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La Casa de Papel Escape Game

La Casa de Papel Escape Game Rulebook

Table of Contents

Table of Contents

  • How the Game Is Played
  • Contents
  • Preparation
  • Playing
  • Answers
  • Checking Combinations
  • Tools (Hints)
  • End of the Game
  • Playing on Smartphone or Computer
  • Starting the Game

How the Game Is Played

For 1 to 8 players (it is easier and more fun to play in a group than alone).

Playing time: 60 minutes (experienced bank robbers) to 120 minutes (new bank robbers).

Attention! First read the complete rules before you begin this adventure.

Contents

  • 9 character cards: 1 Professor card and 8 bank robber cards with the aliases of the robbers
  • 15 large step cards, numbered 1 to 15
  • 1 map of the Royal Mint of Spain
  • 30 help cards, numbered 1 to 30

Preparation

You need a few sheets of paper, pencils and a pair of scissors.

Place the map of the Royal Mint in the middle of the table. You may use as much space as you need.

Put the Professor card, with his photo face up, aside for now.

With several players: divide the bank robber cards as equally as possible among the players. Each player looks at his or her bank robber card(s), which show an object or a clue that can come in handy during the game. These cards may be shared during the game.

Place the large step cards and the help cards in two separate piles on the table, with the numbers face up. There are two help cards with number 30. One of these cards may go back in the box.

The game can be played in two ways:

  • with this mission manual, or
  • on a smartphone or a computer.

If you choose the second variant, go to the website (see the paragraph on page 8, reproduced below under "Playing on Smartphone or Computer").

Playing

The game consists of 15 consecutive steps, shown on the 15 step cards. Each step is a phase of the plan the Professor has devised for us, or an unforeseen event.

Each card shows the following information:

  1. Name and number of the step
  2. Room in the Royal Mint where the players carry out an assignment
  3. Description of the assignment
  4. Clues in the room (help cards)

With every step card there is a riddle or puzzle that you must solve together in order to continue to the next step.

After reading the Professor's briefing, take the first step card (with the number 1) from the pile, read the information and then take the help cards mentioned on the step card.

To solve the riddle you may only use the character cards and help cards that you have at your disposal.

Attention! Sometimes a help card only comes in handy later in the game. It stays on the table until then.

Each help card may only be used once in the game. Help cards that have been used go back in the box!

Answers

For every step the answer is always a combination of four digits. This combination can begin with one or more zeros (for example: '0042' can be the answer).

Checking Combinations

On pages 12 and 13 of the booklet there is a table with which you can check the answers of each step.

Look up the answer in the first column of the table:

  • Is the answer not listed? Then your digit combination is not correct. Try to solve the puzzle again or ask for a hint.
  • Is the answer listed? Then look in the column with the number of the step card to see whether the "real money" symbol is shown behind it, or not.
    • Real money: Correct answer, well done! You may now take the next step card (plus an extra help card if that is the case, see the box below).
    • Fake money: Wrong answer, try once more or ask for a hint.

Important: After solving a step, it may happen that you have to take an extra help card. This is indicated in the red bar of the check table whenever it is the case. Do not forget to take this extra card; you will need it later in the game!

Extra help cards named in the red bar of the check table:

After solving stepTake help card
28
413
515
617
721
1330

(Steps 1, 3, 8, 9, 10, 11, 12 and 14 show "-": no extra card.)

Tools (Hints)

For every step there are three hints available. Each hint gives you extra information to solve the riddle (page 14 onwards).

These hints are part of this game. Use them only if you cannot get any further with solving the puzzle.

If you really cannot work it out, you will find the solutions and explanations of all steps at the back of this booklet (page 18 onwards).

With several players: appoint one game leader who checks all combinations and looks at the hints and solutions in this booklet.

End of the Game

The game is not automatically over after 60 minutes. If there are still steps left, you simply play on.

Have you reached step 15? Then the mission is a success. Stop the clock!

Afterwards, see here how well you did:

  • Experts: 60 minutes
  • Experienced bank robbers: 90 minutes
  • Amateurs: 120 minutes

Playing on Smartphone or Computer

This game can also be played online. You then use a mobile phone, tablet or computer, and this booklet is not needed. The website shows how much time has elapsed and contains the answers, hints and solutions for every step.

Do you want to play online? Visit our web page via the QR code: www.jumbo.eu/escapegameNL

With several players: appoint one game leader who enters the combinations and asks for hints.

Starting the Game

Are you ready for the heist of the century? Fantastic! First read the Professor's briefing on the next page aloud, then start the timer (on your mobile) and turn over step card 1.

Good luck! Hopefully you succeed in the heist of the century!

When everyone is ready, the game can begin. Read the Professor's briefing and start the timer!