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Wallet

Wallet Rulebook

Table of Contents

Table of Contents

  • Components
  • Preparation for the Game
  • Goal of the Game
    • Innocent
    • Guilty
  • Course of the Game
    • Special Cards
  • End of the Round
  • Preparing for a New Round
  • End of the Game
  • Cards
    • Characters and Items
    • Special Cards

Components

  • 88 cards of the base deck (including passports, banknotes, jewelry, police badges and plastic cards)
  • 5 spare passports
  • 15 special cards
  • 6 time cards (with an hourglass on one side and police on the other)
  • 7 memo cards
  • 37 victory point tokens (worth 1, 2 and 3 victory points)
  • 7 coins (tokens with denominations of 1, 2, 5, 7, 10, 20 and 50 cents)

Preparation for the Game

  1. Lay out the time cards with the hourglass side face up in the center of the table. Each player receives 1 victory point token. Put the remaining victory point tokens into the wallet's zipper compartment and zip it closed.

  2. Shuffle the 15 special cards and deal 2 to each player, face down. Players keep their special cards face down on the table in front of them and may look at them at any time. Set aside the remaining special cards; they will not be needed in this round.

  3. Take the 5 spare passports and place them in the wallet's special compartment.

  4. For a 2-player game, take only the base deck cards with the number 2 in their lower left corner. For a 3-7 player game, use the entire base deck.

    NOTE: For a more balanced game, you may choose only the base deck cards whose lower left corner number is less than or equal to the number of players. Set aside any remaining cards (if any); you will not need them.

    Shuffle the base deck cards and deal each player 5 cards face down. Each player takes their cards into hand without showing them to anyone. Place the remaining cards in the wallet's large compartment.

  5. Take coins equal to the number of players; set the rest aside, they are not needed in the game. Lay the coins out face down on the table. Each player takes one coin. The players reveal their coins: the player with the coin of the smallest denomination begins the game. Play then proceeds clockwise. The coins remain in front of their owners, face up, for the whole round.

Goal of the Game

The goal of the game is to earn more victory points than any other player after three rounds, by being innocent at the end of each round and, at the same time, one of the "richest" players.

Innocent

A player is considered innocent if, at the end of a round, they have 1 passport and no more than 500 conditional units (c.u.). Coins also count toward this limit. You may hold no more than two currencies in hand. Jewelry is not counted as currency, but it too counts toward the 500 c.u. limit. Passports and items may partially change these conditions: read the card descriptions at the end of these rules — each card has its own restrictions and bonuses (brief descriptions of the characters are also printed on the cards themselves).

An innocent player has a chance to receive a victory point token (depending on the player's level of wealth).

Guilty

A player is considered guilty if they failed to meet the conditions of innocence. A guilty player loses 1 victory point token of their choice (if they have any).

Course of the Game

The game consists of three rounds.

Each round lasts until the last time card is turned over.

Players take turns clockwise, starting with the first player.

On their turn, a player may perform only one of the following actions:

  • Take 1 card from the wallet without looking and add it to your hand, OR
  • Put 1 card from your hand into the wallet, OR
  • Turn over 1 time card in the center of the table, bringing the end of the round closer, OR
  • Buy a passport: play from your hand, face up into the center of the table, money cards with a total value of 300 c.u. (or more), then take all the passports from the wallet's special compartment without showing them to anyone, look at them, choose one and add it to your hand, and return the rest to the special compartment.

NOTE: All cards are placed into the wallet face down, in one direction. When you put a card into the wallet, you may place it under the stack of cards in the wallet, on top, or in the middle. The main thing is to put in or take out cards without looking inside the wallet.

Once the turn returns to the first player, before their turn they must turn over one time card. They do this before each of their subsequent turns, bringing the end of the round closer.

Special Cards

Special cards are cards of special actions that you may play during the round. They cannot be put into the wallet or added to your hand. Some special cards are played only at the start of your turn, and some only at the end of the round (these conditions are stated on each card). The effect of each special card is written on it — follow the instructions on the card (see also the detailed descriptions of the cards at the end of the rules).

End of the Round

As soon as the last time card is turned over, the round ends immediately.

At this point, some special cards may be played (first "Extra Time", if it is in the game, then the rest).

After that, the players check (without revealing their cards) whether there is a police officer on duty among them (an innocent player with the police officer passport and the police officer token). A police officer may check a player (see the card descriptions below).

Then all players reveal their cards and determine the guilt or innocence of each player, taking all criteria into account.

If there is an innocent Ivanov with a credit card (or several of them) in the game, each of them may use it (see the card descriptions below). All guilty players lose 1 victory point token of their choice (if they have any) — return these tokens to the wallet's zipper compartment.

Innocent players count their level of wealth (in c.u.). Depending on the number of players, the innocent players draw, without looking, the number of tokens from the wallet's zipper compartment shown in the table below:

Number of playersRichest innocent player2nd richest innocent player3rd richest innocent player4th richest innocent player
21 token———
32 tokens1 token——
43 tokens2 tokens1 token—
5-74 tokens3 tokens2 tokens1 token

Players keep their victory point tokens face down on the table in front of them for the whole game (victory points are counted at the end of the game). Players may look at their own victory point tokens at any time.

IMPORTANT: Coins are counted when determining a player's level of wealth and when determining their guilt or innocence!

Example: If a player has 500 c.u. in hand and a coin with a value of 1 cent, it is considered that this player has 500.01 c.u. (more than 500 c.u.).

The value of a coin is always added to the player's total wealth, so there can never be a tie when determining the level of wealth.

Preparing for a New Round

Collect all 15 special cards and shuffle them. Collect the spare passports bought during this round and return them to the wallet's special compartment. Collect all the base deck cards, combine them with the cards remaining in the wallet, and shuffle thoroughly. Deal the cards to the players as in the preparation for the first round. Turn the time cards hourglass side up. Collect the coins, turn them face down, place them in the center of the table and mix them: each player takes one coin. The player with the coin of the smallest denomination becomes the first player and begins the new round under the same rules.

End of the Game

After 3 rounds, the player who has earned the most victory points wins. In the event of a tie between two or more players, the winner is the one who has more victory point tokens.

Cards

Characters and Items

Ivanov Must have no more than 500 c.u. in hand and no more than 2 currencies. Otherwise, he is guilty. It is forbidden to have several passports. He may have several plastic cards (but may play only one of them).

Plastic Card Works only in Ivanov's hands (otherwise the plastic card makes you guilty), and provided that he is innocent. A player with Ivanov's passport may have several plastic cards at once, but may play only one of them: after determining the guilty players and before counting the level of wealth, he takes cards from the wallet one at a time, until he draws a banknote. That banknote is counted only when determining his level of wealth (it does not make him guilty).

Police Officer Must have no more than 500 c.u. in hand and no more than 2 currencies. Otherwise, he is guilty. It is forbidden to have several passports. He may carry a police officer's badge.

Police Officer's Badge Works only in the police officer's hands (otherwise the police officer's badge makes you guilty), and provided that he is innocent. A player with a police officer's passport may have several badges, but may play only one. Such a player is considered a police officer on duty. At the end of the round (after players have possibly played special cards), he must declare himself and reveal his cards (being innocent), and check any other player — point at a player, and that player must show the cards in their hand. If the checked player is guilty, the police officer on duty takes all of their banknotes and jewelry for himself (these are outside the limit and are counted only when determining wealth). If the checked player is innocent, nothing happens. If there are several police officers on duty, the first check is made by the police officer on duty with the coin of the smallest denomination (and so on, in ascending order of coin denomination).

Millionaire Must have more than 500 c.u. in hand, but no more than 2 currencies. Otherwise, he is guilty. It is forbidden to have several passports.

Blonde Must have no more than 500 c.u. in hand and at least 1 piece of jewelry. Otherwise, she is guilty. She may have any number of currencies. It is forbidden to have several passports.

Superagent Must have no more than 500 c.u., no more than 2 currencies, and no fewer than 2 passports (the superagent's passport and at least one other passport of any kind). Otherwise, he is guilty. Note: the properties of the second passport do not work for the superagent!

EXAMPLE: If you have the superagent's passport, a police officer's passport and a police officer's badge in your hand, you are guilty, since you are either a police officer with an extra passport (guilty!), or a superagent with a police officer's badge (guilty!).

Special Cards

Double Turn Play instead of your turn, face up onto the discard pile. Immediately perform two of any actions: take a card, put a card, buy a passport, turn over a time card. These may be identical or different actions. After this, your turn ends.

Birthday Play instead of your turn, face up onto the discard pile. Take 3 cards from the wallet at once, look at them, keep one for yourself, and deal one each, face down, to any two players. In a 2-player game, keep one card for yourself, give one to your opponent, and return the remaining card to the wallet. After this, your turn ends.

Common Pot Play at the start of your turn, face up onto the discard pile. All players (including you!) discard one banknote or jewelry card each into the center of the table, face up. Take any one of these cards for yourself, shuffle the remaining cards and randomly deal one to each of the other players. Then take your normal turn.

Cards to the Left Play at the start of your turn, face up onto the discard pile. All players (including you) pass one of their own cards, face down, to the player on their left. All players (including you) add to their hand the card received from their neighbor. Then take your normal turn.

Cards to the Right Play at the start of your turn, face up onto the discard pile. All players (including you) pass one of their own cards, face down, to the player on their right. All players (including you) add to their hand the card received from their neighbor. Then take your normal turn.

Selective Search Play at the start of your turn, face up onto the discard pile. Draw a card blindly from any player's hand and look at it: you may keep it for yourself or return it to its owner. Then take your normal turn.

Give a Card Play at the start of your turn, face up onto the discard pile. Give one card from your hand, of your choice, to any player without showing it to the others (this player must add your card to their hand). Then take your normal turn.

Take a Card Play at the start of your turn, face up onto the discard pile. Draw one card blindly from any player and take it into your hand. Then take your normal turn.

Swap Cards Play at the start of your turn onto the discard pile. Choose an opponent and swap cards with them: each of you chooses one card from your hand and passes it to the other, face down. You both must add the received cards to the cards in your hands. Then take your normal turn.

Card Request Play at the start of your turn, face up onto the discard pile. Choose the player from whom you want to receive a banknote or jewelry. Name EITHER the denomination (in c.u.) OR the type (rubles / euros / dollars / pounds / jewelry) of the card you need. If the named player can comply with the request, they give you such a card; otherwise, nothing happens. Then take your normal turn.

Ambulance Play in front of yourself at the start of your turn. Apply the effect of the top card of the special card discard pile. Put both cards onto the discard pile, face up. Continue or end your turn according to the instructions on the applied special card.

Extra Time Play at the end of the round, immediately after turning over the last time card. Play face up onto the discard pile. Perform one more action (take a card, discard a card, or buy a passport). After this, the round ends.

Double Bottom Play in front of yourself on the table at the end of the round, before the police officers on duty declare themselves. Put any one card from your hand under this card: it is now not counted when determining guilt or innocence and wealth.

ATM Play in front of yourself on the table at the end of the round, before the police officers on duty declare themselves. You may perform one of the following actions:

  • Place one banknote from your hand on the ATM card: it is not counted either when determining your guilt or innocence, or when calculating your wealth.
  • Take one card at a time from the wallet until you draw a banknote. Add it to your hand: it is counted when determining your guilt or innocence and your wealth.

Currency Exchange Play in front of yourself on the table at the end of the round, before the police officers on duty declare themselves. Place one banknote from your hand on top of this card, and choose which currency this banknote will now count as. Its denomination remains the same, and it is still counted when determining your guilt or innocence and your wealth.