If there is still a tie, the players are declared winners together.

Tournament Hardcore Mode

In this mode, characters who die are out of the game permanently! Also, there is no time limit to contracts. Players will never reset their Target Cards until they fulfil them. The game ends when either a player achieves 5 points in total, or when the Round Token reaches Final Turn, after which the end of that turn will see players totalling their scores to see who has the most Points. In this mode, all surviving characters left in the game will gain 1 Point for staying alive to the end. Again, ties are broken by comparison of the total sum of each player's 3 dials, with the lowest being the winner.

Gang Wars - 2 Player Variant

The game is played very differently for just two players. Instead of only using one character each, the players now control a team of characters! Both players decide who the first player is, and take alternate turns choosing one character to place onto their team at a time, until both sides have a team of three. Collect the appropriate items for each character and set them up just like in the normal game mode. Remember to use Variant Powers on characters instead of their normal Powers if they have them.

Unlike the normal game mode, the players form their own individual First Target Deck and Next Target Deck from the Target cards in their own teams only. Do not combine Target cards between the two teams. Once done, they swap their completed Target Decks with each other so that both players are holding the decks from the opposing player, each deck containing the 3 Target cards of the enemy team's members.

Both players then draw a card from these decks. This is the first target character that each player's team must assassinate. Unlike the normal game mode where every character is on his own, the 2 player variant focuses on a team trying to assassinate one specific member from the other team. Set up Health Tokens and reset all dials for each character just like in the normal game mode.

Place the characters onto their assigned start locations (green circles with names written). Put one Security Patrolman on each of the two blue locations.

Just like the normal game mode, set up CACHE locations. While each player now controls more than 1 character, a player still only places 1 single Cache Token on each of the 5 locations. Players can use the Cache Tokens of any member from their own team, as long as they place just 1 Cache Token per location for their entire team. When any one member of a player's team ends a turn on a CACHE location, simply take back the Cache Token from that team, and draw 3 Hidden Action Cards from the Hidden Action Deck. Unlike the normal game mode, a team shares CACHE locations and any member of the same team can retrieve the items hidden there, albeit this time only once per team instead of once per character.

The Hidden Action Cards are shuffled together into one deck. Each player draws 8 Hidden Action Cards for his entire team to use, and the game begins. Note that a player's entire team shares the Hidden Action Cards in the player's hand. However, individual items planted by their respective characters cannot be activated by other members of the team. For example, if Mitchell planted a Remote Bomb previously, only he can trigger it on his turn, and not another teammate's turn.

Dead characters do not revive in this variant. Scoring is not required as well.

Players must decide the order of character turns in their teams. A player cannot change the order of his characters' turns in the middle of the game (Indicate this by putting the first character in the order on the leftmost, and the last character on the rightmost). Character turns are just like in the normal game mode, except that the same player using the same set of Hidden Action Cards in his hands controls multiple characters. Turns should be alternated between characters from both teams, until all characters have had their turn. Then the turns reset again and the first player goes again with his first character. The only possible scenario of two members from the same team taking their turns in a row is when there is a dead character from the opposing team.

Rounds are played in the same way as the normal game mode. A new round occurs when each character in the game has had a turn twice. Once again, the Round Token can be used on the Round Tracker for easier reference. The first character of the first player in the turn order should always move the Round Token forward on the Tracker at the start of his turn.

At the start of a new Round, only one Clue Token from any member of a player's team is required to be placed onto the Bulletin Board to hint at which enemy member from the opposing team is being targeted. Since the game mode is now in a team style, any member of one team can kill the target.

In this variant, calling out of killers is not used.

Game End

The game ends immediately when one team loses at least 2 members. The winner is the other team.

Contracts never expire in this variant.

There is a duration to the game though. When the Round Token arrives at Final Turn, immediately reset it to Turn 1. When it reaches Final Turn a second time, the game ends immediately without taking that last turn. In this event of a 'time up', the team who lost members the least amount of times wins. In a tie, the team with the lowest sum of all the dial values of his members wins.

Evidence Hunt Variant

This variant can be played by 2-10 players, but if your group has only 3 to 4 players, you should only be playing this variant.

A very different and fast paced game, there are NO assigned targets at the start of the game. Every character in the game can be targeted! However, the rules of EXPOSED locations and Security Cameras still stand. The characters in the game are all free to be targeted, but are not treated the same way as Unprotected characters, since the latter can be killed even if they are in EXPOSED locations.

In a 2 player game, each player controls a team of 3 members.

In a 3 to 4 player game, each player controls a team of 2 members.

In a 5 or more player game, each player controls just 1 individual character.

Remember to use Variant Powers instead of Normal Powers on characters in this game mode.

Set up Health Tokens and reset all the dials on the character sheets to zero.

Place the characters onto their assigned start locations (green circles). Put one Security Patrolman on each of the two blue locations.

Hidden Action Cards are shuffled together into one deck. Each player draws Hidden Action Cards for his entire team to use, and the game begins. Note that a player's entire team shares the Hidden Action Cards in the player's hand. The amount to draw at the start of the game depends on the number of players:

Number of PlayersNumber of Hidden Action Cards to draw per player
28 Hidden Action Cards
36 Hidden Action Cards
46 Hidden Action Cards
5 or more3 Hidden Action Cards

Do not create any Target Decks. Put aside all Target Cards as they are not used in this variant.

Scoring is not used in this game variant. The Bulletin Board and Clue Tokens are not used in this variant too, and calling out killers is also not used.

During the start of new rounds, simply draw 1 Hidden Action Card per player, but do not place any Clue Tokens.

Each player puts one single Cache Token onto each of the 5 locations with the word CACHE. The Character Tokens can be from ANY of the members in the teams. When any one member of a player's team ends a turn on a CACHE location, simply take back the Cache Token placed earlier by the same player, and draw 3 Hidden Action Cards from the Hidden Action Deck. Unlike the normal game mode, a team shares CACHE locations and any member can retrieve the items hidden there, albeit this time only once per team instead of once per character.

Take the 18 Evidence Tokens from the game box and randomly split them as evenly as possible among the players, without looking at the numbers on the flipside of the Evidence Tokens. Taking turns, each player places 1 Evidence Token anywhere on the board, with the number side facing down, until all the Evidence Tokens have been placed. Note that Evidence Tokens cannot be placed on Cache locations, or locations that already have one Evidence Token. The player putting the Token down cannot have the Token within 4 spaces of ANY of his own characters. Shortcuts are not considered in this range calculation. No player should know what each number underneath is, because the aim of the game is to find the 3 Evidence Tokens with the golden number 6.

When a character arrives at an Evidence Token, he/she must spend 2 Action Points and end the turn to reveal it. If it is not a 6, the Evidence Token is removed from the board. If it is a 6, the player keeps it till the end of the game.

If a character is caught attempting to kill, he does not become Unprotected. Instead he is treated the same way as being killed. Any player whose character manages to kill another player's character immediately gains 6 EXTRA Action Points that same turn. If a player's planted Security Camera caught another player in a killing attempt, he can immediately take one Evidence Token from anywhere on the board and keep it! The gist of the story? Killing and catching other players with your camera will escalate your speed in finding the correct Evidences, and you also stall your opponents by them having to wait a short time before reviving and returning to the board. (See below on reviving killed members in this variant)

The game ends when:

  1. At least 15 Evidence Tokens are revealed. (3 or less are left on the board)
  2. All 3 Evidence Tokens with the golden number 6 have been found.

The winner is the player with the most number of Evidence Tokens showing the number 6. If there is a draw, the winner is the one with the most Points accumulated from killing. If it is still a draw, then the one with the lowest sum of dial values of all his members wins.

Note that killed characters in this variant have a countdown timer before returning to the game board. Set all 3 dials of the dead character to 2. Whenever it is the dead character's turn, skip it but reduce the value of all the dials by 1. At the start of the character's turn, if all 3 dials show 0, the character is put back into the game. The player may put the revived character back into the game on any space adjacent to another of his members that is unoccupied by any characters, unless all his members happen to be dead at the same time, or if it is an individual game. If so, place the revived character on any of the starting locations.

On the same turn a character is revived, he cannot reveal any Evidence Token or attempt to kill.

FAQ

Can a player test his luck and attempt to use the action Disable (2 Action Points) on a location with Hidden Action Cards on it, even if he does not know whether or not there are Security Cameras or Remote Bombs?

No. A player can ONLY do the Disable action if he is 100% sure that there is at least one such item planted there. To do this, he must first Observe or have other means to reveal the planted items to himself first, and see that there is indeed at least one such item there.

Can a Remote Bomb work on adjacent locations connected via shortcuts?

No, shortcuts are never considered to make locations adjacent.

Player A is caught attempting to kill at a location, which has one Security Camera planted by player B and one Security Camera planted by player C, which player gets the bonus 1 Point for catching player A?

Both players B and C get it. Both their Security Cameras are revealed but remain there until a player spends 2 Action Points to disable them, one at a time.

Player A has killed his first target, gains 2 Points, and is now working on killing his second target, who is then killed by player B. Player B will get the 2 Points, but what about player A?

As long as a target dies, ALL players who are targeting that character will gain 1 Point. Therefore it is best to kill your target quickly, get a new target and ride on the efforts of others if they kill that target too.

If player A planted a Security Camera on a location, is he exempted from that Camera since it was planted by him?

All Security Cameras are neutral, and work even against the player who planted them. The only advantage for a character who planted his own camera is that he has the choice of when he wants to activate the camera. Once activated, it remains active until the end of the game or is disabled.

How does the Spy Camera work?

It is basically planting a device in a location beforehand, and then after a set amount of time when the player who planted it feels the time is right, triggers the card on his turn and gets to see ALL the Hidden Action cards planted on that location, or another location nearby. This is regardless of his character's current location.

What is the maximum attainable Score for a single kill?

This is a highly unlikely scenario, but in the very rare instance that player A can pull it off, he can get as many as 4 Points: His target is player Z, who steps onto a location that has a Hidden Security Camera planted by player A. Player Z attempts to kill his target but gets caught by the Camera, giving player A the Sabotage Score. Player A then moves in and kills player Z, earning the Bounty Score for killing an Unprotected character. Player A gains the Target Score since player Z is his target. And finally Player A personally killed his own target, which is 1 more Score known as the Personal Score.

What happens if a killer who was already Unprotected gets caught for attempting to kill a target?

He loses yet another Point and his turn immediately ends again. However, no one else gains any further Point from catching him with a security camera.

What is health used for?

Unlike other games that really utilize health meters, this is a realistic game of killers. It is either a 1 or 0 for death. Regardless of whether a character is at full health or left with 1 health, a killer can assassinate the target all the same in 1 single stroke. Health is important only for usage of dangerous shortcuts such as jumping off buildings. So the more health you have, the more manoeuvrable you are on the board. Also, if you get too low on health, you really might die on your own from not meeting your Needs.

If a character was killed in the standard mode and the game ends before he revives back into the game, does he still suffer the -1 penalty to his Score?

Fortunately for the character, if he did not revive yet, his score would not suffer the penalty. The point deduction only occurs at the moment when the character revives.

I killed my target using a Hidden Action card that brought one of his Needs past its limit. Do I get the Personal Score bonus? Or if I killed someone who was Unprotected, by playing a card that brought his Needs over his limit and his health loss killed him?

Yes! If you cause another character to die from health loss when a Need is exceeded (because of a card you play), it is considered that you killed him.