Stop me or let me go
Stop me or let me go Rulebook
Table of Contents
Table of Contents
Components
- 30 Action cards (4 GO and 1 STOP for each of the 6 colours)
- 10 Gangster cards (numbered 1 to 10)
- 10 Reward tokens (with values from 0 to 3)
Setup
Each Agent takes the 5 Action cards of the colour of their choice.
Return the remaining Action cards to the box.
Without looking at their values, take as many Reward tokens as the number of Agents + 2.
Place them face down on the table and return the others to the box.
Playing the Game
The game is played as a succession of rounds. When there are no Reward tokens left available, the game stops. The Agent with the most points on their Reward tokens wins the game.
Warning: as soon as an Agent obtains their third Reward token, they immediately win the game, regardless of the total value of their tokens.
A Round
A round is played as a succession of the phases CRIME (Méfait), INTERVENTION and ARREST.
Shuffle the 10 Gangster cards and place them face down in the centre of the table to form the draw pile.
Move on to the first CRIME phase.
CRIME Phase
- Draw a Gangster card and place it on the table around the draw pile (starting with A, as in the example).
- Move on to the INTERVENTION phase.
Notes:
- During the following CRIME phases, the cards must be placed around the draw pile (4 Gangster cards in total), in clockwise order. (Card B and the following ones in the example.)
- If the draw pile is empty, shuffle the discarded Gangster cards to form a new draw pile.
INTERVENTION Phase
Each Agent simultaneously chooses one Action card from their hand and places it, face down, on the Gangster card that has just been placed during the CRIME phase.
After all Agents have placed their Action card:
- If the Agents have several cards in hand, carry out a new CRIME phase. OR
- If the Agents have only one card left in hand, carry out an ARREST phase.
ARREST Phase
Turn face up all the Action cards placed on the oldest Gangster card.
There are three possibilities:
No STOP card has been played. The Gangster escapes. Each Agent takes back their Action card into hand. Discard the Gangster card and replace it with a new Gangster card (CRIME phase), then continue with the INTERVENTION phase.
Several STOP cards have been played. The Gangster takes advantage of the confusion to escape. Each Agent takes back their Action card into hand. Discard the Gangster card and replace it with a new Gangster card (CRIME phase), then continue with the INTERVENTION phase.
Exactly one STOP card has been played. The Gangster is captured. The Agent who played the STOP card takes the Gangster card and places it in front of them. Move on to the END OF ROUND phase.
END OF ROUND Phase
Check the Gangster cards one by one, in clockwise order.
Turn face up all the Action cards placed on them.
- If there is no STOP card, or several of them, the Gangster card is discarded.
- If there is a single STOP card, the Agent who played that STOP card takes the Gangster card and places it in front of them.
Once all the Gangster cards have been checked, the Agent who holds the Gangster card of highest value wins the round.
IMPORTANT: the Gangster card of value "1" is the weakest card in the game. However, if another Agent has the Gangster card of value "10" in front of them, then the card of value "1" becomes the strongest card in the game.
The Agent who won the round takes a Reward token at random and places it, face down and without looking at its value, in front of them.
As long as there are Reward tokens in play, each Agent takes back all their Action cards and a new round can begin.
End of the Game
There are two possible ways for the game to end:
- As soon as an Agent has 3 Reward tokens, they win the game, regardless of the value of their tokens.
- When all the Reward tokens have been won, each Agent adds up the value of their Reward tokens. The Agent with the highest total wins the game. In case of a tie, the victory is shared.