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Tiny Epic Crimes: Kingpins

Expansion for Tiny Epic Crimes

Tiny Epic Crimes: Kingpins Rulebook

Table of Contents

Table of Contents

  • Components
  • Setup of the Expansion
  • New Objective
  • The Van
    • Driving the Van
    • Dismantling Hideouts
    • Bonus Action: Discover a Hideout
  • Identifying the Baron
  • Baron on the Run!
  • Unresolved Cases
  • Stratagem
  • The Baron's Effect
  • Taking Down the Baron
  • The Baron in Cooperative Mode
  • The Baron in Standard 2-Player Mode
  • Rogues' Gallery

Components

6 Baron pawns with Baron boards, 6 Monument pawns, 1 Identity board, 2 Stratagem envelopes (1. Baron at Large, 2. Baron on the Run!), 7 Stratagem cards, 4 Unresolved Case cards, 16 Hideout tokens, 1 Van, 1 Time marker, 1 Van card, 4 Ability cards, 6 Event cards, 10 Event tokens.

Setup of the Expansion

  1. Shuffle the 16 Hideout tokens face down and place them on the 16 Block cards shown in the illustration.
  2. Place the 6 Monuments in the city:
    • 2A. Take the Hangar and the Obelisk, plus 2 other Monument pawns at random. Place them at random on the 4 blocks diagonally adjacent to the HQ, at black/white die coordinates 2-3, 2-4, 4-3 and 4-4.
    • 2B. Place the 2 remaining Monument pawns at random on the 2 central blocks at the very top and very bottom of the city, at black/white die coordinates 1-3 and 5-3.
  3. Place the Identity board near the city. Shuffle the 7 Stratagem cards and place them face down next to the Identity board. Place the envelopes "1. Baron at Large" and "2. Baron on the Run!" nearby.
  4. Place the 6 Baron boards and their tokens nearby.
  5. Place the Van on the HQ.
  6. Place the Van's Time marker at the bottom of the stack of Time markers.
  7. Give the Van card to the player whose Time marker is directly above the Van's Time marker.
  8. Shuffle the Unresolved Case cards and deal one to each player, face down. Players may look at their card secretly. Return the unused cards to the box without revealing them.
  9. Shuffle the 4 Ability cards with those of the base game before dealing them to the players.
  10. Shuffle the 6 Event cards with those of the base game before drawing one, then place the additional Event tokens with the others.

Translator's note: the coordinates in steps 2A and 2B are printed as a black die number followed by a white die number, using the die icons of the base game's city grid. The step 2A coordinates (2-3, 2-4, 4-3, 4-4) are transcribed exactly as printed. The source calls these four blocks "diagonally adjacent" to the HQ, which the transcriber could not reconcile with those printed coordinates on the base game's 5x5 city; check them against the page 3 illustration.

New Objective

In addition to solving the murder case, the players must now bring down the Crime Baron before the Van's Time marker passes the last space of the Time track. The players lose if this happens, or if they have not brought down the Baron before all of them have written their report.

The Van

The investigators are assisted by a special vehicle that has its own Time marker. This marker shows its turn order and the hours it has spent carrying out actions. When it is the Van's turn, the player who holds the Van card takes the Van's turn. The Van's role is to drive through the city and dismantle hideouts.

Driving the Van

The Van moves orthogonally through the blocks, like an investigator's car, advancing its Time marker by one hour (clock icon) for each block it enters. It can move through at most 5 blocks during its turn (up to 5 hours). The Van is not an "investigator" and is therefore not affected by any movement penalty caused by an active event.

Dismantling Hideouts

When the Van finishes its movement, if there is a hideout on its block, you dismantle it immediately and for free: turn it over, reveal the hideout's symbol, then place it on the lowest empty space of the Identity board column matching that symbol. Example: the Van reveals a Money symbol, so you place it on the lowest empty space of the Money column of the Identity board.

Then the player who controls the Van may choose to spend 1 additional hour of the Van to dismantle one other hideout adjacent to the block where the Van is. For each hideout dismantled this way, the player holding the Van card advances 1 Badge level.

Bonus Action: Discover a Hideout

This bonus action may be taken as a second free action during your turn (it is printed on the back of your Unresolved Case card so you do not forget it). When you drive your car through a block containing a hideout, or when it ends its movement there, you may consult the back of this hideout (up to 3 times per turn). This information is not shared with the other players. If note-taking is allowed, make sure to write this information down.

Identifying the Baron

The Identity board records the dismantled hideouts. Once revealed, they are of four different types: Money, Violence, Blackmail and Power.

Each pair of traits identifies one of the possible Barons. Example: Patsy the Pillager has the Violence and Money traits.

When 3 hideouts of the same trait have been placed on the Identity board, that trait is "locked", which means the Baron necessarily has that trait. When a second trait has 3 hideouts, the Baron is identified (see below). Example: the Identity board holds 3 Money and 3 Violence hideouts, so Patsy the Pillager is the Crime Baroness for this game.

Baron on the Run!

Once the Baron is identified:

  1. Set up the Baron's board and pawn, returning the other boards and pawns to the box.
  2. Return the Identity board, along with all the other dismantled hideouts, to the box.
  3. However, if a fourth hideout of a trait was dismantled before the Baron was identified, place it on the space corresponding to the "fourth symbol" on the Baron's board, to represent the last hideout.

Translator's note: the source text for step 3 reads "placez-le sur l'emplacement correspondant au « quatrième symbole »"; "fourth symbol" is the transcriber's rendering of that phrase.

Unresolved Cases

At the start of the game, each player randomly receives an Unresolved Case card. It is a file on your desk in which you are convinced the untraceable Baron is involved. You may consult your Unresolved Case card and secretly note which of the four traits you want the Baron to have. When you control the Van, you seek to dismantle the hideouts that show that trait.

If the trait on your card is locked, reveal your card and claim its reward by advancing 2 Badge levels. Once both traits are locked, keep your Unresolved Case card, because its back is a play aid for Discovering Hideouts.

Translator's note: the source sentence "Une fois que les deux traits sont verrouillés" is translated literally; the transcriber could not confirm from the page image what "both traits" refers to, so this rule should be checked against the English edition if one becomes available.

Stratagem

Each time the Van's Time marker reaches an Event symbol, one of the Baron's Stratagems is resolved at the end of the Van's turn. To do so, draw the first card of the Stratagem deck and slide it into one of the Stratagem envelopes so that one of the words "STRATAGEM" is visible through the slot of the envelope:

  • Use "1. Baron at Large" if the Baron has not been identified.
  • Use "2. Baron on the Run!" if the Baron has been identified.

The Baron is attacking one of the 6 monuments or the police HQ, indicated by the symbol in the square window. All players whose cars are within 2 blocks orthogonally of this location must immediately advance their Time markers by the total of the clock values shown in the circular windows. This may trigger at most one new event: if two markers can trigger an event, the event is triggered by the most delayed marker and/or the marker highest on the stack. Note that the "At Large" envelope has one window and the "On the Run!" envelope has two, and these add together.

Example: all investigators within 2 blocks of the police HQ must advance their Time marker by +2 hours. Discard the Stratagem card after resolving it.

Note: once the two "fourth symbol" hideouts have been dismantled, the Stratagem cards and their envelopes are no longer used and may be removed from the game.

The Baron's Effect

The Baron's effect is a negative effect that prevents players from performing a specific action once the Baron has been identified and is "On the Run".

Example: for Patsy, the effect is "Investigators cannot Search the scene". Once the Baron has fallen, the negative effect is removed (see page 7).

Taking Down the Baron

Once the Baron has been identified, the new objective is to find the fourth hideout of each of the Baron's two traits. If a fourth hideout has already been found before the Baron was identified, it has already been placed on its matching space (that is already one down!).

If a hideout that does not match the Baron is discovered during this phase, it is set aside from the game, but you still advance 1 Badge level.

Once the fourth hideouts of each of the Baron's traits have been dismantled:

  1. Remove the Van, its Time marker and its card from the game.
  2. Place the Baron in the block shown by the monument on the Baron's board.
  3. Remove from the game all remaining Stratagem cards and both Stratagem envelopes.

If you are in the same block as the Baron, then on your turn you may, as an action, spend 1 hour to apprehend him. Remove the Baron and his board from the game, then gain 1 Suspect card and 1 Force card (as indicated on the Baron's board).

The Baron in Cooperative Mode

The rules are the same, except for the Unresolved Cases. Each player receives 1 Unresolved Case card at the start of the game, but players may discuss freely what is on their cards.

However, when an Event Excess penalty is applied, in addition to moving the Time overrun marker, the players must discard one of the Unresolved Case cards (they choose which one). For each valid Unresolved Case card that has not been discarded when its trait is locked, ALL players gain the reward.

The Baron in Standard 2-Player Mode

Deal 1 Unresolved Case card to each player, then place 1 Unresolved Case card, face down, next to the Baron's board without revealing it. Return the unused card to the box without looking at it.

Players gain the reward if the symbol of their trait is locked. However, if the Baron has a symbol matching that of the face-down Unresolved Case card (reveal it when the Baron is identified), discard one Suspect card from the deck as a penalty.

Rogues' Gallery

Each Baron is identified by a pair of traits (Violence, Blackmail, Power, Money) and has an effect that is active while the Baron is "On the Run". The printed gallery reads as follows.

  • Jake the Joker: Violence and Blackmail. Investigators cannot Arrest a Witness.
  • Qahira the Queen: Power and Blackmail. Investigators cannot Arrest an Informant.
  • Caleb the Colonel: Violence and Power. Investigators cannot set up a Stakeout.
  • Patsy the Pillager: Violence and Money. Investigators cannot Search the scene.
  • Richmond the Rake: Blackmail and Money. Investigators cannot Detain (but may place gangsters on their board).
  • Dominique the Duchess: Power and Money. Investigators cannot Call for Reinforcements.

Translator's note: "Mettre en détention" is rendered as "Detain". The credits block on the final page is not transcribed.