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Revolver Noir: Rogue Agents

Expansion for Revolver Noir

Revolver Noir: Rogue Agents Rulebook

Table of Contents

Table of Contents

  • Components
  • Setup
  • Role Cards
    • Assassin
    • Demolitionist
    • Ninja
    • Thief

Components

4 Role Cards

Setup

Give each player two role cards, so they have all four roles. Each player will choose a role to play.

Role Cards

Assassin

The Assassin is a trained killer. They don't carry explosives – too messy – and they've got the best ears in the business. They'll hear a floorboard squeak and tell you what that mouse's mother ate for breakfast. A true professional.

  • You cannot place traps. (Printed under a prohibition icon.)
  • Trained Ear: When listening, you can specify one room that the target cannot give as their answer.
  • No Retreat: Once per turn, you can choose one room to which your opponent cannot move on their next turn.

Demolitionist

The Demolitionist is an explosives expert, trained to take buildings down with only a few well-placed charges. This old mansion is their latest project, but they weren't expecting such a crowd. Rough. They should have read the signs.

  • You cannot Shoot. (Printed under a prohibition icon.)
  • Explosive Arsenal: You can have any number of traps set at once.
  • Rubble Rouser: When you set off a trap, return that card to your deck upside down. Once you have set off a trap in every room in the building, your opponent takes 1 hit. Then, flip all your cards right side up.

Ninja

Whispers in the night. A knife in the dark. No one is quite sure who – or what – the Ninja is, nor what it is they want. But the silent blade is coming, and no shadow will keep you safe.

  • You can only Shoot at your current location. (Printed under a prohibition icon.)
  • Nowhere Is Safe: At the cost of 2 AP, you can teleport to any room and take the Shoot action.

Thief

The Thief doesn't much care for confrontation. They would rather get in, get their diamond, and get out. If only life were that simple.

  • You must start in the Foyer, Kitchen, or Dining Room. On your turn, you may only use the Move action once. (Printed under a prohibition icon.)
  • The Scarab's Eye: While you are in the Library, you can reveal your location to enter the Vault and obtain the Scarab's Eye Diamond. If you start your turn in the Foyer with the diamond in hand, you win the game.

The Vault (printed on the Thief card):

The Vault is a special room added to the house when you first obtain the Scarab's Eye. Once open, the Vault is connected to the Library and the Hallway, and any player may move to it by using their map card as their current location. Likewise, players can shoot at or be shot from the Vault while in a connected room. The Vault cannot be trapped.