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Kartel

Kartel Rulebook

Table of Contents

Table of Contents

  • Contents
  • Idea of the Game
  • Goal of the Game
  • Setup
  • The Game
    • Special Case
  • End of the Game and Scoring
  • Variant for Fewer Players
  • Note

Contents

  • 42 markers: 6 in each of 7 colours. Each colour represents one gang and consists of:
    • 1 Boss
    • 1 Bribe
    • 1 Gangster 1
    • 1 Gangster 3
    • 2 Gangster 2
  • 1 central board
  • 1 die (numbered 2-4)
  • 1 police officer

Idea of the Game

Taking the role of the police chief, you will investigate 7 criminal gangs. Going around the circle, you can either arrest gangsters or accept bribes. If a Boss ends the game behind bars, you score points for each gangster. If a Boss avoids prison, you score points for the bribes.

Goal of the Game

You must score as many points as possible by collecting gangsters and bribes.

Setup

Place all markers randomly on a large "crime ring", making sure that the coloured sides are face up and the "behind bars" sides of the Boss markers are face down. Place the police officer in the gap between two markers so that it faces right. Place the small board in the centre of the ring.

The Game

Give the die to the player you choose to go first. That player rolls the die and moves the police officer clockwise from marker to marker. The number showing on the die is the maximum number of steps the police officer may take on this turn. The officer may take fewer steps than shown, but must always move at least one step.

Example: If you roll a 3, you can move the police officer 1, 2 or 3 steps.

The player then takes the marker on which the police officer finished its movement and places it in front of themselves, face up. The police officer is again in the gap between two markers, and it is the next player's turn. The game continues clockwise until it is complete.

Special Case

If the police officer stops on a Boss marker, turn that marker to its "behind bars" side and place it in an empty cell on the board. All gangsters of that Boss's gang are convicted. Players holding markers in that Boss's colour turn them upside down and place them in a "success pile", which represents cases that have been solved successfully. If a player later takes a marker in the colour of a convicted Boss, that marker is immediately turned over and added to the success pile.

Convicted gangsters are worth points at the end of the game, but bribes are worth nothing.

End of the Game and Scoring

The game ends when the fifth Boss is convicted and placed in a cell on the board. Two Bosses will remain free.

Now each player scores their markers:

  • Each gangster marker in your success pile (coloured side down, because its Boss is in prison) is worth 1 point for each gangster depicted on it, to a maximum of 3 points.
  • Each bribe marker in your success pile (coloured side down, Boss in prison) is worth 0 points.
  • Each gangster marker of the two remaining (free) Bosses' colours (coloured side down) is worth minus 1 point for each gangster depicted.
  • Each bribe marker of the two remaining Bosses' colours is worth 3 points each. The Boss is free and can pay!

Scoring summary as shown on the sheet:

MarkerPoints
Gangster marker showing 3 gangsters+3
Gangster marker showing 2 gangsters+2
Gangster marker showing 1 gangster+1
Gangster marker showing 2 gangsters (free Boss colour)-2
Marker with no value (zero symbol)±0
Bribe marker (money bags)+3

The sheet's scoring chart carries the caption "= 7 points" beneath it. The sheet does not explain this caption further, so it is reproduced as printed.

Variant for Fewer Players

Remove the 7 bribe markers (money bags) from the game. The rest of the game proceeds normally.

Note

As the police officer makes circuits and arrests more and more gangsters for questioning, you must move the remaining markers closer together so as not to leave large gaps.