GAME FLOW
Every turn, you'll do the following:
STEP 1 : PLAY
Play 2 cards from your hand in the center of the table, 1 face up and 1 face down. They must have different card names. Draw cards from the agent deck until you have 4 cards in hand.
Optional: Before you play cards, you may choose a card from your hand and discard it face down in front of you to draw a new one. You can do this multiple times on the same turn, but only 4 times in the entire game.
STEP 2 : RECRUIT
The opponent must recruit 1 of the 2 agent cards you have played and put it face up in front of them. You must now recruit the other agent card by putting it face up in front of you.
Then both players move their meeple on the board. To move your meeple, look at the agent you have just recruited. Check how many agent cards with that same name you have in play, including the one you have just recruited.
- If you have only 1, look at its 1st icon on the top.
- If you have 2, look at its 2nd icon in the center instead.
- If you have 3 or more, look at its 3rd icon on the bottom instead.
Move your meeple forward (clockwise) on the board by the indicated number of spaces. If the number is negative, move it backward (counterclockwise) instead. If the number is zero or if the icon doesn’t contain any number, don’t move it at all.
Your opponent does the same with their meeple.
STEP 3 : END
After both meeples have moved, check whether the game ends:
- If a player catches their opponent’s meeple, they win the game. To do so, the position of their own meeple must reach or exceed the position of their opponent’s meeple.
- If a player has 3 Codebreakers in play, they win the game.
- If a player has 3 Daredevils in play, they lose the game.
Running out of cards: If neither player won or lost the game and the agent deck is empty and your opponent has less than 2 cards in hand, the game ends (because your opponent can’t play next turn). In that case, the player who is closer to catching their opponent’s meeple wins the game.
In the event of a tie, the player whose turn it is (the active player) wins the game. This occurs in the following cases:
- Both players fulfill a condition to win the game.
- Both players fulfill a condition to lose the game.
- Any player fulfills a condition to win the game and a condition to lose the game.
- Players “run out of cards” (see above) and both meeples are located at equal distance from each other.
REMINDERS & CLARIFICATIONS
- During the Play step, the 2 cards you play from your hand (1 face up and 1 face down) must have different card names. In the rare case that all the cards in your hand have the same card name, it is allowed to play 2 identical cards.
- If the agent deck is empty, you can’t discard an agent card from your hand to draw a new one.
- If the agent deck is empty, you draw no more agent cards and continue playing.
- There is no upper limit to the number of agent cards you can have in play or in hand.
- During the Recruit step, if you recruit your 4th, 5th, or 6th agent of the same name, you treat it as your 3rd.
- You can win the game only during the End step, not during the Recruit step. If your opponent recruits their 3rd Codebreaker, you continue playing until the End step. If you catch their meeple during the same turn, the player whose turn it is (the active player) wins the game.
- If you catch your opponent’s meeple but it “escapes” forward during the same turn, it doesn’t count as you catching it.
- To catch your opponent’ meeple, you don’t necessarily have to reach exactly its position. If the position of your meeple exceeds the position of their meeple, it counts as you catching it.
- If your opponent’s meeple moves backward and their position is now the same as yours or behind yours, it counts as you catching it.
