The Safe
The Safe Rulebook
Table of Contents
Table of Contents
Components
- 50 Number Cards (5 colours: blue, yellow, green, orange, pink; values 0 - 9)
- 11 Colour Cards (2x '1', 3x '2', 3x '3', 2x '4', 1x '5')
- 5 Safe Cards
- 9 Restriction Cards (1x blue, 1x yellow, 1x green, 1x orange & 1x pink colour restriction; 2 direction restriction; 1 even & 1 odd restriction)
Setup
- Place the required number of Safe Cards face up in the centre of the table. These remain for all five missions.
- Sort the Number Cards by colour and shuffle each colour separately.
- Draw one card from each colour pile and place it face down under the matching Safe Card. These cards form the code.
- Combine all remaining Number Cards, shuffle them thoroughly.
- Deal three Number cards to each player.
- Place the remaining Number cards face down as a draw pile.
- Shuffle the Colour Cards, draw the required number, and place 4 of them in ascending order under the code.
- Take the colour restriction cards that are used in the game, draw 2 and place 1 face down under the 1st colour card and 1 face down under the 3rd colour card. Shuffle the even and odd restriction cards, place 1 face down under the 2nd colour card, shuffle the direction restriction cards, draw 1 and place it face down under the 4th colour card.
Number of Players
The Number Cards column is shown in the rulebook as colour icons; the colours are named here from the rulebook's colour list (orange, green, yellow, blue, pink).
| Number of players | Safe Cards | Colour Cards | Number Cards (colours in play) |
|---|---|---|---|
| 1 - 2 players | 3 | 2x 1 - 3x 2 - 1x 3 | orange, green, yellow |
| 3 - 4 players | 4 | 1x 1 - 3x 2 - 3x 3 - 2x 4 | orange, green, yellow, blue |
| 5 - 6 players | 5 | 1x 2 - 3x 3 - 2x 4 - 1x 5 | orange, green, yellow, blue, pink |
Example, 3 - 4 players: four Safe Cards are placed face up in the centre, with the Draw Pile beside them. Four code cards are placed face down under the Safe Cards. Four Colour Cards (2, 2, 3, 4) are placed in ascending order under the code.
Objective
- Players must work together to crack five safes in succession. For each colour safe, players need to discover which is the missing number which opens the safe. By playing all number cards correctly, players deduce the missing numbers.
- Players may NEVER reveal which cards they hold. (Colours and numbers may not be spoken.)
Complete all 5 missions consecutively to win the game.
Gameplay
The oldest player starts. Play proceeds clockwise.
You MUST play one card under a Colour Card if possible. Draw one card from the draw pile so you always have three cards in hand (if possible). If the draw pile is empty, no card is drawn. The game continues until no player can play or all cards are used.
Playing Cards
- The player MUST play one card under a Colour Card if possible.
- The number on a Colour Card indicates how many different colours may be played under it. For example, if a player places a blue 2 under a colour card. Blue the first colour. Afterwards, another player can place a yellow 4. Then yellow is the second colour. The same colour can and may appear under multiple colour cards. For example, one player can place a yellow 2 under the first colour card, and another player can place a yellow 9 under a different colour card.
- Cards under a Colour Card must be played strictly in either ascending OR descending order.
For example: if there are already a 2 and a 4 under a colour card, the player may only place cards higher than 4 under this colour card (no longer in descending order in this example). However, the numbers may be the same. A player may place a yellow 7 on a blue 7.
Cards do not have to be consecutive, for example: a player may place a 6 on a 3 (the 4 and 5 are missing and cannot be played under this suit card).
Figure captions: "max 3 colours" / "max 3 colours" / "ascending or descending" / "same numbers". "Orange is the 3rd colour." "Orange would be the 4th colour (5 is lower than 6)." "Only ascending (5 is lower than 6)." "7 may be on 7."
The Zero Rule
A 0 may count as either 0 or 10. The players may start with a 0 (or 10) and place a 1 (increasing) or an 8 (descending) on top of it. They may also end with a 0 (or 10) by placing it on a 2 (descending) or a 9 (increasing), for example.
It is permissible to start a row with a 0 and end with a 10, or vice versa. The third card played determines whether the row is ascending or descending.
Figure captions: "0 as 0", "0 as 10", "0 as 0 & 0 as 10", "starting with 0 as 0 & ending with 0 as 10".
End of a Mission
A mission ends when no player can play a card or when all players have no cards left.
- Option 1: If no players have cards, deduce the missing number for each colour and reveal the code cards.
- Option 2: If any players still have cards in their hand, they are not allowed to participate in cracking the safe with the colour of their cards. They may reveal their colour, but not their number. The other players must figure out which card(s) this player(s) has/have in their hand to discover the number needed to crack the safe. Turn over the faced card of each colour and check if you have identified the correct number. Guessing is allowed.
- Option 3: If all players hold the same colour, the safe cannot be cracked.
Only when all four covered numbers are correctly named is the safe cracked and the players can start the next mission. They turn over the next restriction card and try to complete the mission with the additional restriction card. If they complete all five missions in a row, they win the game.
Missions 2 - 5
After each successful mission:
- Collect and reshuffle all Number Cards.
- Create a new hidden code.
- Deal three cards to each player.
- Reveal the next Restriction Card and apply it.
Restriction Cards
Colour Restriction: A specified colour must be included under that Colour Card.
Example: If there is a blue restriction colour card under a colour card numbered 3, then one of the three colours under this colour card must be blue. Only two colours remain to be chosen freely.
Direction Restriction: Cards must be played ascending or descending as indicated.
Example: When the arrow is facing up, play should proceed in ascending order below this colour card.
Even/Odd Restriction: Only even or only odd numbers may be played under that Colour Card.
Example: There is an even-numbered card under a colour card. Players may only place even-numbered cards under this colour card (in ascending or descending order).