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	<updated>2026-10-06T05:27:58Z</updated>
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	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpcrashandgrab&amp;diff=31313</id>
		<title>Gamehelpcrashandgrab</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpcrashandgrab&amp;diff=31313"/>
		<updated>2026-09-05T17:21:46Z</updated>

		<summary type="html">&lt;p&gt;Pull the Pin Games: Added who gets the probe in Twisted Titanium.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== OBJECTIVE ==&lt;br /&gt;
&lt;br /&gt;
Your flying saucer has crashed on Earth and, although your crew survived in the escape pod, they are lost somewhere on the planet. Win the game by being the first player to fill your saucer with a Pilot, Scientist, Doctor, and Engineer of any color!&lt;br /&gt;
&lt;br /&gt;
== ROUNDS ==&lt;br /&gt;
&lt;br /&gt;
Do the following on each round:&lt;br /&gt;
&lt;br /&gt;
=== (I) PLAN ===&lt;br /&gt;
&lt;br /&gt;
1). &#039;&#039;&#039;Choose Movement Card:&#039;&#039;&#039; Players simultaneously choose a distance (2, 3, or 0-5) and direction (Sun, Asteroids, Meteor, Stars) for their Saucer(s). The 2 gives a Booster and the 3 gives an Energy.&lt;br /&gt;
&lt;br /&gt;
2). &#039;&#039;&#039;Roll Rotation Die:&#039;&#039;&#039; The player with the Probe takes the first turn, but whether it goes CLOCKWISE or COUNTER-CLOCKWISE from them this round is decided randomly.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;2-Player Games:&#039;&#039;  Rather than it being chosen randomly, turns alternate between player. Since each player controls 2 Saucers, when it’s your turn, you choose which of your 2 Saucers moves first. Then on your next turn, your other Saucer will execute its move.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;5-6 Player Games:&#039;&#039; The player who will go last in turn order takes an Override Token, which lets them go in any direction on their turn rather than the direction chosen.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;6-Player Games:&#039;&#039; The player who will go second-to-last in turn order also takes an Override Token.&lt;br /&gt;
&lt;br /&gt;
=== (II) TAKE YOUR TURN ===&lt;br /&gt;
&lt;br /&gt;
1). &#039;&#039;&#039;Place Your Saucer:&#039;&#039;&#039; If your Saucer is not on the board, someone crashed you before your turn came up, so you will be randomly placed onto a Crash Site. You will still execute your Movement Card and get the Bonus if it had one, but you can do so in any direction rather than the one you chose during the Plan phase.&lt;br /&gt;
&lt;br /&gt;
2). &#039;&#039;&#039;Use Start of Turn Upgrade Effects:&#039;&#039;&#039; If you have an Upgrade Card that begins with “at the start of your turn...”, this is when you may optionally use it.&lt;br /&gt;
&lt;br /&gt;
3). &#039;&#039;&#039;Execute Move:&#039;&#039;&#039; Turn the Movement Card that you chose in the Plan phase face-up and do the following based on which type it is:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;2:&#039;&#039; Take a Booster and move 2 spaces in the direction you chose in the Plan Phase.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;3:&#039;&#039; Take an Energy and move 3 spaces in the direction you chose in the Plan Phase.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;0-5:&#039;&#039; Choose a number between 0 and 5 and move that many spaces in the direction you chose in the Plan Phase.&lt;br /&gt;
&lt;br /&gt;
4). &#039;&#039;&#039;Boost:&#039;&#039;&#039; You may spend a Booster to Boost. Choose any direction and then move the number of spaces shown on the Movement Card you chose this round. If you chose 0-5, you must move the same distance you chose for your 0-5 value during the Execute Move phase. You cannot change it to a new value for the Boost.&lt;br /&gt;
&lt;br /&gt;
=== (III) CLEAN-UP PLAYER&#039;S TURN ===&lt;br /&gt;
&lt;br /&gt;
1). &#039;&#039;&#039;Apply Crash Penalties:&#039;&#039;&#039; Crashing means you flew, or were pushed, off the board. If your Saucer crashes on &#039;&#039;&#039;&#039;&#039;your turn&#039;&#039;&#039;&#039;&#039;, you must give an off-colored Crewmember to another player, if they have one. If your Saucer crashes on &#039;&#039;&#039;&#039;&#039;another player&#039;s turn&#039;&#039;&#039;&#039;&#039;, they get to either steal an off-colored Crewmember from you or take an Energy. Other notes: &lt;br /&gt;
&lt;br /&gt;
* You may not steal a Crewmember from someone who has fewer Crewmembers than you. However, you can still take an Energy for crashing them instead.&lt;br /&gt;
* In 2-player games where you control 2 Saucers, when your Saucer crashes your other Saucer, that is considered them crashing on their own turn and results in the lose-a-Crewmember penalty.&lt;br /&gt;
&lt;br /&gt;
2). &#039;&#039;&#039;Place Crewmembers:&#039;&#039;&#039; For each Crewmember you picked up off the board this turn, choose a Crewmember from the front of the queue of any color and it will be randomly placed onto a Crash Site.&lt;br /&gt;
&lt;br /&gt;
3). &#039;&#039;&#039;Use End of Turn Upgrade Effects:&#039;&#039;&#039; If you have an Upgrade Card that begins with “at the end of your turn...”, this is when you may optionally use it.&lt;br /&gt;
&lt;br /&gt;
4). &#039;&#039;&#039;Upgrade Your Ship:&#039;&#039;&#039; If you have 2 or more Energy, spend them to draw 2 Upgrade Cards, choosing one to discard and one to Play face-up in front of you. This is a permanent ability your Saucer can use for the rest of the game. There is no limit to the number of Upgrades you can have. Whether you use an Upgrade ability is always optional. You cannot use an Upgrade on the turn you acquire it so the next player can take their turn while you choose which Upgrade you will play. However, end of round Upgrades can be used in the first round in which they were acquired.&lt;br /&gt;
&lt;br /&gt;
=== (IV) END THE ROUND ===&lt;br /&gt;
&lt;br /&gt;
1). &#039;&#039;&#039;Place Crashed Saucers:&#039;&#039;&#039; If any Saucers were crashed this round, they will be randomly placed on a Crash Site.&lt;br /&gt;
&lt;br /&gt;
2). &#039;&#039;&#039;Move the Probe:&#039;&#039;&#039; The player with the fewest stationed Crewmembers on their Saucer(s) takes the Probe and will move first next round. If there is a tie, the player who went later in the previous round between the tied players takes the Probe.&lt;br /&gt;
&lt;br /&gt;
== END OF GAME ==&lt;br /&gt;
You win the game immediately when you have a Crewmember at each station on your Saucer (both Saucers in 2-player games). If someone grabs their winning Crewmember as they crash off the edge of the board, they win before having to resolve their crash penalty.&lt;br /&gt;
&lt;br /&gt;
== MODE: TWISTED TITANIUM ==&lt;br /&gt;
&lt;br /&gt;
This is the demolition derby mode where you are trying to gather Crewmembers in your Saucer and then collide into other Saucers with less Crewmembers than you, which crashes them. Whenever you crash another Saucer, you get 1 point. The first to 4 points wins!&lt;br /&gt;
&lt;br /&gt;
==== WINNING AND CREWMEMBER RULE CHANGES ====&lt;br /&gt;
&lt;br /&gt;
* You do not win when you get one of each Crewmember like in the base game. You win if you are the first to get 4 points.&lt;br /&gt;
* Crewmembers matching your own Saucer color are not &amp;quot;safe&amp;quot; like in the base game. They can be lost.&lt;br /&gt;
&lt;br /&gt;
==== GAINING POINTS AND SAUCER COLLIDING RULE CHANGES ====&lt;br /&gt;
When 2 Saucers collide, the following happens, regardless of which Saucer&#039;s turn it is.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Saucer with fewer&#039;&#039;&#039; stationed Crewmembers is crashed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Saucer with more&#039;&#039;&#039; stationed Crewmembers:&lt;br /&gt;
&lt;br /&gt;
- Gains 1 point.&lt;br /&gt;
&lt;br /&gt;
- Chooses 1 of their own Crewmembers to return to the Lost Crewmembers. Even if you only have Crewmembers of your own color, you still need to lose one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;If both Saucers are tied&#039;&#039;&#039; in stationed Crewmembers, colliding occurs as it does in the base game except:&lt;br /&gt;
&lt;br /&gt;
- If the pushed Saucers crashes, no Crewmember may be stolen.&lt;br /&gt;
&lt;br /&gt;
- If the pushed Saucer crashes, the pusher gains 1 Energy.&lt;br /&gt;
&lt;br /&gt;
- If the pushed Saucer crashes and the pusher has a Crewmember to lose, they lose a Crewmember and gain a point.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A Saucer going off the board on their own turn:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
- Loses 1 point. They do not lose any points if they are at 0 points.&lt;br /&gt;
&lt;br /&gt;
- Does not lose any Crewmembers.&lt;br /&gt;
&lt;br /&gt;
==== PROBE ====&lt;br /&gt;
The player with the fewest points gets the probe. If tied, it&#039;s the player who went later in turn order amongst the tied players.&lt;/div&gt;</summary>
		<author><name>Pull the Pin Games</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpcrashandgrab&amp;diff=31312</id>
		<title>Gamehelpcrashandgrab</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpcrashandgrab&amp;diff=31312"/>
		<updated>2026-09-05T15:19:59Z</updated>

		<summary type="html">&lt;p&gt;Pull the Pin Games: Updated Twisted Titanium points needed to win and clarified how tied crashes work.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== OBJECTIVE ==&lt;br /&gt;
&lt;br /&gt;
Your flying saucer has crashed on Earth and, although your crew survived in the escape pod, they are lost somewhere on the planet. Win the game by being the first player to fill your saucer with a Pilot, Scientist, Doctor, and Engineer of any color!&lt;br /&gt;
&lt;br /&gt;
== ROUNDS ==&lt;br /&gt;
&lt;br /&gt;
Do the following on each round:&lt;br /&gt;
&lt;br /&gt;
=== (I) PLAN ===&lt;br /&gt;
&lt;br /&gt;
1). &#039;&#039;&#039;Choose Movement Card:&#039;&#039;&#039; Players simultaneously choose a distance (2, 3, or 0-5) and direction (Sun, Asteroids, Meteor, Stars) for their Saucer(s). The 2 gives a Booster and the 3 gives an Energy.&lt;br /&gt;
&lt;br /&gt;
2). &#039;&#039;&#039;Roll Rotation Die:&#039;&#039;&#039; The player with the Probe takes the first turn, but whether it goes CLOCKWISE or COUNTER-CLOCKWISE from them this round is decided randomly.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;2-Player Games:&#039;&#039;  Rather than it being chosen randomly, turns alternate between player. Since each player controls 2 Saucers, when it’s your turn, you choose which of your 2 Saucers moves first. Then on your next turn, your other Saucer will execute its move.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;5-6 Player Games:&#039;&#039; The player who will go last in turn order takes an Override Token, which lets them go in any direction on their turn rather than the direction chosen.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;6-Player Games:&#039;&#039; The player who will go second-to-last in turn order also takes an Override Token.&lt;br /&gt;
&lt;br /&gt;
=== (II) TAKE YOUR TURN ===&lt;br /&gt;
&lt;br /&gt;
1). &#039;&#039;&#039;Place Your Saucer:&#039;&#039;&#039; If your Saucer is not on the board, someone crashed you before your turn came up, so you will be randomly placed onto a Crash Site. You will still execute your Movement Card and get the Bonus if it had one, but you can do so in any direction rather than the one you chose during the Plan phase.&lt;br /&gt;
&lt;br /&gt;
2). &#039;&#039;&#039;Use Start of Turn Upgrade Effects:&#039;&#039;&#039; If you have an Upgrade Card that begins with “at the start of your turn...”, this is when you may optionally use it.&lt;br /&gt;
&lt;br /&gt;
3). &#039;&#039;&#039;Execute Move:&#039;&#039;&#039; Turn the Movement Card that you chose in the Plan phase face-up and do the following based on which type it is:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;2:&#039;&#039; Take a Booster and move 2 spaces in the direction you chose in the Plan Phase.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;3:&#039;&#039; Take an Energy and move 3 spaces in the direction you chose in the Plan Phase.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;0-5:&#039;&#039; Choose a number between 0 and 5 and move that many spaces in the direction you chose in the Plan Phase.&lt;br /&gt;
&lt;br /&gt;
4). &#039;&#039;&#039;Boost:&#039;&#039;&#039; You may spend a Booster to Boost. Choose any direction and then move the number of spaces shown on the Movement Card you chose this round. If you chose 0-5, you must move the same distance you chose for your 0-5 value during the Execute Move phase. You cannot change it to a new value for the Boost.&lt;br /&gt;
&lt;br /&gt;
=== (III) CLEAN-UP PLAYER&#039;S TURN ===&lt;br /&gt;
&lt;br /&gt;
1). &#039;&#039;&#039;Apply Crash Penalties:&#039;&#039;&#039; Crashing means you flew, or were pushed, off the board. If your Saucer crashes on &#039;&#039;&#039;&#039;&#039;your turn&#039;&#039;&#039;&#039;&#039;, you must give an off-colored Crewmember to another player, if they have one. If your Saucer crashes on &#039;&#039;&#039;&#039;&#039;another player&#039;s turn&#039;&#039;&#039;&#039;&#039;, they get to either steal an off-colored Crewmember from you or take an Energy. Other notes: &lt;br /&gt;
&lt;br /&gt;
* You may not steal a Crewmember from someone who has fewer Crewmembers than you. However, you can still take an Energy for crashing them instead.&lt;br /&gt;
* In 2-player games where you control 2 Saucers, when your Saucer crashes your other Saucer, that is considered them crashing on their own turn and results in the lose-a-Crewmember penalty.&lt;br /&gt;
&lt;br /&gt;
2). &#039;&#039;&#039;Place Crewmembers:&#039;&#039;&#039; For each Crewmember you picked up off the board this turn, choose a Crewmember from the front of the queue of any color and it will be randomly placed onto a Crash Site.&lt;br /&gt;
&lt;br /&gt;
3). &#039;&#039;&#039;Use End of Turn Upgrade Effects:&#039;&#039;&#039; If you have an Upgrade Card that begins with “at the end of your turn...”, this is when you may optionally use it.&lt;br /&gt;
&lt;br /&gt;
4). &#039;&#039;&#039;Upgrade Your Ship:&#039;&#039;&#039; If you have 2 or more Energy, spend them to draw 2 Upgrade Cards, choosing one to discard and one to Play face-up in front of you. This is a permanent ability your Saucer can use for the rest of the game. There is no limit to the number of Upgrades you can have. Whether you use an Upgrade ability is always optional. You cannot use an Upgrade on the turn you acquire it so the next player can take their turn while you choose which Upgrade you will play. However, end of round Upgrades can be used in the first round in which they were acquired.&lt;br /&gt;
&lt;br /&gt;
=== (IV) END THE ROUND ===&lt;br /&gt;
&lt;br /&gt;
1). &#039;&#039;&#039;Place Crashed Saucers:&#039;&#039;&#039; If any Saucers were crashed this round, they will be randomly placed on a Crash Site.&lt;br /&gt;
&lt;br /&gt;
2). &#039;&#039;&#039;Move the Probe:&#039;&#039;&#039; The player with the fewest stationed Crewmembers on their Saucer(s) takes the Probe and will move first next round. If there is a tie, the player who went later in the previous round between the tied players takes the Probe.&lt;br /&gt;
&lt;br /&gt;
== END OF GAME ==&lt;br /&gt;
You win the game immediately when you have a Crewmember at each station on your Saucer (both Saucers in 2-player games). If someone grabs their winning Crewmember as they crash off the edge of the board, they win before having to resolve their crash penalty.&lt;br /&gt;
&lt;br /&gt;
== MODE: TWISTED TITANIUM ==&lt;br /&gt;
&lt;br /&gt;
This is the demolition derby mode where you are trying to gather Crewmembers in your Saucer and then collide into other Saucers with less Crewmembers than you, which crashes them. Whenever you crash another Saucer, you get 1 point. The first to 4 points wins!&lt;br /&gt;
&lt;br /&gt;
==== WINNING AND CREWMEMBER RULE CHANGES ====&lt;br /&gt;
&lt;br /&gt;
* You do not win when you get one of each Crewmember like in the base game. You win if you are the first to get 4 points.&lt;br /&gt;
* Crewmembers matching your own Saucer color are not &amp;quot;safe&amp;quot; like in the base game. They can be lost.&lt;br /&gt;
&lt;br /&gt;
==== GAINING POINTS AND SAUCER COLLIDING RULE CHANGES ====&lt;br /&gt;
When 2 Saucers collide, the following happens, regardless of which Saucer&#039;s turn it is.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Saucer with fewer&#039;&#039;&#039; stationed Crewmembers is crashed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Saucer with more&#039;&#039;&#039; stationed Crewmembers:&lt;br /&gt;
&lt;br /&gt;
- Gains 1 point.&lt;br /&gt;
&lt;br /&gt;
- Chooses 1 of their own Crewmembers to return to the Lost Crewmembers. Even if you only have Crewmembers of your own color, you still need to lose one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;If both Saucers are tied&#039;&#039;&#039; in stationed Crewmembers, colliding occurs as it does in the base game except:&lt;br /&gt;
&lt;br /&gt;
- If the pushed Saucers crashes, no Crewmember may be stolen.&lt;br /&gt;
&lt;br /&gt;
- If the pushed Saucer crashes, the pusher gains 1 Energy.&lt;br /&gt;
&lt;br /&gt;
- If the pushed Saucer crashes and the pusher has a Crewmember to lose, they lose a Crewmember and gain a point.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A Saucer going off the board on their own turn:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
- Loses 1 point. They do not lose any points if they are at 0 points.&lt;br /&gt;
&lt;br /&gt;
- Does not lose any Crewmembers.&lt;/div&gt;</summary>
		<author><name>Pull the Pin Games</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpcrashandgrab&amp;diff=30689</id>
		<title>Gamehelpcrashandgrab</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpcrashandgrab&amp;diff=30689"/>
		<updated>2026-07-15T04:52:43Z</updated>

		<summary type="html">&lt;p&gt;Pull the Pin Games: /* MODE: TWISTED TITANIUM */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== OBJECTIVE ==&lt;br /&gt;
&lt;br /&gt;
Your flying saucer has crashed on Earth and, although your crew survived in the escape pod, they are lost somewhere on the planet. Win the game by being the first player to fill your saucer with a Pilot, Scientist, Doctor, and Engineer of any color!&lt;br /&gt;
&lt;br /&gt;
== ROUNDS ==&lt;br /&gt;
&lt;br /&gt;
Do the following on each round:&lt;br /&gt;
&lt;br /&gt;
=== (I) PLAN ===&lt;br /&gt;
&lt;br /&gt;
1). &#039;&#039;&#039;Choose Movement Card:&#039;&#039;&#039; Players simultaneously choose a distance (2, 3, or 0-5) and direction (Sun, Asteroids, Meteor, Stars) for their Saucer(s). The 2 gives a Booster and the 3 gives an Energy.&lt;br /&gt;
&lt;br /&gt;
2). &#039;&#039;&#039;Roll Rotation Die:&#039;&#039;&#039; The player with the Probe takes the first turn, but whether it goes CLOCKWISE or COUNTER-CLOCKWISE from them this round is decided randomly.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;2-Player Games:&#039;&#039;  Rather than it being chosen randomly, turns alternate between player. Since each player controls 2 Saucers, when it’s your turn, you choose which of your 2 Saucers moves first. Then on your next turn, your other Saucer will execute its move.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;5-6 Player Games:&#039;&#039; The player who will go last in turn order takes an Override Token, which lets them go in any direction on their turn rather than the direction chosen.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;6-Player Games:&#039;&#039; The player who will go second-to-last in turn order also takes an Override Token.&lt;br /&gt;
&lt;br /&gt;
=== (II) TAKE YOUR TURN ===&lt;br /&gt;
&lt;br /&gt;
1). &#039;&#039;&#039;Place Your Saucer:&#039;&#039;&#039; If your Saucer is not on the board, someone crashed you before your turn came up, so you will be randomly placed onto a Crash Site. You will still execute your Movement Card and get the Bonus if it had one, but you can do so in any direction rather than the one you chose during the Plan phase.&lt;br /&gt;
&lt;br /&gt;
2). &#039;&#039;&#039;Use Start of Turn Upgrade Effects:&#039;&#039;&#039; If you have an Upgrade Card that begins with “at the start of your turn...”, this is when you may optionally use it.&lt;br /&gt;
&lt;br /&gt;
3). &#039;&#039;&#039;Execute Move:&#039;&#039;&#039; Turn the Movement Card that you chose in the Plan phase face-up and do the following based on which type it is:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;2:&#039;&#039; Take a Booster and move 2 spaces in the direction you chose in the Plan Phase.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;3:&#039;&#039; Take an Energy and move 3 spaces in the direction you chose in the Plan Phase.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;0-5:&#039;&#039; Choose a number between 0 and 5 and move that many spaces in the direction you chose in the Plan Phase.&lt;br /&gt;
&lt;br /&gt;
4). &#039;&#039;&#039;Boost:&#039;&#039;&#039; You may spend a Booster to Boost. Choose any direction and then move the number of spaces shown on the Movement Card you chose this round. If you chose 0-5, you must move the same distance you chose for your 0-5 value during the Execute Move phase. You cannot change it to a new value for the Boost.&lt;br /&gt;
&lt;br /&gt;
=== (III) CLEAN-UP PLAYER&#039;S TURN ===&lt;br /&gt;
&lt;br /&gt;
1). &#039;&#039;&#039;Apply Crash Penalties:&#039;&#039;&#039; Crashing means you flew, or were pushed, off the board. If your Saucer crashes on &#039;&#039;&#039;&#039;&#039;your turn&#039;&#039;&#039;&#039;&#039;, you must give an off-colored Crewmember to another player, if they have one. If your Saucer crashes on &#039;&#039;&#039;&#039;&#039;another player&#039;s turn&#039;&#039;&#039;&#039;&#039;, they get to either steal an off-colored Crewmember from you or take an Energy. Other notes: &lt;br /&gt;
&lt;br /&gt;
* You may not steal a Crewmember from someone who has fewer Crewmembers than you. However, you can still take an Energy for crashing them instead.&lt;br /&gt;
* In 2-player games where you control 2 Saucers, when your Saucer crashes your other Saucer, that is considered them crashing on their own turn and results in the lose-a-Crewmember penalty.&lt;br /&gt;
&lt;br /&gt;
2). &#039;&#039;&#039;Place Crewmembers:&#039;&#039;&#039; For each Crewmember you picked up off the board this turn, choose a Crewmember from the front of the queue of any color and it will be randomly placed onto a Crash Site.&lt;br /&gt;
&lt;br /&gt;
3). &#039;&#039;&#039;Use End of Turn Upgrade Effects:&#039;&#039;&#039; If you have an Upgrade Card that begins with “at the end of your turn...”, this is when you may optionally use it.&lt;br /&gt;
&lt;br /&gt;
4). &#039;&#039;&#039;Upgrade Your Ship:&#039;&#039;&#039; If you have 2 or more Energy, spend them to draw 2 Upgrade Cards, choosing one to discard and one to Play face-up in front of you. This is a permanent ability your Saucer can use for the rest of the game. There is no limit to the number of Upgrades you can have. Whether you use an Upgrade ability is always optional. You cannot use an Upgrade on the turn you acquire it so the next player can take their turn while you choose which Upgrade you will play. However, end of round Upgrades can be used in the first round in which they were acquired.&lt;br /&gt;
&lt;br /&gt;
=== (IV) END THE ROUND ===&lt;br /&gt;
&lt;br /&gt;
1). &#039;&#039;&#039;Place Crashed Saucers:&#039;&#039;&#039; If any Saucers were crashed this round, they will be randomly placed on a Crash Site.&lt;br /&gt;
&lt;br /&gt;
2). &#039;&#039;&#039;Move the Probe:&#039;&#039;&#039; The player with the fewest stationed Crewmembers on their Saucer(s) takes the Probe and will move first next round. If there is a tie, the player who went later in the previous round between the tied players takes the Probe.&lt;br /&gt;
&lt;br /&gt;
== END OF GAME ==&lt;br /&gt;
You win the game immediately when you have a Crewmember at each station on your Saucer (both Saucers in 2-player games). If someone grabs their winning Crewmember as they crash off the edge of the board, they win before having to resolve their crash penalty.&lt;br /&gt;
&lt;br /&gt;
== MODE: TWISTED TITANIUM ==&lt;br /&gt;
&lt;br /&gt;
This is the demolition derby mode where you are trying to gather Crewmembers in your Saucer and then collide into other Saucers with less Crewmembers than you, which crashes them. Whenever you crash another Saucer, you get 1 point. The first to 3 points wins!&lt;br /&gt;
&lt;br /&gt;
==== WINNING AND CREWMEMBER RULE CHANGES ====&lt;br /&gt;
&lt;br /&gt;
* You do not win when you get one of each Crewmember like in the base game. You win if you are the first to get 3 points.&lt;br /&gt;
* Crewmembers matching your own Saucer color are not &amp;quot;safe&amp;quot; like in the base game. They can be lost.&lt;br /&gt;
&lt;br /&gt;
==== GAINING POINTS AND SAUCER COLLIDING RULE CHANGES ====&lt;br /&gt;
When 2 Saucers collide, the following happens, regardless of which Saucer&#039;s turn it is.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Saucer with fewer&#039;&#039;&#039; stationed Crewmembers is crashed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Saucer with more&#039;&#039;&#039; stationed Crewmembers:&lt;br /&gt;
&lt;br /&gt;
- Gains 1 point.&lt;br /&gt;
&lt;br /&gt;
- Chooses 1 of their own Crewmembers to return to the Lost Crewmembers. Even if you only have Crewmembers of your own color, you still need to lose one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;If both Saucers are tied&#039;&#039;&#039; in stationed Crewmembers, colliding occurs as it does in the base game except:&lt;br /&gt;
&lt;br /&gt;
- If the pushed Saucers crashes, no Crewmember may be stolen.&lt;br /&gt;
&lt;br /&gt;
- If the pushed Saucer crashes, the pusher gains 1 point and 1 Energy.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A Saucer going off the board on their own turn:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
- Loses 1 point. They do not lose any points if they are at 0 points.&lt;br /&gt;
&lt;br /&gt;
- Does not lose any Crewmembers.&lt;/div&gt;</summary>
		<author><name>Pull the Pin Games</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpcrashandgrab&amp;diff=30662</id>
		<title>Gamehelpcrashandgrab</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpcrashandgrab&amp;diff=30662"/>
		<updated>2026-07-12T23:57:50Z</updated>

		<summary type="html">&lt;p&gt;Pull the Pin Games: /* WINNING AND CREWMEMBER RULE CHANGES */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== OBJECTIVE ==&lt;br /&gt;
&lt;br /&gt;
Your flying saucer has crashed on Earth and, although your crew survived in the escape pod, they are lost somewhere on the planet. Win the game by being the first player to fill your saucer with a Pilot, Scientist, Doctor, and Engineer of any color!&lt;br /&gt;
&lt;br /&gt;
== ROUNDS ==&lt;br /&gt;
&lt;br /&gt;
Do the following on each round:&lt;br /&gt;
&lt;br /&gt;
=== (I) PLAN ===&lt;br /&gt;
&lt;br /&gt;
1). &#039;&#039;&#039;Choose Movement Card:&#039;&#039;&#039; Players simultaneously choose a distance (2, 3, or 0-5) and direction (Sun, Asteroids, Meteor, Stars) for their Saucer(s). The 2 gives a Booster and the 3 gives an Energy.&lt;br /&gt;
&lt;br /&gt;
2). &#039;&#039;&#039;Roll Rotation Die:&#039;&#039;&#039; The player with the Probe takes the first turn, but whether it goes CLOCKWISE or COUNTER-CLOCKWISE from them this round is decided randomly.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;2-Player Games:&#039;&#039;  Rather than it being chosen randomly, turns alternate between player. Since each player controls 2 Saucers, when it’s your turn, you choose which of your 2 Saucers moves first. Then on your next turn, your other Saucer will execute its move.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;5-6 Player Games:&#039;&#039; The player who will go last in turn order takes an Override Token, which lets them go in any direction on their turn rather than the direction chosen.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;6-Player Games:&#039;&#039; The player who will go second-to-last in turn order also takes an Override Token.&lt;br /&gt;
&lt;br /&gt;
=== (II) TAKE YOUR TURN ===&lt;br /&gt;
&lt;br /&gt;
1). &#039;&#039;&#039;Place Your Saucer:&#039;&#039;&#039; If your Saucer is not on the board, someone crashed you before your turn came up, so you will be randomly placed onto a Crash Site. You will still execute your Movement Card and get the Bonus if it had one, but you can do so in any direction rather than the one you chose during the Plan phase.&lt;br /&gt;
&lt;br /&gt;
2). &#039;&#039;&#039;Use Start of Turn Upgrade Effects:&#039;&#039;&#039; If you have an Upgrade Card that begins with “at the start of your turn...”, this is when you may optionally use it.&lt;br /&gt;
&lt;br /&gt;
3). &#039;&#039;&#039;Execute Move:&#039;&#039;&#039; Turn the Movement Card that you chose in the Plan phase face-up and do the following based on which type it is:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;2:&#039;&#039; Take a Booster and move 2 spaces in the direction you chose in the Plan Phase.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;3:&#039;&#039; Take an Energy and move 3 spaces in the direction you chose in the Plan Phase.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;0-5:&#039;&#039; Choose a number between 0 and 5 and move that many spaces in the direction you chose in the Plan Phase.&lt;br /&gt;
&lt;br /&gt;
4). &#039;&#039;&#039;Boost:&#039;&#039;&#039; You may spend a Booster to Boost. Choose any direction and then move the number of spaces shown on the Movement Card you chose this round. If you chose 0-5, you must move the same distance you chose for your 0-5 value during the Execute Move phase. You cannot change it to a new value for the Boost.&lt;br /&gt;
&lt;br /&gt;
=== (III) CLEAN-UP PLAYER&#039;S TURN ===&lt;br /&gt;
&lt;br /&gt;
1). &#039;&#039;&#039;Apply Crash Penalties:&#039;&#039;&#039; Crashing means you flew, or were pushed, off the board. If your Saucer crashes on &#039;&#039;&#039;&#039;&#039;your turn&#039;&#039;&#039;&#039;&#039;, you must give an off-colored Crewmember to another player, if they have one. If your Saucer crashes on &#039;&#039;&#039;&#039;&#039;another player&#039;s turn&#039;&#039;&#039;&#039;&#039;, they get to either steal an off-colored Crewmember from you or take an Energy. Other notes: &lt;br /&gt;
&lt;br /&gt;
* You may not steal a Crewmember from someone who has fewer Crewmembers than you. However, you can still take an Energy for crashing them instead.&lt;br /&gt;
* In 2-player games where you control 2 Saucers, when your Saucer crashes your other Saucer, that is considered them crashing on their own turn and results in the lose-a-Crewmember penalty.&lt;br /&gt;
&lt;br /&gt;
2). &#039;&#039;&#039;Place Crewmembers:&#039;&#039;&#039; For each Crewmember you picked up off the board this turn, choose a Crewmember from the front of the queue of any color and it will be randomly placed onto a Crash Site.&lt;br /&gt;
&lt;br /&gt;
3). &#039;&#039;&#039;Use End of Turn Upgrade Effects:&#039;&#039;&#039; If you have an Upgrade Card that begins with “at the end of your turn...”, this is when you may optionally use it.&lt;br /&gt;
&lt;br /&gt;
4). &#039;&#039;&#039;Upgrade Your Ship:&#039;&#039;&#039; If you have 2 or more Energy, spend them to draw 2 Upgrade Cards, choosing one to discard and one to Play face-up in front of you. This is a permanent ability your Saucer can use for the rest of the game. There is no limit to the number of Upgrades you can have. Whether you use an Upgrade ability is always optional. You cannot use an Upgrade on the turn you acquire it so the next player can take their turn while you choose which Upgrade you will play. However, end of round Upgrades can be used in the first round in which they were acquired.&lt;br /&gt;
&lt;br /&gt;
=== (IV) END THE ROUND ===&lt;br /&gt;
&lt;br /&gt;
1). &#039;&#039;&#039;Place Crashed Saucers:&#039;&#039;&#039; If any Saucers were crashed this round, they will be randomly placed on a Crash Site.&lt;br /&gt;
&lt;br /&gt;
2). &#039;&#039;&#039;Move the Probe:&#039;&#039;&#039; The player with the fewest stationed Crewmembers on their Saucer(s) takes the Probe and will move first next round. If there is a tie, the player who went later in the previous round between the tied players takes the Probe.&lt;br /&gt;
&lt;br /&gt;
== END OF GAME ==&lt;br /&gt;
You win the game immediately when you have a Crewmember at each station on your Saucer (both Saucers in 2-player games). If someone grabs their winning Crewmember as they crash off the edge of the board, they win before having to resolve their crash penalty.&lt;br /&gt;
&lt;br /&gt;
== MODE: TWISTED TITANIUM ==&lt;br /&gt;
&lt;br /&gt;
This is the demolition derby mode where you are trying to gather Crewmembers in your Saucer and then collide into other Saucers with less Crewmembers than you, which crashes them. Whenever you crash another Saucer, you get 1 point. The first to 5 points wins!&lt;br /&gt;
&lt;br /&gt;
==== WINNING AND CREWMEMBER RULE CHANGES ====&lt;br /&gt;
&lt;br /&gt;
* You do not win when you get one of each Crewmember like in the base game. You win if you are the first to get 3 points.&lt;br /&gt;
* Crewmembers matching your own Saucer color are not &amp;quot;safe&amp;quot; like in the base game. They can be lost.&lt;br /&gt;
&lt;br /&gt;
==== GAINING POINTS AND SAUCER COLLIDING RULE CHANGES ====&lt;br /&gt;
When 2 Saucers collide, the following happens, regardless of which Saucer&#039;s turn it is.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Saucer with fewer&#039;&#039;&#039; stationed Crewmembers is crashed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Saucer with more&#039;&#039;&#039; stationed Crewmembers:&lt;br /&gt;
&lt;br /&gt;
- Gains 1 point.&lt;br /&gt;
&lt;br /&gt;
- Chooses 1 of their own Crewmembers to return to the Lost Crewmembers. Even if you only have Crewmembers of your own color, you still need to lose one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;If both Saucers are tied&#039;&#039;&#039; in stationed Crewmembers, colliding occurs as it does in the base game except:&lt;br /&gt;
&lt;br /&gt;
- If the pushed Saucers crashes, no Crewmember may be stolen.&lt;br /&gt;
&lt;br /&gt;
- If the pushed Saucer crashes, the pusher gains 1 point and 1 Energy.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A Saucer going off the board on their own turn:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
- Loses 1 point. They do not lose any points if they are at 0 points.&lt;br /&gt;
&lt;br /&gt;
- Does not lose any Crewmembers.&lt;/div&gt;</summary>
		<author><name>Pull the Pin Games</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpcrashandgrab&amp;diff=29471</id>
		<title>Gamehelpcrashandgrab</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpcrashandgrab&amp;diff=29471"/>
		<updated>2026-04-19T14:43:42Z</updated>

		<summary type="html">&lt;p&gt;Pull the Pin Games: Added rules for the Twisted Titanium mode.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== OBJECTIVE ==&lt;br /&gt;
&lt;br /&gt;
Your flying saucer has crashed on Earth and, although your crew survived in the escape pod, they are lost somewhere on the planet. Win the game by being the first player to fill your saucer with a Pilot, Scientist, Doctor, and Engineer of any color!&lt;br /&gt;
&lt;br /&gt;
== ROUNDS ==&lt;br /&gt;
&lt;br /&gt;
Do the following on each round:&lt;br /&gt;
&lt;br /&gt;
=== (I) PLAN ===&lt;br /&gt;
&lt;br /&gt;
1). &#039;&#039;&#039;Choose Movement Card:&#039;&#039;&#039; Players simultaneously choose a distance (2, 3, or 0-5) and direction (Sun, Asteroids, Meteor, Stars) for their Saucer(s). The 2 gives a Booster and the 3 gives an Energy.&lt;br /&gt;
&lt;br /&gt;
2). &#039;&#039;&#039;Roll Rotation Die:&#039;&#039;&#039; The player with the Probe takes the first turn, but whether it goes CLOCKWISE or COUNTER-CLOCKWISE from them this round is decided randomly.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;2-Player Games:&#039;&#039;  Rather than it being chosen randomly, turns alternate between player. Since each player controls 2 Saucers, when it’s your turn, you choose which of your 2 Saucers moves first. Then on your next turn, your other Saucer will execute its move.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;5-6 Player Games:&#039;&#039; The player who will go last in turn order takes an Override Token, which lets them go in any direction on their turn rather than the direction chosen.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;6-Player Games:&#039;&#039; The player who will go second-to-last in turn order also takes an Override Token.&lt;br /&gt;
&lt;br /&gt;
=== (II) TAKE YOUR TURN ===&lt;br /&gt;
&lt;br /&gt;
1). &#039;&#039;&#039;Place Your Saucer:&#039;&#039;&#039; If your Saucer is not on the board, someone crashed you before your turn came up, so you will be randomly placed onto a Crash Site. You will still execute your Movement Card and get the Bonus if it had one, but you can do so in any direction rather than the one you chose during the Plan phase.&lt;br /&gt;
&lt;br /&gt;
2). &#039;&#039;&#039;Use Start of Turn Upgrade Effects:&#039;&#039;&#039; If you have an Upgrade Card that begins with “at the start of your turn...”, this is when you may optionally use it.&lt;br /&gt;
&lt;br /&gt;
3). &#039;&#039;&#039;Execute Move:&#039;&#039;&#039; Turn the Movement Card that you chose in the Plan phase face-up and do the following based on which type it is:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;2:&#039;&#039; Take a Booster and move 2 spaces in the direction you chose in the Plan Phase.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;3:&#039;&#039; Take an Energy and move 3 spaces in the direction you chose in the Plan Phase.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;0-5:&#039;&#039; Choose a number between 0 and 5 and move that many spaces in the direction you chose in the Plan Phase.&lt;br /&gt;
&lt;br /&gt;
4). &#039;&#039;&#039;Boost:&#039;&#039;&#039; You may spend a Booster to Boost. Choose any direction and then move the number of spaces shown on the Movement Card you chose this round. If you chose 0-5, you must move the same distance you chose for your 0-5 value during the Execute Move phase. You cannot change it to a new value for the Boost.&lt;br /&gt;
&lt;br /&gt;
=== (III) CLEAN-UP PLAYER&#039;S TURN ===&lt;br /&gt;
&lt;br /&gt;
1). &#039;&#039;&#039;Apply Crash Penalties:&#039;&#039;&#039; Crashing means you flew, or were pushed, off the board. If your Saucer crashes on &#039;&#039;&#039;&#039;&#039;your turn&#039;&#039;&#039;&#039;&#039;, you must give an off-colored Crewmember to another player, if they have one. If your Saucer crashes on &#039;&#039;&#039;&#039;&#039;another player&#039;s turn&#039;&#039;&#039;&#039;&#039;, they get to either steal an off-colored Crewmember from you or take an Energy. Other notes: &lt;br /&gt;
&lt;br /&gt;
* You may not steal a Crewmember from someone who has fewer Crewmembers than you. However, you can still take an Energy for crashing them instead.&lt;br /&gt;
* In 2-player games where you control 2 Saucers, when your Saucer crashes your other Saucer, that is considered them crashing on their own turn and results in the lose-a-Crewmember penalty.&lt;br /&gt;
&lt;br /&gt;
2). &#039;&#039;&#039;Place Crewmembers:&#039;&#039;&#039; For each Crewmember you picked up off the board this turn, choose a Crewmember from the front of the queue of any color and it will be randomly placed onto a Crash Site.&lt;br /&gt;
&lt;br /&gt;
3). &#039;&#039;&#039;Use End of Turn Upgrade Effects:&#039;&#039;&#039; If you have an Upgrade Card that begins with “at the end of your turn...”, this is when you may optionally use it.&lt;br /&gt;
&lt;br /&gt;
4). &#039;&#039;&#039;Upgrade Your Ship:&#039;&#039;&#039; If you have 2 or more Energy, spend them to draw 2 Upgrade Cards, choosing one to discard and one to Play face-up in front of you. This is a permanent ability your Saucer can use for the rest of the game. There is no limit to the number of Upgrades you can have. Whether you use an Upgrade ability is always optional. You cannot use an Upgrade on the turn you acquire it so the next player can take their turn while you choose which Upgrade you will play. However, end of round Upgrades can be used in the first round in which they were acquired.&lt;br /&gt;
&lt;br /&gt;
=== (IV) END THE ROUND ===&lt;br /&gt;
&lt;br /&gt;
1). &#039;&#039;&#039;Place Crashed Saucers:&#039;&#039;&#039; If any Saucers were crashed this round, they will be randomly placed on a Crash Site.&lt;br /&gt;
&lt;br /&gt;
2). &#039;&#039;&#039;Move the Probe:&#039;&#039;&#039; The player with the fewest stationed Crewmembers on their Saucer(s) takes the Probe and will move first next round. If there is a tie, the player who went later in the previous round between the tied players takes the Probe.&lt;br /&gt;
&lt;br /&gt;
== END OF GAME ==&lt;br /&gt;
You win the game immediately when you have a Crewmember at each station on your Saucer (both Saucers in 2-player games). If someone grabs their winning Crewmember as they crash off the edge of the board, they win before having to resolve their crash penalty.&lt;br /&gt;
&lt;br /&gt;
== MODE: TWISTED TITANIUM ==&lt;br /&gt;
&lt;br /&gt;
This is the demolition derby mode where you are trying to gather Crewmembers in your Saucer and then collide into other Saucers with less Crewmembers than you, which crashes them. Whenever you crash another Saucer, you get 1 point. The first to 5 points wins!&lt;br /&gt;
&lt;br /&gt;
==== WINNING AND CREWMEMBER RULE CHANGES ====&lt;br /&gt;
&lt;br /&gt;
* You do not win when you get one of each Crewmember like in the base game. You win if you are the first to get 5 points.&lt;br /&gt;
* Crewmembers matching your own Saucer color are not &amp;quot;safe&amp;quot; like in the base game. They can be lost.&lt;br /&gt;
&lt;br /&gt;
==== GAINING POINTS AND SAUCER COLLIDING RULE CHANGES ====&lt;br /&gt;
When 2 Saucers collide, the following happens, regardless of which Saucer&#039;s turn it is.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Saucer with fewer&#039;&#039;&#039; stationed Crewmembers is crashed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Saucer with more&#039;&#039;&#039; stationed Crewmembers:&lt;br /&gt;
&lt;br /&gt;
- Gains 1 point.&lt;br /&gt;
&lt;br /&gt;
- Chooses 1 of their own Crewmembers to return to the Lost Crewmembers. Even if you only have Crewmembers of your own color, you still need to lose one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;If both Saucers are tied&#039;&#039;&#039; in stationed Crewmembers, colliding occurs as it does in the base game except:&lt;br /&gt;
&lt;br /&gt;
- If the pushed Saucers crashes, no Crewmember may be stolen.&lt;br /&gt;
&lt;br /&gt;
- If the pushed Saucer crashes, the pusher gains 1 point and 1 Energy.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A Saucer going off the board on their own turn:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
- Loses 1 point. They do not lose any points if they are at 0 points.&lt;br /&gt;
&lt;br /&gt;
- Does not lose any Crewmembers.&lt;/div&gt;</summary>
		<author><name>Pull the Pin Games</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpcrashandgrab&amp;diff=23956</id>
		<title>Gamehelpcrashandgrab</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpcrashandgrab&amp;diff=23956"/>
		<updated>2025-02-03T15:53:36Z</updated>

		<summary type="html">&lt;p&gt;Pull the Pin Games: Added that you cannot steal Crewmembers from those who have less Crewmembers than you.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== OBJECTIVE ==&lt;br /&gt;
&lt;br /&gt;
Your flying saucer has crashed on Earth and, although your crew survived in the escape pod, they are lost somewhere on the planet. Win the game by being the first player to fill your saucer with a Pilot, Scientist, Doctor, and Engineer of any color!&lt;br /&gt;
&lt;br /&gt;
== ROUNDS ==&lt;br /&gt;
&lt;br /&gt;
Do the following on each round:&lt;br /&gt;
&lt;br /&gt;
=== (I) PLAN ===&lt;br /&gt;
&lt;br /&gt;
1). &#039;&#039;&#039;Choose Movement Card:&#039;&#039;&#039; Players simultaneously choose a distance (2, 3, or 0-5) and direction (Sun, Asteroids, Meteor, Stars) for their Saucer(s). The 2 gives a Booster and the 3 gives an Energy.&lt;br /&gt;
&lt;br /&gt;
2). &#039;&#039;&#039;Roll Rotation Die:&#039;&#039;&#039; The player with the Probe takes the first turn, but whether it goes CLOCKWISE or COUNTER-CLOCKWISE from them this round is decided randomly.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;2-Player Games:&#039;&#039;  Rather than it being chosen randomly, turns alternate between player. Since each player controls 2 Saucers, when it’s your turn, you choose which of your 2 Saucers moves first. Then on your next turn, your other Saucer will execute its move.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;5-6 Player Games:&#039;&#039; The player who will go last in turn order takes an Override Token, which lets them go in any direction on their turn rather than the direction chosen.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;6-Player Games:&#039;&#039; The player who will go second-to-last in turn order also takes an Override Token.&lt;br /&gt;
&lt;br /&gt;
=== (II) TAKE YOUR TURN ===&lt;br /&gt;
&lt;br /&gt;
1). &#039;&#039;&#039;Place Your Saucer:&#039;&#039;&#039; If your Saucer is not on the board, someone crashed you before your turn came up, so you will be randomly placed onto a Crash Site. You will still execute your Movement Card and get the Bonus if it had one, but you can do so in any direction rather than the one you chose during the Plan phase.&lt;br /&gt;
&lt;br /&gt;
2). &#039;&#039;&#039;Use Start of Turn Upgrade Effects:&#039;&#039;&#039; If you have an Upgrade Card that begins with “at the start of your turn...”, this is when you may optionally use it.&lt;br /&gt;
&lt;br /&gt;
3). &#039;&#039;&#039;Execute Move:&#039;&#039;&#039; Turn the Movement Card that you chose in the Plan phase face-up and do the following based on which type it is:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;2:&#039;&#039; Take a Booster and move 2 spaces in the direction you chose in the Plan Phase.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;3:&#039;&#039; Take an Energy and move 3 spaces in the direction you chose in the Plan Phase.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;0-5:&#039;&#039; Choose a number between 0 and 5 and move that many spaces in the direction you chose in the Plan Phase.&lt;br /&gt;
&lt;br /&gt;
4). &#039;&#039;&#039;Boost:&#039;&#039;&#039; You may spend a Booster to Boost. Choose any direction and then move the number of spaces shown on the Movement Card you chose this round. If you chose 0-5, you must move the same distance you chose for your 0-5 value during the Execute Move phase. You cannot change it to a new value for the Boost.&lt;br /&gt;
&lt;br /&gt;
=== (III) CLEAN-UP PLAYER&#039;S TURN ===&lt;br /&gt;
&lt;br /&gt;
1). &#039;&#039;&#039;Apply Crash Penalties:&#039;&#039;&#039; Crashing means you flew, or were pushed, off the board. If your Saucer crashes on &#039;&#039;&#039;&#039;&#039;your turn&#039;&#039;&#039;&#039;&#039;, you must give an off-colored Crewmember to another player, if they have one. If your Saucer crashes on &#039;&#039;&#039;&#039;&#039;another player&#039;s turn&#039;&#039;&#039;&#039;&#039;, they get to either steal an off-colored Crewmember from you or take an Energy. Other notes: &lt;br /&gt;
&lt;br /&gt;
* You may not steal a Crewmember from someone who has less Crewmembers than you. You can still take an Energy for crashing them though instead.&lt;br /&gt;
* In 2-player games where you control 2 Saucers, when your Saucer crashes your other Saucer, that is considered them crashing on their own turn and results in the lose-a-Crewmember penalty.&lt;br /&gt;
&lt;br /&gt;
2). &#039;&#039;&#039;Place Crewmembers:&#039;&#039;&#039; For each Crewmember you picked up off the board this turn, choose a Crewmember from the front of the queue of any color and it will be randomly placed onto a Crash Site.&lt;br /&gt;
&lt;br /&gt;
3). &#039;&#039;&#039;Use End of Turn Upgrade Effects:&#039;&#039;&#039; If you have an Upgrade Card that begins with “at the end of your turn...”, this is when you may optionally use it.&lt;br /&gt;
&lt;br /&gt;
4). &#039;&#039;&#039;Upgrade Your Ship:&#039;&#039;&#039; If you have 2 or more Energy, spend them to draw 2 Upgrade Cards, choosing one to discard and one to Play face-up in front of you. This is a permanent ability your Saucer can use for the rest of the game. There is no limit to the number of Upgrades you can have. Whether you use an Upgrade ability is always optional. You cannot use an Upgrade on the turn you acquire it so the next player can take their turn while you choose which Upgrade you will play. However, end of round Upgrades can be used in the first round in which they were acquired.&lt;br /&gt;
&lt;br /&gt;
=== (IV) END THE ROUND ===&lt;br /&gt;
&lt;br /&gt;
1). &#039;&#039;&#039;Place Crashed Saucers:&#039;&#039;&#039; If any Saucers were crashed this round, they will be randomly placed on a Crash Site.&lt;br /&gt;
&lt;br /&gt;
2). &#039;&#039;&#039;Move the Probe:&#039;&#039;&#039; The player with the fewest stationed Crewmembers on their Saucer(s) takes the Probe and will move first next round. If there is a tie, the player who went later in the previous round between the tied players takes the Probe.&lt;br /&gt;
&lt;br /&gt;
== END OF GAME ==&lt;br /&gt;
You win the game immediately when you have a Crewmember at each station on your Saucer (both Saucers in 2-player games). If someone grabs their winning Crewmember as they crash off the edge of the board, they win before having to resolve their crash penalty.&lt;/div&gt;</summary>
		<author><name>Pull the Pin Games</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpcrashandgrab&amp;diff=23642</id>
		<title>Gamehelpcrashandgrab</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpcrashandgrab&amp;diff=23642"/>
		<updated>2025-01-06T03:42:21Z</updated>

		<summary type="html">&lt;p&gt;Pull the Pin Games: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== OBJECTIVE ==&lt;br /&gt;
&lt;br /&gt;
Your flying saucer has crashed on Earth and, although your crew survived in the escape pod, they are lost somewhere on the planet. Win the game by being the first player to fill your saucer with a Pilot, Scientist, Doctor, and Engineer of any color!&lt;br /&gt;
&lt;br /&gt;
== ROUNDS ==&lt;br /&gt;
&lt;br /&gt;
Do the following on each round:&lt;br /&gt;
&lt;br /&gt;
=== (I) PLAN ===&lt;br /&gt;
&lt;br /&gt;
1). &#039;&#039;&#039;Choose Movement Card:&#039;&#039;&#039; Players simultaneously choose a distance (2, 3, or 0-5) and direction (Sun, Asteroids, Meteor, Stars) for their Saucer(s). The 2 gives a Booster and the 3 gives an Energy.&lt;br /&gt;
&lt;br /&gt;
2). &#039;&#039;&#039;Roll Rotation Die:&#039;&#039;&#039; The player with the Probe takes the first turn, but whether it goes CLOCKWISE or COUNTER-CLOCKWISE from them this round is decided randomly.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;2-Player Games:&#039;&#039;  Rather than it being chosen randomly, turns alternate between player. Since each player controls 2 Saucers, when it’s your turn, you choose which of your 2 Saucers moves first. Then on your next turn, your other Saucer will execute its move.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;5-6 Player Games:&#039;&#039; The player who will go last in turn order takes an Override Token, which lets them go in any direction on their turn rather than the direction chosen.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;6-Player Games:&#039;&#039; The player who will go second-to-last in turn order also takes an Override Token.&lt;br /&gt;
&lt;br /&gt;
=== (II) TAKE YOUR TURN ===&lt;br /&gt;
&lt;br /&gt;
1). &#039;&#039;&#039;Place Your Saucer:&#039;&#039;&#039; If your Saucer is not on the board, someone crashed you before your turn came up, so you will be randomly placed onto a Crash Site. You will still execute your Movement Card and get the Bonus if it had one, but you can do so in any direction rather than the one you chose during the Plan phase.&lt;br /&gt;
&lt;br /&gt;
2). &#039;&#039;&#039;Use Start of Turn Upgrade Effects:&#039;&#039;&#039; If you have an Upgrade Card that begins with “at the start of your turn...”, this is when you may optionally use it.&lt;br /&gt;
&lt;br /&gt;
3). &#039;&#039;&#039;Execute Move:&#039;&#039;&#039; Turn the Movement Card that you chose in the Plan phase face-up and do the following based on which type it is:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;2:&#039;&#039; Take a Booster and move 2 spaces in the direction you chose in the Plan Phase.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;3:&#039;&#039; Take an Energy and move 3 spaces in the direction you chose in the Plan Phase.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;0-5:&#039;&#039; Choose a number between 0 and 5 and move that many spaces in the direction you chose in the Plan Phase.&lt;br /&gt;
&lt;br /&gt;
4). &#039;&#039;&#039;Boost:&#039;&#039;&#039; You may spend a Booster to Boost. Choose any direction and then move the number of spaces shown on the Movement Card you chose this round. If you chose 0-5, you must move the same distance you chose for your 0-5 value during the Execute Move phase. You cannot change it to a new value for the Boost.&lt;br /&gt;
&lt;br /&gt;
=== (III) CLEAN-UP PLAYER&#039;S TURN ===&lt;br /&gt;
&lt;br /&gt;
1). &#039;&#039;&#039;Apply Crash Penalties:&#039;&#039;&#039; If your Saucer crashes on &#039;&#039;&#039;&#039;&#039;your turn&#039;&#039;&#039;&#039;&#039;, you must give an off-colored Crewmember to another player, if they have one. If your Saucer crashes on &#039;&#039;&#039;&#039;&#039;another player&#039;s turn&#039;&#039;&#039;&#039;&#039;, they get to either steal an off-colored Crewmember from you or take an Energy. In 2-player games where you control 2 Saucers, when your Saucer crashes your other Saucer, that is considered them crashing on their own turn and results in the lose-a-Crewmember penalty. &lt;br /&gt;
&lt;br /&gt;
2). &#039;&#039;&#039;Place Crewmembers:&#039;&#039;&#039; For each Crewmember you picked up off the board this turn, choose a Crewmember from the front of the queue of any color and it will be randomly placed onto a Crash Site.&lt;br /&gt;
&lt;br /&gt;
3). &#039;&#039;&#039;Use End of Turn Upgrade Effects:&#039;&#039;&#039; If you have an Upgrade Card that begins with “at the end of your turn...”, this is when you may optionally use it.&lt;br /&gt;
&lt;br /&gt;
4). &#039;&#039;&#039;Upgrade Your Ship:&#039;&#039;&#039; If you have 2 or more Energy, spend them to draw 2 Upgrade Cards, choosing one to discard and one to Play face-up in front of you. This is a permanent ability your Saucer can use for the rest of the game. There is no limit to the number of Upgrades you can have. Whether you use an Upgrade ability is always optional. You cannot use an Upgrade on the turn you acquire it so the next player can take their turn while you choose which Upgrade you will play. However, end of round Upgrades can be used in the first round in which they were acquired.&lt;br /&gt;
&lt;br /&gt;
=== (IV) END THE ROUND ===&lt;br /&gt;
&lt;br /&gt;
1). &#039;&#039;&#039;Place Crashed Saucers:&#039;&#039;&#039; If any Saucers were crashed this round, they will be randomly placed on a Crash Site.&lt;br /&gt;
&lt;br /&gt;
2). &#039;&#039;&#039;Move the Probe:&#039;&#039;&#039; The player with the fewest stationed Crewmembers on their Saucer(s) takes the Probe and will move first next round. If there is a tie, the player who went later in the previous round between the tied players takes the Probe.&lt;br /&gt;
&lt;br /&gt;
== END OF GAME ==&lt;br /&gt;
You win the game immediately when you have a Crewmember at each station on your Saucer (both Saucers in 2-player games). If someone grabs their winning Crewmember as they crash off the edge of the board, they win before having to resolve their crash penalty.&lt;/div&gt;</summary>
		<author><name>Pull the Pin Games</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpcrashandgrab&amp;diff=23641</id>
		<title>Gamehelpcrashandgrab</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpcrashandgrab&amp;diff=23641"/>
		<updated>2025-01-06T02:19:37Z</updated>

		<summary type="html">&lt;p&gt;Pull the Pin Games: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== OBJECTIVE ==&lt;br /&gt;
&lt;br /&gt;
Your flying saucer has crashed on Earth and, although your crew survived in the escape pod, they are lost somewhere on the planet. Win the game by being the first player to fill your saucer with a Pilot, Scientist, Doctor, and Engineer of any color!&lt;br /&gt;
&lt;br /&gt;
== ROUNDS ==&lt;br /&gt;
&lt;br /&gt;
Do the following on each round:&lt;br /&gt;
&lt;br /&gt;
=== (I) PLAN ===&lt;br /&gt;
&lt;br /&gt;
1). &#039;&#039;&#039;Choose Movement Card:&#039;&#039;&#039; Players simultaneously choose a distance (2, 3, or 0-5) and direction (Sun, Asteroids, Meteor, Stars) for their Saucer(s). The 2 gives a Booster and the 3 gives an Energy.&lt;br /&gt;
&lt;br /&gt;
2). &#039;&#039;&#039;Roll Rotation Die:&#039;&#039;&#039; The player with the Probe takes the first turn, but whether it goes CLOCKWISE or COUNTER-CLOCKWISE from them this round is decided randomly.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;2-Player Games:&#039;&#039;  Rather than it being chosen randomly, turns alternate between player. Since each player controls 2 Saucers, when it’s your turn, you choose which of your 2 Saucers moves first. Then on your next turn, your other Saucer will execute its move.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;5-6 Player Games:&#039;&#039; The player who will go last in turn order takes an Override Token, which lets them go in any direction on their turn rather than the direction chosen.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;6-Player Games:&#039;&#039; The player who will go second-to-last in turn order also takes an Override Token.&lt;br /&gt;
&lt;br /&gt;
=== (II) TAKE YOUR TURN ===&lt;br /&gt;
&lt;br /&gt;
1). &#039;&#039;&#039;Place Your Saucer:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
2). &#039;&#039;&#039;Use Start of Turn Upgrade Effects:&#039;&#039;&#039; If you have an Upgrade Card that begins with “at the start of your turn...”, this is when you may optionally use it.&lt;br /&gt;
&lt;br /&gt;
3). &#039;&#039;&#039;Execute Move:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
4). &#039;&#039;&#039;Boost:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
=== (III) CLEAN-UP PLAYER&#039;S TURN ===&lt;br /&gt;
&lt;br /&gt;
1). &#039;&#039;&#039;Apply Crash Penalties:&#039;&#039;&#039; If your Saucer crashes on &#039;&#039;&#039;&#039;&#039;your turn&#039;&#039;&#039;&#039;&#039;, you must give an off-colored Crewmember to another player, if they have one. If your Saucer crashes on &#039;&#039;&#039;&#039;&#039;another player&#039;s turn&#039;&#039;&#039;&#039;&#039;, they get to either steal an off-colored Crewmember from you or take an Energy. In 2-player games where you control 2 Saucers, when your Saucer crashes your other Saucer, that is considered them crashing on their own turn and results in the lose-a-Crewmember penalty.&lt;br /&gt;
&lt;br /&gt;
2). &#039;&#039;&#039;Place Crewmembers:&#039;&#039;&#039; For each Crewmember you picked up off the board this turn, choose a Crewmember from the front of the queue of any color and it will be randomly placed on a Crash Site.&lt;br /&gt;
&lt;br /&gt;
3). &#039;&#039;&#039;Use End of Turn Upgrade Effects:&#039;&#039;&#039; If you have an Upgrade Card that begins with “at the end of your turn...”, this is when you may optionally use it.&lt;br /&gt;
&lt;br /&gt;
4). &#039;&#039;&#039;Upgrade Your Ship:&#039;&#039;&#039; If you have 2 or more Energy, spend them to draw 2 Upgrade Cards, choosing one to discard and one to Play face-up in front of you. This is a permanent ability your Saucer can use for the rest of the game. There is no limit to the number of Upgrades you can have. Whether you use an Upgrade ability is always optional. You cannot use an Upgrade on the turn you acquire it so the next player can take their turn while you choose which Upgrade you will play. However, end of round Upgrades can be used in the first round in which they were acquired.&lt;br /&gt;
&lt;br /&gt;
=== (IV) END THE ROUND ===&lt;br /&gt;
&lt;br /&gt;
1). &#039;&#039;&#039;Place Crashed Saucers:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
2). &#039;&#039;&#039;Move the Probe:&#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Pull the Pin Games</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpcrashandgrab&amp;diff=23629</id>
		<title>Gamehelpcrashandgrab</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpcrashandgrab&amp;diff=23629"/>
		<updated>2025-01-05T03:30:16Z</updated>

		<summary type="html">&lt;p&gt;Pull the Pin Games: added details to (III) CLEAN-UP PLAYER&amp;#039;S TURN&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== OBJECTIVE ==&lt;br /&gt;
&lt;br /&gt;
Your flying saucer has crashed on Earth and, although your crew survived in the escape pod, they are lost somewhere on the planet. Win the game by being the first player to fill your saucer with a Pilot, Scientist, Doctor, and Engineer of any color!&lt;br /&gt;
&lt;br /&gt;
== ROUNDS ==&lt;br /&gt;
&lt;br /&gt;
Do the following on each round:&lt;br /&gt;
&lt;br /&gt;
=== (I) PLAN ===&lt;br /&gt;
&lt;br /&gt;
1). &#039;&#039;&#039;Choose Movement Card:&#039;&#039;&#039; Players simultaneously choose a distance (2, 3, or 0-5) and direction (Sun, Asteroids, Meteor, Stars) for their Saucer(s). The 2 gives a Booster and the 3 gives an Energy.&lt;br /&gt;
&lt;br /&gt;
2). &#039;&#039;&#039;Roll Rotation Die:&#039;&#039;&#039; The player with the Probe takes the first turn, but whether it goes CLOCKWISE or COUNTER-CLOCKWISE from them this round is decided randomly.&lt;br /&gt;
&lt;br /&gt;
=== (II) TAKE YOUR TURN ===&lt;br /&gt;
&lt;br /&gt;
1). &#039;&#039;&#039;Place Your Saucer:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
2). &#039;&#039;&#039;Use Start of Turn Upgrade Effects:&#039;&#039;&#039; If you have an Upgrade Card that begins with “at the start of your turn...”, this is when you may optionally use it.&lt;br /&gt;
&lt;br /&gt;
3). &#039;&#039;&#039;Execute Move:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
4). &#039;&#039;&#039;Boost:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== (III) CLEAN-UP PLAYER&#039;S TURN ===&lt;br /&gt;
&lt;br /&gt;
1). &#039;&#039;&#039;Apply Crash Penalties:&#039;&#039;&#039; If your Saucer crashes on &#039;&#039;&#039;&#039;&#039;your turn&#039;&#039;&#039;&#039;&#039;, you must give an off-colored Crewmember to another player, if they have one. If your Saucer crashes on &#039;&#039;&#039;&#039;&#039;another player&#039;s turn&#039;&#039;&#039;&#039;&#039;, they get to either steal an off-colored Crewmember from you or take an Energy. In 2-player games where you control 2 Saucers, when your Saucer crashes your other Saucer, that is considered them crashing on their own turn and results in the lose-a-Crewmember penalty.&lt;br /&gt;
&lt;br /&gt;
2). &#039;&#039;&#039;Place Crewmembers:&#039;&#039;&#039; For each Crewmember you picked up off the board this turn, choose a Crewmember from the front of the queue of any color and it will be randomly placed on a Crash Site.&lt;br /&gt;
&lt;br /&gt;
3). &#039;&#039;&#039;Use End of Turn Upgrade Effects:&#039;&#039;&#039; If you have an Upgrade Card that begins with “at the end of your turn...”, this is when you may optionally use it.&lt;br /&gt;
&lt;br /&gt;
4). &#039;&#039;&#039;Upgrade Your Ship:&#039;&#039;&#039; If you have 2 or more Energy, spend them to draw 2 Upgrade Cards, choosing one to discard and one to Play face-up in front of you. This is a permanent ability your Saucer can use for the rest of the game. There is no limit to the number of Upgrades you can have. Whether you use an Upgrade ability is always optional. You cannot use an Upgrade on the turn you acquire it so the next player can take their turn while you choose which Upgrade you will play. However, end of round Upgrades can be used in the first round in which they were acquired.&lt;br /&gt;
&lt;br /&gt;
=== (IV) END THE ROUND ===&lt;br /&gt;
&lt;br /&gt;
1). &#039;&#039;&#039;Place Crashed Saucers:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
2). &#039;&#039;&#039;Move the Probe:&#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Pull the Pin Games</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpcrashandgrab&amp;diff=23616</id>
		<title>Gamehelpcrashandgrab</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpcrashandgrab&amp;diff=23616"/>
		<updated>2025-01-03T01:50:27Z</updated>

		<summary type="html">&lt;p&gt;Pull the Pin Games: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== OBJECTIVE ==&lt;br /&gt;
&lt;br /&gt;
Your flying saucer has crashed on Earth and, although your crew survived in the escape pod, they are lost somewhere on the planet. Win the game by being the first player to fill your saucer with a Pilot, Scientist, Doctor, and Engineer of any color!&lt;br /&gt;
&lt;br /&gt;
== ROUNDS ==&lt;br /&gt;
&lt;br /&gt;
Do the following on each round:&lt;br /&gt;
&lt;br /&gt;
=== (I) PLAN ===&lt;br /&gt;
&lt;br /&gt;
1). &#039;&#039;&#039;Choose Movement Card:&#039;&#039;&#039; Players simultaneously choose a distance (2, 3, or 0-5) and direction (Sun, Asteroids, Meteor, Stars) for their Saucer(s). The 2 gives a Booster and the 3 gives an Energy.&lt;br /&gt;
&lt;br /&gt;
2). &#039;&#039;&#039;Roll Rotation Die:&#039;&#039;&#039; The player with the Probe takes the first turn, but whether it goes CLOCKWISE or COUNTER-CLOCKWISE from them this round is decided randomly.&lt;br /&gt;
&lt;br /&gt;
=== (II) TAKE YOUR TURN ===&lt;br /&gt;
&lt;br /&gt;
1). &#039;&#039;&#039;Place Your Saucer:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
2). &#039;&#039;&#039;Use Start of Turn Upgrade Effects:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
3). &#039;&#039;&#039;Execute Move:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
4). &#039;&#039;&#039;Boost:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== (III) CLEAN-UP PLAYER&#039;S TURN ===&lt;br /&gt;
&lt;br /&gt;
1). &#039;&#039;&#039;Apply Crash Penalties:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
2). &#039;&#039;&#039;Place Crewmembers:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
3). &#039;&#039;&#039;Use End of Turn Upgrade Effects:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
4). &#039;&#039;&#039;Upgrade Your Ship:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== (IV) END THE ROUND ===&lt;br /&gt;
&lt;br /&gt;
1). &#039;&#039;&#039;Place Crashed Saucers:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
2). &#039;&#039;&#039;Move the Probe:&#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Pull the Pin Games</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpcrashandgrab&amp;diff=23604</id>
		<title>Gamehelpcrashandgrab</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpcrashandgrab&amp;diff=23604"/>
		<updated>2025-01-02T02:42:12Z</updated>

		<summary type="html">&lt;p&gt;Pull the Pin Games: Work-in-progress&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== OBJECTIVE ==&lt;br /&gt;
&lt;br /&gt;
Your flying saucer has crashed on Earth and, although your crew survived in the escape pod, they are lost somewhere on the planet. Win the game by being the first player to fill your saucer with a Pilot, Scientist, Doctor, and Engineer of any color!&lt;br /&gt;
&lt;br /&gt;
== ROUNDS ==&lt;br /&gt;
&lt;br /&gt;
Do the following on each round:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;I) PLAN&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Choose Movement Card:&#039;&#039;&#039; Players simultaneously choose a distance (2, 3, or 0-5) and direction (Sun, Asteroids, Meteor, Stars) for their Saucer(s). The 2 gives a Booster and the 3 gives an Energy.&lt;br /&gt;
# &#039;&#039;&#039;Roll Rotation Die:&#039;&#039;&#039; The player with the Probe takes the first turn, but whether it goes CLOCKWISE or COUNTER-CLOCKWISE from them this round is decided randomly.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;II) TAKE YOUR TURN&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Place Your Saucer:&#039;&#039;&#039;&lt;br /&gt;
# &#039;&#039;&#039;Use Start of Turn Upgrade Effects:&#039;&#039;&#039;&lt;br /&gt;
# &#039;&#039;&#039;Execute Move:&#039;&#039;&#039;&lt;br /&gt;
# &#039;&#039;&#039;Boost:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;III) CLEAN-UP PLAYER&#039;S TURN&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Apply Crash Penalties:&#039;&#039;&#039;&lt;br /&gt;
# &#039;&#039;&#039;Place Crewmembers:&#039;&#039;&#039;&lt;br /&gt;
# &#039;&#039;&#039;Use End of Turn Upgrade Effects:&#039;&#039;&#039;&lt;br /&gt;
# &#039;&#039;&#039;Upgrade Your Ship:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;IV) END THE ROUND&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Place Crashed Saucers:&#039;&#039;&#039;&lt;br /&gt;
# &#039;&#039;&#039;Move the Probe:&#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Pull the Pin Games</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpgoodcopbadcop&amp;diff=17701</id>
		<title>Gamehelpgoodcopbadcop</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpgoodcopbadcop&amp;diff=17701"/>
		<updated>2023-08-01T13:37:45Z</updated>

		<summary type="html">&lt;p&gt;Pull the Pin Games: Clarified Zombies win condition&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==TEAM==&lt;br /&gt;
You are on the HONEST team if you have the Agent card or if the majority of your cards are Honest.&lt;br /&gt;
&lt;br /&gt;
You are on the CROOKED team if you have the Kingpin card or if the majority of your cards are Crooked.&lt;br /&gt;
&lt;br /&gt;
==ON  YOUR TURN==&lt;br /&gt;
Your turn consists of 3 phases:&lt;br /&gt;
&lt;br /&gt;
====1) Take Action====&lt;br /&gt;
Choose 1 of these actions to take:&lt;br /&gt;
* &#039;&#039;&#039;Investigate&#039;&#039;&#039; - View one hidden Integrity Card.&lt;br /&gt;
* &#039;&#039;&#039;Arm&#039;&#039;&#039; - Take a Gun. Reveal 1 of your hidden Integrity Cards if you have any.&lt;br /&gt;
* &#039;&#039;&#039;Equip&#039;&#039;&#039; - Draw an Equipment Card. Discard down to 1. Reveal 1 of your hidden Integrity Cards if you have any.&lt;br /&gt;
* &#039;&#039;&#039;Shoot&#039;&#039;&#039; - Shoot your Gun at the player at whom you are aiming. Drop your gun.&lt;br /&gt;
&lt;br /&gt;
====2) Take Aim====&lt;br /&gt;
If you are holding a Gun, aim it at any living player other than yourself.&lt;br /&gt;
&lt;br /&gt;
====3) End Turn====&lt;br /&gt;
Play proceeds clockwise.&lt;br /&gt;
&lt;br /&gt;
==GETTING SHOT==&lt;br /&gt;
If you are shot, you must reveal all of your Integrity Cards.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;If you are NOT the Agent or Kingpin:&#039;&#039;&#039;&lt;br /&gt;
* You are eliminated from the game.&lt;br /&gt;
* Return any Equipment Cards in your hand to the bottom of the deck.&lt;br /&gt;
* Return your Gun to the center of the table.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;If you ARE the Agent or Kingpin:&#039;&#039;&#039;&lt;br /&gt;
* You are NOT eliminated the first time you are shot. If you are shot while wounded, the game ends and the opposing team wins.&lt;br /&gt;
* Draw an Equipment Card.&lt;br /&gt;
* Put a Wounded Token on your Agent or Kingpin card.&lt;br /&gt;
&lt;br /&gt;
==GUN RULES==&lt;br /&gt;
* You may only hold one Gun at a time.&lt;br /&gt;
* Any time you get a Gun, immediately aim it. Otherwise you may only change where you are aiming at the end of your turn during the Take Aim phase.&lt;br /&gt;
&lt;br /&gt;
==EQUIPMENT RULES==&lt;br /&gt;
* Equipment Cards may be used in reaction to Shoot actions, during your turn, or at the end of any player&#039;s turn.&lt;br /&gt;
* When you use an Equipment Card, place it at the bottom of the deck.&lt;br /&gt;
* When you use an Equipment Card, no other Equipment Cards may be played until yours is resolved.&lt;br /&gt;
* The hand limit of Equipment is 1.&lt;br /&gt;
* Multiple Equipment Cards may be played before an action is resolved.&lt;br /&gt;
&lt;br /&gt;
==WINNING THE GAME==&lt;br /&gt;
The HONEST team wins if the Kingpin is eliminated. &lt;br /&gt;
&lt;br /&gt;
The CROOKED team wins if the Agent is eliminated. &lt;br /&gt;
&lt;br /&gt;
If, at any time, a player has both the Agent and the Kingpin, that player wins alone.&lt;br /&gt;
&lt;br /&gt;
==TABLE TALK==&lt;br /&gt;
You are encouraged to use the chat to give truthful or false information about what you have seen or accuse players of being on a team or having a specific role.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=ZOMBIES EXPANSION=&lt;br /&gt;
==ZOMBIE TEAM==&lt;br /&gt;
In addition to the Honest and Crooked teams, there is a third team: Zombies. If you are on the Zombie team, you do not win with the Honest or Crooked team. Instead, &#039;&#039;&#039;your team wins if you can bite a wounded Agent or Kingpin&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; If you are playing with the Bombers &amp;amp; Traitors expansion, you would need to eliminate any Traitors before biting a wounded Agent or Kingpin to win.&lt;br /&gt;
&lt;br /&gt;
==GETTING SHOT/BITTEN==&lt;br /&gt;
&#039;&#039;&#039;If you are already a Zombie,&#039;&#039;&#039; you aim your Arms at yourself. If you were shot with a Gun, the player who shot you keeps their Gun.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;If you are NOT a Zombie,&#039;&#039;&#039; flip over all of your Integrity Cards. Then:&lt;br /&gt;
* &#039;&#039;&#039;If you are a Leader,&#039;&#039;&#039; follow the same rules as getting shot in the base game.&lt;br /&gt;
* &#039;&#039;&#039;If you are NOT a Leader,&#039;&#039;&#039; you become a zombie (see Becoming a Zombie).&lt;br /&gt;
&lt;br /&gt;
==BECOMING A ZOMBIE==&lt;br /&gt;
You become a zombie when you are a non-Leader, non-Zombie and you are shot.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;When that happens, do the following:&#039;&#039;&#039;&lt;br /&gt;
* Reveal all of your hidden cards.&lt;br /&gt;
* Take zombie Arms and aim them at yourself.&lt;br /&gt;
* You are no longer on the Honest or Crooked team but instead you are now on the Zombie team.&lt;br /&gt;
*  &#039;&#039;&#039;You Keep:&#039;&#039;&#039;&lt;br /&gt;
** Any Equipment you had.&lt;br /&gt;
*  &#039;&#039;&#039;You Lose:&#039;&#039;&#039;&lt;br /&gt;
** Any Gun you were holding.&lt;br /&gt;
&lt;br /&gt;
==ZOMBIE ACTIONS==&lt;br /&gt;
When you are a zombie and you take your turn, instead of the usual turn actions, you can take one of these:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bite:&#039;&#039;&#039; Bite the player you are targeting with your Arms. You must choose a new target in the Aim phase.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equip:&#039;&#039;&#039; Draw an Equipment card.&lt;br /&gt;
&lt;br /&gt;
After you take your action, you may aim your Arms at any player.&lt;br /&gt;
&lt;br /&gt;
===Zombie Equipment and Arms===&lt;br /&gt;
* Zombie players may use Equipment just like non-Zombie players.&lt;br /&gt;
* Any Equipment that affects or targets a Gun or those holding a Gun affects or targets zombie Arms or those with zombie Arms.&lt;br /&gt;
* Any Equipment that affects or targets Shoot or shooting affects or targets Bite or biting.&lt;br /&gt;
* Any Equipment that would make a zombie drop their Gun instead makes them aim their Arms at themself.&lt;br /&gt;
* Any Equipment that affects or targets an eliminated player may target a zombie player.&lt;br /&gt;
* Bringing a player back to life (like with Defibrillator) unzombifies them.&lt;br /&gt;
* A zombie cannot steal a Gun.&lt;br /&gt;
* A zombie cannot take the Grab a Gun action.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=BOMBERS AND TRAITORS EXPANSION=&lt;br /&gt;
This expansion adds the possibility that there will be Traitors and/or Bombers in the game.&lt;br /&gt;
&lt;br /&gt;
==BOMBER TEAM==&lt;br /&gt;
You are a Bomber if all 3 of your Integrity cards have a BOMB icon. If you are a Bomber, you are not on the Honest nor Crooked team. You are on the Bomber team.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Win Condition:&#039;&#039;&#039; You and all other Bombers win if you are shot by another player or if you eliminate the Agent or Kingpin with a Gun. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; If you eliminate the Agent or Kingpin and there is at least one surviving Traitor, all Traitors also win.&lt;br /&gt;
&lt;br /&gt;
==TRAITOR TEAM==&lt;br /&gt;
You are a Traitor if all 3 of your Integrity cards have a KNIFE icon. If you are a Traitor, you are not on the Honest nor Crooked team. You are on the Traitor team.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Win Condition:&#039;&#039;&#039; You and all other Traitors win if you are alive when the Agent or Kingpin is eliminated. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; If the Agent or Kingpin was eliminated by being shot by a Gun held by a Bomber, all Bombers also win.&lt;/div&gt;</summary>
		<author><name>Pull the Pin Games</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpgoodcopbadcop&amp;diff=16378</id>
		<title>Gamehelpgoodcopbadcop</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpgoodcopbadcop&amp;diff=16378"/>
		<updated>2023-03-23T21:36:22Z</updated>

		<summary type="html">&lt;p&gt;Pull the Pin Games: removed a rule that no longer applies because you can no longer move the Integrity Cards of zombies&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==TEAM==&lt;br /&gt;
You are on the HONEST team if you have the Agent card or if the majority of your cards are Honest.&lt;br /&gt;
&lt;br /&gt;
You are on the CROOKED team if you have the Kingpin card or if the majority of your cards are Crooked.&lt;br /&gt;
&lt;br /&gt;
==ON  YOUR TURN==&lt;br /&gt;
Your turn consists of 3 phases:&lt;br /&gt;
&lt;br /&gt;
====1) Take Action====&lt;br /&gt;
Choose 1 of these actions to take:&lt;br /&gt;
* &#039;&#039;&#039;Investigate&#039;&#039;&#039; - View one hidden Integrity Card.&lt;br /&gt;
* &#039;&#039;&#039;Arm&#039;&#039;&#039; - Take a Gun. Reveal 1 of your hidden Integrity Cards if you have any.&lt;br /&gt;
* &#039;&#039;&#039;Equip&#039;&#039;&#039; - Draw an Equipment Card. Discard down to 1. Reveal 1 of your hidden Integrity Cards if you have any.&lt;br /&gt;
* &#039;&#039;&#039;Shoot&#039;&#039;&#039; - Shoot your Gun at the player at whom you are aiming. Drop your gun.&lt;br /&gt;
&lt;br /&gt;
====2) Take Aim====&lt;br /&gt;
If you are holding a Gun, aim it at any living player other than yourself.&lt;br /&gt;
&lt;br /&gt;
====3) End Turn====&lt;br /&gt;
Play proceeds clockwise.&lt;br /&gt;
&lt;br /&gt;
==GETTING SHOT==&lt;br /&gt;
If you are shot, you must reveal all of your Integrity Cards.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;If you are NOT the Agent or Kingpin:&#039;&#039;&#039;&lt;br /&gt;
* You are eliminated from the game.&lt;br /&gt;
* Return any Equipment Cards in your hand to the bottom of the deck.&lt;br /&gt;
* Return your Gun to the center of the table.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;If you ARE the Agent or Kingpin:&#039;&#039;&#039;&lt;br /&gt;
* You are NOT eliminated the first time you are shot. If you are shot while wounded, the game ends and the opposing team wins.&lt;br /&gt;
* Draw an Equipment Card.&lt;br /&gt;
* Put a Wounded Token on your Agent or Kingpin card.&lt;br /&gt;
&lt;br /&gt;
==GUN RULES==&lt;br /&gt;
* You may only hold one Gun at a time.&lt;br /&gt;
* Any time you get a Gun, immediately aim it. Otherwise you may only change where you are aiming at the end of your turn during the Take Aim phase.&lt;br /&gt;
&lt;br /&gt;
==EQUIPMENT RULES==&lt;br /&gt;
* Equipment Cards may be used in reaction to Shoot actions, during your turn, or at the end of any player&#039;s turn.&lt;br /&gt;
* When you use an Equipment Card, place it at the bottom of the deck.&lt;br /&gt;
* When you use an Equipment Card, no other Equipment Cards may be played until yours is resolved.&lt;br /&gt;
* The hand limit of Equipment is 1.&lt;br /&gt;
* Multiple Equipment Cards may be played before an action is resolved.&lt;br /&gt;
&lt;br /&gt;
==WINNING THE GAME==&lt;br /&gt;
The HONEST team wins if the Kingpin is eliminated. &lt;br /&gt;
&lt;br /&gt;
The CROOKED team wins if the Agent is eliminated. &lt;br /&gt;
&lt;br /&gt;
If, at any time, a player has both the Agent and the Kingpin, that player wins alone.&lt;br /&gt;
&lt;br /&gt;
==TABLE TALK==&lt;br /&gt;
You are encouraged to use the chat to give truthful or false information about what you have seen or accuse players of being on a team or having a specific role.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=ZOMBIES EXPANSION=&lt;br /&gt;
==ZOMBIE TEAM==&lt;br /&gt;
In addition to the Honest and Crooked teams, there is a third team: Zombies. If you are on the Zombie team, you do not win with the Honest or Crooked team. Instead, your team wins if you can bite the Agent or Kingpin.&lt;br /&gt;
&lt;br /&gt;
==GETTING SHOT/BITTEN==&lt;br /&gt;
&#039;&#039;&#039;If you are already a Zombie,&#039;&#039;&#039; you aim your Arms at yourself. If you were shot with a Gun, the player who shot you keeps their Gun.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;If you are NOT a Zombie,&#039;&#039;&#039; flip over all of your Integrity Cards. Then:&lt;br /&gt;
* &#039;&#039;&#039;If you are a Leader,&#039;&#039;&#039; follow the same rules as getting shot in the base game.&lt;br /&gt;
* &#039;&#039;&#039;If you are NOT a Leader,&#039;&#039;&#039; you become a zombie (see Becoming a Zombie).&lt;br /&gt;
&lt;br /&gt;
==BECOMING A ZOMBIE==&lt;br /&gt;
You become a zombie when you are a non-Leader, non-Zombie and you are shot.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;When that happens, do the following:&#039;&#039;&#039;&lt;br /&gt;
* Reveal all of your hidden cards.&lt;br /&gt;
* Take zombie Arms and aim them at yourself.&lt;br /&gt;
* You are no longer on the Honest or Crooked team but instead you are now on the Zombie team.&lt;br /&gt;
* &#039;&#039;&#039;You Keep:&#039;&#039;&#039;&lt;br /&gt;
** Any Equipment you had.&lt;br /&gt;
* &#039;&#039;&#039;You Lose:&#039;&#039;&#039;&lt;br /&gt;
** Any Gun you were holding.&lt;br /&gt;
&lt;br /&gt;
==ZOMBIE ACTIONS==&lt;br /&gt;
When you are a zombie and you take your turn, instead of the usual turn actions, you can take one of these:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bite:&#039;&#039;&#039; Bite the player you are targeting with your Arms. You must choose a new target in the Aim phase.&lt;br /&gt;
&#039;&#039;&#039;Equip:&#039;&#039;&#039; Draw an Equipment card.&lt;br /&gt;
&lt;br /&gt;
After you take your action, you may aim your Arms at any player.&lt;br /&gt;
&lt;br /&gt;
===Zombie Equipment and Arms===&lt;br /&gt;
* Zombie players may use Equipment just like non-Zombie players.&lt;br /&gt;
* Any Equipment that affects or targets a Gun or those holding a Gun affects or targets zombie Arms or those with zombie Arms.&lt;br /&gt;
* Any Equipment that affects or targets Shoot or shooting affects or targets Bite or biting.&lt;br /&gt;
* Any Equipment that would make a zombie drop their Gun instead makes them aim their Arms at themself.&lt;br /&gt;
* Any Equipment that affects or targets an eliminated player may target a zombie player.&lt;br /&gt;
* Bringing a player back to life (like with Defibrillator) unzombifies them.&lt;br /&gt;
* A zombie cannot steal a Gun.&lt;br /&gt;
* A zombie cannot take the Grab a Gun action.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=BOMBERS AND TRAITORS EXPANSION=&lt;br /&gt;
This expansion adds the possibility that there will be Traitors and/or Bombers in the game.&lt;br /&gt;
&lt;br /&gt;
==BOMBER TEAM==&lt;br /&gt;
You are a Bomber if all 3 of your Integrity cards have a BOMB icon. If you are a Bomber, you are not on the Honest nor Crooked team. You are on the Bomber team.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Win Condition:&#039;&#039;&#039; You and all other Bombers win if you are shot by another player or if you eliminate the Agent or Kingpin with a Gun. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; If you eliminate the Agent or Kingpin and there is at least one surviving Traitor, all Traitors also win.&lt;br /&gt;
&lt;br /&gt;
==TRAITOR TEAM==&lt;br /&gt;
You are a Traitor if all 3 of your Integrity cards have a KNIFE icon. If you are a Traitor, you are not on the Honest nor Crooked team. You are on the Traitor team.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Win Condition:&#039;&#039;&#039; You and all other Traitors win if you are alive when the Agent or Kingpin is eliminated. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; If the Agent or Kingpin was eliminated by being shot by a Gun held by a Bomber, all Bombers also win.&lt;/div&gt;</summary>
		<author><name>Pull the Pin Games</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpgoodcopbadcop&amp;diff=16220</id>
		<title>Gamehelpgoodcopbadcop</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpgoodcopbadcop&amp;diff=16220"/>
		<updated>2023-03-05T19:32:44Z</updated>

		<summary type="html">&lt;p&gt;Pull the Pin Games: Bombers must be shot by ANOTHER player to win&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==TEAM==&lt;br /&gt;
You are on the HONEST team if you have the Agent card or if the majority of your cards are Honest.&lt;br /&gt;
&lt;br /&gt;
You are on the CROOKED team if you have the Kingpin card or if the majority of your cards are Crooked.&lt;br /&gt;
&lt;br /&gt;
==ON  YOUR TURN==&lt;br /&gt;
Your turn consists of 3 phases:&lt;br /&gt;
&lt;br /&gt;
====1) Take Action====&lt;br /&gt;
Choose 1 of these actions to take:&lt;br /&gt;
* &#039;&#039;&#039;Investigate&#039;&#039;&#039; - View one hidden Integrity Card.&lt;br /&gt;
* &#039;&#039;&#039;Arm&#039;&#039;&#039; - Take a Gun. Reveal 1 of your hidden Integrity Cards if you have any.&lt;br /&gt;
* &#039;&#039;&#039;Equip&#039;&#039;&#039; - Draw an Equipment Card. Discard down to 1. Reveal 1 of your hidden Integrity Cards if you have any.&lt;br /&gt;
* &#039;&#039;&#039;Shoot&#039;&#039;&#039; - Shoot your Gun at the player at whom you are aiming. Drop your gun.&lt;br /&gt;
&lt;br /&gt;
====2) Take Aim====&lt;br /&gt;
If you are holding a Gun, aim it at any living player other than yourself.&lt;br /&gt;
&lt;br /&gt;
====3) End Turn====&lt;br /&gt;
Play proceeds clockwise.&lt;br /&gt;
&lt;br /&gt;
==GETTING SHOT==&lt;br /&gt;
If you are shot, you must reveal all of your Integrity Cards.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;If you are NOT the Agent or Kingpin:&#039;&#039;&#039;&lt;br /&gt;
* You are eliminated from the game.&lt;br /&gt;
* Return any Equipment Cards in your hand to the bottom of the deck.&lt;br /&gt;
* Return your Gun to the center of the table.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;If you ARE the Agent or Kingpin:&#039;&#039;&#039;&lt;br /&gt;
* You are NOT eliminated the first time you are shot. If you are shot while wounded, the game ends and the opposing team wins.&lt;br /&gt;
* Draw an Equipment Card.&lt;br /&gt;
* Put a Wounded Token on your Agent or Kingpin card.&lt;br /&gt;
&lt;br /&gt;
==GUN RULES==&lt;br /&gt;
* You may only hold one Gun at a time.&lt;br /&gt;
* Any time you get a Gun, immediately aim it. Otherwise you may only change where you are aiming at the end of your turn during the Take Aim phase.&lt;br /&gt;
&lt;br /&gt;
==EQUIPMENT RULES==&lt;br /&gt;
* Equipment Cards may be used in reaction to Shoot actions, during your turn, or at the end of any player&#039;s turn.&lt;br /&gt;
* When you use an Equipment Card, place it at the bottom of the deck.&lt;br /&gt;
* When you use an Equipment Card, no other Equipment Cards may be played until yours is resolved.&lt;br /&gt;
* The hand limit of Equipment is 1.&lt;br /&gt;
* Multiple Equipment Cards may be played before an action is resolved.&lt;br /&gt;
&lt;br /&gt;
==WINNING THE GAME==&lt;br /&gt;
The HONEST team wins if the Kingpin is eliminated. &lt;br /&gt;
&lt;br /&gt;
The CROOKED team wins if the Agent is eliminated. &lt;br /&gt;
&lt;br /&gt;
If, at any time, a player has both the Agent and the Kingpin, that player wins alone.&lt;br /&gt;
&lt;br /&gt;
==TABLE TALK==&lt;br /&gt;
You are encouraged to use the chat to give truthful or false information about what you have seen or accuse players of being on a team or having a specific role.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=ZOMBIES EXPANSION=&lt;br /&gt;
==ZOMBIE TEAM==&lt;br /&gt;
In addition to the Honest and Crooked teams, there is a third team: Zombies. If you are on the Zombie team, you do not win with the Honest or Crooked team. Instead, your team wins if you can bite the Agent or Kingpin.&lt;br /&gt;
&lt;br /&gt;
==GETTING SHOT/BITTEN==&lt;br /&gt;
&#039;&#039;&#039;If you are already a Zombie,&#039;&#039;&#039; you aim your Arms at yourself. If you were shot with a Gun, the player who shot you keeps their Gun.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;If you are NOT a Zombie,&#039;&#039;&#039; flip over all of your Integrity Cards. Then:&lt;br /&gt;
* &#039;&#039;&#039;If you are a Leader,&#039;&#039;&#039; follow the same rules as getting shot in the base game.&lt;br /&gt;
* &#039;&#039;&#039;If you are NOT a Leader,&#039;&#039;&#039; you become a zombie (see Becoming a Zombie).&lt;br /&gt;
&lt;br /&gt;
==BECOMING A ZOMBIE==&lt;br /&gt;
You become a zombie when you are a non-Leader, non-Zombie and you are shot.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;When that happens, do the following:&#039;&#039;&#039;&lt;br /&gt;
* Reveal all of your hidden cards.&lt;br /&gt;
* Take zombie Arms and aim them at yourself.&lt;br /&gt;
* You are no longer on the Honest or Crooked team but instead you are now on the Zombie team.&lt;br /&gt;
* &#039;&#039;&#039;You Keep:&#039;&#039;&#039;&lt;br /&gt;
** Any Equipment you had.&lt;br /&gt;
* &#039;&#039;&#039;You Lose:&#039;&#039;&#039;&lt;br /&gt;
** Any Gun you were holding.&lt;br /&gt;
&lt;br /&gt;
If you are a zombie and you are given a Leader card (Agent or Kingpin), you are no longer a zombie, even if the Leader card is hidden.&lt;br /&gt;
&lt;br /&gt;
==ZOMBIE ACTIONS==&lt;br /&gt;
When you are a zombie and you take your turn, instead of the usual turn actions, you can take one of these:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bite:&#039;&#039;&#039; Bite the player you are targeting with your Arms. You must choose a new target in the Aim phase.&lt;br /&gt;
&#039;&#039;&#039;Equip:&#039;&#039;&#039; Draw an Equipment card.&lt;br /&gt;
&lt;br /&gt;
After you take your action, you may aim your Arms at any player.&lt;br /&gt;
&lt;br /&gt;
===Zombie Equipment and Arms===&lt;br /&gt;
* Zombie players may use Equipment just like non-Zombie players.&lt;br /&gt;
* Any Equipment that affects or targets a Gun or those holding a Gun affects or targets zombie Arms or those with zombie Arms.&lt;br /&gt;
* Any Equipment that affects or targets Shoot or shooting affects or targets Bite or biting.&lt;br /&gt;
* Any Equipment that would make a zombie drop their Gun instead makes them aim their Arms at themself.&lt;br /&gt;
* Any Equipment that affects or targets an eliminated player may target a zombie player.&lt;br /&gt;
* Bringing a player back to life (like with Defibrillator) unzombifies them.&lt;br /&gt;
* A zombie cannot steal a Gun.&lt;br /&gt;
* A zombie cannot take the Grab a Gun action.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=BOMBERS AND TRAITORS EXPANSION=&lt;br /&gt;
This expansion adds the possibility that there will be Traitors and/or Bombers in the game.&lt;br /&gt;
&lt;br /&gt;
==BOMBER TEAM==&lt;br /&gt;
You are a Bomber if all 3 of your Integrity cards have a BOMB icon. If you are a Bomber, you are not on the Honest nor Crooked team. You are on the Bomber team.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Win Condition:&#039;&#039;&#039; You and all other Bombers win if you are shot by another player or if you eliminate the Agent or Kingpin with a Gun. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; If you eliminate the Agent or Kingpin and there is at least one surviving Traitor, all Traitors also win.&lt;br /&gt;
&lt;br /&gt;
==TRAITOR TEAM==&lt;br /&gt;
You are a Traitor if all 3 of your Integrity cards have a KNIFE icon. If you are a Traitor, you are not on the Honest nor Crooked team. You are on the Traitor team.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Win Condition:&#039;&#039;&#039; You and all other Traitors win if you are alive when the Agent or Kingpin is eliminated. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; If the Agent or Kingpin was eliminated by being shot by a Gun held by a Bomber, all Bombers also win.&lt;/div&gt;</summary>
		<author><name>Pull the Pin Games</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpgoodcopbadcop&amp;diff=15955</id>
		<title>Gamehelpgoodcopbadcop</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpgoodcopbadcop&amp;diff=15955"/>
		<updated>2023-02-06T15:50:42Z</updated>

		<summary type="html">&lt;p&gt;Pull the Pin Games: /* Zombie Equipment and Arms */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==TEAM==&lt;br /&gt;
You are on the HONEST team if you have the Agent card or if the majority of your cards are Honest.&lt;br /&gt;
&lt;br /&gt;
You are on the CROOKED team if you have the Kingpin card or if the majority of your cards are Crooked.&lt;br /&gt;
&lt;br /&gt;
==ON  YOUR TURN==&lt;br /&gt;
Your turn consists of 3 phases:&lt;br /&gt;
&lt;br /&gt;
====1) Take Action====&lt;br /&gt;
Choose 1 of these actions to take:&lt;br /&gt;
* &#039;&#039;&#039;Investigate&#039;&#039;&#039; - View one hidden Integrity Card.&lt;br /&gt;
* &#039;&#039;&#039;Arm&#039;&#039;&#039; - Take a Gun. Reveal 1 of your hidden Integrity Cards if you have any.&lt;br /&gt;
* &#039;&#039;&#039;Equip&#039;&#039;&#039; - Draw an Equipment Card. Discard down to 1. Reveal 1 of your hidden Integrity Cards if you have any.&lt;br /&gt;
* &#039;&#039;&#039;Shoot&#039;&#039;&#039; - Shoot your Gun at the player at whom you are aiming. Drop your gun.&lt;br /&gt;
&lt;br /&gt;
====2) Take Aim====&lt;br /&gt;
If you are holding a Gun, aim it at any living player other than yourself.&lt;br /&gt;
&lt;br /&gt;
====3) End Turn====&lt;br /&gt;
Play proceeds clockwise.&lt;br /&gt;
&lt;br /&gt;
==GETTING SHOT==&lt;br /&gt;
If you are shot, you must reveal all of your Integrity Cards.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;If you are NOT the Agent or Kingpin:&#039;&#039;&#039;&lt;br /&gt;
* You are eliminated from the game.&lt;br /&gt;
* Return any Equipment Cards in your hand to the bottom of the deck.&lt;br /&gt;
* Return your Gun to the center of the table.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;If you ARE the Agent or Kingpin:&#039;&#039;&#039;&lt;br /&gt;
* You are NOT eliminated the first time you are shot. If you are shot while wounded, the game ends and the opposing team wins.&lt;br /&gt;
* Draw an Equipment Card.&lt;br /&gt;
* Put a Wounded Token on your Agent or Kingpin card.&lt;br /&gt;
&lt;br /&gt;
==GUN RULES==&lt;br /&gt;
* You may only hold one Gun at a time.&lt;br /&gt;
* Any time you get a Gun, immediately aim it. Otherwise you may only change where you are aiming at the end of your turn during the Take Aim phase.&lt;br /&gt;
&lt;br /&gt;
==EQUIPMENT RULES==&lt;br /&gt;
* Equipment Cards may be used in reaction to Shoot actions, during your turn, or at the end of any player&#039;s turn.&lt;br /&gt;
* When you use an Equipment Card, place it at the bottom of the deck.&lt;br /&gt;
* When you use an Equipment Card, no other Equipment Cards may be played until yours is resolved.&lt;br /&gt;
* The hand limit of Equipment is 1.&lt;br /&gt;
* Multiple Equipment Cards may be played before an action is resolved.&lt;br /&gt;
&lt;br /&gt;
==WINNING THE GAME==&lt;br /&gt;
The HONEST team wins if the Kingpin is eliminated. &lt;br /&gt;
&lt;br /&gt;
The CROOKED team wins if the Agent is eliminated. &lt;br /&gt;
&lt;br /&gt;
If, at any time, a player has both the Agent and the Kingpin, that player wins alone.&lt;br /&gt;
&lt;br /&gt;
==TABLE TALK==&lt;br /&gt;
You are encouraged to use the chat to give truthful or false information about what you have seen or accuse players of being on a team or having a specific role.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=ZOMBIES EXPANSION=&lt;br /&gt;
==ZOMBIE TEAM==&lt;br /&gt;
In addition to the Honest and Crooked teams, there is a third team: Zombies. If you are on the Zombie team, you do not win with the Honest or Crooked team. Instead, your team wins if you can bite the Agent or Kingpin.&lt;br /&gt;
&lt;br /&gt;
==GETTING SHOT/BITTEN==&lt;br /&gt;
&#039;&#039;&#039;If you are already a Zombie,&#039;&#039;&#039; you aim your Arms at yourself. If you were shot with a Gun, the player who shot you keeps their Gun.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;If you are NOT a Zombie,&#039;&#039;&#039; flip over all of your Integrity Cards. Then:&lt;br /&gt;
* &#039;&#039;&#039;If you are a Leader,&#039;&#039;&#039; follow the same rules as getting shot in the base game.&lt;br /&gt;
* &#039;&#039;&#039;If you are NOT a Leader,&#039;&#039;&#039; you become a zombie (see Becoming a Zombie).&lt;br /&gt;
&lt;br /&gt;
==BECOMING A ZOMBIE==&lt;br /&gt;
You become a zombie when you are a non-Leader, non-Zombie and you are shot.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;When that happens, do the following:&#039;&#039;&#039;&lt;br /&gt;
* Reveal all of your hidden cards.&lt;br /&gt;
* Take zombie Arms and aim them at yourself.&lt;br /&gt;
* You are no longer on the Honest or Crooked team but instead you are now on the Zombie team.&lt;br /&gt;
* &#039;&#039;&#039;You Keep:&#039;&#039;&#039;&lt;br /&gt;
** Any Equipment you had.&lt;br /&gt;
* &#039;&#039;&#039;You Lose:&#039;&#039;&#039;&lt;br /&gt;
** Any Gun you were holding.&lt;br /&gt;
&lt;br /&gt;
If you are a zombie and you are given a Leader card (Agent or Kingpin), you are no longer a zombie, even if the Leader card is hidden.&lt;br /&gt;
&lt;br /&gt;
==ZOMBIE ACTIONS==&lt;br /&gt;
When you are a zombie and you take your turn, instead of the usual turn actions, you can take one of these:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bite:&#039;&#039;&#039; Bite the player you are targeting with your Arms. You must choose a new target in the Aim phase.&lt;br /&gt;
&#039;&#039;&#039;Equip:&#039;&#039;&#039; Draw an Equipment card.&lt;br /&gt;
&lt;br /&gt;
After you take your action, you may aim your Arms at any player.&lt;br /&gt;
&lt;br /&gt;
===Zombie Equipment and Arms===&lt;br /&gt;
* Zombie players may use Equipment just like non-Zombie players.&lt;br /&gt;
* Any Equipment that affects or targets a Gun or those holding a Gun affects or targets zombie Arms or those with zombie Arms.&lt;br /&gt;
* Any Equipment that affects or targets Shoot or shooting affects or targets Bite or biting.&lt;br /&gt;
* Any Equipment that would make a zombie drop their Gun instead makes them aim their Arms at themself.&lt;br /&gt;
* Any Equipment that affects or targets an eliminated player may target a zombie player.&lt;br /&gt;
* Bringing a player back to life (like with Defibrillator) unzombifies them.&lt;br /&gt;
* A zombie cannot steal a Gun.&lt;br /&gt;
* A zombie cannot take the Grab a Gun action.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=BOMBERS AND TRAITORS EXPANSION=&lt;br /&gt;
This expansion adds the possibility that there will be Traitors and/or Bombers in the game.&lt;br /&gt;
&lt;br /&gt;
==BOMBER TEAM==&lt;br /&gt;
You are a Bomber if all 3 of your Integrity cards have a BOMB icon. If you are a Bomber, you are not on the Honest nor Crooked team. You are on the Bomber team.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Win Condition:&#039;&#039;&#039; You and all other Bombers win if you are shot or if you eliminate the Agent or Kingpin with a Gun. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; If you eliminate the Agent or Kingpin and there is at least one surviving Traitor, all Traitors also win.&lt;br /&gt;
&lt;br /&gt;
==TRAITOR TEAM==&lt;br /&gt;
You are a Traitor if all 3 of your Integrity cards have a KNIFE icon. If you are a Traitor, you are not on the Honest nor Crooked team. You are on the Traitor team.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Win Condition:&#039;&#039;&#039; You and all other Traitors win if you are alive when the Agent or Kingpin is eliminated. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; If the Agent or Kingpin was eliminated by being shot by a Gun held by a Bomber, all Bombers also win.&lt;/div&gt;</summary>
		<author><name>Pull the Pin Games</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpgoodcopbadcop&amp;diff=15687</id>
		<title>Gamehelpgoodcopbadcop</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpgoodcopbadcop&amp;diff=15687"/>
		<updated>2023-01-04T02:47:42Z</updated>

		<summary type="html">&lt;p&gt;Pull the Pin Games: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==TEAM==&lt;br /&gt;
You are on the HONEST team if you have the Agent card or if the majority of your cards are Honest.&lt;br /&gt;
&lt;br /&gt;
You are on the CROOKED team if you have the Kingpin card or if the majority of your cards are Crooked.&lt;br /&gt;
&lt;br /&gt;
==ON  YOUR TURN==&lt;br /&gt;
Your turn consists of 3 phases:&lt;br /&gt;
&lt;br /&gt;
====1) Take Action====&lt;br /&gt;
Choose 1 of these actions to take:&lt;br /&gt;
* &#039;&#039;&#039;Investigate&#039;&#039;&#039; - View one hidden Integrity Card.&lt;br /&gt;
* &#039;&#039;&#039;Arm&#039;&#039;&#039; - Take a Gun. Reveal 1 of your hidden Integrity Cards if you have any.&lt;br /&gt;
* &#039;&#039;&#039;Equip&#039;&#039;&#039; - Draw an Equipment Card. Discard down to 1. Reveal 1 of your hidden Integrity Cards if you have any.&lt;br /&gt;
* &#039;&#039;&#039;Shoot&#039;&#039;&#039; - Shoot your Gun at the player at whom you are aiming. Drop your gun.&lt;br /&gt;
&lt;br /&gt;
====2) Take Aim====&lt;br /&gt;
If you are holding a Gun, aim it at any living player other than yourself.&lt;br /&gt;
&lt;br /&gt;
====3) End Turn====&lt;br /&gt;
Play proceeds clockwise.&lt;br /&gt;
&lt;br /&gt;
==GETTING SHOT==&lt;br /&gt;
If you are shot, you must reveal all of your Integrity Cards.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;If you are NOT the Agent or Kingpin:&#039;&#039;&#039;&lt;br /&gt;
* You are eliminated from the game.&lt;br /&gt;
* Return any Equipment Cards in your hand to the bottom of the deck.&lt;br /&gt;
* Return your Gun to the center of the table.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;If you ARE the Agent or Kingpin:&#039;&#039;&#039;&lt;br /&gt;
* You are NOT eliminated the first time you are shot. If you are shot while wounded, the game ends and the opposing team wins.&lt;br /&gt;
* Draw an Equipment Card.&lt;br /&gt;
* Put a Wounded Token on your Agent or Kingpin card.&lt;br /&gt;
&lt;br /&gt;
==GUN RULES==&lt;br /&gt;
* You may only hold one Gun at a time.&lt;br /&gt;
* Any time you get a Gun, immediately aim it. Otherwise you may only change where you are aiming at the end of your turn during the Take Aim phase.&lt;br /&gt;
&lt;br /&gt;
==EQUIPMENT RULES==&lt;br /&gt;
* Equipment Cards may be used in reaction to Shoot actions, during your turn, or at the end of any player&#039;s turn.&lt;br /&gt;
* When you use an Equipment Card, place it at the bottom of the deck.&lt;br /&gt;
* When you use an Equipment Card, no other Equipment Cards may be played until yours is resolved.&lt;br /&gt;
* The hand limit of Equipment is 1.&lt;br /&gt;
* Multiple Equipment Cards may be played before an action is resolved.&lt;br /&gt;
&lt;br /&gt;
==WINNING THE GAME==&lt;br /&gt;
The HONEST team wins if the Kingpin is eliminated. &lt;br /&gt;
&lt;br /&gt;
The CROOKED team wins if the Agent is eliminated. &lt;br /&gt;
&lt;br /&gt;
If, at any time, a player has both the Agent and the Kingpin, that player wins alone.&lt;br /&gt;
&lt;br /&gt;
==TABLE TALK==&lt;br /&gt;
You are encouraged to use the chat to give truthful or false information about what you have seen or accuse players of being on a team or having a specific role.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=ZOMBIES EXPANSION=&lt;br /&gt;
==ZOMBIE TEAM==&lt;br /&gt;
In addition to the Honest and Crooked teams, there is a third team: Zombies. If you are on the Zombie team, you do not win with the Honest or Crooked team. Instead, your team wins if you can bite the Agent or Kingpin.&lt;br /&gt;
&lt;br /&gt;
==GETTING SHOT/BITTEN==&lt;br /&gt;
&#039;&#039;&#039;If you are already a Zombie,&#039;&#039;&#039; you aim your Arms at yourself. If you were shot with a Gun, the player who shot you keeps their Gun.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;If you are NOT a Zombie,&#039;&#039;&#039; flip over all of your Integrity Cards. Then:&lt;br /&gt;
* &#039;&#039;&#039;If you are a Leader,&#039;&#039;&#039; follow the same rules as getting shot in the base game.&lt;br /&gt;
* &#039;&#039;&#039;If you are NOT a Leader,&#039;&#039;&#039; you become a zombie (see Becoming a Zombie).&lt;br /&gt;
&lt;br /&gt;
==BECOMING A ZOMBIE==&lt;br /&gt;
You become a zombie when you are a non-Leader, non-Zombie and you are shot.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;When that happens, do the following:&#039;&#039;&#039;&lt;br /&gt;
* Reveal all of your hidden cards.&lt;br /&gt;
* Take zombie Arms and aim them at yourself.&lt;br /&gt;
* You are no longer on the Honest or Crooked team but instead you are now on the Zombie team.&lt;br /&gt;
* &#039;&#039;&#039;You Keep:&#039;&#039;&#039;&lt;br /&gt;
** Any Equipment you had.&lt;br /&gt;
* &#039;&#039;&#039;You Lose:&#039;&#039;&#039;&lt;br /&gt;
** Any Gun you were holding.&lt;br /&gt;
&lt;br /&gt;
If you are a zombie and you are given a Leader card (Agent or Kingpin), you are no longer a zombie, even if the Leader card is hidden.&lt;br /&gt;
&lt;br /&gt;
==ZOMBIE ACTIONS==&lt;br /&gt;
When you are a zombie and you take your turn, instead of the usual turn actions, you can take one of these:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bite:&#039;&#039;&#039; Bite the player you are targeting with your Arms. You must choose a new target in the Aim phase.&lt;br /&gt;
&#039;&#039;&#039;Equip:&#039;&#039;&#039; Draw an Equipment card.&lt;br /&gt;
&lt;br /&gt;
After you take your action, you may aim your Arms at any player.&lt;br /&gt;
&lt;br /&gt;
===Zombie Equipment and Arms===&lt;br /&gt;
* Zombie players may use Equipment just like non-Zombie players.&lt;br /&gt;
* Any Equipment that affects or targets a Gun or those holding a Gun affects or targets zombie Arms or those with zombie Arms.&lt;br /&gt;
* Any Equipment that affects or targets Shoot or shooting affects or targets Bite or biting.&lt;br /&gt;
* Any Equipment that would make a zombie drop their Gun instead makes them aim their Arms at themself.&lt;br /&gt;
* Any Equipment that affects or targets an eliminated player may target a zombie player.&lt;br /&gt;
* Bringing a player back to life (like with Defibrillator) turns a zombie into a non-zombie but it doesn’t work on the Infector.&lt;br /&gt;
* A zombie cannot steal a Gun.&lt;br /&gt;
* A zombie cannot take the Arm action.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=BOMBERS AND TRAITORS EXPANSION=&lt;br /&gt;
This expansion adds the possibility that there will be Traitors and/or Bombers in the game.&lt;br /&gt;
&lt;br /&gt;
==BOMBER TEAM==&lt;br /&gt;
You are a Bomber if all 3 of your Integrity cards have a BOMB icon. If you are a Bomber, you are not on the Honest nor Crooked team. You are on the Bomber team.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Win Condition:&#039;&#039;&#039; You and all other Bombers win if you are shot or if you eliminate the Agent or Kingpin with a Gun. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; If you eliminate the Agent or Kingpin and there is at least one surviving Traitor, all Traitors also win.&lt;br /&gt;
&lt;br /&gt;
==TRAITOR TEAM==&lt;br /&gt;
You are a Traitor if all 3 of your Integrity cards have a KNIFE icon. If you are a Traitor, you are not on the Honest nor Crooked team. You are on the Traitor team.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Win Condition:&#039;&#039;&#039; You and all other Traitors win if you are alive when the Agent or Kingpin is eliminated. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; If the Agent or Kingpin was eliminated by being shot by a Gun held by a Bomber, all Bombers also win.&lt;/div&gt;</summary>
		<author><name>Pull the Pin Games</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpgoodcopbadcop&amp;diff=15686</id>
		<title>Gamehelpgoodcopbadcop</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpgoodcopbadcop&amp;diff=15686"/>
		<updated>2023-01-04T02:45:16Z</updated>

		<summary type="html">&lt;p&gt;Pull the Pin Games: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==TEAM==&lt;br /&gt;
You are on the HONEST team if you have the Agent card or if the majority of your cards are Honest.&lt;br /&gt;
&lt;br /&gt;
You are on the CROOKED team if you have the Kingpin card or if the majority of your cards are Crooked.&lt;br /&gt;
&lt;br /&gt;
==ON  YOUR TURN==&lt;br /&gt;
Your turn consists of 3 phases:&lt;br /&gt;
&lt;br /&gt;
====1) Take Action====&lt;br /&gt;
Choose 1 of these actions to take:&lt;br /&gt;
* &#039;&#039;&#039;Investigate&#039;&#039;&#039; - View one hidden Integrity Card.&lt;br /&gt;
* &#039;&#039;&#039;Arm&#039;&#039;&#039; - Take a Gun. Reveal 1 of your hidden Integrity Cards if you have any.&lt;br /&gt;
* &#039;&#039;&#039;Equip&#039;&#039;&#039; - Draw an Equipment Card. Discard down to 1. Reveal 1 of your hidden Integrity Cards if you have any.&lt;br /&gt;
* &#039;&#039;&#039;Shoot&#039;&#039;&#039; - Shoot your Gun at the player at whom you are aiming. Drop your gun.&lt;br /&gt;
&lt;br /&gt;
====2) Take Aim====&lt;br /&gt;
If you are holding a Gun, aim it at any living player other than yourself.&lt;br /&gt;
&lt;br /&gt;
====3) End Turn====&lt;br /&gt;
Play proceeds clockwise.&lt;br /&gt;
&lt;br /&gt;
==GETTING SHOT==&lt;br /&gt;
If you are shot, you must reveal all of your Integrity Cards.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;If you are NOT the Agent or Kingpin:&#039;&#039;&#039;&lt;br /&gt;
* You are eliminated from the game.&lt;br /&gt;
* Return any Equipment Cards in your hand to the bottom of the deck.&lt;br /&gt;
* Return your Gun to the center of the table.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;If you ARE the Agent or Kingpin:&#039;&#039;&#039;&lt;br /&gt;
* You are NOT eliminated the first time you are shot. If you are shot while wounded, the game ends and the opposing team wins.&lt;br /&gt;
* Draw an Equipment Card.&lt;br /&gt;
* Put a Wounded Token on your Agent or Kingpin card.&lt;br /&gt;
&lt;br /&gt;
==GUN RULES==&lt;br /&gt;
* You may only hold one Gun at a time.&lt;br /&gt;
* Any time you get a Gun, immediately aim it. Otherwise you may only change where you are aiming at the end of your turn during the Take Aim phase.&lt;br /&gt;
&lt;br /&gt;
==EQUIPMENT RULES==&lt;br /&gt;
* Equipment Cards may be used in reaction to Shoot actions, during your turn, or at the end of any player&#039;s turn.&lt;br /&gt;
* When you use an Equipment Card, place it at the bottom of the deck.&lt;br /&gt;
* When you use an Equipment Card, no other Equipment Cards may be played until yours is resolved.&lt;br /&gt;
* The hand limit of Equipment is 1.&lt;br /&gt;
* Multiple Equipment Cards may be played before an action is resolved.&lt;br /&gt;
&lt;br /&gt;
==WINNING THE GAME==&lt;br /&gt;
The HONEST team wins if the Kingpin is eliminated. &lt;br /&gt;
&lt;br /&gt;
The CROOKED team wins if the Agent is eliminated. &lt;br /&gt;
&lt;br /&gt;
If, at any time, a player has both the Agent and the Kingpin, that player wins alone.&lt;br /&gt;
&lt;br /&gt;
==TABLE TALK==&lt;br /&gt;
You are encouraged to use the chat to give truthful or false information about what you have seen or accuse players of being on a team or having a specific role.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/br&amp;gt;&lt;br /&gt;
&amp;lt;/br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=ZOMBIES EXPANSION=&lt;br /&gt;
==ZOMBIE TEAM==&lt;br /&gt;
In addition to the Honest and Crooked teams, there is a third team: Zombies. If you are on the Zombie team, you do not win with the Honest or Crooked team. Instead, your team wins if you can bite the Agent or Kingpin.&lt;br /&gt;
&lt;br /&gt;
==GETTING SHOT/BITTEN==&lt;br /&gt;
&#039;&#039;&#039;If you are already a Zombie,&#039;&#039;&#039; you aim your Arms at yourself. If you were shot with a Gun, the player who shot you keeps their Gun.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;If you are NOT a Zombie,&#039;&#039;&#039; flip over all of your Integrity Cards. Then:&lt;br /&gt;
* &#039;&#039;&#039;If you are a Leader,&#039;&#039;&#039; follow the same rules as getting shot in the base game.&lt;br /&gt;
* &#039;&#039;&#039;If you are NOT a Leader,&#039;&#039;&#039; you become a zombie (see Becoming a Zombie).&lt;br /&gt;
&lt;br /&gt;
==BECOMING A ZOMBIE==&lt;br /&gt;
You become a zombie when you are a non-Leader, non-Zombie and you are shot.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;When that happens, do the following:&#039;&#039;&#039;&lt;br /&gt;
* Reveal all of your hidden cards.&lt;br /&gt;
* Take zombie Arms and aim them at yourself.&lt;br /&gt;
* You are no longer on the Honest or Crooked team but instead you are now on the Zombie team.&lt;br /&gt;
* &#039;&#039;&#039;You Keep:&#039;&#039;&#039;&lt;br /&gt;
** Any Equipment you had.&lt;br /&gt;
* &#039;&#039;&#039;You Lose:&#039;&#039;&#039;&lt;br /&gt;
** Any Gun you were holding.&lt;br /&gt;
&lt;br /&gt;
If you are a zombie and you are given a Leader card (Agent or Kingpin), you are no longer a zombie, even if the Leader card is hidden.&lt;br /&gt;
&lt;br /&gt;
==ZOMBIE ACTIONS==&lt;br /&gt;
When you are a zombie and you take your turn, instead of the usual turn actions, you can take one of these:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bite:&#039;&#039;&#039; Bite the player you are targeting with your Arms. You must choose a new target in the Aim phase.&lt;br /&gt;
&#039;&#039;&#039;Equip:&#039;&#039;&#039; Draw an Equipment card.&lt;br /&gt;
&lt;br /&gt;
After you take your action, you may aim your Arms at any player.&lt;br /&gt;
&lt;br /&gt;
===Zombie Equipment and Arms===&lt;br /&gt;
* Zombie players may use Equipment just like non-Zombie players.&lt;br /&gt;
* Any Equipment that affects or targets a Gun or those holding a Gun affects or targets zombie Arms or those with zombie Arms.&lt;br /&gt;
* Any Equipment that affects or targets Shoot or shooting affects or targets Bite or biting.&lt;br /&gt;
* Any Equipment that would make a zombie drop their Gun instead makes them aim their Arms at themself.&lt;br /&gt;
* Any Equipment that affects or targets an eliminated player may target a zombie player.&lt;br /&gt;
* Bringing a player back to life (like with Defibrillator) turns a zombie into a non-zombie but it doesn’t work on the Infector.&lt;br /&gt;
* A zombie cannot steal a Gun.&lt;br /&gt;
* A zombie cannot take the Arm action.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/br&amp;gt;&lt;br /&gt;
&amp;lt;/br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=BOMBERS AND TRAITORS EXPANSION=&lt;br /&gt;
This expansion adds the possibility that there will be Traitors and/or Bombers in the game.&lt;br /&gt;
&lt;br /&gt;
==BOMBER TEAM==&lt;br /&gt;
You are a Bomber if all 3 of your Integrity cards have a BOMB icon. If you are a Bomber, you are not on the Honest nor Crooked team. You are on the Bomber team.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Win Condition:&#039;&#039;&#039; You and all other Bombers win if you are shot or if you eliminate the Agent or Kingpin with a Gun. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; If you eliminate the Agent or Kingpin and there is at least one surviving Traitor, all Traitors also win.&lt;br /&gt;
&lt;br /&gt;
==TRAITOR TEAM==&lt;br /&gt;
You are a Traitor if all 3 of your Integrity cards have a KNIFE icon. If you are a Traitor, you are not on the Honest nor Crooked team. You are on the Traitor team.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Win Condition:&#039;&#039;&#039; You and all other Traitors win if you are alive when the Agent or Kingpin is eliminated. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; If the Agent or Kingpin was eliminated by being shot by a Gun held by a Bomber, all Bombers also win.&lt;/div&gt;</summary>
		<author><name>Pull the Pin Games</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpgoodcopbadcop&amp;diff=15685</id>
		<title>Gamehelpgoodcopbadcop</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpgoodcopbadcop&amp;diff=15685"/>
		<updated>2023-01-04T02:44:14Z</updated>

		<summary type="html">&lt;p&gt;Pull the Pin Games: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==TEAM==&lt;br /&gt;
You are on the HONEST team if you have the Agent card or if the majority of your cards are Honest.&lt;br /&gt;
&lt;br /&gt;
You are on the CROOKED team if you have the Kingpin card or if the majority of your cards are Crooked.&lt;br /&gt;
&lt;br /&gt;
==ON  YOUR TURN==&lt;br /&gt;
Your turn consists of 3 phases:&lt;br /&gt;
&lt;br /&gt;
====1) Take Action====&lt;br /&gt;
Choose 1 of these actions to take:&lt;br /&gt;
* &#039;&#039;&#039;Investigate&#039;&#039;&#039; - View one hidden Integrity Card.&lt;br /&gt;
* &#039;&#039;&#039;Arm&#039;&#039;&#039; - Take a Gun. Reveal 1 of your hidden Integrity Cards if you have any.&lt;br /&gt;
* &#039;&#039;&#039;Equip&#039;&#039;&#039; - Draw an Equipment Card. Discard down to 1. Reveal 1 of your hidden Integrity Cards if you have any.&lt;br /&gt;
* &#039;&#039;&#039;Shoot&#039;&#039;&#039; - Shoot your Gun at the player at whom you are aiming. Drop your gun.&lt;br /&gt;
&lt;br /&gt;
====2) Take Aim====&lt;br /&gt;
If you are holding a Gun, aim it at any living player other than yourself.&lt;br /&gt;
&lt;br /&gt;
====3) End Turn====&lt;br /&gt;
Play proceeds clockwise.&lt;br /&gt;
&lt;br /&gt;
==GETTING SHOT==&lt;br /&gt;
If you are shot, you must reveal all of your Integrity Cards.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;If you are NOT the Agent or Kingpin:&#039;&#039;&#039;&lt;br /&gt;
* You are eliminated from the game.&lt;br /&gt;
* Return any Equipment Cards in your hand to the bottom of the deck.&lt;br /&gt;
* Return your Gun to the center of the table.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;If you ARE the Agent or Kingpin:&#039;&#039;&#039;&lt;br /&gt;
* You are NOT eliminated the first time you are shot. If you are shot while wounded, the game ends and the opposing team wins.&lt;br /&gt;
* Draw an Equipment Card.&lt;br /&gt;
* Put a Wounded Token on your Agent or Kingpin card.&lt;br /&gt;
&lt;br /&gt;
==GUN RULES==&lt;br /&gt;
* You may only hold one Gun at a time.&lt;br /&gt;
* Any time you get a Gun, immediately aim it. Otherwise you may only change where you are aiming at the end of your turn during the Take Aim phase.&lt;br /&gt;
&lt;br /&gt;
==EQUIPMENT RULES==&lt;br /&gt;
* Equipment Cards may be used in reaction to Shoot actions, during your turn, or at the end of any player&#039;s turn.&lt;br /&gt;
* When you use an Equipment Card, place it at the bottom of the deck.&lt;br /&gt;
* When you use an Equipment Card, no other Equipment Cards may be played until yours is resolved.&lt;br /&gt;
* The hand limit of Equipment is 1.&lt;br /&gt;
* Multiple Equipment Cards may be played before an action is resolved.&lt;br /&gt;
&lt;br /&gt;
==WINNING THE GAME==&lt;br /&gt;
The HONEST team wins if the Kingpin is eliminated. &lt;br /&gt;
&lt;br /&gt;
The CROOKED team wins if the Agent is eliminated. &lt;br /&gt;
&lt;br /&gt;
If, at any time, a player has both the Agent and the Kingpin, that player wins alone.&lt;br /&gt;
&lt;br /&gt;
==TABLE TALK==&lt;br /&gt;
You are encouraged to use the chat to give truthful or false information about what you have seen or accuse players of being on a team or having a specific role.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=ZOMBIES EXPANSION=&lt;br /&gt;
==ZOMBIE TEAM==&lt;br /&gt;
In addition to the Honest and Crooked teams, there is a third team: Zombies. If you are on the Zombie team, you do not win with the Honest or Crooked team. Instead, your team wins if you can bite the Agent or Kingpin.&lt;br /&gt;
&lt;br /&gt;
==GETTING SHOT/BITTEN==&lt;br /&gt;
&#039;&#039;&#039;If you are already a Zombie,&#039;&#039;&#039; you aim your Arms at yourself. If you were shot with a Gun, the player who shot you keeps their Gun.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;If you are NOT a Zombie,&#039;&#039;&#039; flip over all of your Integrity Cards. Then:&lt;br /&gt;
* &#039;&#039;&#039;If you are a Leader,&#039;&#039;&#039; follow the same rules as getting shot in the base game.&lt;br /&gt;
* &#039;&#039;&#039;If you are NOT a Leader,&#039;&#039;&#039; you become a zombie (see Becoming a Zombie).&lt;br /&gt;
&lt;br /&gt;
==BECOMING A ZOMBIE==&lt;br /&gt;
You become a zombie when you are a non-Leader, non-Zombie and you are shot.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;When that happens, do the following:&#039;&#039;&#039;&lt;br /&gt;
* Reveal all of your hidden cards.&lt;br /&gt;
* Take zombie Arms and aim them at yourself.&lt;br /&gt;
* You are no longer on the Honest or Crooked team but instead you are now on the Zombie team.&lt;br /&gt;
* &#039;&#039;&#039;You Keep:&#039;&#039;&#039;&lt;br /&gt;
** Any Equipment you had.&lt;br /&gt;
* &#039;&#039;&#039;You Lose:&#039;&#039;&#039;&lt;br /&gt;
** Any Gun you were holding.&lt;br /&gt;
&lt;br /&gt;
If you are a zombie and you are given a Leader card (Agent or Kingpin), you are no longer a zombie, even if the Leader card is hidden.&lt;br /&gt;
&lt;br /&gt;
==ZOMBIE ACTIONS==&lt;br /&gt;
When you are a zombie and you take your turn, instead of the usual turn actions, you can take one of these:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bite:&#039;&#039;&#039; Bite the player you are targeting with your Arms. You must choose a new target in the Aim phase.&lt;br /&gt;
&#039;&#039;&#039;Equip:&#039;&#039;&#039; Draw an Equipment card.&lt;br /&gt;
&lt;br /&gt;
After you take your action, you may aim your Arms at any player.&lt;br /&gt;
&lt;br /&gt;
===Zombie Equipment and Arms===&lt;br /&gt;
* Zombie players may use Equipment just like non-Zombie players.&lt;br /&gt;
* Any Equipment that affects or targets a Gun or those holding a Gun affects or targets zombie Arms or those with zombie Arms.&lt;br /&gt;
* Any Equipment that affects or targets Shoot or shooting affects or targets Bite or biting.&lt;br /&gt;
* Any Equipment that would make a zombie drop their Gun instead makes them aim their Arms at themself.&lt;br /&gt;
* Any Equipment that affects or targets an eliminated player may target a zombie player.&lt;br /&gt;
* Bringing a player back to life (like with Defibrillator) turns a zombie into a non-zombie but it doesn’t work on the Infector.&lt;br /&gt;
* A zombie cannot steal a Gun.&lt;br /&gt;
* A zombie cannot take the Arm action.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=BOMBERS AND TRAITORS EXPANSION=&lt;br /&gt;
This expansion adds the possibility that there will be Traitors and/or Bombers in the game.&lt;br /&gt;
&lt;br /&gt;
==BOMBER TEAM==&lt;br /&gt;
You are a Bomber if all 3 of your Integrity cards have a BOMB icon. If you are a Bomber, you are not on the Honest nor Crooked team. You are on the Bomber team.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Win Condition:&#039;&#039;&#039; You and all other Bombers win if you are shot or if you eliminate the Agent or Kingpin with a Gun. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; If you eliminate the Agent or Kingpin and there is at least one surviving Traitor, all Traitors also win.&lt;br /&gt;
&lt;br /&gt;
==TRAITOR TEAM==&lt;br /&gt;
You are a Traitor if all 3 of your Integrity cards have a KNIFE icon. If you are a Traitor, you are not on the Honest nor Crooked team. You are on the Traitor team.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Win Condition:&#039;&#039;&#039; You and all other Traitors win if you are alive when the Agent or Kingpin is eliminated. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; If the Agent or Kingpin was eliminated by being shot by a Gun held by a Bomber, all Bombers also win.&lt;/div&gt;</summary>
		<author><name>Pull the Pin Games</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpgoodcopbadcop&amp;diff=15661</id>
		<title>Gamehelpgoodcopbadcop</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpgoodcopbadcop&amp;diff=15661"/>
		<updated>2023-01-01T19:39:16Z</updated>

		<summary type="html">&lt;p&gt;Pull the Pin Games: added Bombers and Traitors rules&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==TEAM==&lt;br /&gt;
You are on the HONEST team if you have the Agent card or if the majority of your cards are Honest.&lt;br /&gt;
&lt;br /&gt;
You are on the CROOKED team if you have the Kingpin card or if the majority of your cards are Crooked.&lt;br /&gt;
&lt;br /&gt;
==ON  YOUR TURN==&lt;br /&gt;
Your turn consists of 3 phases:&lt;br /&gt;
&lt;br /&gt;
====1) Take Action====&lt;br /&gt;
Choose 1 of these actions to take:&lt;br /&gt;
* &#039;&#039;&#039;Investigate&#039;&#039;&#039; - View one hidden Integrity Card.&lt;br /&gt;
* &#039;&#039;&#039;Arm&#039;&#039;&#039; - Take a Gun. Reveal 1 of your hidden Integrity Cards if you have any.&lt;br /&gt;
* &#039;&#039;&#039;Equip&#039;&#039;&#039; - Draw an Equipment Card. Discard down to 1. Reveal 1 of your hidden Integrity Cards if you have any.&lt;br /&gt;
* &#039;&#039;&#039;Shoot&#039;&#039;&#039; - Shoot your Gun at the player at whom you are aiming. Drop your gun.&lt;br /&gt;
&lt;br /&gt;
====2) Take Aim====&lt;br /&gt;
If you are holding a Gun, aim it at any living player other than yourself.&lt;br /&gt;
&lt;br /&gt;
====3) End Turn====&lt;br /&gt;
Play proceeds clockwise.&lt;br /&gt;
&lt;br /&gt;
==GETTING SHOT==&lt;br /&gt;
If you are shot, you must reveal all of your Integrity Cards.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;If you are NOT the Agent or Kingpin:&#039;&#039;&#039;&lt;br /&gt;
* You are eliminated from the game.&lt;br /&gt;
* Return any Equipment Cards in your hand to the bottom of the deck.&lt;br /&gt;
* Return your Gun to the center of the table.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;If you ARE the Agent or Kingpin:&#039;&#039;&#039;&lt;br /&gt;
* You are NOT eliminated the first time you are shot. If you are shot while wounded, the game ends and the opposing team wins.&lt;br /&gt;
* Draw an Equipment Card.&lt;br /&gt;
* Put a Wounded Token on your Agent or Kingpin card.&lt;br /&gt;
&lt;br /&gt;
==GUN RULES==&lt;br /&gt;
* You may only hold one Gun at a time.&lt;br /&gt;
* Any time you get a Gun, immediately aim it. Otherwise you may only change where you are aiming at the end of your turn during the Take Aim phase.&lt;br /&gt;
&lt;br /&gt;
==EQUIPMENT RULES==&lt;br /&gt;
* Equipment Cards may be used in reaction to Shoot actions, during your turn, or at the end of any player&#039;s turn.&lt;br /&gt;
* When you use an Equipment Card, place it at the bottom of the deck.&lt;br /&gt;
* When you use an Equipment Card, no other Equipment Cards may be played until yours is resolved.&lt;br /&gt;
* The hand limit of Equipment is 1.&lt;br /&gt;
* Multiple Equipment Cards may be played before an action is resolved.&lt;br /&gt;
&lt;br /&gt;
==WINNING THE GAME==&lt;br /&gt;
The HONEST team wins if the Kingpin is eliminated. &lt;br /&gt;
&lt;br /&gt;
The CROOKED team wins if the Agent is eliminated. &lt;br /&gt;
&lt;br /&gt;
If, at any time, a player has both the Agent and the Kingpin, that player wins alone.&lt;br /&gt;
&lt;br /&gt;
==TABLE TALK==&lt;br /&gt;
You are encouraged to use the chat to give truthful or false information about what you have seen or accuse players of being on a team or having a specific role.&lt;br /&gt;
&lt;br /&gt;
=ZOMBIES EXPANSION=&lt;br /&gt;
==ZOMBIE TEAM==&lt;br /&gt;
In addition to the Honest and Crooked teams, there is a third team: Zombies. If you are on the Zombie team, you do not win with the Honest or Crooked team. Instead, your team wins if you can bite the Agent or Kingpin.&lt;br /&gt;
&lt;br /&gt;
==GETTING SHOT/BITTEN==&lt;br /&gt;
&#039;&#039;&#039;If you are already a Zombie,&#039;&#039;&#039; you aim your Arms at yourself. If you were shot with a Gun, the player who shot you keeps their Gun.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;If you are NOT a Zombie,&#039;&#039;&#039; flip over all of your Integrity Cards. Then:&lt;br /&gt;
* &#039;&#039;&#039;If you are a Leader,&#039;&#039;&#039; follow the same rules as getting shot in the base game.&lt;br /&gt;
* &#039;&#039;&#039;If you are NOT a Leader,&#039;&#039;&#039; you become a zombie (see Becoming a Zombie).&lt;br /&gt;
&lt;br /&gt;
==BECOMING A ZOMBIE==&lt;br /&gt;
You become a zombie when you are a non-Leader, non-Zombie and you are shot.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;When that happens, do the following:&#039;&#039;&#039;&lt;br /&gt;
* Reveal all of your hidden cards.&lt;br /&gt;
* Take zombie Arms and aim them at yourself.&lt;br /&gt;
* You are no longer on the Honest or Crooked team but instead you are now on the Zombie team.&lt;br /&gt;
* &#039;&#039;&#039;You Keep:&#039;&#039;&#039;&lt;br /&gt;
** Any Equipment you had.&lt;br /&gt;
* &#039;&#039;&#039;You Lose:&#039;&#039;&#039;&lt;br /&gt;
** Any Gun you were holding.&lt;br /&gt;
&lt;br /&gt;
If you are a zombie and you are given a Leader card (Agent or Kingpin), you are no longer a zombie, even if the Leader card is hidden.&lt;br /&gt;
&lt;br /&gt;
==ZOMBIE ACTIONS==&lt;br /&gt;
When you are a zombie and you take your turn, instead of the usual turn actions, you can take one of these:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bite:&#039;&#039;&#039; Bite the player you are targeting with your Arms. You must choose a new target in the Aim phase.&lt;br /&gt;
&#039;&#039;&#039;Equip:&#039;&#039;&#039; Draw an Equipment card.&lt;br /&gt;
&lt;br /&gt;
After you take your action, you may aim your Arms at any player.&lt;br /&gt;
&lt;br /&gt;
===Zombie Equipment and Arms===&lt;br /&gt;
* Zombie players may use Equipment just like non-Zombie players.&lt;br /&gt;
* Any Equipment that affects or targets a Gun or those holding a Gun affects or targets zombie Arms or those with zombie Arms.&lt;br /&gt;
* Any Equipment that affects or targets Shoot or shooting affects or targets Bite or biting.&lt;br /&gt;
* Any Equipment that would make a zombie drop their Gun instead makes them aim their Arms at themself.&lt;br /&gt;
* Any Equipment that affects or targets an eliminated player may target a zombie player.&lt;br /&gt;
* Bringing a player back to life (like with Defibrillator) turns a zombie into a non-zombie but it doesn’t work on the Infector.&lt;br /&gt;
* A zombie cannot steal a Gun.&lt;br /&gt;
* A zombie cannot take the Arm action.&lt;br /&gt;
&lt;br /&gt;
=BOMBERS AND TRAITORS EXPANSION=&lt;br /&gt;
This expansion adds the possibility that there will be Traitors and/or Bombers in the game.&lt;br /&gt;
&lt;br /&gt;
==BOMBER TEAM==&lt;br /&gt;
You are a Bomber if all 3 of your Integrity cards have a BOMB icon. If you are a Bomber, you are not on the Honest nor Crooked team. You are on the Bomber team.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Win Condition:&#039;&#039;&#039; You and all other Bombers win if you are shot or if you eliminate the Agent or Kingpin with a Gun. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; If you eliminate the Agent or Kingpin and there is at least one surviving Traitor, all Traitors also win.&lt;br /&gt;
&lt;br /&gt;
==TRAITOR TEAM==&lt;br /&gt;
You are a Traitor if all 3 of your Integrity cards have a KNIFE icon. If you are a Traitor, you are not on the Honest nor Crooked team. You are on the Traitor team.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Win Condition:&#039;&#039;&#039; You and all other Traitors win if you are alive when the Agent or Kingpin is eliminated. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; If the Agent or Kingpin was eliminated by being shot by a Gun held by a Bomber, all Bombers also win.&lt;/div&gt;</summary>
		<author><name>Pull the Pin Games</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpgoodcopbadcop&amp;diff=15568</id>
		<title>Gamehelpgoodcopbadcop</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpgoodcopbadcop&amp;diff=15568"/>
		<updated>2022-12-17T14:41:02Z</updated>

		<summary type="html">&lt;p&gt;Pull the Pin Games: Updated the rules for the simplified version of the zombies expansion.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==TEAM==&lt;br /&gt;
You are on the HONEST team if you have the Agent card or if the majority of your cards are Honest.&lt;br /&gt;
&lt;br /&gt;
You are on the CROOKED team if you have the Kingpin card or if the majority of your cards are Crooked.&lt;br /&gt;
&lt;br /&gt;
==ON  YOUR TURN==&lt;br /&gt;
Your turn consists of 3 phases:&lt;br /&gt;
&lt;br /&gt;
====1) Take Action====&lt;br /&gt;
Choose 1 of these actions to take:&lt;br /&gt;
* &#039;&#039;&#039;Investigate&#039;&#039;&#039; - View one hidden Integrity Card.&lt;br /&gt;
* &#039;&#039;&#039;Arm&#039;&#039;&#039; - Take a Gun. Reveal 1 of your hidden Integrity Cards if you have any.&lt;br /&gt;
* &#039;&#039;&#039;Equip&#039;&#039;&#039; - Draw an Equipment Card. Discard down to 1. Reveal 1 of your hidden Integrity Cards if you have any.&lt;br /&gt;
* &#039;&#039;&#039;Shoot&#039;&#039;&#039; - Shoot your Gun at the player at whom you are aiming. Drop your gun.&lt;br /&gt;
&lt;br /&gt;
====2) Take Aim====&lt;br /&gt;
If you are holding a Gun, aim it at any living player other than yourself.&lt;br /&gt;
&lt;br /&gt;
====3) End Turn====&lt;br /&gt;
Play proceeds clockwise.&lt;br /&gt;
&lt;br /&gt;
==GETTING SHOT==&lt;br /&gt;
If you are shot, you must reveal all of your Integrity Cards.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;If you are NOT the Agent or Kingpin:&#039;&#039;&#039;&lt;br /&gt;
* You are eliminated from the game.&lt;br /&gt;
* Return any Equipment Cards in your hand to the bottom of the deck.&lt;br /&gt;
* Return your Gun to the center of the table.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;If you ARE the Agent or Kingpin:&#039;&#039;&#039;&lt;br /&gt;
* You are NOT eliminated the first time you are shot. If you are shot while wounded, the game ends and the opposing team wins.&lt;br /&gt;
* Draw an Equipment Card.&lt;br /&gt;
* Put a Wounded Token on your Agent or Kingpin card.&lt;br /&gt;
&lt;br /&gt;
==GUN RULES==&lt;br /&gt;
* You may only hold one Gun at a time.&lt;br /&gt;
* Any time you get a Gun, immediately aim it. Otherwise you may only change where you are aiming at the end of your turn during the Take Aim phase.&lt;br /&gt;
&lt;br /&gt;
==EQUIPMENT RULES==&lt;br /&gt;
* Equipment Cards may be used in reaction to Shoot actions, during your turn, or at the end of any player&#039;s turn.&lt;br /&gt;
* When you use an Equipment Card, place it at the bottom of the deck.&lt;br /&gt;
* When you use an Equipment Card, no other Equipment Cards may be played until yours is resolved.&lt;br /&gt;
* The hand limit of Equipment is 1.&lt;br /&gt;
* Multiple Equipment Cards may be played before an action is resolved.&lt;br /&gt;
&lt;br /&gt;
==WINNING THE GAME==&lt;br /&gt;
The HONEST team wins if the Kingpin is eliminated. &lt;br /&gt;
&lt;br /&gt;
The CROOKED team wins if the Agent is eliminated. &lt;br /&gt;
&lt;br /&gt;
If, at any time, a player has both the Agent and the Kingpin, that player wins alone.&lt;br /&gt;
&lt;br /&gt;
==TABLE TALK==&lt;br /&gt;
You are encouraged to use the chat to give truthful or false information about what you have seen or accuse players of being on a team or having a specific role.&lt;br /&gt;
&lt;br /&gt;
=ZOMBIES EXPANSION=&lt;br /&gt;
==ZOMBIE TEAM==&lt;br /&gt;
In addition to the Honest and Crooked teams, there is a third team: Zombies. If you are on the Zombie team, you do not win with the Honest or Crooked team. Instead, your team wins if you can bite the Agent or Kingpin.&lt;br /&gt;
&lt;br /&gt;
==GETTING SHOT/BITTEN==&lt;br /&gt;
&#039;&#039;&#039;If you are already a Zombie,&#039;&#039;&#039; you aim your Arms at yourself. If you were shot with a Gun, the player who shot you keeps their Gun.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;If you are NOT a Zombie,&#039;&#039;&#039; flip over all of your Integrity Cards. Then:&lt;br /&gt;
* &#039;&#039;&#039;If you are a Leader,&#039;&#039;&#039; follow the same rules as getting shot in the base game.&lt;br /&gt;
* &#039;&#039;&#039;If you are NOT a Leader,&#039;&#039;&#039; you become a zombie (see Becoming a Zombie).&lt;br /&gt;
&lt;br /&gt;
==BECOMING A ZOMBIE==&lt;br /&gt;
You become a zombie when you are a non-Leader, non-Zombie and you are shot.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;When that happens, do the following:&#039;&#039;&#039;&lt;br /&gt;
* Reveal all of your hidden cards.&lt;br /&gt;
* Take zombie Arms and aim them at yourself.&lt;br /&gt;
* You are no longer on the Honest or Crooked team but instead you are now on the Zombie team.&lt;br /&gt;
* &#039;&#039;&#039;You Keep:&#039;&#039;&#039;&lt;br /&gt;
** Any Equipment you had.&lt;br /&gt;
* &#039;&#039;&#039;You Lose:&#039;&#039;&#039;&lt;br /&gt;
** Any Gun you were holding.&lt;br /&gt;
&lt;br /&gt;
If you are a zombie and you are given a Leader card (Agent or Kingpin), you are no longer a zombie, even if the Leader card is hidden.&lt;br /&gt;
&lt;br /&gt;
==ZOMBIE ACTIONS==&lt;br /&gt;
When you are a zombie and you take your turn, instead of the usual turn actions, you can take one of these:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bite:&#039;&#039;&#039; Bite the player you are targeting with your Arms. You must choose a new target in the Aim phase.&lt;br /&gt;
&#039;&#039;&#039;Equip:&#039;&#039;&#039; Draw an Equipment card.&lt;br /&gt;
&lt;br /&gt;
After you take your action, you may aim your Arms at any player.&lt;br /&gt;
&lt;br /&gt;
===Zombie Equipment and Arms===&lt;br /&gt;
* Zombie players may use Equipment just like non-Zombie players.&lt;br /&gt;
* Any Equipment that affects or targets a Gun or those holding a Gun affects or targets zombie Arms or those with zombie Arms.&lt;br /&gt;
* Any Equipment that affects or targets Shoot or shooting affects or targets Bite or biting.&lt;br /&gt;
* Any Equipment that would make a zombie drop their Gun instead makes them aim their Arms at themself.&lt;br /&gt;
* Any Equipment that affects or targets an eliminated player may target a zombie player.&lt;br /&gt;
* Bringing a player back to life (like with Defibrillator) turns a zombie into a non-zombie but it doesn’t work on the Infector.&lt;br /&gt;
* A zombie cannot steal a Gun.&lt;br /&gt;
* A zombie cannot take the Arm action.&lt;/div&gt;</summary>
		<author><name>Pull the Pin Games</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpgoodcopbadcop&amp;diff=15312</id>
		<title>Gamehelpgoodcopbadcop</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpgoodcopbadcop&amp;diff=15312"/>
		<updated>2022-11-20T17:24:34Z</updated>

		<summary type="html">&lt;p&gt;Pull the Pin Games: Zombies cannot steal guns or arm.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==TEAM==&lt;br /&gt;
You are on the HONEST team if you have the Agent card or if the majority of your cards are Honest.&lt;br /&gt;
&lt;br /&gt;
You are on the CROOKED team if you have the Kingpin card or if the majority of your cards are Crooked.&lt;br /&gt;
&lt;br /&gt;
==ON  YOUR TURN==&lt;br /&gt;
Your turn consists of 3 phases:&lt;br /&gt;
&lt;br /&gt;
====1) Take Action====&lt;br /&gt;
Choose 1 of these actions to take:&lt;br /&gt;
* &#039;&#039;&#039;Investigate&#039;&#039;&#039; - View one hidden Integrity Card.&lt;br /&gt;
* &#039;&#039;&#039;Arm&#039;&#039;&#039; - Take a Gun. Reveal 1 of your hidden Integrity Cards if you have any.&lt;br /&gt;
* &#039;&#039;&#039;Equip&#039;&#039;&#039; - Draw an Equipment Card. Discard down to 1. Reveal 1 of your hidden Integrity Cards if you have any.&lt;br /&gt;
* &#039;&#039;&#039;Shoot&#039;&#039;&#039; - Shoot your Gun at the player at whom you are aiming. Drop your gun.&lt;br /&gt;
&lt;br /&gt;
====2) Take Aim====&lt;br /&gt;
If you are holding a Gun, aim it at any living player other than yourself.&lt;br /&gt;
&lt;br /&gt;
====3) End Turn====&lt;br /&gt;
Play proceeds clockwise.&lt;br /&gt;
&lt;br /&gt;
==GETTING SHOT==&lt;br /&gt;
If you are shot, you must reveal all of your Integrity Cards.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;If you are NOT the Agent or Kingpin:&#039;&#039;&#039;&lt;br /&gt;
* You are eliminated from the game.&lt;br /&gt;
* Return any Equipment Cards in your hand to the bottom of the deck.&lt;br /&gt;
* Return your Gun to the center of the table.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;If you ARE the Agent or Kingpin:&#039;&#039;&#039;&lt;br /&gt;
* You are NOT eliminated the first time you are shot. If you are shot while wounded, the game ends and the opposing team wins.&lt;br /&gt;
* Draw an Equipment Card.&lt;br /&gt;
* Put a Wounded Token on your Agent or Kingpin card.&lt;br /&gt;
&lt;br /&gt;
==GUN RULES==&lt;br /&gt;
* You may only hold one Gun at a time.&lt;br /&gt;
* Any time you get a Gun, immediately aim it. Otherwise you may only change where you are aiming at the end of your turn during the Take Aim phase.&lt;br /&gt;
&lt;br /&gt;
==EQUIPMENT RULES==&lt;br /&gt;
* Equipment Cards may be used in reaction to Shoot actions, during your turn, or at the end of any player&#039;s turn.&lt;br /&gt;
* When you use an Equipment Card, place it at the bottom of the deck.&lt;br /&gt;
* When you use an Equipment Card, no other Equipment Cards may be played until yours is resolved.&lt;br /&gt;
* The hand limit of Equipment is 1.&lt;br /&gt;
* Multiple Equipment Cards may be played before an action is resolved.&lt;br /&gt;
&lt;br /&gt;
==WINNING THE GAME==&lt;br /&gt;
The HONEST team wins if the Kingpin is eliminated. &lt;br /&gt;
&lt;br /&gt;
The CROOKED team wins if the Agent is eliminated. &lt;br /&gt;
&lt;br /&gt;
If, at any time, a player has both the Agent and the Kingpin, that player wins alone.&lt;br /&gt;
&lt;br /&gt;
==TABLE TALK==&lt;br /&gt;
You are encouraged to use the chat to give truthful or false information about what you have seen or accuse players of being on a team or having a specific role.&lt;br /&gt;
&lt;br /&gt;
=ZOMBIES EXPANSION=&lt;br /&gt;
==ZOMBIE TEAM==&lt;br /&gt;
In addition to the Honest and Crooked teams, we now have a Zombie team. If you are on the Zombie team, you do not win with the Honest or Crooked team. You win if you can turn the Agent or Kingpin into a zombie.&lt;br /&gt;
&lt;br /&gt;
To turn a Leader into a Zombie, you aim at them one one turn and then Bite them on the next turn. The more Infection tokens your target has, the more Zombie dice they will roll when they are bitten. If any of the dice they roll show the Zombie symbol, they turn into a Zombie.&lt;br /&gt;
&lt;br /&gt;
There is also now an Infector role. The Infector is on the Zombie team and tries to get others on their team by eliminating or biting non-Leader players.&lt;br /&gt;
&lt;br /&gt;
==INFECTOR==&lt;br /&gt;
One player will have an Infector card. This is not a Leader card, but whoever has it is on the Zombie team. &#039;&#039;Note: Although you are on the Zombie team, you are not a zombie yourself until your Infector card is revealed.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==INVESTIGATING==&lt;br /&gt;
When a player is investigated, the investigator places an Infection token on the Integrity card they viewed. The more Infection tokens you have, the more likely it is that you will turn into a zombie when you are bitten.&lt;br /&gt;
&lt;br /&gt;
==SHOOTING A ZOMBIE==&lt;br /&gt;
When you shoot a zombie, you keep your Gun, but you must change your aim during your Aim phase.&lt;br /&gt;
&lt;br /&gt;
==GETTING SHOT==&lt;br /&gt;
&#039;&#039;&#039;If you are NOT a Zombie,&#039;&#039;&#039; flip over all of your Integrity Cards. Then:&lt;br /&gt;
* &#039;&#039;&#039;If you are a Leader,&#039;&#039;&#039; follow the same rules as getting shot in the base game.&lt;br /&gt;
* &#039;&#039;&#039;If you are NOT a Leader,&#039;&#039;&#039; you become a zombie (see Becoming a Zombie). &#039;&#039;Note: The Infector is not a Leader so this also applies to them.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;If you are already a Zombie,&#039;&#039;&#039; you aim your Arms at yourself.&lt;br /&gt;
&lt;br /&gt;
==BECOMING A ZOMBIE==&lt;br /&gt;
&#039;&#039;&#039;You become a zombie when any of these things happen:&#039;&#039;&#039;&lt;br /&gt;
* You are a non-Leader, non-Zombie and you are shot.&lt;br /&gt;
* You have an Infector card and it is revealed.&lt;br /&gt;
* You roll the zombie symbol on a Zombie Die. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;When any of those happen, do the following:&#039;&#039;&#039;&lt;br /&gt;
* Reveal all of your hidden cards.&lt;br /&gt;
* Take zombie Arms.&lt;br /&gt;
* You are no longer on the Honest or Crooked team but instead you are now on the Zombie team.&lt;br /&gt;
* &#039;&#039;&#039;You Keep:&#039;&#039;&#039;&lt;br /&gt;
** Any Equipment you had.&lt;br /&gt;
** Any Infection tokens you have on your Integrity cards.&lt;br /&gt;
* &#039;&#039;&#039;You Lose:&#039;&#039;&#039;&lt;br /&gt;
** Any Gun you were holding.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: If the Infector takes the Arm action and flips over their Infector card to pay for it, they become a zombie and they take Arms instead of a Gun.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==ZOMBIE ACTIONS==&lt;br /&gt;
When you are a zombie and you take your turn, instead of the usual turn actions, you can take one of these:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bite:&#039;&#039;&#039; Roll a die for each Integrity card the player your Arms are aiming at have on their Integrity cards. If you roll a Zombie symbol, they become a zombie.&lt;br /&gt;
&#039;&#039;&#039;Equip:&#039;&#039;&#039; Remove an Infection token from a non-Zombie player&#039;s Integrity card. Then draw an Equipment card.&lt;br /&gt;
&#039;&#039;&#039;Infect:&#039;&#039;&#039; Add an Infection token to an Integrity card of up to 2 players. &#039;&#039;Note: Each Integrity card can have up to one Infection token on it.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
At the end of a zombie turn, if you have Arms, you may aim them at any player.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Zombie Dice===&lt;br /&gt;
When a zombie Bites you and you are not a zombie, put an Infection token on one of your Integrity cards. &lt;br /&gt;
&lt;br /&gt;
Then, roll a Zombie die for each Infection token on your Integrity cards. These are the symbols you might roll:&lt;br /&gt;
* &#039;&#039;&#039;Zombie Symbol:&#039;&#039;&#039; You become a zombie. If you are the Agent or Kingpin, the game is over.&lt;br /&gt;
* &#039;&#039;&#039;Infection Symbol:&#039;&#039;&#039; You add an extra Infection token to one of your Integrity cards. Only one Infection token may be on each Integrity card.&lt;br /&gt;
* &#039;&#039;&#039;Zombie Arms Symbol:&#039;&#039;&#039; The zombie who bit you must change their aim to another player.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Zombie Equipment and Arms===&lt;br /&gt;
* Zombie players may use Equipment just like non-Zombie players.&lt;br /&gt;
* Any Equipment that affects or targets a Gun or those holding a Gun affects or targets zombie Arms or those with zombie Arms.&lt;br /&gt;
* Any Equipment that affects or targets Shoot or shooting affects or targets Bite or biting.&lt;br /&gt;
* Any Equipment that would make a zombie drop their Gun instead makes them aim their Arms at themself.&lt;br /&gt;
* Any Equipment that affects or targets an eliminated player may target a zombie player.&lt;br /&gt;
* Bringing a player back to life (like with Defibrillator) turns a zombie into a non-zombie but it doesn’t work on the Infector.&lt;br /&gt;
* A zombie cannot steal a Gun.&lt;br /&gt;
* A zombie cannot take the Arm action.&lt;br /&gt;
&lt;br /&gt;
==SWAPPING INTEGRITY CARDS==&lt;br /&gt;
&#039;&#039;&#039;There are a few new cases where exchanging Integrity cards may make you switch teams:&#039;&#039;&#039;&lt;br /&gt;
* If you are given a revealed Infector card, you become a zombie.&lt;br /&gt;
* If you are a zombie and you are given a Leader card (Agent or Kingpin), you are no longer a zombie, even if the Leader card is hidden.&lt;br /&gt;
* If you ever have both the Infector and a Leader card, you immediately win alone.&lt;/div&gt;</summary>
		<author><name>Pull the Pin Games</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpgoodcopbadcop&amp;diff=15209</id>
		<title>Gamehelpgoodcopbadcop</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpgoodcopbadcop&amp;diff=15209"/>
		<updated>2022-11-06T19:34:10Z</updated>

		<summary type="html">&lt;p&gt;Pull the Pin Games: Updated rules about zombie actions based on playtesting feedback.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==TEAM==&lt;br /&gt;
You are on the HONEST team if you have the Agent card or if the majority of your cards are Honest.&lt;br /&gt;
&lt;br /&gt;
You are on the CROOKED team if you have the Kingpin card or if the majority of your cards are Crooked.&lt;br /&gt;
&lt;br /&gt;
==ON  YOUR TURN==&lt;br /&gt;
Your turn consists of 3 phases:&lt;br /&gt;
&lt;br /&gt;
====1) Take Action====&lt;br /&gt;
Choose 1 of these actions to take:&lt;br /&gt;
* &#039;&#039;&#039;Investigate&#039;&#039;&#039; - View one hidden Integrity Card.&lt;br /&gt;
* &#039;&#039;&#039;Arm&#039;&#039;&#039; - Take a Gun. Reveal 1 of your hidden Integrity Cards if you have any.&lt;br /&gt;
* &#039;&#039;&#039;Equip&#039;&#039;&#039; - Draw an Equipment Card. Discard down to 1. Reveal 1 of your hidden Integrity Cards if you have any.&lt;br /&gt;
* &#039;&#039;&#039;Shoot&#039;&#039;&#039; - Shoot your Gun at the player at whom you are aiming. Drop your gun.&lt;br /&gt;
&lt;br /&gt;
====2) Take Aim====&lt;br /&gt;
If you are holding a Gun, aim it at any living player other than yourself.&lt;br /&gt;
&lt;br /&gt;
====3) End Turn====&lt;br /&gt;
Play proceeds clockwise.&lt;br /&gt;
&lt;br /&gt;
==GETTING SHOT==&lt;br /&gt;
If you are shot, you must reveal all of your Integrity Cards.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;If you are NOT the Agent or Kingpin:&#039;&#039;&#039;&lt;br /&gt;
* You are eliminated from the game.&lt;br /&gt;
* Return any Equipment Cards in your hand to the bottom of the deck.&lt;br /&gt;
* Return your Gun to the center of the table.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;If you ARE the Agent or Kingpin:&#039;&#039;&#039;&lt;br /&gt;
* You are NOT eliminated the first time you are shot. If you are shot while wounded, the game ends and the opposing team wins.&lt;br /&gt;
* Draw an Equipment Card.&lt;br /&gt;
* Put a Wounded Token on your Agent or Kingpin card.&lt;br /&gt;
&lt;br /&gt;
==GUN RULES==&lt;br /&gt;
* You may only hold one Gun at a time.&lt;br /&gt;
* Any time you get a Gun, immediately aim it. Otherwise you may only change where you are aiming at the end of your turn during the Take Aim phase.&lt;br /&gt;
&lt;br /&gt;
==EQUIPMENT RULES==&lt;br /&gt;
* Equipment Cards may be used in reaction to Shoot actions, during your turn, or at the end of any player&#039;s turn.&lt;br /&gt;
* When you use an Equipment Card, place it at the bottom of the deck.&lt;br /&gt;
* When you use an Equipment Card, no other Equipment Cards may be played until yours is resolved.&lt;br /&gt;
* The hand limit of Equipment is 1.&lt;br /&gt;
* Multiple Equipment Cards may be played before an action is resolved.&lt;br /&gt;
&lt;br /&gt;
==WINNING THE GAME==&lt;br /&gt;
The HONEST team wins if the Kingpin is eliminated. &lt;br /&gt;
&lt;br /&gt;
The CROOKED team wins if the Agent is eliminated. &lt;br /&gt;
&lt;br /&gt;
If, at any time, a player has both the Agent and the Kingpin, that player wins alone.&lt;br /&gt;
&lt;br /&gt;
==TABLE TALK==&lt;br /&gt;
You are encouraged to use the chat to give truthful or false information about what you have seen or accuse players of being on a team or having a specific role.&lt;br /&gt;
&lt;br /&gt;
=ZOMBIES EXPANSION=&lt;br /&gt;
==ZOMBIE TEAM==&lt;br /&gt;
In addition to the Honest and Crooked teams, we now have a Zombie team. If you are on the Zombie team, you do not win with the Honest or Crooked team. You win if you can turn the Agent or Kingpin into a zombie.&lt;br /&gt;
&lt;br /&gt;
To turn a Leader into a Zombie, you aim at them one one turn and then Bite them on the next turn. The more Infection tokens your target has, the more Zombie dice they will roll when they are bitten. If any of the dice they roll show the Zombie symbol, they turn into a Zombie.&lt;br /&gt;
&lt;br /&gt;
There is also now an Infector role. The Infector is on the Zombie team and tries to get others on their team by eliminating or biting non-Leader players.&lt;br /&gt;
&lt;br /&gt;
==INFECTOR==&lt;br /&gt;
One player will have an Infector card. This is not a Leader card, but whoever has it is on the Zombie team. &#039;&#039;Note: Although you are on the Zombie team, you are not a zombie yourself until your Infector card is revealed.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==INVESTIGATING==&lt;br /&gt;
When a player is investigated, the investigator places an Infection token on the Integrity card they viewed. The more Infection tokens you have, the more likely it is that you will turn into a zombie when you are bitten.&lt;br /&gt;
&lt;br /&gt;
==SHOOTING A ZOMBIE==&lt;br /&gt;
When you shoot a zombie, you keep your Gun, but you must change your aim during your Aim phase.&lt;br /&gt;
&lt;br /&gt;
==GETTING SHOT==&lt;br /&gt;
&#039;&#039;&#039;If you are NOT a Zombie,&#039;&#039;&#039; flip over all of your Integrity Cards. Then:&lt;br /&gt;
* &#039;&#039;&#039;If you are a Leader,&#039;&#039;&#039; follow the same rules as getting shot in the base game.&lt;br /&gt;
* &#039;&#039;&#039;If you are NOT a Leader,&#039;&#039;&#039; you become a zombie (see Becoming a Zombie). &#039;&#039;Note: The Infector is not a Leader so this also applies to them.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;If you are already a Zombie,&#039;&#039;&#039; you aim your Arms at yourself.&lt;br /&gt;
&lt;br /&gt;
==BECOMING A ZOMBIE==&lt;br /&gt;
&#039;&#039;&#039;You become a zombie when any of these things happen:&#039;&#039;&#039;&lt;br /&gt;
* You are a non-Leader, non-Zombie and you are shot.&lt;br /&gt;
* You have an Infector card and it is revealed.&lt;br /&gt;
* You roll the zombie symbol on a Zombie Die. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;When any of those happen, do the following:&#039;&#039;&#039;&lt;br /&gt;
* Reveal all of your hidden cards.&lt;br /&gt;
* Take zombie Arms.&lt;br /&gt;
* You are no longer on the Honest or Crooked team but instead you are now on the Zombie team.&lt;br /&gt;
* &#039;&#039;&#039;You Keep:&#039;&#039;&#039;&lt;br /&gt;
** Any Equipment you had.&lt;br /&gt;
** Any Infection tokens you have on your Integrity cards.&lt;br /&gt;
* &#039;&#039;&#039;You Lose:&#039;&#039;&#039;&lt;br /&gt;
** Any Gun you were holding.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: If the Infector takes the Arm action and flips over their Infector card to pay for it, they become a zombie and they take Arms instead of a Gun.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==ZOMBIE ACTIONS==&lt;br /&gt;
When you are a zombie and you take your turn, instead of the usual turn actions, you can take one of these:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bite:&#039;&#039;&#039; Roll a die for each Integrity card the player your Arms are aiming at have on their Integrity cards. If you roll a Zombie symbol, they become a zombie.&lt;br /&gt;
&#039;&#039;&#039;Equip:&#039;&#039;&#039; Remove an Infection token from a non-Zombie player&#039;s Integrity card. Then draw an Equipment card.&lt;br /&gt;
&#039;&#039;&#039;Infect:&#039;&#039;&#039; Add an Infection token to an Integrity card of up to 2 players. &#039;&#039;Note: Each Integrity card can have up to one Infection token on it.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
At the end of a zombie turn, if you have Arms, you may aim them at any player.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Zombie Dice===&lt;br /&gt;
When a zombie Bites you and you are not a zombie, put an Infection token on one of your Integrity cards. &lt;br /&gt;
&lt;br /&gt;
Then, roll a Zombie die for each Infection token on your Integrity cards. These are the symbols you might roll:&lt;br /&gt;
* &#039;&#039;&#039;Zombie Symbol:&#039;&#039;&#039; You become a zombie. If you are the Agent or Kingpin, the game is over.&lt;br /&gt;
* &#039;&#039;&#039;Infection Symbol:&#039;&#039;&#039; You add an extra Infection token to one of your Integrity cards. Only one Infection token may be on each Integrity card.&lt;br /&gt;
* &#039;&#039;&#039;Zombie Arms Symbol:&#039;&#039;&#039; The zombie who bit you must change their aim to another player.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Zombie Equipment and Arms===&lt;br /&gt;
* Zombie players may use Equipment just like non-Zombie players.&lt;br /&gt;
* Any Equipment that affects or targets a Gun or those holding a Gun affects or targets zombie Arms or those with zombie Arms.&lt;br /&gt;
* Any Equipment that affects or targets Shoot or shooting affects or targets Bite or biting.&lt;br /&gt;
* Any Equipment that would make a zombie drop their Gun instead makes them aim their Arms at themself.&lt;br /&gt;
* Any Equipment that affects or targets an eliminated player may target a zombie player.&lt;br /&gt;
* Bringing a player back to life (like with Defibrillator) turns a zombie into a non-zombie but it doesn’t work on the Infector.&lt;br /&gt;
&lt;br /&gt;
==SWAPPING INTEGRITY CARDS==&lt;br /&gt;
&#039;&#039;&#039;There are a few new cases where exchanging Integrity cards may make you switch teams:&#039;&#039;&#039;&lt;br /&gt;
* If you are given a revealed Infector card, you become a zombie.&lt;br /&gt;
* If you are a zombie and you are given a Leader card (Agent or Kingpin), you are no longer a zombie, even if the Leader card is hidden.&lt;br /&gt;
* If you ever have both the Infector and a Leader card, you immediately win alone.&lt;/div&gt;</summary>
		<author><name>Pull the Pin Games</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpgoodcopbadcop&amp;diff=14821</id>
		<title>Gamehelpgoodcopbadcop</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpgoodcopbadcop&amp;diff=14821"/>
		<updated>2022-09-25T15:41:28Z</updated>

		<summary type="html">&lt;p&gt;Pull the Pin Games: added a SHOOTING A ZOMBIE section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==TEAM==&lt;br /&gt;
You are on the HONEST team if you have the Agent card or if the majority of your cards are Honest.&lt;br /&gt;
&lt;br /&gt;
You are on the CROOKED team if you have the Kingpin card or if the majority of your cards are Crooked.&lt;br /&gt;
&lt;br /&gt;
==ON  YOUR TURN==&lt;br /&gt;
Your turn consists of 3 phases:&lt;br /&gt;
&lt;br /&gt;
====1) Take Action====&lt;br /&gt;
Choose 1 of these actions to take:&lt;br /&gt;
* &#039;&#039;&#039;Investigate&#039;&#039;&#039; - View one hidden Integrity Card.&lt;br /&gt;
* &#039;&#039;&#039;Arm&#039;&#039;&#039; - Take a Gun. Reveal 1 of your hidden Integrity Cards if you have any.&lt;br /&gt;
* &#039;&#039;&#039;Equip&#039;&#039;&#039; - Draw an Equipment Card. Discard down to 1. Reveal 1 of your hidden Integrity Cards if you have any.&lt;br /&gt;
* &#039;&#039;&#039;Shoot&#039;&#039;&#039; - Shoot your Gun at the player at whom you are aiming. Drop your gun.&lt;br /&gt;
&lt;br /&gt;
====2) Take Aim====&lt;br /&gt;
If you are holding a Gun, aim it at any living player other than yourself.&lt;br /&gt;
&lt;br /&gt;
====3) End Turn====&lt;br /&gt;
Play proceeds clockwise.&lt;br /&gt;
&lt;br /&gt;
==GETTING SHOT==&lt;br /&gt;
If you are shot, you must reveal all of your Integrity Cards.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;If you are NOT the Agent or Kingpin:&#039;&#039;&#039;&lt;br /&gt;
* You are eliminated from the game.&lt;br /&gt;
* Return any Equipment Cards in your hand to the bottom of the deck.&lt;br /&gt;
* Return your Gun to the center of the table.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;If you ARE the Agent or Kingpin:&#039;&#039;&#039;&lt;br /&gt;
* You are NOT eliminated the first time you are shot. If you are shot while wounded, the game ends and the opposing team wins.&lt;br /&gt;
* Draw an Equipment Card.&lt;br /&gt;
* Put a Wounded Token on your Agent or Kingpin card.&lt;br /&gt;
&lt;br /&gt;
==GUN RULES==&lt;br /&gt;
* You may only hold one Gun at a time.&lt;br /&gt;
* Any time you get a Gun, immediately aim it. Otherwise you may only change where you are aiming at the end of your turn during the Take Aim phase.&lt;br /&gt;
&lt;br /&gt;
==EQUIPMENT RULES==&lt;br /&gt;
* Equipment Cards may be used in reaction to Shoot actions, during your turn, or at the end of any player&#039;s turn.&lt;br /&gt;
* When you use an Equipment Card, place it at the bottom of the deck.&lt;br /&gt;
* When you use an Equipment Card, no other Equipment Cards may be played until yours is resolved.&lt;br /&gt;
* The hand limit of Equipment is 1.&lt;br /&gt;
* Multiple Equipment Cards may be played before an action is resolved.&lt;br /&gt;
&lt;br /&gt;
==WINNING THE GAME==&lt;br /&gt;
The HONEST team wins if the Kingpin is eliminated. &lt;br /&gt;
&lt;br /&gt;
The CROOKED team wins if the Agent is eliminated. &lt;br /&gt;
&lt;br /&gt;
If, at any time, a player has both the Agent and the Kingpin, that player wins alone.&lt;br /&gt;
&lt;br /&gt;
==TABLE TALK==&lt;br /&gt;
You are encouraged to use the chat to give truthful or false information about what you have seen or accuse players of being on a team or having a specific role.&lt;br /&gt;
&lt;br /&gt;
=ZOMBIES EXPANSION=&lt;br /&gt;
==ZOMBIE TEAM==&lt;br /&gt;
In addition to the Honest and Crooked teams, we now have a Zombie team. If you are on the Zombie team, you do not win with the Honest or Crooked team. You win if you can turn the Agent or Kingpin into a zombie.&lt;br /&gt;
&lt;br /&gt;
To turn a Leader into a Zombie, you aim at them one one turn and then Bite them on the next turn. The more Infection tokens your target has, the more Zombie dice they will roll when they are bitten. If any of the dice they roll show the Zombie symbol, they turn into a Zombie.&lt;br /&gt;
&lt;br /&gt;
There is also now an Infector role. The Infector is on the Zombie team and tries to get others on their team by eliminating or biting non-Leader players.&lt;br /&gt;
&lt;br /&gt;
==INFECTOR==&lt;br /&gt;
One player will have an Infector card. This is not a Leader card, but whoever has it is on the Zombie team. &#039;&#039;Note: Although you are on the Zombie team, you are not a zombie yourself until someone investigates your Infector card or reveals it in another way.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When another player investigates or reveals the Infector card, they draw an Equipment card and the player with the Infector card becomes a zombie.&lt;br /&gt;
&lt;br /&gt;
==INVESTIGATING==&lt;br /&gt;
When a player is investigated, the investigator places an Infection token on the Integrity card they viewed. The more Infection tokens you have, the more likely it is that you will turn into a zombie when you are bitten.&lt;br /&gt;
&lt;br /&gt;
==SHOOTING A ZOMBIE==&lt;br /&gt;
When you shoot a zombie, you keep your Gun, but you must change your aim during your Aim phase.&lt;br /&gt;
&lt;br /&gt;
==GETTING SHOT==&lt;br /&gt;
&#039;&#039;&#039;If you are NOT a Zombie,&#039;&#039;&#039; flip over all of your Integrity Cards. Then:&lt;br /&gt;
* &#039;&#039;&#039;If you are a Leader,&#039;&#039;&#039; follow the same rules as getting shot in the base game.&lt;br /&gt;
* &#039;&#039;&#039;If you are NOT a Leader,&#039;&#039;&#039; you become a zombie (see Becoming a Zombie). &#039;&#039;Note: The Infector is not a Leader so this also applies to them.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;If you are already a Zombie,&#039;&#039;&#039; you aim your Arms at yourself.&lt;br /&gt;
&lt;br /&gt;
==BECOMING A ZOMBIE==&lt;br /&gt;
&#039;&#039;&#039;You become a zombie when any of these things happen:&#039;&#039;&#039;&lt;br /&gt;
* You are a non-Leader, non-Zombie and you are shot.&lt;br /&gt;
* Your Infector card is revealed.&lt;br /&gt;
* You roll the zombie symbol on a Zombie Die. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;When any of those happen, do the following:&#039;&#039;&#039;&lt;br /&gt;
* Reveal all of your hidden cards.&lt;br /&gt;
* Take zombie Arms.&lt;br /&gt;
* You are no longer on the Honest or Crooked team but instead you are now on the Zombie team.&lt;br /&gt;
* &#039;&#039;&#039;You Keep:&#039;&#039;&#039;&lt;br /&gt;
** Any Equipment you had.&lt;br /&gt;
** Any Infection tokens you have on your Integrity cards.&lt;br /&gt;
* &#039;&#039;&#039;You Lose:&#039;&#039;&#039;&lt;br /&gt;
** Any Gun you were holding.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: If the Infector takes the Arm action and flips over their Infector card to pay for it, they become a zombie and they take Arms instead of a Gun.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==ZOMBIE ACTIONS==&lt;br /&gt;
When you are a zombie and you take your turn, instead of the usual turn actions, you can take one of these:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bite:&#039;&#039;&#039; This causes two things to happen:&lt;br /&gt;
* You may put an Infection token on an Integrity card of the player at whom you are aiming. Only one Infection token may be on each Integrity card.&lt;br /&gt;
* That player rolls a die for each Integrity card they have with an Infection token. If they roll a Zombie symbol, they become a zombie.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equip:&#039;&#039;&#039; Draw an Equipment card.&lt;br /&gt;
&lt;br /&gt;
At the end of a zombie turn, if you have Arms, you may aim them at any player.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Zombie Dice===&lt;br /&gt;
When a zombie Bites you and you are not a zombie, put an Infection token on one of your Integrity cards. &lt;br /&gt;
&lt;br /&gt;
Then, roll a Zombie die for each Infection token on your Integrity cards. These are the symbols you might roll:&lt;br /&gt;
* &#039;&#039;&#039;Zombie Symbol:&#039;&#039;&#039; You become a zombie. If you are the Agent or Kingpin, the game is over.&lt;br /&gt;
* &#039;&#039;&#039;Infection Symbol:&#039;&#039;&#039; You add an extra Infection token to one of your Integrity cards. Only one Infection token may be on each Integrity card.&lt;br /&gt;
* &#039;&#039;&#039;Zombie Arms Symbol:&#039;&#039;&#039; The zombie who bit you must change their aim to another player.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Zombie Equipment and Arms===&lt;br /&gt;
* Zombie players may use Equipment just like non-Zombie players.&lt;br /&gt;
* Any Equipment that affects or targets a Gun or those holding a Gun affects or targets zombie Arms or those with zombie Arms.&lt;br /&gt;
* Any Equipment that affects or targets Shoot or shooting affects or targets Bite or biting.&lt;br /&gt;
* Any Equipment that would make a zombie drop their Gun instead makes them aim their Arms at themself.&lt;br /&gt;
* Any Equipment that affects or targets an eliminated player may target a zombie player.&lt;br /&gt;
* Bringing a player back to life (like with Defibrillator) turns a zombie into a non-zombie but it doesn’t work on the Infector.&lt;br /&gt;
&lt;br /&gt;
==SWAPPING INTEGRITY CARDS==&lt;br /&gt;
&#039;&#039;&#039;There are a few new cases where exchanging Integrity cards may make you switch teams:&#039;&#039;&#039;&lt;br /&gt;
* If you are given a revealed Infector card, you become a zombie.&lt;br /&gt;
* If you are a zombie and you are given a Leader card (Agent or Kingpin), you are no longer a zombie, even if the Leader card is hidden.&lt;br /&gt;
* If you ever have both the Infector and a Leader card, you immediately win alone.&lt;/div&gt;</summary>
		<author><name>Pull the Pin Games</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpgoodcopbadcop&amp;diff=14820</id>
		<title>Gamehelpgoodcopbadcop</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpgoodcopbadcop&amp;diff=14820"/>
		<updated>2022-09-25T15:39:59Z</updated>

		<summary type="html">&lt;p&gt;Pull the Pin Games: /* GETTING SHOT */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==TEAM==&lt;br /&gt;
You are on the HONEST team if you have the Agent card or if the majority of your cards are Honest.&lt;br /&gt;
&lt;br /&gt;
You are on the CROOKED team if you have the Kingpin card or if the majority of your cards are Crooked.&lt;br /&gt;
&lt;br /&gt;
==ON  YOUR TURN==&lt;br /&gt;
Your turn consists of 3 phases:&lt;br /&gt;
&lt;br /&gt;
====1) Take Action====&lt;br /&gt;
Choose 1 of these actions to take:&lt;br /&gt;
* &#039;&#039;&#039;Investigate&#039;&#039;&#039; - View one hidden Integrity Card.&lt;br /&gt;
* &#039;&#039;&#039;Arm&#039;&#039;&#039; - Take a Gun. Reveal 1 of your hidden Integrity Cards if you have any.&lt;br /&gt;
* &#039;&#039;&#039;Equip&#039;&#039;&#039; - Draw an Equipment Card. Discard down to 1. Reveal 1 of your hidden Integrity Cards if you have any.&lt;br /&gt;
* &#039;&#039;&#039;Shoot&#039;&#039;&#039; - Shoot your Gun at the player at whom you are aiming. Drop your gun.&lt;br /&gt;
&lt;br /&gt;
====2) Take Aim====&lt;br /&gt;
If you are holding a Gun, aim it at any living player other than yourself.&lt;br /&gt;
&lt;br /&gt;
====3) End Turn====&lt;br /&gt;
Play proceeds clockwise.&lt;br /&gt;
&lt;br /&gt;
==GETTING SHOT==&lt;br /&gt;
If you are shot, you must reveal all of your Integrity Cards.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;If you are NOT the Agent or Kingpin:&#039;&#039;&#039;&lt;br /&gt;
* You are eliminated from the game.&lt;br /&gt;
* Return any Equipment Cards in your hand to the bottom of the deck.&lt;br /&gt;
* Return your Gun to the center of the table.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;If you ARE the Agent or Kingpin:&#039;&#039;&#039;&lt;br /&gt;
* You are NOT eliminated the first time you are shot. If you are shot while wounded, the game ends and the opposing team wins.&lt;br /&gt;
* Draw an Equipment Card.&lt;br /&gt;
* Put a Wounded Token on your Agent or Kingpin card.&lt;br /&gt;
&lt;br /&gt;
==GUN RULES==&lt;br /&gt;
* You may only hold one Gun at a time.&lt;br /&gt;
* Any time you get a Gun, immediately aim it. Otherwise you may only change where you are aiming at the end of your turn during the Take Aim phase.&lt;br /&gt;
&lt;br /&gt;
==EQUIPMENT RULES==&lt;br /&gt;
* Equipment Cards may be used in reaction to Shoot actions, during your turn, or at the end of any player&#039;s turn.&lt;br /&gt;
* When you use an Equipment Card, place it at the bottom of the deck.&lt;br /&gt;
* When you use an Equipment Card, no other Equipment Cards may be played until yours is resolved.&lt;br /&gt;
* The hand limit of Equipment is 1.&lt;br /&gt;
* Multiple Equipment Cards may be played before an action is resolved.&lt;br /&gt;
&lt;br /&gt;
==WINNING THE GAME==&lt;br /&gt;
The HONEST team wins if the Kingpin is eliminated. &lt;br /&gt;
&lt;br /&gt;
The CROOKED team wins if the Agent is eliminated. &lt;br /&gt;
&lt;br /&gt;
If, at any time, a player has both the Agent and the Kingpin, that player wins alone.&lt;br /&gt;
&lt;br /&gt;
==TABLE TALK==&lt;br /&gt;
You are encouraged to use the chat to give truthful or false information about what you have seen or accuse players of being on a team or having a specific role.&lt;br /&gt;
&lt;br /&gt;
=ZOMBIES EXPANSION=&lt;br /&gt;
==ZOMBIE TEAM==&lt;br /&gt;
In addition to the Honest and Crooked teams, we now have a Zombie team. If you are on the Zombie team, you do not win with the Honest or Crooked team. You win if you can turn the Agent or Kingpin into a zombie.&lt;br /&gt;
&lt;br /&gt;
To turn a Leader into a Zombie, you aim at them one one turn and then Bite them on the next turn. The more Infection tokens your target has, the more Zombie dice they will roll when they are bitten. If any of the dice they roll show the Zombie symbol, they turn into a Zombie.&lt;br /&gt;
&lt;br /&gt;
There is also now an Infector role. The Infector is on the Zombie team and tries to get others on their team by eliminating or biting non-Leader players.&lt;br /&gt;
&lt;br /&gt;
==INFECTOR==&lt;br /&gt;
One player will have an Infector card. This is not a Leader card, but whoever has it is on the Zombie team. &#039;&#039;Note: Although you are on the Zombie team, you are not a zombie yourself until someone investigates your Infector card or reveals it in another way.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When another player investigates or reveals the Infector card, they draw an Equipment card and the player with the Infector card becomes a zombie.&lt;br /&gt;
&lt;br /&gt;
==INVESTIGATING==&lt;br /&gt;
When a player is investigated, the investigator places an Infection token on the Integrity card they viewed. The more Infection tokens you have, the more likely it is that you will turn into a zombie when you are bitten.&lt;br /&gt;
&lt;br /&gt;
==GETTING SHOT==&lt;br /&gt;
&#039;&#039;&#039;If you are NOT a Zombie,&#039;&#039;&#039; flip over all of your Integrity Cards. Then:&lt;br /&gt;
* &#039;&#039;&#039;If you are a Leader,&#039;&#039;&#039; follow the same rules as getting shot in the base game.&lt;br /&gt;
* &#039;&#039;&#039;If you are NOT a Leader,&#039;&#039;&#039; you become a zombie (see Becoming a Zombie). &#039;&#039;Note: The Infector is not a Leader so this also applies to them.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;If you are already a Zombie,&#039;&#039;&#039; you aim your Arms at yourself.&lt;br /&gt;
&lt;br /&gt;
==BECOMING A ZOMBIE==&lt;br /&gt;
&#039;&#039;&#039;You become a zombie when any of these things happen:&#039;&#039;&#039;&lt;br /&gt;
* You are a non-Leader, non-Zombie and you are shot.&lt;br /&gt;
* Your Infector card is revealed.&lt;br /&gt;
* You roll the zombie symbol on a Zombie Die. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;When any of those happen, do the following:&#039;&#039;&#039;&lt;br /&gt;
* Reveal all of your hidden cards.&lt;br /&gt;
* Take zombie Arms.&lt;br /&gt;
* You are no longer on the Honest or Crooked team but instead you are now on the Zombie team.&lt;br /&gt;
* &#039;&#039;&#039;You Keep:&#039;&#039;&#039;&lt;br /&gt;
** Any Equipment you had.&lt;br /&gt;
** Any Infection tokens you have on your Integrity cards.&lt;br /&gt;
* &#039;&#039;&#039;You Lose:&#039;&#039;&#039;&lt;br /&gt;
** Any Gun you were holding.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: If the Infector takes the Arm action and flips over their Infector card to pay for it, they become a zombie and they take Arms instead of a Gun.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==ZOMBIE ACTIONS==&lt;br /&gt;
When you are a zombie and you take your turn, instead of the usual turn actions, you can take one of these:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bite:&#039;&#039;&#039; This causes two things to happen:&lt;br /&gt;
* You may put an Infection token on an Integrity card of the player at whom you are aiming. Only one Infection token may be on each Integrity card.&lt;br /&gt;
* That player rolls a die for each Integrity card they have with an Infection token. If they roll a Zombie symbol, they become a zombie.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equip:&#039;&#039;&#039; Draw an Equipment card.&lt;br /&gt;
&lt;br /&gt;
At the end of a zombie turn, if you have Arms, you may aim them at any player.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Zombie Dice===&lt;br /&gt;
When a zombie Bites you and you are not a zombie, put an Infection token on one of your Integrity cards. &lt;br /&gt;
&lt;br /&gt;
Then, roll a Zombie die for each Infection token on your Integrity cards. These are the symbols you might roll:&lt;br /&gt;
* &#039;&#039;&#039;Zombie Symbol:&#039;&#039;&#039; You become a zombie. If you are the Agent or Kingpin, the game is over.&lt;br /&gt;
* &#039;&#039;&#039;Infection Symbol:&#039;&#039;&#039; You add an extra Infection token to one of your Integrity cards. Only one Infection token may be on each Integrity card.&lt;br /&gt;
* &#039;&#039;&#039;Zombie Arms Symbol:&#039;&#039;&#039; The zombie who bit you must change their aim to another player.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Zombie Equipment and Arms===&lt;br /&gt;
* Zombie players may use Equipment just like non-Zombie players.&lt;br /&gt;
* Any Equipment that affects or targets a Gun or those holding a Gun affects or targets zombie Arms or those with zombie Arms.&lt;br /&gt;
* Any Equipment that affects or targets Shoot or shooting affects or targets Bite or biting.&lt;br /&gt;
* Any Equipment that would make a zombie drop their Gun instead makes them aim their Arms at themself.&lt;br /&gt;
* Any Equipment that affects or targets an eliminated player may target a zombie player.&lt;br /&gt;
* Bringing a player back to life (like with Defibrillator) turns a zombie into a non-zombie but it doesn’t work on the Infector.&lt;br /&gt;
&lt;br /&gt;
==SWAPPING INTEGRITY CARDS==&lt;br /&gt;
&#039;&#039;&#039;There are a few new cases where exchanging Integrity cards may make you switch teams:&#039;&#039;&#039;&lt;br /&gt;
* If you are given a revealed Infector card, you become a zombie.&lt;br /&gt;
* If you are a zombie and you are given a Leader card (Agent or Kingpin), you are no longer a zombie, even if the Leader card is hidden.&lt;br /&gt;
* If you ever have both the Infector and a Leader card, you immediately win alone.&lt;/div&gt;</summary>
		<author><name>Pull the Pin Games</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpgoodcopbadcop&amp;diff=14801</id>
		<title>Gamehelpgoodcopbadcop</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpgoodcopbadcop&amp;diff=14801"/>
		<updated>2022-09-23T20:02:09Z</updated>

		<summary type="html">&lt;p&gt;Pull the Pin Games: /* ZOMBIE TEAM */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==TEAM==&lt;br /&gt;
You are on the HONEST team if you have the Agent card or if the majority of your cards are Honest.&lt;br /&gt;
&lt;br /&gt;
You are on the CROOKED team if you have the Kingpin card or if the majority of your cards are Crooked.&lt;br /&gt;
&lt;br /&gt;
==ON  YOUR TURN==&lt;br /&gt;
Your turn consists of 3 phases:&lt;br /&gt;
&lt;br /&gt;
====1) Take Action====&lt;br /&gt;
Choose 1 of these actions to take:&lt;br /&gt;
* &#039;&#039;&#039;Investigate&#039;&#039;&#039; - View one hidden Integrity Card.&lt;br /&gt;
* &#039;&#039;&#039;Arm&#039;&#039;&#039; - Take a Gun. Reveal 1 of your hidden Integrity Cards if you have any.&lt;br /&gt;
* &#039;&#039;&#039;Equip&#039;&#039;&#039; - Draw an Equipment Card. Discard down to 1. Reveal 1 of your hidden Integrity Cards if you have any.&lt;br /&gt;
* &#039;&#039;&#039;Shoot&#039;&#039;&#039; - Shoot your Gun at the player at whom you are aiming. Drop your gun.&lt;br /&gt;
&lt;br /&gt;
====2) Take Aim====&lt;br /&gt;
If you are holding a Gun, aim it at any living player other than yourself.&lt;br /&gt;
&lt;br /&gt;
====3) End Turn====&lt;br /&gt;
Play proceeds clockwise.&lt;br /&gt;
&lt;br /&gt;
==GETTING SHOT==&lt;br /&gt;
If you are shot, you must reveal all of your Integrity Cards.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;If you are NOT the Agent or Kingpin:&#039;&#039;&#039;&lt;br /&gt;
* You are eliminated from the game.&lt;br /&gt;
* Return any Equipment Cards in your hand to the bottom of the deck.&lt;br /&gt;
* Return your Gun to the center of the table.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;If you ARE the Agent or Kingpin:&#039;&#039;&#039;&lt;br /&gt;
* You are NOT eliminated the first time you are shot. If you are shot while wounded, the game ends and the opposing team wins.&lt;br /&gt;
* Draw an Equipment Card.&lt;br /&gt;
* Put a Wounded Token on your Agent or Kingpin card.&lt;br /&gt;
&lt;br /&gt;
==GUN RULES==&lt;br /&gt;
* You may only hold one Gun at a time.&lt;br /&gt;
* Any time you get a Gun, immediately aim it. Otherwise you may only change where you are aiming at the end of your turn during the Take Aim phase.&lt;br /&gt;
&lt;br /&gt;
==EQUIPMENT RULES==&lt;br /&gt;
* Equipment Cards may be used in reaction to Shoot actions, during your turn, or at the end of any player&#039;s turn.&lt;br /&gt;
* When you use an Equipment Card, place it at the bottom of the deck.&lt;br /&gt;
* When you use an Equipment Card, no other Equipment Cards may be played until yours is resolved.&lt;br /&gt;
* The hand limit of Equipment is 1.&lt;br /&gt;
* Multiple Equipment Cards may be played before an action is resolved.&lt;br /&gt;
&lt;br /&gt;
==WINNING THE GAME==&lt;br /&gt;
The HONEST team wins if the Kingpin is eliminated. &lt;br /&gt;
&lt;br /&gt;
The CROOKED team wins if the Agent is eliminated. &lt;br /&gt;
&lt;br /&gt;
If, at any time, a player has both the Agent and the Kingpin, that player wins alone.&lt;br /&gt;
&lt;br /&gt;
==TABLE TALK==&lt;br /&gt;
You are encouraged to use the chat to give truthful or false information about what you have seen or accuse players of being on a team or having a specific role.&lt;br /&gt;
&lt;br /&gt;
=ZOMBIES EXPANSION=&lt;br /&gt;
==ZOMBIE TEAM==&lt;br /&gt;
In addition to the Honest and Crooked teams, we now have a Zombie team. If you are on the Zombie team, you do not win with the Honest or Crooked team. You win if you can turn the Agent or Kingpin into a zombie.&lt;br /&gt;
&lt;br /&gt;
To turn a Leader into a Zombie, you aim at them one one turn and then Bite them on the next turn. The more Infection tokens your target has, the more Zombie dice they will roll when they are bitten. If any of the dice they roll show the Zombie symbol, they turn into a Zombie.&lt;br /&gt;
&lt;br /&gt;
There is also now an Infector role. The Infector is on the Zombie team and tries to get others on their team by eliminating or biting non-Leader players.&lt;br /&gt;
&lt;br /&gt;
==INFECTOR==&lt;br /&gt;
One player will have an Infector card. This is not a Leader card, but whoever has it is on the Zombie team. &#039;&#039;Note: Although you are on the Zombie team, you are not a zombie yourself until someone investigates your Infector card or reveals it in another way.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When another player investigates or reveals the Infector card, they draw an Equipment card and the player with the Infector card becomes a zombie.&lt;br /&gt;
&lt;br /&gt;
==INVESTIGATING==&lt;br /&gt;
When a player is investigated, the investigator places an Infection token on the Integrity card they viewed. The more Infection tokens you have, the more likely it is that you will turn into a zombie when you are bitten.&lt;br /&gt;
&lt;br /&gt;
==GETTING SHOT==&lt;br /&gt;
&#039;&#039;&#039;If you are NOT a Zombie,&#039;&#039;&#039; flip over all of your Integrity Cards. Then:&lt;br /&gt;
* &#039;&#039;&#039;If you are a Leader,&#039;&#039;&#039; follow the same rules as getting shot in the base game.&lt;br /&gt;
* &#039;&#039;&#039;If you are NOT a Leader,&#039;&#039;&#039; you become a zombie (see Becoming a Zombie). &#039;&#039;Note: The Infector is not a Leader so this also applies to them.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;If you are already a Zombie,&#039;&#039;&#039; you aim your Arms at yourself. The player who shot you keeps their Gun.&lt;br /&gt;
&lt;br /&gt;
==BECOMING A ZOMBIE==&lt;br /&gt;
&#039;&#039;&#039;You become a zombie when any of these things happen:&#039;&#039;&#039;&lt;br /&gt;
* You are a non-Leader, non-Zombie and you are shot.&lt;br /&gt;
* Your Infector card is revealed.&lt;br /&gt;
* You roll the zombie symbol on a Zombie Die. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;When any of those happen, do the following:&#039;&#039;&#039;&lt;br /&gt;
* Reveal all of your hidden cards.&lt;br /&gt;
* Take zombie Arms.&lt;br /&gt;
* You are no longer on the Honest or Crooked team but instead you are now on the Zombie team.&lt;br /&gt;
* &#039;&#039;&#039;You Keep:&#039;&#039;&#039;&lt;br /&gt;
** Any Equipment you had.&lt;br /&gt;
** Any Infection tokens you have on your Integrity cards.&lt;br /&gt;
* &#039;&#039;&#039;You Lose:&#039;&#039;&#039;&lt;br /&gt;
** Any Gun you were holding.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: If the Infector takes the Arm action and flips over their Infector card to pay for it, they become a zombie and they take Arms instead of a Gun.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==ZOMBIE ACTIONS==&lt;br /&gt;
When you are a zombie and you take your turn, instead of the usual turn actions, you can take one of these:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bite:&#039;&#039;&#039; This causes two things to happen:&lt;br /&gt;
* You may put an Infection token on an Integrity card of the player at whom you are aiming. Only one Infection token may be on each Integrity card.&lt;br /&gt;
* That player rolls a die for each Integrity card they have with an Infection token. If they roll a Zombie symbol, they become a zombie.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equip:&#039;&#039;&#039; Draw an Equipment card.&lt;br /&gt;
&lt;br /&gt;
At the end of a zombie turn, if you have Arms, you may aim them at any player.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Zombie Dice===&lt;br /&gt;
When a zombie Bites you and you are not a zombie, put an Infection token on one of your Integrity cards. &lt;br /&gt;
&lt;br /&gt;
Then, roll a Zombie die for each Infection token on your Integrity cards. These are the symbols you might roll:&lt;br /&gt;
* &#039;&#039;&#039;Zombie Symbol:&#039;&#039;&#039; You become a zombie. If you are the Agent or Kingpin, the game is over.&lt;br /&gt;
* &#039;&#039;&#039;Infection Symbol:&#039;&#039;&#039; You add an extra Infection token to one of your Integrity cards. Only one Infection token may be on each Integrity card.&lt;br /&gt;
* &#039;&#039;&#039;Zombie Arms Symbol:&#039;&#039;&#039; The zombie who bit you must change their aim to another player.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Zombie Equipment and Arms===&lt;br /&gt;
* Zombie players may use Equipment just like non-Zombie players.&lt;br /&gt;
* Any Equipment that affects or targets a Gun or those holding a Gun affects or targets zombie Arms or those with zombie Arms.&lt;br /&gt;
* Any Equipment that affects or targets Shoot or shooting affects or targets Bite or biting.&lt;br /&gt;
* Any Equipment that would make a zombie drop their Gun instead makes them aim their Arms at themself.&lt;br /&gt;
* Any Equipment that affects or targets an eliminated player may target a zombie player.&lt;br /&gt;
* Bringing a player back to life (like with Defibrillator) turns a zombie into a non-zombie but it doesn’t work on the Infector.&lt;br /&gt;
&lt;br /&gt;
==SWAPPING INTEGRITY CARDS==&lt;br /&gt;
&#039;&#039;&#039;There are a few new cases where exchanging Integrity cards may make you switch teams:&#039;&#039;&#039;&lt;br /&gt;
* If you are given a revealed Infector card, you become a zombie.&lt;br /&gt;
* If you are a zombie and you are given a Leader card (Agent or Kingpin), you are no longer a zombie, even if the Leader card is hidden.&lt;br /&gt;
* If you ever have both the Infector and a Leader card, you immediately win alone.&lt;/div&gt;</summary>
		<author><name>Pull the Pin Games</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpgoodcopbadcop&amp;diff=14800</id>
		<title>Gamehelpgoodcopbadcop</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpgoodcopbadcop&amp;diff=14800"/>
		<updated>2022-09-23T20:01:07Z</updated>

		<summary type="html">&lt;p&gt;Pull the Pin Games: updated for rule change where infection tokens are spread through investigations rather than a die roll&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==TEAM==&lt;br /&gt;
You are on the HONEST team if you have the Agent card or if the majority of your cards are Honest.&lt;br /&gt;
&lt;br /&gt;
You are on the CROOKED team if you have the Kingpin card or if the majority of your cards are Crooked.&lt;br /&gt;
&lt;br /&gt;
==ON  YOUR TURN==&lt;br /&gt;
Your turn consists of 3 phases:&lt;br /&gt;
&lt;br /&gt;
====1) Take Action====&lt;br /&gt;
Choose 1 of these actions to take:&lt;br /&gt;
* &#039;&#039;&#039;Investigate&#039;&#039;&#039; - View one hidden Integrity Card.&lt;br /&gt;
* &#039;&#039;&#039;Arm&#039;&#039;&#039; - Take a Gun. Reveal 1 of your hidden Integrity Cards if you have any.&lt;br /&gt;
* &#039;&#039;&#039;Equip&#039;&#039;&#039; - Draw an Equipment Card. Discard down to 1. Reveal 1 of your hidden Integrity Cards if you have any.&lt;br /&gt;
* &#039;&#039;&#039;Shoot&#039;&#039;&#039; - Shoot your Gun at the player at whom you are aiming. Drop your gun.&lt;br /&gt;
&lt;br /&gt;
====2) Take Aim====&lt;br /&gt;
If you are holding a Gun, aim it at any living player other than yourself.&lt;br /&gt;
&lt;br /&gt;
====3) End Turn====&lt;br /&gt;
Play proceeds clockwise.&lt;br /&gt;
&lt;br /&gt;
==GETTING SHOT==&lt;br /&gt;
If you are shot, you must reveal all of your Integrity Cards.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;If you are NOT the Agent or Kingpin:&#039;&#039;&#039;&lt;br /&gt;
* You are eliminated from the game.&lt;br /&gt;
* Return any Equipment Cards in your hand to the bottom of the deck.&lt;br /&gt;
* Return your Gun to the center of the table.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;If you ARE the Agent or Kingpin:&#039;&#039;&#039;&lt;br /&gt;
* You are NOT eliminated the first time you are shot. If you are shot while wounded, the game ends and the opposing team wins.&lt;br /&gt;
* Draw an Equipment Card.&lt;br /&gt;
* Put a Wounded Token on your Agent or Kingpin card.&lt;br /&gt;
&lt;br /&gt;
==GUN RULES==&lt;br /&gt;
* You may only hold one Gun at a time.&lt;br /&gt;
* Any time you get a Gun, immediately aim it. Otherwise you may only change where you are aiming at the end of your turn during the Take Aim phase.&lt;br /&gt;
&lt;br /&gt;
==EQUIPMENT RULES==&lt;br /&gt;
* Equipment Cards may be used in reaction to Shoot actions, during your turn, or at the end of any player&#039;s turn.&lt;br /&gt;
* When you use an Equipment Card, place it at the bottom of the deck.&lt;br /&gt;
* When you use an Equipment Card, no other Equipment Cards may be played until yours is resolved.&lt;br /&gt;
* The hand limit of Equipment is 1.&lt;br /&gt;
* Multiple Equipment Cards may be played before an action is resolved.&lt;br /&gt;
&lt;br /&gt;
==WINNING THE GAME==&lt;br /&gt;
The HONEST team wins if the Kingpin is eliminated. &lt;br /&gt;
&lt;br /&gt;
The CROOKED team wins if the Agent is eliminated. &lt;br /&gt;
&lt;br /&gt;
If, at any time, a player has both the Agent and the Kingpin, that player wins alone.&lt;br /&gt;
&lt;br /&gt;
==TABLE TALK==&lt;br /&gt;
You are encouraged to use the chat to give truthful or false information about what you have seen or accuse players of being on a team or having a specific role.&lt;br /&gt;
&lt;br /&gt;
=ZOMBIES EXPANSION=&lt;br /&gt;
==ZOMBIE TEAM==&lt;br /&gt;
In addition to the Honest and Crooked teams, we now have a Zombie team. If you are on the Zombie team, you do not win with the Honest or Crooked team. You win if you can turn the Agent or Kingpin into a zombie.&lt;br /&gt;
&lt;br /&gt;
To turn a Leader into a Zombie, you aim at them one one turn and then Bite them on the next turn. The more Infection tokens your target has, the more Zombie dice they will roll when they are bitten. If any of the dice they roll show the Zombie symbol, they turn into a Zombie.&lt;br /&gt;
&lt;br /&gt;
There is also now an Infector role. The Infector is on the Zombie team and tries to get others on their team by eliminating or Biting non-Leader players.&lt;br /&gt;
&lt;br /&gt;
==INFECTOR==&lt;br /&gt;
One player will have an Infector card. This is not a Leader card, but whoever has it is on the Zombie team. &#039;&#039;Note: Although you are on the Zombie team, you are not a zombie yourself until someone investigates your Infector card or reveals it in another way.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When another player investigates or reveals the Infector card, they draw an Equipment card and the player with the Infector card becomes a zombie.&lt;br /&gt;
&lt;br /&gt;
==INVESTIGATING==&lt;br /&gt;
When a player is investigated, the investigator places an Infection token on the Integrity card they viewed. The more Infection tokens you have, the more likely it is that you will turn into a zombie when you are bitten.&lt;br /&gt;
&lt;br /&gt;
==GETTING SHOT==&lt;br /&gt;
&#039;&#039;&#039;If you are NOT a Zombie,&#039;&#039;&#039; flip over all of your Integrity Cards. Then:&lt;br /&gt;
* &#039;&#039;&#039;If you are a Leader,&#039;&#039;&#039; follow the same rules as getting shot in the base game.&lt;br /&gt;
* &#039;&#039;&#039;If you are NOT a Leader,&#039;&#039;&#039; you become a zombie (see Becoming a Zombie). &#039;&#039;Note: The Infector is not a Leader so this also applies to them.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;If you are already a Zombie,&#039;&#039;&#039; you aim your Arms at yourself. The player who shot you keeps their Gun.&lt;br /&gt;
&lt;br /&gt;
==BECOMING A ZOMBIE==&lt;br /&gt;
&#039;&#039;&#039;You become a zombie when any of these things happen:&#039;&#039;&#039;&lt;br /&gt;
* You are a non-Leader, non-Zombie and you are shot.&lt;br /&gt;
* Your Infector card is revealed.&lt;br /&gt;
* You roll the zombie symbol on a Zombie Die. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;When any of those happen, do the following:&#039;&#039;&#039;&lt;br /&gt;
* Reveal all of your hidden cards.&lt;br /&gt;
* Take zombie Arms.&lt;br /&gt;
* You are no longer on the Honest or Crooked team but instead you are now on the Zombie team.&lt;br /&gt;
* &#039;&#039;&#039;You Keep:&#039;&#039;&#039;&lt;br /&gt;
** Any Equipment you had.&lt;br /&gt;
** Any Infection tokens you have on your Integrity cards.&lt;br /&gt;
* &#039;&#039;&#039;You Lose:&#039;&#039;&#039;&lt;br /&gt;
** Any Gun you were holding.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: If the Infector takes the Arm action and flips over their Infector card to pay for it, they become a zombie and they take Arms instead of a Gun.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==ZOMBIE ACTIONS==&lt;br /&gt;
When you are a zombie and you take your turn, instead of the usual turn actions, you can take one of these:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bite:&#039;&#039;&#039; This causes two things to happen:&lt;br /&gt;
* You may put an Infection token on an Integrity card of the player at whom you are aiming. Only one Infection token may be on each Integrity card.&lt;br /&gt;
* That player rolls a die for each Integrity card they have with an Infection token. If they roll a Zombie symbol, they become a zombie.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equip:&#039;&#039;&#039; Draw an Equipment card.&lt;br /&gt;
&lt;br /&gt;
At the end of a zombie turn, if you have Arms, you may aim them at any player.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Zombie Dice===&lt;br /&gt;
When a zombie Bites you and you are not a zombie, put an Infection token on one of your Integrity cards. &lt;br /&gt;
&lt;br /&gt;
Then, roll a Zombie die for each Infection token on your Integrity cards. These are the symbols you might roll:&lt;br /&gt;
* &#039;&#039;&#039;Zombie Symbol:&#039;&#039;&#039; You become a zombie. If you are the Agent or Kingpin, the game is over.&lt;br /&gt;
* &#039;&#039;&#039;Infection Symbol:&#039;&#039;&#039; You add an extra Infection token to one of your Integrity cards. Only one Infection token may be on each Integrity card.&lt;br /&gt;
* &#039;&#039;&#039;Zombie Arms Symbol:&#039;&#039;&#039; The zombie who bit you must change their aim to another player.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Zombie Equipment and Arms===&lt;br /&gt;
* Zombie players may use Equipment just like non-Zombie players.&lt;br /&gt;
* Any Equipment that affects or targets a Gun or those holding a Gun affects or targets zombie Arms or those with zombie Arms.&lt;br /&gt;
* Any Equipment that affects or targets Shoot or shooting affects or targets Bite or biting.&lt;br /&gt;
* Any Equipment that would make a zombie drop their Gun instead makes them aim their Arms at themself.&lt;br /&gt;
* Any Equipment that affects or targets an eliminated player may target a zombie player.&lt;br /&gt;
* Bringing a player back to life (like with Defibrillator) turns a zombie into a non-zombie but it doesn’t work on the Infector.&lt;br /&gt;
&lt;br /&gt;
==SWAPPING INTEGRITY CARDS==&lt;br /&gt;
&#039;&#039;&#039;There are a few new cases where exchanging Integrity cards may make you switch teams:&#039;&#039;&#039;&lt;br /&gt;
* If you are given a revealed Infector card, you become a zombie.&lt;br /&gt;
* If you are a zombie and you are given a Leader card (Agent or Kingpin), you are no longer a zombie, even if the Leader card is hidden.&lt;br /&gt;
* If you ever have both the Infector and a Leader card, you immediately win alone.&lt;/div&gt;</summary>
		<author><name>Pull the Pin Games</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpgoodcopbadcop&amp;diff=14607</id>
		<title>Gamehelpgoodcopbadcop</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpgoodcopbadcop&amp;diff=14607"/>
		<updated>2022-09-10T20:59:12Z</updated>

		<summary type="html">&lt;p&gt;Pull the Pin Games: /* ZOMBIE ACTIONS */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==TEAM==&lt;br /&gt;
You are on the HONEST team if you have the Agent card or if the majority of your cards are Honest.&lt;br /&gt;
&lt;br /&gt;
You are on the CROOKED team if you have the Kingpin card or if the majority of your cards are Crooked.&lt;br /&gt;
&lt;br /&gt;
==ON  YOUR TURN==&lt;br /&gt;
Your turn consists of 3 phases:&lt;br /&gt;
&lt;br /&gt;
====1) Take Action====&lt;br /&gt;
Choose 1 of these actions to take:&lt;br /&gt;
* &#039;&#039;&#039;Investigate&#039;&#039;&#039; - View one hidden Integrity Card.&lt;br /&gt;
* &#039;&#039;&#039;Arm&#039;&#039;&#039; - Take a Gun. Reveal 1 of your hidden Integrity Cards if you have any.&lt;br /&gt;
* &#039;&#039;&#039;Equip&#039;&#039;&#039; - Draw an Equipment Card. Discard down to 1. Reveal 1 of your hidden Integrity Cards if you have any.&lt;br /&gt;
* &#039;&#039;&#039;Shoot&#039;&#039;&#039; - Shoot your Gun at the player at whom you are aiming. Drop your gun.&lt;br /&gt;
&lt;br /&gt;
====2) Take Aim====&lt;br /&gt;
If you are holding a Gun, aim it at any living player other than yourself.&lt;br /&gt;
&lt;br /&gt;
====3) End Turn====&lt;br /&gt;
Play proceeds clockwise.&lt;br /&gt;
&lt;br /&gt;
==GETTING SHOT==&lt;br /&gt;
If you are shot, you must reveal all of your Integrity Cards.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;If you are NOT the Agent or Kingpin:&#039;&#039;&#039;&lt;br /&gt;
* You are eliminated from the game.&lt;br /&gt;
* Return any Equipment Cards in your hand to the bottom of the deck.&lt;br /&gt;
* Return your Gun to the center of the table.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;If you ARE the Agent or Kingpin:&#039;&#039;&#039;&lt;br /&gt;
* You are NOT eliminated the first time you are shot. If you are shot while wounded, the game ends and the opposing team wins.&lt;br /&gt;
* Draw an Equipment Card.&lt;br /&gt;
* Put a Wounded Token on your Agent or Kingpin card.&lt;br /&gt;
&lt;br /&gt;
==GUN RULES==&lt;br /&gt;
* You may only hold one Gun at a time.&lt;br /&gt;
* Any time you get a Gun, immediately aim it. Otherwise you may only change where you are aiming at the end of your turn during the Take Aim phase.&lt;br /&gt;
&lt;br /&gt;
==EQUIPMENT RULES==&lt;br /&gt;
* Equipment Cards may be used in reaction to Shoot actions, during your turn, or at the end of any player&#039;s turn.&lt;br /&gt;
* When you use an Equipment Card, place it at the bottom of the deck.&lt;br /&gt;
* When you use an Equipment Card, no other Equipment Cards may be played until yours is resolved.&lt;br /&gt;
* The hand limit of Equipment is 1.&lt;br /&gt;
* Multiple Equipment Cards may be played before an action is resolved.&lt;br /&gt;
&lt;br /&gt;
==WINNING THE GAME==&lt;br /&gt;
The HONEST team wins if the Kingpin is eliminated. &lt;br /&gt;
&lt;br /&gt;
The CROOKED team wins if the Agent is eliminated. &lt;br /&gt;
&lt;br /&gt;
If, at any time, a player has both the Agent and the Kingpin, that player wins alone.&lt;br /&gt;
&lt;br /&gt;
==TABLE TALK==&lt;br /&gt;
You are encouraged to use the chat to give truthful or false information about what you have seen or accuse players of being on a team or having a specific role.&lt;br /&gt;
&lt;br /&gt;
=ZOMBIES EXPANSION=&lt;br /&gt;
==ZOMBIE TEAM==&lt;br /&gt;
In addition to the Honest and Crooked teams, we now have a Zombie team. If you are on the Zombie team, you do not win with the Honest or Crooked team. You win if you can turn the Agent or Kingpin into a zombie.&lt;br /&gt;
&lt;br /&gt;
To turn a Leader into a Zombie, you aim at them one one turn and then Bite them on the next turn. The more Infection tokens your target has, the more Zombie dice they will roll when they are bitten. If any of the dice they roll show the Zombie symbol, they turn into a Zombie.&lt;br /&gt;
&lt;br /&gt;
There is also now an Infector role. The Infector is on the Zombie team, spreads Infection tokens, and tries to get others on the team by eliminating non-Leader players.&lt;br /&gt;
&lt;br /&gt;
==INFECTOR==&lt;br /&gt;
One player will have an Infector card. This is not a Leader card, but whoever has it is on the Zombie team. &#039;&#039;Note: Although you are on the Zombie team, you are not a zombie yourself until someone investigates your Infector card or reveals it in another way.&#039;&#039;&lt;br /&gt;
* When the Infector card is hidden, the infection will spread. At the end of each non-zombie&#039;s turn, they will roll the Infection die to see if they get an Infection token.&lt;br /&gt;
* When a player investigates or reveals the Infector card, they draw an Equipment card. The player with the Infector card becomes a zombie and players no longer roll the Infection Die at the end of their turns.&lt;br /&gt;
* The more Infection tokens you have, the more likely it is that you will turn into a zombie when you are bitten, so non-Zombie players want to find the Infector as soon as possible to stop the spread.&lt;br /&gt;
&lt;br /&gt;
==GETTING SHOT==&lt;br /&gt;
&#039;&#039;&#039;If you are NOT a Zombie,&#039;&#039;&#039; flip over all of your Integrity Cards. Then:&lt;br /&gt;
* &#039;&#039;&#039;If you are a Leader,&#039;&#039;&#039; follow the same rules as getting shot in the base game.&lt;br /&gt;
* &#039;&#039;&#039;If you are NOT a Leader,&#039;&#039;&#039; you become a zombie (see Becoming a Zombie). &#039;&#039;Note: The Infector is not a Leader so this also applies to them.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;If you are already a Zombie,&#039;&#039;&#039; you aim your Arms at yourself. The player who shot you keeps their Gun.&lt;br /&gt;
&lt;br /&gt;
==BECOMING A ZOMBIE==&lt;br /&gt;
&#039;&#039;&#039;You become a zombie when any of these things happen:&#039;&#039;&#039;&lt;br /&gt;
* You are a non-Leader, non-Zombie and you are shot.&lt;br /&gt;
* Your Infector card is revealed.&lt;br /&gt;
* You roll the zombie symbol on a Zombie Die. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;When any of those happen, do the following:&#039;&#039;&#039;&lt;br /&gt;
* Reveal all of your hidden cards.&lt;br /&gt;
* Take zombie Arms.&lt;br /&gt;
* You are no longer on the Honest or Crooked team but instead you are now on the Zombie team.&lt;br /&gt;
* &#039;&#039;&#039;You Keep:&#039;&#039;&#039;&lt;br /&gt;
** Any Equipment you had.&lt;br /&gt;
** Any Infection tokens you have on your Integrity cards.&lt;br /&gt;
* &#039;&#039;&#039;You Lose:&#039;&#039;&#039;&lt;br /&gt;
** Any Gun you were holding.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: If the Infector takes the Arm action and flips over their Infector card to pay for it, they become a zombie and they take Arms instead of a Gun.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==ZOMBIE ACTIONS==&lt;br /&gt;
When you are a zombie and you take your turn, instead of the usual turn actions, you can take one of these:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bite:&#039;&#039;&#039; This causes two things to happen:&lt;br /&gt;
* You may put an Infection token on an Integrity card of the player at whom you are aiming. Only one Infection token may be on each Integrity card.&lt;br /&gt;
* That player rolls a die for each Integrity card they have with an Infection token. If they roll a Zombie symbol, they become a zombie.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equip:&#039;&#039;&#039; Draw an Equipment card.&lt;br /&gt;
&lt;br /&gt;
At the end of a zombie turn, if you have Arms, you may aim them at any player.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Zombie Dice===&lt;br /&gt;
When a zombie Bites you and you are not a zombie, put an Infection token on one of your Integrity cards. &lt;br /&gt;
&lt;br /&gt;
Then, roll a Zombie die for each Infection token on your Integrity cards. These are the symbols you might roll:&lt;br /&gt;
* &#039;&#039;&#039;Zombie Symbol:&#039;&#039;&#039; You become a zombie. If you are the Agent or Kingpin, the game is over.&lt;br /&gt;
* &#039;&#039;&#039;Infection Symbol:&#039;&#039;&#039; You add an extra Infection token to one of your Integrity cards. Only one Infection token may be on each Integrity card.&lt;br /&gt;
* &#039;&#039;&#039;Zombie Arms Symbol:&#039;&#039;&#039; The zombie who bit you must change their aim to another player.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Zombie Equipment and Arms===&lt;br /&gt;
* Zombie players may use Equipment just like non-Zombie players.&lt;br /&gt;
* Any Equipment that affects or targets a Gun or those holding a Gun affects or targets zombie Arms or those with zombie Arms.&lt;br /&gt;
* Any Equipment that affects or targets Shoot or shooting affects or targets Bite or biting.&lt;br /&gt;
* Any Equipment that would make a zombie drop their Gun instead makes them aim their Arms at themself.&lt;br /&gt;
* Any Equipment that affects or targets an eliminated player may target a zombie player.&lt;br /&gt;
* Bringing a player back to life (like with Defibrillator) turns a zombie into a non-zombie but it doesn’t work on the Infector.&lt;br /&gt;
&lt;br /&gt;
==SWAPPING INTEGRITY CARDS==&lt;br /&gt;
&#039;&#039;&#039;There are a few new cases where exchanging Integrity cards may make you switch teams:&#039;&#039;&#039;&lt;br /&gt;
* If you are given a revealed Infector card, you become a zombie.&lt;br /&gt;
* If you are a zombie and you are given a Leader card (Agent or Kingpin), you are no longer a zombie, even if the Leader card is hidden.&lt;br /&gt;
* If you ever have both the Infector and a Leader card, you immediately win alone.&lt;/div&gt;</summary>
		<author><name>Pull the Pin Games</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpgoodcopbadcop&amp;diff=14606</id>
		<title>Gamehelpgoodcopbadcop</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpgoodcopbadcop&amp;diff=14606"/>
		<updated>2022-09-10T20:57:08Z</updated>

		<summary type="html">&lt;p&gt;Pull the Pin Games: /* BECOMING A ZOMBIE */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==TEAM==&lt;br /&gt;
You are on the HONEST team if you have the Agent card or if the majority of your cards are Honest.&lt;br /&gt;
&lt;br /&gt;
You are on the CROOKED team if you have the Kingpin card or if the majority of your cards are Crooked.&lt;br /&gt;
&lt;br /&gt;
==ON  YOUR TURN==&lt;br /&gt;
Your turn consists of 3 phases:&lt;br /&gt;
&lt;br /&gt;
====1) Take Action====&lt;br /&gt;
Choose 1 of these actions to take:&lt;br /&gt;
* &#039;&#039;&#039;Investigate&#039;&#039;&#039; - View one hidden Integrity Card.&lt;br /&gt;
* &#039;&#039;&#039;Arm&#039;&#039;&#039; - Take a Gun. Reveal 1 of your hidden Integrity Cards if you have any.&lt;br /&gt;
* &#039;&#039;&#039;Equip&#039;&#039;&#039; - Draw an Equipment Card. Discard down to 1. Reveal 1 of your hidden Integrity Cards if you have any.&lt;br /&gt;
* &#039;&#039;&#039;Shoot&#039;&#039;&#039; - Shoot your Gun at the player at whom you are aiming. Drop your gun.&lt;br /&gt;
&lt;br /&gt;
====2) Take Aim====&lt;br /&gt;
If you are holding a Gun, aim it at any living player other than yourself.&lt;br /&gt;
&lt;br /&gt;
====3) End Turn====&lt;br /&gt;
Play proceeds clockwise.&lt;br /&gt;
&lt;br /&gt;
==GETTING SHOT==&lt;br /&gt;
If you are shot, you must reveal all of your Integrity Cards.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;If you are NOT the Agent or Kingpin:&#039;&#039;&#039;&lt;br /&gt;
* You are eliminated from the game.&lt;br /&gt;
* Return any Equipment Cards in your hand to the bottom of the deck.&lt;br /&gt;
* Return your Gun to the center of the table.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;If you ARE the Agent or Kingpin:&#039;&#039;&#039;&lt;br /&gt;
* You are NOT eliminated the first time you are shot. If you are shot while wounded, the game ends and the opposing team wins.&lt;br /&gt;
* Draw an Equipment Card.&lt;br /&gt;
* Put a Wounded Token on your Agent or Kingpin card.&lt;br /&gt;
&lt;br /&gt;
==GUN RULES==&lt;br /&gt;
* You may only hold one Gun at a time.&lt;br /&gt;
* Any time you get a Gun, immediately aim it. Otherwise you may only change where you are aiming at the end of your turn during the Take Aim phase.&lt;br /&gt;
&lt;br /&gt;
==EQUIPMENT RULES==&lt;br /&gt;
* Equipment Cards may be used in reaction to Shoot actions, during your turn, or at the end of any player&#039;s turn.&lt;br /&gt;
* When you use an Equipment Card, place it at the bottom of the deck.&lt;br /&gt;
* When you use an Equipment Card, no other Equipment Cards may be played until yours is resolved.&lt;br /&gt;
* The hand limit of Equipment is 1.&lt;br /&gt;
* Multiple Equipment Cards may be played before an action is resolved.&lt;br /&gt;
&lt;br /&gt;
==WINNING THE GAME==&lt;br /&gt;
The HONEST team wins if the Kingpin is eliminated. &lt;br /&gt;
&lt;br /&gt;
The CROOKED team wins if the Agent is eliminated. &lt;br /&gt;
&lt;br /&gt;
If, at any time, a player has both the Agent and the Kingpin, that player wins alone.&lt;br /&gt;
&lt;br /&gt;
==TABLE TALK==&lt;br /&gt;
You are encouraged to use the chat to give truthful or false information about what you have seen or accuse players of being on a team or having a specific role.&lt;br /&gt;
&lt;br /&gt;
=ZOMBIES EXPANSION=&lt;br /&gt;
==ZOMBIE TEAM==&lt;br /&gt;
In addition to the Honest and Crooked teams, we now have a Zombie team. If you are on the Zombie team, you do not win with the Honest or Crooked team. You win if you can turn the Agent or Kingpin into a zombie.&lt;br /&gt;
&lt;br /&gt;
To turn a Leader into a Zombie, you aim at them one one turn and then Bite them on the next turn. The more Infection tokens your target has, the more Zombie dice they will roll when they are bitten. If any of the dice they roll show the Zombie symbol, they turn into a Zombie.&lt;br /&gt;
&lt;br /&gt;
There is also now an Infector role. The Infector is on the Zombie team, spreads Infection tokens, and tries to get others on the team by eliminating non-Leader players.&lt;br /&gt;
&lt;br /&gt;
==INFECTOR==&lt;br /&gt;
One player will have an Infector card. This is not a Leader card, but whoever has it is on the Zombie team. &#039;&#039;Note: Although you are on the Zombie team, you are not a zombie yourself until someone investigates your Infector card or reveals it in another way.&#039;&#039;&lt;br /&gt;
* When the Infector card is hidden, the infection will spread. At the end of each non-zombie&#039;s turn, they will roll the Infection die to see if they get an Infection token.&lt;br /&gt;
* When a player investigates or reveals the Infector card, they draw an Equipment card. The player with the Infector card becomes a zombie and players no longer roll the Infection Die at the end of their turns.&lt;br /&gt;
* The more Infection tokens you have, the more likely it is that you will turn into a zombie when you are bitten, so non-Zombie players want to find the Infector as soon as possible to stop the spread.&lt;br /&gt;
&lt;br /&gt;
==GETTING SHOT==&lt;br /&gt;
&#039;&#039;&#039;If you are NOT a Zombie,&#039;&#039;&#039; flip over all of your Integrity Cards. Then:&lt;br /&gt;
* &#039;&#039;&#039;If you are a Leader,&#039;&#039;&#039; follow the same rules as getting shot in the base game.&lt;br /&gt;
* &#039;&#039;&#039;If you are NOT a Leader,&#039;&#039;&#039; you become a zombie (see Becoming a Zombie). &#039;&#039;Note: The Infector is not a Leader so this also applies to them.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;If you are already a Zombie,&#039;&#039;&#039; you aim your Arms at yourself. The player who shot you keeps their Gun.&lt;br /&gt;
&lt;br /&gt;
==BECOMING A ZOMBIE==&lt;br /&gt;
&#039;&#039;&#039;You become a zombie when any of these things happen:&#039;&#039;&#039;&lt;br /&gt;
* You are a non-Leader, non-Zombie and you are shot.&lt;br /&gt;
* Your Infector card is revealed.&lt;br /&gt;
* You roll the zombie symbol on a Zombie Die. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;When any of those happen, do the following:&#039;&#039;&#039;&lt;br /&gt;
* Reveal all of your hidden cards.&lt;br /&gt;
* Take zombie Arms.&lt;br /&gt;
* You are no longer on the Honest or Crooked team but instead you are now on the Zombie team.&lt;br /&gt;
* &#039;&#039;&#039;You Keep:&#039;&#039;&#039;&lt;br /&gt;
** Any Equipment you had.&lt;br /&gt;
** Any Infection tokens you have on your Integrity cards.&lt;br /&gt;
* &#039;&#039;&#039;You Lose:&#039;&#039;&#039;&lt;br /&gt;
** Any Gun you were holding.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: If the Infector takes the Arm action and flips over their Infector card to pay for it, they become a zombie and they take Arms instead of a Gun.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==ZOMBIE ACTIONS==&lt;br /&gt;
When a zombie takes their turn, instead of the usual turn actions, they can take one of these turn actions:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bite:&#039;&#039;&#039; This causes two things to happen:&lt;br /&gt;
* You may put an Infection token on an Integrity card of the player at whom you are aiming. Only one Infection token may be on each Integrity card.&lt;br /&gt;
* That player rolls a die for each Integrity card they have with an Infection token. If they roll a Zombie symbol, they become a zombie.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Arm:&#039;&#039;&#039; Take Arms from the center.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equip:&#039;&#039;&#039; Draw an Equipment card.&lt;br /&gt;
&lt;br /&gt;
At the end of a zombie turn, if they have Arms, they may aim them at any player.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Zombie Dice===&lt;br /&gt;
When a zombie Bites you and you are not a zombie, put an Infection token on one of your Integrity cards. &lt;br /&gt;
&lt;br /&gt;
Then, roll a Zombie die for each Infection token on your Integrity cards. These are the symbols you might roll:&lt;br /&gt;
* &#039;&#039;&#039;Zombie Symbol:&#039;&#039;&#039; You become a zombie. If you are the Agent or Kingpin, the game is over.&lt;br /&gt;
* &#039;&#039;&#039;Infection Symbol:&#039;&#039;&#039; You add an extra Infection token to one of your Integrity cards. Only one Infection token may be on each Integrity card.&lt;br /&gt;
* &#039;&#039;&#039;Zombie Arms Symbol:&#039;&#039;&#039; The zombie who bit you must change their aim to another player.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Zombie Equipment and Arms===&lt;br /&gt;
* Zombie players may use Equipment just like non-Zombie players.&lt;br /&gt;
* Any Equipment that affects or targets a Gun or those holding a Gun affects or targets zombie Arms or those with zombie Arms.&lt;br /&gt;
* Any Equipment that affects or targets Shoot or shooting affects or targets Bite or biting.&lt;br /&gt;
* Any Equipment that affects or targets an eliminated player may target a zombie player.&lt;br /&gt;
* Bringing a player back to life (like with Defibrillator) turns a zombie into a non-zombie but it doesn’t work on the Infector.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==SWAPPING INTEGRITY CARDS==&lt;br /&gt;
&#039;&#039;&#039;There are a few new cases where exchanging Integrity cards may make you switch teams:&#039;&#039;&#039;&lt;br /&gt;
* If you are given a revealed Infector card, you become a zombie.&lt;br /&gt;
* If you are a zombie and you are given a Leader card (Agent or Kingpin), you are no longer a zombie, even if the Leader card is hidden.&lt;br /&gt;
* If you ever have both the Infector and a Leader card, you immediately win alone.&lt;/div&gt;</summary>
		<author><name>Pull the Pin Games</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpgoodcopbadcop&amp;diff=14605</id>
		<title>Gamehelpgoodcopbadcop</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpgoodcopbadcop&amp;diff=14605"/>
		<updated>2022-09-10T20:55:46Z</updated>

		<summary type="html">&lt;p&gt;Pull the Pin Games: /* ZOMBIE TEAM */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==TEAM==&lt;br /&gt;
You are on the HONEST team if you have the Agent card or if the majority of your cards are Honest.&lt;br /&gt;
&lt;br /&gt;
You are on the CROOKED team if you have the Kingpin card or if the majority of your cards are Crooked.&lt;br /&gt;
&lt;br /&gt;
==ON  YOUR TURN==&lt;br /&gt;
Your turn consists of 3 phases:&lt;br /&gt;
&lt;br /&gt;
====1) Take Action====&lt;br /&gt;
Choose 1 of these actions to take:&lt;br /&gt;
* &#039;&#039;&#039;Investigate&#039;&#039;&#039; - View one hidden Integrity Card.&lt;br /&gt;
* &#039;&#039;&#039;Arm&#039;&#039;&#039; - Take a Gun. Reveal 1 of your hidden Integrity Cards if you have any.&lt;br /&gt;
* &#039;&#039;&#039;Equip&#039;&#039;&#039; - Draw an Equipment Card. Discard down to 1. Reveal 1 of your hidden Integrity Cards if you have any.&lt;br /&gt;
* &#039;&#039;&#039;Shoot&#039;&#039;&#039; - Shoot your Gun at the player at whom you are aiming. Drop your gun.&lt;br /&gt;
&lt;br /&gt;
====2) Take Aim====&lt;br /&gt;
If you are holding a Gun, aim it at any living player other than yourself.&lt;br /&gt;
&lt;br /&gt;
====3) End Turn====&lt;br /&gt;
Play proceeds clockwise.&lt;br /&gt;
&lt;br /&gt;
==GETTING SHOT==&lt;br /&gt;
If you are shot, you must reveal all of your Integrity Cards.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;If you are NOT the Agent or Kingpin:&#039;&#039;&#039;&lt;br /&gt;
* You are eliminated from the game.&lt;br /&gt;
* Return any Equipment Cards in your hand to the bottom of the deck.&lt;br /&gt;
* Return your Gun to the center of the table.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;If you ARE the Agent or Kingpin:&#039;&#039;&#039;&lt;br /&gt;
* You are NOT eliminated the first time you are shot. If you are shot while wounded, the game ends and the opposing team wins.&lt;br /&gt;
* Draw an Equipment Card.&lt;br /&gt;
* Put a Wounded Token on your Agent or Kingpin card.&lt;br /&gt;
&lt;br /&gt;
==GUN RULES==&lt;br /&gt;
* You may only hold one Gun at a time.&lt;br /&gt;
* Any time you get a Gun, immediately aim it. Otherwise you may only change where you are aiming at the end of your turn during the Take Aim phase.&lt;br /&gt;
&lt;br /&gt;
==EQUIPMENT RULES==&lt;br /&gt;
* Equipment Cards may be used in reaction to Shoot actions, during your turn, or at the end of any player&#039;s turn.&lt;br /&gt;
* When you use an Equipment Card, place it at the bottom of the deck.&lt;br /&gt;
* When you use an Equipment Card, no other Equipment Cards may be played until yours is resolved.&lt;br /&gt;
* The hand limit of Equipment is 1.&lt;br /&gt;
* Multiple Equipment Cards may be played before an action is resolved.&lt;br /&gt;
&lt;br /&gt;
==WINNING THE GAME==&lt;br /&gt;
The HONEST team wins if the Kingpin is eliminated. &lt;br /&gt;
&lt;br /&gt;
The CROOKED team wins if the Agent is eliminated. &lt;br /&gt;
&lt;br /&gt;
If, at any time, a player has both the Agent and the Kingpin, that player wins alone.&lt;br /&gt;
&lt;br /&gt;
==TABLE TALK==&lt;br /&gt;
You are encouraged to use the chat to give truthful or false information about what you have seen or accuse players of being on a team or having a specific role.&lt;br /&gt;
&lt;br /&gt;
=ZOMBIES EXPANSION=&lt;br /&gt;
==ZOMBIE TEAM==&lt;br /&gt;
In addition to the Honest and Crooked teams, we now have a Zombie team. If you are on the Zombie team, you do not win with the Honest or Crooked team. You win if you can turn the Agent or Kingpin into a zombie.&lt;br /&gt;
&lt;br /&gt;
To turn a Leader into a Zombie, you aim at them one one turn and then Bite them on the next turn. The more Infection tokens your target has, the more Zombie dice they will roll when they are bitten. If any of the dice they roll show the Zombie symbol, they turn into a Zombie.&lt;br /&gt;
&lt;br /&gt;
There is also now an Infector role. The Infector is on the Zombie team, spreads Infection tokens, and tries to get others on the team by eliminating non-Leader players.&lt;br /&gt;
&lt;br /&gt;
==INFECTOR==&lt;br /&gt;
One player will have an Infector card. This is not a Leader card, but whoever has it is on the Zombie team. &#039;&#039;Note: Although you are on the Zombie team, you are not a zombie yourself until someone investigates your Infector card or reveals it in another way.&#039;&#039;&lt;br /&gt;
* When the Infector card is hidden, the infection will spread. At the end of each non-zombie&#039;s turn, they will roll the Infection die to see if they get an Infection token.&lt;br /&gt;
* When a player investigates or reveals the Infector card, they draw an Equipment card. The player with the Infector card becomes a zombie and players no longer roll the Infection Die at the end of their turns.&lt;br /&gt;
* The more Infection tokens you have, the more likely it is that you will turn into a zombie when you are bitten, so non-Zombie players want to find the Infector as soon as possible to stop the spread.&lt;br /&gt;
&lt;br /&gt;
==GETTING SHOT==&lt;br /&gt;
&#039;&#039;&#039;If you are NOT a Zombie,&#039;&#039;&#039; flip over all of your Integrity Cards. Then:&lt;br /&gt;
* &#039;&#039;&#039;If you are a Leader,&#039;&#039;&#039; follow the same rules as getting shot in the base game.&lt;br /&gt;
* &#039;&#039;&#039;If you are NOT a Leader,&#039;&#039;&#039; you become a zombie (see Becoming a Zombie). &#039;&#039;Note: The Infector is not a Leader so this also applies to them.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;If you are already a Zombie,&#039;&#039;&#039; you aim your Arms at yourself. The player who shot you keeps their Gun.&lt;br /&gt;
&lt;br /&gt;
==BECOMING A ZOMBIE==&lt;br /&gt;
&#039;&#039;&#039;You become a zombie when any of these things happen:&#039;&#039;&#039;&lt;br /&gt;
* You are a non-Leader, non-Zombie and you are shot.&lt;br /&gt;
* Your Infector card is revealed.&lt;br /&gt;
* You roll the zombie symbol on a Zombie Die. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;When any of those happen, do the following:&#039;&#039;&#039;&lt;br /&gt;
* Reveal all of your hidden cards.&lt;br /&gt;
* You are no longer on the Honest or Crooked team but instead you are now on the Zombie team.&lt;br /&gt;
* &#039;&#039;&#039;You Keep:&#039;&#039;&#039;&lt;br /&gt;
** Any Equipment you had.&lt;br /&gt;
** Any Infection tokens you have on your Integrity cards.&lt;br /&gt;
* &#039;&#039;&#039;You Lose:&#039;&#039;&#039;&lt;br /&gt;
** Any Gun you were holding.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: If the Infector takes the Arm action and flips over their Infector card to pay for it, they become a zombie and they take Arms instead of a Gun.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==ZOMBIE ACTIONS==&lt;br /&gt;
When a zombie takes their turn, instead of the usual turn actions, they can take one of these turn actions:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bite:&#039;&#039;&#039; This causes two things to happen:&lt;br /&gt;
* You may put an Infection token on an Integrity card of the player at whom you are aiming. Only one Infection token may be on each Integrity card.&lt;br /&gt;
* That player rolls a die for each Integrity card they have with an Infection token. If they roll a Zombie symbol, they become a zombie.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Arm:&#039;&#039;&#039; Take Arms from the center.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equip:&#039;&#039;&#039; Draw an Equipment card.&lt;br /&gt;
&lt;br /&gt;
At the end of a zombie turn, if they have Arms, they may aim them at any player.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Zombie Dice===&lt;br /&gt;
When a zombie Bites you and you are not a zombie, put an Infection token on one of your Integrity cards. &lt;br /&gt;
&lt;br /&gt;
Then, roll a Zombie die for each Infection token on your Integrity cards. These are the symbols you might roll:&lt;br /&gt;
* &#039;&#039;&#039;Zombie Symbol:&#039;&#039;&#039; You become a zombie. If you are the Agent or Kingpin, the game is over.&lt;br /&gt;
* &#039;&#039;&#039;Infection Symbol:&#039;&#039;&#039; You add an extra Infection token to one of your Integrity cards. Only one Infection token may be on each Integrity card.&lt;br /&gt;
* &#039;&#039;&#039;Zombie Arms Symbol:&#039;&#039;&#039; The zombie who bit you must change their aim to another player.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Zombie Equipment and Arms===&lt;br /&gt;
* Zombie players may use Equipment just like non-Zombie players.&lt;br /&gt;
* Any Equipment that affects or targets a Gun or those holding a Gun affects or targets zombie Arms or those with zombie Arms.&lt;br /&gt;
* Any Equipment that affects or targets Shoot or shooting affects or targets Bite or biting.&lt;br /&gt;
* Any Equipment that affects or targets an eliminated player may target a zombie player.&lt;br /&gt;
* Bringing a player back to life (like with Defibrillator) turns a zombie into a non-zombie but it doesn’t work on the Infector.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==SWAPPING INTEGRITY CARDS==&lt;br /&gt;
&#039;&#039;&#039;There are a few new cases where exchanging Integrity cards may make you switch teams:&#039;&#039;&#039;&lt;br /&gt;
* If you are given a revealed Infector card, you become a zombie.&lt;br /&gt;
* If you are a zombie and you are given a Leader card (Agent or Kingpin), you are no longer a zombie, even if the Leader card is hidden.&lt;br /&gt;
* If you ever have both the Infector and a Leader card, you immediately win alone.&lt;/div&gt;</summary>
		<author><name>Pull the Pin Games</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpgoodcopbadcop&amp;diff=14495</id>
		<title>Gamehelpgoodcopbadcop</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpgoodcopbadcop&amp;diff=14495"/>
		<updated>2022-08-26T00:32:16Z</updated>

		<summary type="html">&lt;p&gt;Pull the Pin Games: improved the clarity of your objective on the Zombie team&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==TEAM==&lt;br /&gt;
You are on the HONEST team if you have the Agent card or if the majority of your cards are Honest.&lt;br /&gt;
&lt;br /&gt;
You are on the CROOKED team if you have the Kingpin card or if the majority of your cards are Crooked.&lt;br /&gt;
&lt;br /&gt;
==ON  YOUR TURN==&lt;br /&gt;
Your turn consists of 3 phases:&lt;br /&gt;
&lt;br /&gt;
====1) Take Action====&lt;br /&gt;
Choose 1 of these actions to take:&lt;br /&gt;
* &#039;&#039;&#039;Investigate&#039;&#039;&#039; - View one hidden Integrity Card.&lt;br /&gt;
* &#039;&#039;&#039;Arm&#039;&#039;&#039; - Take a Gun. Reveal 1 of your hidden Integrity Cards if you have any.&lt;br /&gt;
* &#039;&#039;&#039;Equip&#039;&#039;&#039; - Draw an Equipment Card. Discard down to 1. Reveal 1 of your hidden Integrity Cards if you have any.&lt;br /&gt;
* &#039;&#039;&#039;Shoot&#039;&#039;&#039; - Shoot your Gun at the player at whom you are aiming. Drop your gun.&lt;br /&gt;
&lt;br /&gt;
====2) Take Aim====&lt;br /&gt;
If you are holding a Gun, aim it at any living player other than yourself.&lt;br /&gt;
&lt;br /&gt;
====3) End Turn====&lt;br /&gt;
Play proceeds clockwise.&lt;br /&gt;
&lt;br /&gt;
==GETTING SHOT==&lt;br /&gt;
If you are shot, you must reveal all of your Integrity Cards.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;If you are NOT the Agent or Kingpin:&#039;&#039;&#039;&lt;br /&gt;
* You are eliminated from the game.&lt;br /&gt;
* Return any Equipment Cards in your hand to the bottom of the deck.&lt;br /&gt;
* Return your Gun to the center of the table.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;If you ARE the Agent or Kingpin:&#039;&#039;&#039;&lt;br /&gt;
* You are NOT eliminated the first time you are shot. If you are shot while wounded, the game ends and the opposing team wins.&lt;br /&gt;
* Draw an Equipment Card.&lt;br /&gt;
* Put a Wounded Token on your Agent or Kingpin card.&lt;br /&gt;
&lt;br /&gt;
==GUN RULES==&lt;br /&gt;
* You may only hold one Gun at a time.&lt;br /&gt;
* Any time you get a Gun, immediately aim it. Otherwise you may only change where you are aiming at the end of your turn during the Take Aim phase.&lt;br /&gt;
&lt;br /&gt;
==EQUIPMENT RULES==&lt;br /&gt;
* Equipment Cards may be used in reaction to Shoot actions, during your turn, or at the end of any player&#039;s turn.&lt;br /&gt;
* When you use an Equipment Card, place it at the bottom of the deck.&lt;br /&gt;
* When you use an Equipment Card, no other Equipment Cards may be played until yours is resolved.&lt;br /&gt;
* The hand limit of Equipment is 1.&lt;br /&gt;
* Multiple Equipment Cards may be played before an action is resolved.&lt;br /&gt;
&lt;br /&gt;
==WINNING THE GAME==&lt;br /&gt;
The HONEST team wins if the Kingpin is eliminated. &lt;br /&gt;
&lt;br /&gt;
The CROOKED team wins if the Agent is eliminated. &lt;br /&gt;
&lt;br /&gt;
If, at any time, a player has both the Agent and the Kingpin, that player wins alone.&lt;br /&gt;
&lt;br /&gt;
==TABLE TALK==&lt;br /&gt;
You are encouraged to use the chat to give truthful or false information about what you have seen or accuse players of being on a team or having a specific role.&lt;br /&gt;
&lt;br /&gt;
=ZOMBIES EXPANSION=&lt;br /&gt;
==ZOMBIE TEAM==&lt;br /&gt;
In addition to the Honest and Crooked teams, we now have a Zombie team. If you are on the Zombie team, you do not win with the Honest or Crooked team. You win if you can turn the Agent or Kingpin into a zombie.&lt;br /&gt;
&lt;br /&gt;
To turn a Leader into a Zombie, you will Arm yourself, aim at them, and then Bite them. The more Infection tokens that player has, the more Zombie dice they will roll when they are bitten. If any of the dice they roll show the Zombie symbol, they turn into a Zombie.&lt;br /&gt;
&lt;br /&gt;
There is also now an Infector role. The Infector is on the Zombie team, spreads Infection tokens, and tries to get others on the team by eliminating non-Leader players.&lt;br /&gt;
&lt;br /&gt;
==INFECTOR==&lt;br /&gt;
One player will have an Infector card. This is not a Leader card, but whoever has it is on the Zombie team. &#039;&#039;Note: Although you are on the Zombie team, you are not a zombie yourself until someone investigates your Infector card or reveals it in another way.&#039;&#039;&lt;br /&gt;
* When the Infector card is hidden, the infection will spread. At the end of each non-zombie&#039;s turn, they will roll the Infection die to see if they get an Infection token.&lt;br /&gt;
* When a player investigates or reveals the Infector card, they draw an Equipment card. The player with the Infector card becomes a zombie and players no longer roll the Infection Die at the end of their turns.&lt;br /&gt;
* The more Infection tokens you have, the more likely it is that you will turn into a zombie when you are bitten, so non-Zombie players want to find the Infector as soon as possible to stop the spread.&lt;br /&gt;
&lt;br /&gt;
==GETTING SHOT==&lt;br /&gt;
&#039;&#039;&#039;If you are NOT a Zombie,&#039;&#039;&#039; flip over all of your Integrity Cards. Then:&lt;br /&gt;
* &#039;&#039;&#039;If you are a Leader,&#039;&#039;&#039; follow the same rules as getting shot in the base game.&lt;br /&gt;
* &#039;&#039;&#039;If you are NOT a Leader,&#039;&#039;&#039; you become a zombie (see Becoming a Zombie). &#039;&#039;Note: The Infector is not a Leader so this also applies to them.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;If you are already a Zombie,&#039;&#039;&#039; you aim your Arms at yourself. The player who shot you keeps their Gun.&lt;br /&gt;
&lt;br /&gt;
==BECOMING A ZOMBIE==&lt;br /&gt;
&#039;&#039;&#039;You become a zombie when any of these things happen:&#039;&#039;&#039;&lt;br /&gt;
* You are a non-Leader, non-Zombie and you are shot.&lt;br /&gt;
* Your Infector card is revealed.&lt;br /&gt;
* You roll the zombie symbol on a Zombie Die. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;When any of those happen, do the following:&#039;&#039;&#039;&lt;br /&gt;
* Reveal all of your hidden cards.&lt;br /&gt;
* You are no longer on the Honest or Crooked team but instead you are now on the Zombie team.&lt;br /&gt;
* &#039;&#039;&#039;You Keep:&#039;&#039;&#039;&lt;br /&gt;
** Any Equipment you had.&lt;br /&gt;
** Any Infection tokens you have on your Integrity cards.&lt;br /&gt;
* &#039;&#039;&#039;You Lose:&#039;&#039;&#039;&lt;br /&gt;
** Any Gun you were holding.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: If the Infector takes the Arm action and flips over their Infector card to pay for it, they become a zombie and they take Arms instead of a Gun.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==ZOMBIE ACTIONS==&lt;br /&gt;
When a zombie takes their turn, instead of the usual turn actions, they can take one of these turn actions:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bite:&#039;&#039;&#039; This causes two things to happen:&lt;br /&gt;
* You may put an Infection token on an Integrity card of the player at whom you are aiming. Only one Infection token may be on each Integrity card.&lt;br /&gt;
* That player rolls a die for each Integrity card they have with an Infection token. If they roll a Zombie symbol, they become a zombie.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Arm:&#039;&#039;&#039; Take Arms from the center.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equip:&#039;&#039;&#039; Draw an Equipment card.&lt;br /&gt;
&lt;br /&gt;
At the end of a zombie turn, if they have Arms, they may aim them at any player.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Zombie Dice===&lt;br /&gt;
When a zombie Bites you and you are not a zombie, put an Infection token on one of your Integrity cards. &lt;br /&gt;
&lt;br /&gt;
Then, roll a Zombie die for each Infection token on your Integrity cards. These are the symbols you might roll:&lt;br /&gt;
* &#039;&#039;&#039;Zombie Symbol:&#039;&#039;&#039; You become a zombie. If you are the Agent or Kingpin, the game is over.&lt;br /&gt;
* &#039;&#039;&#039;Infection Symbol:&#039;&#039;&#039; You add an extra Infection token to one of your Integrity cards. Only one Infection token may be on each Integrity card.&lt;br /&gt;
* &#039;&#039;&#039;Zombie Arms Symbol:&#039;&#039;&#039; The zombie who bit you must change their aim to another player.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Zombie Equipment and Arms===&lt;br /&gt;
* Zombie players may use Equipment just like non-Zombie players.&lt;br /&gt;
* Any Equipment that affects or targets a Gun or those holding a Gun affects or targets zombie Arms or those with zombie Arms.&lt;br /&gt;
* Any Equipment that affects or targets Shoot or shooting affects or targets Bite or biting.&lt;br /&gt;
* Any Equipment that affects or targets an eliminated player may target a zombie player.&lt;br /&gt;
* Bringing a player back to life (like with Defibrillator) turns a zombie into a non-zombie but it doesn’t work on the Infector.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==SWAPPING INTEGRITY CARDS==&lt;br /&gt;
&#039;&#039;&#039;There are a few new cases where exchanging Integrity cards may make you switch teams:&#039;&#039;&#039;&lt;br /&gt;
* If you are given a revealed Infector card, you become a zombie.&lt;br /&gt;
* If you are a zombie and you are given a Leader card (Agent or Kingpin), you are no longer a zombie, even if the Leader card is hidden.&lt;br /&gt;
* If you ever have both the Infector and a Leader card, you immediately win alone.&lt;/div&gt;</summary>
		<author><name>Pull the Pin Games</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpgoodcopbadcop&amp;diff=14409</id>
		<title>Gamehelpgoodcopbadcop</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpgoodcopbadcop&amp;diff=14409"/>
		<updated>2022-08-19T19:08:37Z</updated>

		<summary type="html">&lt;p&gt;Pull the Pin Games: /* WINNING THE GAME */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==TEAM==&lt;br /&gt;
You are on the HONEST team if you have the Agent card or if the majority of your cards are Honest.&lt;br /&gt;
&lt;br /&gt;
You are on the CROOKED team if you have the Kingpin card or if the majority of your cards are Crooked.&lt;br /&gt;
&lt;br /&gt;
==ON  YOUR TURN==&lt;br /&gt;
Your turn consists of 3 phases:&lt;br /&gt;
&lt;br /&gt;
====1) Take Action====&lt;br /&gt;
Choose 1 of these actions to take:&lt;br /&gt;
* &#039;&#039;&#039;Investigate&#039;&#039;&#039; - View one hidden Integrity Card.&lt;br /&gt;
* &#039;&#039;&#039;Arm&#039;&#039;&#039; - Take a Gun. Reveal 1 of your hidden Integrity Cards if you have any.&lt;br /&gt;
* &#039;&#039;&#039;Equip&#039;&#039;&#039; - Draw an Equipment Card. Discard down to 1. Reveal 1 of your hidden Integrity Cards if you have any.&lt;br /&gt;
* &#039;&#039;&#039;Shoot&#039;&#039;&#039; - Shoot your Gun at the player at whom you are aiming. Drop your gun.&lt;br /&gt;
&lt;br /&gt;
====2) Take Aim====&lt;br /&gt;
If you are holding a Gun, aim it at any living player other than yourself.&lt;br /&gt;
&lt;br /&gt;
====3) End Turn====&lt;br /&gt;
Play proceeds clockwise.&lt;br /&gt;
&lt;br /&gt;
==GETTING SHOT==&lt;br /&gt;
If you are shot, you must reveal all of your Integrity Cards.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;If you are NOT the Agent or Kingpin:&#039;&#039;&#039;&lt;br /&gt;
* You are eliminated from the game.&lt;br /&gt;
* Return any Equipment Cards in your hand to the bottom of the deck.&lt;br /&gt;
* Return your Gun to the center of the table.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;If you ARE the Agent or Kingpin:&#039;&#039;&#039;&lt;br /&gt;
* You are NOT eliminated the first time you are shot. If you are shot while wounded, the game ends and the opposing team wins.&lt;br /&gt;
* Draw an Equipment Card.&lt;br /&gt;
* Put a Wounded Token on your Agent or Kingpin card.&lt;br /&gt;
&lt;br /&gt;
==GUN RULES==&lt;br /&gt;
* You may only hold one Gun at a time.&lt;br /&gt;
* Any time you get a Gun, immediately aim it. Otherwise you may only change where you are aiming at the end of your turn during the Take Aim phase.&lt;br /&gt;
&lt;br /&gt;
==EQUIPMENT RULES==&lt;br /&gt;
* Equipment Cards may be used in reaction to Shoot actions, during your turn, or at the end of any player&#039;s turn.&lt;br /&gt;
* When you use an Equipment Card, place it at the bottom of the deck.&lt;br /&gt;
* When you use an Equipment Card, no other Equipment Cards may be played until yours is resolved.&lt;br /&gt;
* The hand limit of Equipment is 1.&lt;br /&gt;
* Multiple Equipment Cards may be played before an action is resolved.&lt;br /&gt;
&lt;br /&gt;
==WINNING THE GAME==&lt;br /&gt;
The HONEST team wins if the Kingpin is eliminated. &lt;br /&gt;
&lt;br /&gt;
The CROOKED team wins if the Agent is eliminated. &lt;br /&gt;
&lt;br /&gt;
If, at any time, a player has both the Agent and the Kingpin, that player wins alone.&lt;br /&gt;
&lt;br /&gt;
==TABLE TALK==&lt;br /&gt;
You are encouraged to use the chat to give truthful or false information about what you have seen or accuse players of being on a team or having a specific role.&lt;br /&gt;
&lt;br /&gt;
=ZOMBIES EXPANSION=&lt;br /&gt;
There is now a Zombie team in addition to the Honest and Crooked team. They win if they can turn the Agent or Kingpin into a zombie.&lt;br /&gt;
&lt;br /&gt;
==INFECTOR==&lt;br /&gt;
One player will have an Infector card. This is not a Leader card, but whoever has it is on the Zombie team. &#039;&#039;Note: Although you are on the Zombie team, you are not a zombie yourself until someone investigates your Infector card or reveals it in another way.&#039;&#039;&lt;br /&gt;
* When the Infector card is hidden, at the end of each non-zombie&#039;s turn, they will roll the Infection die to see if they get an Infection token.&lt;br /&gt;
* The more Infection tokens you have, the more likely it is that you will turn into a zombie when you are bitten.&lt;br /&gt;
* When a player investigates or reveals the Infector card, they draw an Equipment card. The player with the Infector card becomes a zombie and players no longer roll the Infection Die at the end of their turns.&lt;br /&gt;
&lt;br /&gt;
==GETTING SHOT==&lt;br /&gt;
&#039;&#039;&#039;If you are NOT a Zombie,&#039;&#039;&#039; flip over all of your Integrity Cards. Then:&lt;br /&gt;
* &#039;&#039;&#039;If you are a Leader,&#039;&#039;&#039; follow the same rules as getting shot in the base game.&lt;br /&gt;
* &#039;&#039;&#039;If you are NOT a Leader,&#039;&#039;&#039; you become a zombie (see Becoming a Zombie). &#039;&#039;Note: The Infector is not a Leader so this also applies to them.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;If you are already a Zombie,&#039;&#039;&#039; you aim your Arms at yourself. The player who shot you keeps their Gun.&lt;br /&gt;
&lt;br /&gt;
==BECOMING A ZOMBIE==&lt;br /&gt;
&#039;&#039;&#039;You become a zombie when any of these things happen:&#039;&#039;&#039;&lt;br /&gt;
* You are a non-Leader, non-Zombie and you are shot.&lt;br /&gt;
* Your Infector card is revealed.&lt;br /&gt;
* You roll the zombie symbol on a Zombie Die. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;When any of those happen, do the following:&#039;&#039;&#039;&lt;br /&gt;
* Reveal all of your hidden cards.&lt;br /&gt;
* You are no longer on the Honest or Crooked team but instead you are now on the Zombie team.&lt;br /&gt;
* &#039;&#039;&#039;You Keep:&#039;&#039;&#039;&lt;br /&gt;
** Any Equipment you had.&lt;br /&gt;
** Any Infection tokens you have on your Integrity cards.&lt;br /&gt;
* &#039;&#039;&#039;You Lose:&#039;&#039;&#039;&lt;br /&gt;
** Any Gun you were holding.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: If the Infector takes the Arm action and flips over their Infector card to pay for it, they become a zombie and they take Arms instead of a Gun.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==ZOMBIE ACTIONS==&lt;br /&gt;
When a zombie takes their turn, instead of the usual turn actions, they can take one of these turn actions:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bite:&#039;&#039;&#039; This causes two things to happen:&lt;br /&gt;
* You may put an Infection token on an Integrity card of the player at whom you are aiming. Only one Infection token may be on each Integrity card.&lt;br /&gt;
* That player rolls a die for each Integrity card they have with an Infection token. If they roll a Zombie symbol, they become a zombie.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Arm:&#039;&#039;&#039; Take Arms from the center.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equip:&#039;&#039;&#039; Draw an Equipment card.&lt;br /&gt;
&lt;br /&gt;
At the end of a zombie turn, if they have Arms, they may aim them at any player.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Zombie Dice===&lt;br /&gt;
When a zombie Bites you and you are not a zombie, put an Infection token on one of your Integrity cards. &lt;br /&gt;
&lt;br /&gt;
Then, roll a Zombie die for each Infection token on your Integrity cards. These are the symbols you might roll:&lt;br /&gt;
* &#039;&#039;&#039;Zombie Symbol:&#039;&#039;&#039; You become a zombie. If you are the Agent or Kingpin, the game is over.&lt;br /&gt;
* &#039;&#039;&#039;Infection Symbol:&#039;&#039;&#039; You add an extra Infection token to one of your Integrity cards. Only one Infection token may be on each Integrity card.&lt;br /&gt;
* &#039;&#039;&#039;Zombie Arms Symbol:&#039;&#039;&#039; The zombie who bit you must change their aim to another player.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Zombie Equipment and Arms===&lt;br /&gt;
* Zombie players may use Equipment just like non-Zombie players.&lt;br /&gt;
* Any Equipment that affects or targets a Gun or those holding a Gun affects or targets zombie Arms or those with zombie Arms.&lt;br /&gt;
* Any Equipment that affects or targets Shoot or shooting affects or targets Bite or biting.&lt;br /&gt;
* Any Equipment that affects or targets an eliminated player may target a zombie player.&lt;br /&gt;
* Bringing a player back to life (like with Defibrillator) turns a zombie into a non-zombie but it doesn’t work on the Infector.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==SWAPPING INTEGRITY CARDS==&lt;br /&gt;
&#039;&#039;&#039;There are a few new cases where exchanging Integrity cards may make you switch teams:&#039;&#039;&#039;&lt;br /&gt;
* If you are given a revealed Infector card, you become a zombie.&lt;br /&gt;
* If you are a zombie and you are given a Leader card (Agent or Kingpin), you are no longer a zombie, even if the Leader card is hidden.&lt;br /&gt;
* If you ever have both the Infector and a Leader card, you immediately win alone.&lt;/div&gt;</summary>
		<author><name>Pull the Pin Games</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpgoodcopbadcop&amp;diff=14408</id>
		<title>Gamehelpgoodcopbadcop</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpgoodcopbadcop&amp;diff=14408"/>
		<updated>2022-08-19T19:08:28Z</updated>

		<summary type="html">&lt;p&gt;Pull the Pin Games: /* GETTING SHOT */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==TEAM==&lt;br /&gt;
You are on the HONEST team if you have the Agent card or if the majority of your cards are Honest.&lt;br /&gt;
&lt;br /&gt;
You are on the CROOKED team if you have the Kingpin card or if the majority of your cards are Crooked.&lt;br /&gt;
&lt;br /&gt;
==ON  YOUR TURN==&lt;br /&gt;
Your turn consists of 3 phases:&lt;br /&gt;
&lt;br /&gt;
====1) Take Action====&lt;br /&gt;
Choose 1 of these actions to take:&lt;br /&gt;
* &#039;&#039;&#039;Investigate&#039;&#039;&#039; - View one hidden Integrity Card.&lt;br /&gt;
* &#039;&#039;&#039;Arm&#039;&#039;&#039; - Take a Gun. Reveal 1 of your hidden Integrity Cards if you have any.&lt;br /&gt;
* &#039;&#039;&#039;Equip&#039;&#039;&#039; - Draw an Equipment Card. Discard down to 1. Reveal 1 of your hidden Integrity Cards if you have any.&lt;br /&gt;
* &#039;&#039;&#039;Shoot&#039;&#039;&#039; - Shoot your Gun at the player at whom you are aiming. Drop your gun.&lt;br /&gt;
&lt;br /&gt;
====2) Take Aim====&lt;br /&gt;
If you are holding a Gun, aim it at any living player other than yourself.&lt;br /&gt;
&lt;br /&gt;
====3) End Turn====&lt;br /&gt;
Play proceeds clockwise.&lt;br /&gt;
&lt;br /&gt;
==GETTING SHOT==&lt;br /&gt;
If you are shot, you must reveal all of your Integrity Cards.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;If you are NOT the Agent or Kingpin:&#039;&#039;&#039;&lt;br /&gt;
* You are eliminated from the game.&lt;br /&gt;
* Return any Equipment Cards in your hand to the bottom of the deck.&lt;br /&gt;
* Return your Gun to the center of the table.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;If you ARE the Agent or Kingpin:&#039;&#039;&#039;&lt;br /&gt;
* You are NOT eliminated the first time you are shot. If you are shot while wounded, the game ends and the opposing team wins.&lt;br /&gt;
* Draw an Equipment Card.&lt;br /&gt;
* Put a Wounded Token on your Agent or Kingpin card.&lt;br /&gt;
&lt;br /&gt;
==GUN RULES==&lt;br /&gt;
* You may only hold one Gun at a time.&lt;br /&gt;
* Any time you get a Gun, immediately aim it. Otherwise you may only change where you are aiming at the end of your turn during the Take Aim phase.&lt;br /&gt;
&lt;br /&gt;
==EQUIPMENT RULES==&lt;br /&gt;
* Equipment Cards may be used in reaction to Shoot actions, during your turn, or at the end of any player&#039;s turn.&lt;br /&gt;
* When you use an Equipment Card, place it at the bottom of the deck.&lt;br /&gt;
* When you use an Equipment Card, no other Equipment Cards may be played until yours is resolved.&lt;br /&gt;
* The hand limit of Equipment is 1.&lt;br /&gt;
* Multiple Equipment Cards may be played before an action is resolved.&lt;br /&gt;
&lt;br /&gt;
==WINNING THE GAME==&lt;br /&gt;
The HONEST team wins if the Kingpin is eliminated. &lt;br /&gt;
&lt;br /&gt;
The CROOKED team wins if the Agent is eliminated. &lt;br /&gt;
&lt;br /&gt;
It, at any time, a player has both the Agent and the Kingpin, that player wins alone.&lt;br /&gt;
&lt;br /&gt;
==TABLE TALK==&lt;br /&gt;
You are encouraged to use the chat to give truthful or false information about what you have seen or accuse players of being on a team or having a specific role.&lt;br /&gt;
&lt;br /&gt;
=ZOMBIES EXPANSION=&lt;br /&gt;
There is now a Zombie team in addition to the Honest and Crooked team. They win if they can turn the Agent or Kingpin into a zombie.&lt;br /&gt;
&lt;br /&gt;
==INFECTOR==&lt;br /&gt;
One player will have an Infector card. This is not a Leader card, but whoever has it is on the Zombie team. &#039;&#039;Note: Although you are on the Zombie team, you are not a zombie yourself until someone investigates your Infector card or reveals it in another way.&#039;&#039;&lt;br /&gt;
* When the Infector card is hidden, at the end of each non-zombie&#039;s turn, they will roll the Infection die to see if they get an Infection token.&lt;br /&gt;
* The more Infection tokens you have, the more likely it is that you will turn into a zombie when you are bitten.&lt;br /&gt;
* When a player investigates or reveals the Infector card, they draw an Equipment card. The player with the Infector card becomes a zombie and players no longer roll the Infection Die at the end of their turns.&lt;br /&gt;
&lt;br /&gt;
==GETTING SHOT==&lt;br /&gt;
&#039;&#039;&#039;If you are NOT a Zombie,&#039;&#039;&#039; flip over all of your Integrity Cards. Then:&lt;br /&gt;
* &#039;&#039;&#039;If you are a Leader,&#039;&#039;&#039; follow the same rules as getting shot in the base game.&lt;br /&gt;
* &#039;&#039;&#039;If you are NOT a Leader,&#039;&#039;&#039; you become a zombie (see Becoming a Zombie). &#039;&#039;Note: The Infector is not a Leader so this also applies to them.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;If you are already a Zombie,&#039;&#039;&#039; you aim your Arms at yourself. The player who shot you keeps their Gun.&lt;br /&gt;
&lt;br /&gt;
==BECOMING A ZOMBIE==&lt;br /&gt;
&#039;&#039;&#039;You become a zombie when any of these things happen:&#039;&#039;&#039;&lt;br /&gt;
* You are a non-Leader, non-Zombie and you are shot.&lt;br /&gt;
* Your Infector card is revealed.&lt;br /&gt;
* You roll the zombie symbol on a Zombie Die. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;When any of those happen, do the following:&#039;&#039;&#039;&lt;br /&gt;
* Reveal all of your hidden cards.&lt;br /&gt;
* You are no longer on the Honest or Crooked team but instead you are now on the Zombie team.&lt;br /&gt;
* &#039;&#039;&#039;You Keep:&#039;&#039;&#039;&lt;br /&gt;
** Any Equipment you had.&lt;br /&gt;
** Any Infection tokens you have on your Integrity cards.&lt;br /&gt;
* &#039;&#039;&#039;You Lose:&#039;&#039;&#039;&lt;br /&gt;
** Any Gun you were holding.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: If the Infector takes the Arm action and flips over their Infector card to pay for it, they become a zombie and they take Arms instead of a Gun.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==ZOMBIE ACTIONS==&lt;br /&gt;
When a zombie takes their turn, instead of the usual turn actions, they can take one of these turn actions:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bite:&#039;&#039;&#039; This causes two things to happen:&lt;br /&gt;
* You may put an Infection token on an Integrity card of the player at whom you are aiming. Only one Infection token may be on each Integrity card.&lt;br /&gt;
* That player rolls a die for each Integrity card they have with an Infection token. If they roll a Zombie symbol, they become a zombie.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Arm:&#039;&#039;&#039; Take Arms from the center.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equip:&#039;&#039;&#039; Draw an Equipment card.&lt;br /&gt;
&lt;br /&gt;
At the end of a zombie turn, if they have Arms, they may aim them at any player.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Zombie Dice===&lt;br /&gt;
When a zombie Bites you and you are not a zombie, put an Infection token on one of your Integrity cards. &lt;br /&gt;
&lt;br /&gt;
Then, roll a Zombie die for each Infection token on your Integrity cards. These are the symbols you might roll:&lt;br /&gt;
* &#039;&#039;&#039;Zombie Symbol:&#039;&#039;&#039; You become a zombie. If you are the Agent or Kingpin, the game is over.&lt;br /&gt;
* &#039;&#039;&#039;Infection Symbol:&#039;&#039;&#039; You add an extra Infection token to one of your Integrity cards. Only one Infection token may be on each Integrity card.&lt;br /&gt;
* &#039;&#039;&#039;Zombie Arms Symbol:&#039;&#039;&#039; The zombie who bit you must change their aim to another player.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Zombie Equipment and Arms===&lt;br /&gt;
* Zombie players may use Equipment just like non-Zombie players.&lt;br /&gt;
* Any Equipment that affects or targets a Gun or those holding a Gun affects or targets zombie Arms or those with zombie Arms.&lt;br /&gt;
* Any Equipment that affects or targets Shoot or shooting affects or targets Bite or biting.&lt;br /&gt;
* Any Equipment that affects or targets an eliminated player may target a zombie player.&lt;br /&gt;
* Bringing a player back to life (like with Defibrillator) turns a zombie into a non-zombie but it doesn’t work on the Infector.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==SWAPPING INTEGRITY CARDS==&lt;br /&gt;
&#039;&#039;&#039;There are a few new cases where exchanging Integrity cards may make you switch teams:&#039;&#039;&#039;&lt;br /&gt;
* If you are given a revealed Infector card, you become a zombie.&lt;br /&gt;
* If you are a zombie and you are given a Leader card (Agent or Kingpin), you are no longer a zombie, even if the Leader card is hidden.&lt;br /&gt;
* If you ever have both the Infector and a Leader card, you immediately win alone.&lt;/div&gt;</summary>
		<author><name>Pull the Pin Games</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpgoodcopbadcop&amp;diff=14350</id>
		<title>Gamehelpgoodcopbadcop</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpgoodcopbadcop&amp;diff=14350"/>
		<updated>2022-08-17T19:53:59Z</updated>

		<summary type="html">&lt;p&gt;Pull the Pin Games: /* INFECTOR */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==TEAM==&lt;br /&gt;
You are on the HONEST team if you have the Agent card or if the majority of your cards are Honest.&lt;br /&gt;
&lt;br /&gt;
You are on the CROOKED team if you have the Kingpin card or if the majority of your cards are Crooked.&lt;br /&gt;
&lt;br /&gt;
==ON  YOUR TURN==&lt;br /&gt;
Your turn consists of 3 phases:&lt;br /&gt;
&lt;br /&gt;
====1) Take Action====&lt;br /&gt;
Choose 1 of these actions to take:&lt;br /&gt;
* &#039;&#039;&#039;Investigate&#039;&#039;&#039; - View one hidden Integrity Card.&lt;br /&gt;
* &#039;&#039;&#039;Arm&#039;&#039;&#039; - Take a Gun. Reveal 1 of your hidden Integrity Cards if you have any.&lt;br /&gt;
* &#039;&#039;&#039;Equip&#039;&#039;&#039; - Draw an Equipment Card. Discard down to 1. Reveal 1 of your hidden Integrity Cards if you have any.&lt;br /&gt;
* &#039;&#039;&#039;Shoot&#039;&#039;&#039; - Shoot your Gun at the player at whom you are aiming. Drop your gun.&lt;br /&gt;
&lt;br /&gt;
====2) Take Aim====&lt;br /&gt;
If you are holding a Gun, aim it at any living player other than yourself.&lt;br /&gt;
&lt;br /&gt;
====3) End Turn====&lt;br /&gt;
Play proceeds clockwise.&lt;br /&gt;
&lt;br /&gt;
==GETTING SHOT==&lt;br /&gt;
If you are shot, you must reveal all of your Integrity Cards.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;If you are NOT the Agent or Kingpin:&#039;&#039;&#039;&lt;br /&gt;
* You are eliminated from the game.&lt;br /&gt;
* Return your Equipment Card to the bottom of the deck.&lt;br /&gt;
* Return your Gun to the center of the table.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;If you ARE the Agent or Kingpin:&#039;&#039;&#039;&lt;br /&gt;
* You are NOT eliminated the first time you are shot. If you are shot while wounded, the game ends and the opposing team wins.&lt;br /&gt;
* Draw an Equipment Card.&lt;br /&gt;
* Put a Wounded Token on your Agent or Kingpin card.&lt;br /&gt;
&lt;br /&gt;
==GUN RULES==&lt;br /&gt;
* You may only hold one Gun at a time.&lt;br /&gt;
* Any time you get a Gun, immediately aim it. Otherwise you may only change where you are aiming at the end of your turn during the Take Aim phase.&lt;br /&gt;
&lt;br /&gt;
==EQUIPMENT RULES==&lt;br /&gt;
* Equipment Cards may be used in reaction to Shoot actions, during your turn, or at the end of any player&#039;s turn.&lt;br /&gt;
* When you use an Equipment Card, place it at the bottom of the deck.&lt;br /&gt;
* When you use an Equipment Card, no other Equipment Cards may be played until yours is resolved.&lt;br /&gt;
* The hand limit of Equipment is 1.&lt;br /&gt;
* Multiple Equipment Cards may be played before an action is resolved.&lt;br /&gt;
&lt;br /&gt;
==WINNING THE GAME==&lt;br /&gt;
The HONEST team wins if the Kingpin is eliminated. &lt;br /&gt;
&lt;br /&gt;
The CROOKED team wins if the Agent is eliminated. &lt;br /&gt;
&lt;br /&gt;
It, at any time, a player has both the Agent and the Kingpin, that player wins alone.&lt;br /&gt;
&lt;br /&gt;
==TABLE TALK==&lt;br /&gt;
You are encouraged to use the chat to give truthful or false information about what you have seen or accuse players of being on a team or having a specific role.&lt;br /&gt;
&lt;br /&gt;
=ZOMBIES EXPANSION=&lt;br /&gt;
There is now a Zombie team in addition to the Honest and Crooked team. They win if they can turn the Agent or Kingpin into a zombie.&lt;br /&gt;
&lt;br /&gt;
==INFECTOR==&lt;br /&gt;
One player will have an Infector card. This is not a Leader card, but whoever has it is on the Zombie team. &#039;&#039;Note: Although you are on the Zombie team, you are not a zombie yourself until someone investigates your Infector card or reveals it in another way.&#039;&#039;&lt;br /&gt;
* When the Infector card is hidden, at the end of each non-zombie&#039;s turn, they will roll the Infection die to see if they get an Infection token.&lt;br /&gt;
* The more Infection tokens you have, the more likely it is that you will turn into a zombie when you are bitten.&lt;br /&gt;
* When a player investigates or reveals the Infector card, they draw an Equipment card. The player with the Infector card becomes a zombie and players no longer roll the Infection Die at the end of their turns.&lt;br /&gt;
&lt;br /&gt;
==GETTING SHOT==&lt;br /&gt;
&#039;&#039;&#039;If you are NOT a Zombie,&#039;&#039;&#039; flip over all of your Integrity Cards. Then:&lt;br /&gt;
* &#039;&#039;&#039;If you are a Leader,&#039;&#039;&#039; follow the same rules as getting shot in the base game.&lt;br /&gt;
* &#039;&#039;&#039;If you are NOT a Leader,&#039;&#039;&#039; you become a zombie (see Becoming a Zombie). &#039;&#039;Note: The Infector is not a Leader so this also applies to them.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;If you are already a Zombie,&#039;&#039;&#039; you aim your Arms at yourself. The player who shot you keeps their Gun.&lt;br /&gt;
&lt;br /&gt;
==BECOMING A ZOMBIE==&lt;br /&gt;
&#039;&#039;&#039;You become a zombie when any of these things happen:&#039;&#039;&#039;&lt;br /&gt;
* You are a non-Leader, non-Zombie and you are shot.&lt;br /&gt;
* Your Infector card is revealed.&lt;br /&gt;
* You roll the zombie symbol on a Zombie Die. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;When any of those happen, do the following:&#039;&#039;&#039;&lt;br /&gt;
* Reveal all of your hidden cards.&lt;br /&gt;
* You are no longer on the Honest or Crooked team but instead you are now on the Zombie team.&lt;br /&gt;
* &#039;&#039;&#039;You Keep:&#039;&#039;&#039;&lt;br /&gt;
** Any Equipment you had.&lt;br /&gt;
** Any Infection tokens you have on your Integrity cards.&lt;br /&gt;
* &#039;&#039;&#039;You Lose:&#039;&#039;&#039;&lt;br /&gt;
** Any Gun you were holding.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: If the Infector takes the Arm action and flips over their Infector card to pay for it, they become a zombie and they take Arms instead of a Gun.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==ZOMBIE ACTIONS==&lt;br /&gt;
When a zombie takes their turn, instead of the usual turn actions, they can take one of these turn actions:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bite:&#039;&#039;&#039; This causes two things to happen:&lt;br /&gt;
* You may put an Infection token on an Integrity card of the player at whom you are aiming. Only one Infection token may be on each Integrity card.&lt;br /&gt;
* That player rolls a die for each Integrity card they have with an Infection token. If they roll a Zombie symbol, they become a zombie.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Arm:&#039;&#039;&#039; Take Arms from the center.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equip:&#039;&#039;&#039; Draw an Equipment card.&lt;br /&gt;
&lt;br /&gt;
At the end of a zombie turn, if they have Arms, they may aim them at any player.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Zombie Dice===&lt;br /&gt;
When a zombie Bites you and you are not a zombie, put an Infection token on one of your Integrity cards. &lt;br /&gt;
&lt;br /&gt;
Then, roll a Zombie die for each Infection token on your Integrity cards. These are the symbols you might roll:&lt;br /&gt;
* &#039;&#039;&#039;Zombie Symbol:&#039;&#039;&#039; You become a zombie. If you are the Agent or Kingpin, the game is over.&lt;br /&gt;
* &#039;&#039;&#039;Infection Symbol:&#039;&#039;&#039; You add an extra Infection token to one of your Integrity cards. Only one Infection token may be on each Integrity card.&lt;br /&gt;
* &#039;&#039;&#039;Zombie Arms Symbol:&#039;&#039;&#039; The zombie who bit you must change their aim to another player.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Zombie Equipment and Arms===&lt;br /&gt;
* Zombie players may use Equipment just like non-Zombie players.&lt;br /&gt;
* Any Equipment that affects or targets a Gun or those holding a Gun affects or targets zombie Arms or those with zombie Arms.&lt;br /&gt;
* Any Equipment that affects or targets Shoot or shooting affects or targets Bite or biting.&lt;br /&gt;
* Any Equipment that affects or targets an eliminated player may target a zombie player.&lt;br /&gt;
* Bringing a player back to life (like with Defibrillator) turns a zombie into a non-zombie but it doesn’t work on the Infector.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==SWAPPING INTEGRITY CARDS==&lt;br /&gt;
&#039;&#039;&#039;There are a few new cases where exchanging Integrity cards may make you switch teams:&#039;&#039;&#039;&lt;br /&gt;
* If you are given a revealed Infector card, you become a zombie.&lt;br /&gt;
* If you are a zombie and you are given a Leader card (Agent or Kingpin), you are no longer a zombie, even if the Leader card is hidden.&lt;br /&gt;
* If you ever have both the Infector and a Leader card, you immediately win alone.&lt;/div&gt;</summary>
		<author><name>Pull the Pin Games</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpgoodcopbadcop&amp;diff=14169</id>
		<title>Gamehelpgoodcopbadcop</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpgoodcopbadcop&amp;diff=14169"/>
		<updated>2022-07-27T13:17:07Z</updated>

		<summary type="html">&lt;p&gt;Pull the Pin Games: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==TEAM==&lt;br /&gt;
You are on the HONEST team if you have the Agent card or if the majority of your cards are Honest.&lt;br /&gt;
&lt;br /&gt;
You are on the CROOKED team if you have the Kingpin card or if the majority of your cards are Crooked.&lt;br /&gt;
&lt;br /&gt;
==ON  YOUR TURN==&lt;br /&gt;
Your turn consists of 3 phases:&lt;br /&gt;
&lt;br /&gt;
====1) Take Action====&lt;br /&gt;
Choose 1 of these actions to take:&lt;br /&gt;
* &#039;&#039;&#039;Investigate&#039;&#039;&#039; - View one hidden Integrity Card.&lt;br /&gt;
* &#039;&#039;&#039;Arm&#039;&#039;&#039; - Take a Gun. Reveal 1 of your hidden Integrity Cards if you have any.&lt;br /&gt;
* &#039;&#039;&#039;Equip&#039;&#039;&#039; - Draw an Equipment Card. Discard down to 1. Reveal 1 of your hidden Integrity Cards if you have any.&lt;br /&gt;
* &#039;&#039;&#039;Shoot&#039;&#039;&#039; - Shoot your Gun at the player at whom you are aiming. Drop your gun.&lt;br /&gt;
&lt;br /&gt;
====2) Take Aim====&lt;br /&gt;
If you are holding a Gun, aim it at any living player other than yourself.&lt;br /&gt;
&lt;br /&gt;
====3) End Turn====&lt;br /&gt;
Play proceeds clockwise.&lt;br /&gt;
&lt;br /&gt;
==GETTING SHOT==&lt;br /&gt;
If you are shot, you must reveal all of your Integrity Cards.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;If you are NOT the Agent or Kingpin:&#039;&#039;&#039;&lt;br /&gt;
* You are eliminated from the game.&lt;br /&gt;
* Return your Equipment Card to the bottom of the deck.&lt;br /&gt;
* Return your Gun to the center of the table.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;If you ARE the Agent or Kingpin:&#039;&#039;&#039;&lt;br /&gt;
* You are NOT eliminated the first time you are shot. If you are shot while wounded, the game ends and the opposing team wins.&lt;br /&gt;
* Draw an Equipment Card.&lt;br /&gt;
* Put a Wounded Token on your Agent or Kingpin card.&lt;br /&gt;
&lt;br /&gt;
==GUN RULES==&lt;br /&gt;
* You may only hold one Gun at a time.&lt;br /&gt;
* Any time you get a Gun, immediately aim it. Otherwise you may only change where you are aiming at the end of your turn during the Take Aim phase.&lt;br /&gt;
&lt;br /&gt;
==EQUIPMENT RULES==&lt;br /&gt;
* Equipment Cards may be used in reaction to Shoot actions, during your turn, or at the end of any player&#039;s turn.&lt;br /&gt;
* When you use an Equipment Card, place it at the bottom of the deck.&lt;br /&gt;
* When you use an Equipment Card, no other Equipment Cards may be played until yours is resolved.&lt;br /&gt;
* The hand limit of Equipment is 1.&lt;br /&gt;
* Multiple Equipment Cards may be played before an action is resolved.&lt;br /&gt;
&lt;br /&gt;
==WINNING THE GAME==&lt;br /&gt;
The HONEST team wins if the Kingpin is eliminated. &lt;br /&gt;
&lt;br /&gt;
The CROOKED team wins if the Agent is eliminated. &lt;br /&gt;
&lt;br /&gt;
It, at any time, a player has both the Agent and the Kingpin, that player wins alone.&lt;br /&gt;
&lt;br /&gt;
==TABLE TALK==&lt;br /&gt;
You are encouraged to use the chat to give truthful or false information about what you have seen or accuse players of being on a team or having a specific role.&lt;br /&gt;
&lt;br /&gt;
=ZOMBIES EXPANSION=&lt;br /&gt;
There is now a Zombie team in addition to the Honest and Crooked team. They win if they can turn the Agent or Kingpin into a zombie.&lt;br /&gt;
&lt;br /&gt;
==INFECTOR==&lt;br /&gt;
One player will have an Infector card. This is not a Leader card, but whoever has it is on the Zombie team. &#039;&#039;Note: Although you are on the Zombie team, you are not a zombie yourself until someone investigates your Infector card or reveals it in another way.&#039;&#039;&lt;br /&gt;
* When the Infector card is hidden, at the end of each non-zombie&#039;s turn, they will roll the Infection die to see if they get an Infection token.&lt;br /&gt;
* When a player investigates or reveals the Infector card, they draw an Equipment card. The player with the Infector card becomes a zombie.&lt;br /&gt;
&lt;br /&gt;
==GETTING SHOT==&lt;br /&gt;
&#039;&#039;&#039;If you are NOT a Zombie,&#039;&#039;&#039; flip over all of your Integrity Cards. Then:&lt;br /&gt;
* &#039;&#039;&#039;If you are a Leader,&#039;&#039;&#039; follow the same rules as getting shot in the base game.&lt;br /&gt;
* &#039;&#039;&#039;If you are NOT a Leader,&#039;&#039;&#039; you become a zombie (see Becoming a Zombie). &#039;&#039;Note: The Infector is not a Leader so this also applies to them.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;If you are already a Zombie,&#039;&#039;&#039; you aim your Arms at yourself. The player who shot you keeps their Gun.&lt;br /&gt;
&lt;br /&gt;
==BECOMING A ZOMBIE==&lt;br /&gt;
&#039;&#039;&#039;You become a zombie when any of these things happen:&#039;&#039;&#039;&lt;br /&gt;
* You are a non-Leader, non-Zombie and you are shot.&lt;br /&gt;
* Your Infector card is revealed.&lt;br /&gt;
* You roll the zombie symbol on a Zombie Die. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;When any of those happen, do the following:&#039;&#039;&#039;&lt;br /&gt;
* Reveal all of your hidden cards.&lt;br /&gt;
* You are no longer on the Honest or Crooked team but instead you are now on the Zombie team.&lt;br /&gt;
* &#039;&#039;&#039;You Keep:&#039;&#039;&#039;&lt;br /&gt;
** Any Equipment you had.&lt;br /&gt;
** Any Infection tokens you have on your Integrity cards.&lt;br /&gt;
* &#039;&#039;&#039;You Lose:&#039;&#039;&#039;&lt;br /&gt;
** Any Gun you were holding.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: If the Infector takes the Arm action and flips over their Infector card to pay for it, they become a zombie and they take Arms instead of a Gun.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==ZOMBIE ACTIONS==&lt;br /&gt;
When a zombie takes their turn, instead of the usual turn actions, they can take one of these turn actions:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bite:&#039;&#039;&#039; This causes two things to happen:&lt;br /&gt;
* You may put an Infection token on an Integrity card of the player at whom you are aiming. Only one Infection token may be on each Integrity card.&lt;br /&gt;
* That player rolls a die for each Integrity card they have with an Infection token. If they roll a Zombie symbol, they become a zombie.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Arm:&#039;&#039;&#039; Take Arms from the center.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equip:&#039;&#039;&#039; Draw an Equipment card.&lt;br /&gt;
&lt;br /&gt;
At the end of a zombie turn, if they have Arms, they may aim them at any player.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Zombie Dice===&lt;br /&gt;
When a zombie Bites you and you are not a zombie, put an Infection token on one of your Integrity cards. &lt;br /&gt;
&lt;br /&gt;
Then, roll a Zombie die for each Infection token on your Integrity cards. These are the symbols you might roll:&lt;br /&gt;
* &#039;&#039;&#039;Zombie Symbol:&#039;&#039;&#039; You become a zombie. If you are the Agent or Kingpin, the game is over.&lt;br /&gt;
* &#039;&#039;&#039;Infection Symbol:&#039;&#039;&#039; You add an extra Infection token to one of your Integrity cards. Only one Infection token may be on each Integrity card.&lt;br /&gt;
* &#039;&#039;&#039;Zombie Arms Symbol:&#039;&#039;&#039; The zombie who bit you must change their aim to another player.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Zombie Equipment and Arms===&lt;br /&gt;
* Zombie players may use Equipment just like non-Zombie players.&lt;br /&gt;
* Any Equipment that affects or targets a Gun or those holding a Gun affects or targets zombie Arms or those with zombie Arms.&lt;br /&gt;
* Any Equipment that affects or targets Shoot or shooting affects or targets Bite or biting.&lt;br /&gt;
* Any Equipment that affects or targets an eliminated player may target a zombie player.&lt;br /&gt;
* Bringing a player back to life (like with Defibrillator) turns a zombie into a non-zombie but it doesn’t work on the Infector.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==SWAPPING INTEGRITY CARDS==&lt;br /&gt;
&#039;&#039;&#039;There are a few new cases where exchanging Integrity cards may make you switch teams:&#039;&#039;&#039;&lt;br /&gt;
* If you are given a revealed Infector card, you become a zombie.&lt;br /&gt;
* If you are a zombie and you are given a Leader card (Agent or Kingpin), you are no longer a zombie, even if the Leader card is hidden.&lt;br /&gt;
* If you ever have both the Infector and a Leader card, you immediately win alone.&lt;/div&gt;</summary>
		<author><name>Pull the Pin Games</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpgoodcopbadcop&amp;diff=14168</id>
		<title>Gamehelpgoodcopbadcop</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpgoodcopbadcop&amp;diff=14168"/>
		<updated>2022-07-27T13:12:00Z</updated>

		<summary type="html">&lt;p&gt;Pull the Pin Games: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==TEAM==&lt;br /&gt;
You are on the HONEST team if you have the Agent card or if the majority of your cards are Honest.&lt;br /&gt;
&lt;br /&gt;
You are on the CROOKED team if you have the Kingpin card or if the majority of your cards are Crooked.&lt;br /&gt;
&lt;br /&gt;
==ON  YOUR TURN==&lt;br /&gt;
Your turn consists of 3 phases:&lt;br /&gt;
&lt;br /&gt;
====1) Take Action====&lt;br /&gt;
Choose 1 of these actions to take:&lt;br /&gt;
* &#039;&#039;&#039;Investigate&#039;&#039;&#039; - View one hidden Integrity Card.&lt;br /&gt;
* &#039;&#039;&#039;Arm&#039;&#039;&#039; - Take a Gun. Reveal 1 of your hidden Integrity Cards if you have any.&lt;br /&gt;
* &#039;&#039;&#039;Equip&#039;&#039;&#039; - Draw an Equipment Card. Discard down to 1. Reveal 1 of your hidden Integrity Cards if you have any.&lt;br /&gt;
* &#039;&#039;&#039;Shoot&#039;&#039;&#039; - Shoot your Gun at the player at whom you are aiming. Drop your gun.&lt;br /&gt;
&lt;br /&gt;
====2) Take Aim====&lt;br /&gt;
If you are holding a Gun, aim it at any living player other than yourself.&lt;br /&gt;
&lt;br /&gt;
====3) End Turn====&lt;br /&gt;
Play proceeds clockwise.&lt;br /&gt;
&lt;br /&gt;
==GETTING SHOT==&lt;br /&gt;
If you are shot, you must reveal all of your Integrity Cards.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;If you are NOT the Agent or Kingpin:&#039;&#039;&#039;&lt;br /&gt;
* You are eliminated from the game.&lt;br /&gt;
* Return your Equipment Card to the bottom of the deck.&lt;br /&gt;
* Return your Gun to the center of the table.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;If you ARE the Agent or Kingpin:&#039;&#039;&#039;&lt;br /&gt;
* You are NOT eliminated the first time you are shot. If you are shot while wounded, the game ends and the opposing team wins.&lt;br /&gt;
* Draw an Equipment Card.&lt;br /&gt;
* Put a Wounded Token on your Agent or Kingpin card.&lt;br /&gt;
&lt;br /&gt;
==GUN RULES==&lt;br /&gt;
* You may only hold one Gun at a time.&lt;br /&gt;
* Any time you get a Gun, immediately aim it. Otherwise you may only change where you are aiming at the end of your turn during the Take Aim phase.&lt;br /&gt;
&lt;br /&gt;
==EQUIPMENT RULES==&lt;br /&gt;
* Equipment Cards may be used in reaction to Shoot actions, during your turn, or at the end of any player&#039;s turn.&lt;br /&gt;
* When you use an Equipment Card, place it at the bottom of the deck.&lt;br /&gt;
* When you use an Equipment Card, no other Equipment Cards may be played until yours is resolved.&lt;br /&gt;
* The hand limit of Equipment is 1.&lt;br /&gt;
* Multiple Equipment Cards may be played before an action is resolved.&lt;br /&gt;
&lt;br /&gt;
==WINNING THE GAME==&lt;br /&gt;
The HONEST team wins if the Kingpin is eliminated. &lt;br /&gt;
&lt;br /&gt;
The CROOKED team wins if the Agent is eliminated. &lt;br /&gt;
&lt;br /&gt;
It, at any time, a player has both the Agent and the Kingpin, that player wins alone.&lt;br /&gt;
&lt;br /&gt;
==TABLE TALK==&lt;br /&gt;
You are encouraged to use the chat to give truthful or false information about what you have seen or accuse players of being on a team or having a specific role.&lt;br /&gt;
&lt;br /&gt;
=ZOMBIES EXPANSION=&lt;br /&gt;
There is now a Zombie team in addition to the Honest and Crooked team. They win if they can turn the Agent or Kingpin into a zombie.&lt;br /&gt;
&lt;br /&gt;
==INFECTOR==&lt;br /&gt;
One player will have an Infector card. This is not a Leader card, but whoever has it is on the Zombie team. &#039;&#039;Note: Although you are on the Zombie team, you are not a zombie yourself until someone investigates your Infector card or reveals it in another way.&#039;&#039;&lt;br /&gt;
* When the Infector card is hidden, at the end of each non-zombie&#039;s turn, they will roll the Infection die to see if they get an Infection token.&lt;br /&gt;
* When a player investigates or reveals the Infector card, they draw an Equipment card. The player with the Infector card becomes a zombie.&lt;br /&gt;
&lt;br /&gt;
==GETTING SHOT==&lt;br /&gt;
&#039;&#039;&#039;If you are NOT a Zombie,&#039;&#039;&#039; flip over all of your Integrity Cards. Then:&lt;br /&gt;
* &#039;&#039;&#039;If you are a Leader,&#039;&#039;&#039; follow the same rules as getting shot in the base game.&lt;br /&gt;
* &#039;&#039;&#039;If you are NOT a Leader,&#039;&#039;&#039; you become a zombie (see Becoming a Zombie). &#039;&#039;Note: The Infector is not a Leader so this also applies to them.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;If you are already a Zombie,&#039;&#039;&#039; you aim your Arms at yourself. The player who shot you keeps their Gun.&lt;br /&gt;
&lt;br /&gt;
==BECOMING A ZOMBIE==&lt;br /&gt;
&#039;&#039;&#039;You become a zombie when any of these things happen:&#039;&#039;&#039;&lt;br /&gt;
* You are a non-Leader, non-Zombie and you are shot.&lt;br /&gt;
* Your Infector card is revealed.&lt;br /&gt;
* You roll the zombie symbol on a Zombie Die. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;When any of those happen, do the following:&#039;&#039;&#039;&lt;br /&gt;
* Reveal all of your hidden cards.&lt;br /&gt;
* You are no longer on the Honest or Crooked team but instead you are now on the Zombie team.&lt;br /&gt;
* &#039;&#039;&#039;You Keep:&#039;&#039;&#039;&lt;br /&gt;
** Any Equipment you had.&lt;br /&gt;
** Any Infection tokens you have on your Integrity cards.&lt;br /&gt;
* &#039;&#039;&#039;You Lose:&#039;&#039;&#039;&lt;br /&gt;
** Any Gun you were holding.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: If the Infector takes the Arm action and flips over their Infector card to pay for it, they become a zombie and they take Arms instead of a Gun.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==ZOMBIE ACTIONS==&lt;br /&gt;
When a zombie takes their turn, instead of the usual turn actions, they can take one of these turn actions:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bite:&#039;&#039;&#039; This causes two things to happen:&lt;br /&gt;
* You may put an Infection token on an Integrity card of the player at whom you are aiming. Only one Infection token may be on each Integrity card.&lt;br /&gt;
* That player rolls a die for each Integrity card they have with an Infection token. If they roll a Zombie symbol, they become a zombie.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Arm:&#039;&#039;&#039; Take Arms from the center.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equip:&#039;&#039;&#039; Draw an Equipment card.&lt;br /&gt;
&lt;br /&gt;
At the end of a zombie turn, if they have Arms, they may aim them at any player.&lt;br /&gt;
&lt;br /&gt;
===Zombie Dice===&lt;br /&gt;
When a zombie Bites you and you are not a zombie, put an Infection token on one of your Integrity cards. &lt;br /&gt;
&lt;br /&gt;
Then, roll a Zombie die for each Infection token on your Integrity cards. These are the symbols you might roll:&lt;br /&gt;
* &#039;&#039;&#039;Zombie Symbol:&#039;&#039;&#039; You become a zombie. If you are the Agent or Kingpin, the game is over.&lt;br /&gt;
* &#039;&#039;&#039;Infection Symbol:&#039;&#039;&#039; You add an extra Infection token to one of your Integrity cards. Only one Infection token may be on each Integrity card.&lt;br /&gt;
* &#039;&#039;&#039;Zombie Arms Symbol:&#039;&#039;&#039; The zombie who bit you must change their aim to another player.&lt;br /&gt;
&lt;br /&gt;
===Zombie Equipment and Arms===&lt;br /&gt;
* Zombie players may use Equipment just like non-Zombie players.&lt;br /&gt;
* Any Equipment that affects or targets a Gun or those holding a Gun affects or targets zombie Arms or those with zombie Arms.&lt;br /&gt;
* Any Equipment that affects or targets Shoot or shooting affects or targets Bite or biting.&lt;br /&gt;
* Any Equipment that affects or targets an eliminated player may target a zombie player.&lt;br /&gt;
* Bringing a player back to life (like with Defibrillator) turns a zombie into a non-zombie but it doesn’t work on the Infector.&lt;br /&gt;
&lt;br /&gt;
==SWAPPING INTEGRITY CARDS==&lt;br /&gt;
&#039;&#039;&#039;There are a few new cases where exchanging Integrity cards may make you switch teams:&#039;&#039;&#039;&lt;br /&gt;
* If you are given a revealed Infector card, you become a zombie.&lt;br /&gt;
* If you are a zombie and you are given a Leader card (Agent or Kingpin), you are no longer a zombie, even if the Leader card is hidden.&lt;br /&gt;
* If you ever have both the Infector and a Leader card, you immediately win alone.&lt;/div&gt;</summary>
		<author><name>Pull the Pin Games</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpgoodcopbadcop&amp;diff=14140</id>
		<title>Gamehelpgoodcopbadcop</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpgoodcopbadcop&amp;diff=14140"/>
		<updated>2022-07-24T23:38:32Z</updated>

		<summary type="html">&lt;p&gt;Pull the Pin Games: removed some setup stuff we don&amp;#039;t need to mention for BGA&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==GAME SETUP==&lt;br /&gt;
&#039;&#039;&#039;Team:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
You are on the HONEST team if you have the Agent card or if the majority of your cards are Honest.&lt;br /&gt;
&lt;br /&gt;
You are on the CROOKED team if you have the Kingpin card or if the majority of your cards are Crooked.&lt;br /&gt;
&lt;br /&gt;
==ON  YOUR TURN==&lt;br /&gt;
Your turn consists of 3 phases:&lt;br /&gt;
&lt;br /&gt;
===1) Take Action===&lt;br /&gt;
Choose 1 of these actions to take:&lt;br /&gt;
* &#039;&#039;&#039;Investigate&#039;&#039;&#039; - View one hidden Integrity Card.&lt;br /&gt;
* &#039;&#039;&#039;Arm&#039;&#039;&#039; - Take a Gun. Reveal 1 of your hidden Integrity Cards if you have any.&lt;br /&gt;
* &#039;&#039;&#039;Equip&#039;&#039;&#039; - Draw an Equipment Card. Discard down to 1. Reveal 1 of your hidden Integrity Cards if you have any.&lt;br /&gt;
* &#039;&#039;&#039;Shoot&#039;&#039;&#039; - Shoot your Gun at the player at whom you are aiming. Drop your gun.&lt;br /&gt;
&lt;br /&gt;
===2) Take Aim===&lt;br /&gt;
If you are holding a Gun, aim it at any living player other than yourself.&lt;br /&gt;
&lt;br /&gt;
===3) End Turn===&lt;br /&gt;
Play proceeds clockwise.&lt;br /&gt;
&lt;br /&gt;
==GETTING SHOT==&lt;br /&gt;
If you are shot, you must reveal all of your Integrity Cards.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;If you are NOT the Agent or Kingpin:&#039;&#039;&#039;&lt;br /&gt;
* You are eliminated from the game.&lt;br /&gt;
* Return your Equipment Card to the bottom of the deck.&lt;br /&gt;
* Return your Gun to the center of the table.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;If you ARE the Agent or Kingpin:&#039;&#039;&#039;&lt;br /&gt;
* You are NOT eliminated the first time you are shot. If you are shot while wounded, the game ends and the opposing team wins.&lt;br /&gt;
* Draw an Equipment Card.&lt;br /&gt;
* Put a Wounded Token on your Agent or Kingpin card.&lt;br /&gt;
&lt;br /&gt;
==GUN RULES==&lt;br /&gt;
* You may only hold one Gun at a time.&lt;br /&gt;
* Any time you get a Gun, immediately aim it. Otherwise you may only change where you are aiming at the end of your turn during the Take Aim phase.&lt;br /&gt;
&lt;br /&gt;
==EQUIPMENT RULES==&lt;br /&gt;
* Equipment Cards may be used in reaction to Shoot actions, during your turn, or at the end of any player&#039;s turn.&lt;br /&gt;
* When you use an Equipment Card, place it at the bottom of the deck.&lt;br /&gt;
* When you use an Equipment Card, no other Equipment Cards may be played until yours is resolved.&lt;br /&gt;
* The hand limit of Equipment is 1.&lt;br /&gt;
* Multiple Equipment Cards may be played before an action is resolved.&lt;br /&gt;
&lt;br /&gt;
==WINNING THE GAME==&lt;br /&gt;
The HONEST team wins if the Kingpin is eliminated. &lt;br /&gt;
&lt;br /&gt;
The CROOKED team wins if the Agent is eliminated. &lt;br /&gt;
&lt;br /&gt;
It, at any time, a player has both the Agent and the Kingpin, that player wins alone.&lt;br /&gt;
&lt;br /&gt;
==TABLE TALK==&lt;br /&gt;
You are encouraged to use the chat to give truthful or false information about what you have seen or accuse players of being on a team or having a specific role.&lt;br /&gt;
&lt;br /&gt;
=ZOMBIES EXPANSION=&lt;br /&gt;
There is now a Zombie team in addition to the Honest and Crooked team. They win if they can turn the Agent or Kingpin into a zombie.&lt;br /&gt;
&lt;br /&gt;
==INFECTOR==&lt;br /&gt;
One player will have an Infector card. This is not a Leader card, but whoever has it is on the Zombie team. &#039;&#039;Note: Although you are on the Zombie team, you are not a zombie yourself until someone investigates your Infector card or reveals it in another way.&#039;&#039;&lt;br /&gt;
* When the Infector card is hidden, at the end of each non-zombie&#039;s turn, they will roll the Infection die to see if they get an Infection token.&lt;br /&gt;
* When a player investigates or reveals the Infector card, they draw an Equipment card. The player with the Infector card becomes a zombie.&lt;br /&gt;
&lt;br /&gt;
==GETTING SHOT==&lt;br /&gt;
&#039;&#039;&#039;If you are NOT a Zombie,&#039;&#039;&#039; flip over all of your Integrity Cards. Then:&lt;br /&gt;
* &#039;&#039;&#039;If you are a Leader,&#039;&#039;&#039; follow the same rules as getting shot in the base game.&lt;br /&gt;
* &#039;&#039;&#039;If you are NOT a Leader,&#039;&#039;&#039; you become a zombie (see Becoming a Zombie). &#039;&#039;Note: The Infector is not a Leader so this also applies to them.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;If you are already a Zombie,&#039;&#039;&#039; you aim your Arms at yourself. The player who shot you keeps their Gun.&lt;br /&gt;
&lt;br /&gt;
==BECOMING A ZOMBIE==&lt;br /&gt;
&#039;&#039;&#039;You become a zombie when any of these things happen:&#039;&#039;&#039;&lt;br /&gt;
* You are a non-Leader, non-Zombie and you are shot.&lt;br /&gt;
* Your Infector card is revealed.&lt;br /&gt;
* You roll the zombie symbol on a Zombie Die. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;When any of those happen, do the following:&#039;&#039;&#039;&lt;br /&gt;
* Reveal all of your hidden cards.&lt;br /&gt;
* You are no longer on the Honest or Crooked team but instead you are now on the Zombie team.&lt;br /&gt;
* &#039;&#039;&#039;You Keep:&#039;&#039;&#039;&lt;br /&gt;
** Any Equipment you had.&lt;br /&gt;
** Any Infection tokens you have on your Integrity cards.&lt;br /&gt;
* &#039;&#039;&#039;You Lose:&#039;&#039;&#039;&lt;br /&gt;
** Any Gun you were holding.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: If the Infector takes the Arm action and flips over their Infector card to pay for it, they become a zombie and they take Arms instead of a Gun.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==ZOMBIE ACTIONS==&lt;br /&gt;
When a zombie takes their turn, instead of the usual turn actions, they can take one of these turn actions:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bite:&#039;&#039;&#039; This causes two things to happen:&lt;br /&gt;
* You may put an Infection token on an Integrity card of the player at whom you are aiming. Only one Infection token may be on each Integrity card.&lt;br /&gt;
* That player rolls a die for each Integrity card they have with an Infection token. If they roll a Zombie symbol, they become a zombie.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Arm:&#039;&#039;&#039; Take Arms from the center.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equip:&#039;&#039;&#039; Draw an Equipment card.&lt;br /&gt;
&lt;br /&gt;
At the end of a zombie turn, if they have Arms, they may aim them at any player.&lt;br /&gt;
&lt;br /&gt;
===Zombie Dice===&lt;br /&gt;
When a zombie Bites you and you are not a zombie, put an Infection token on one of your Integrity cards. &lt;br /&gt;
&lt;br /&gt;
Then, roll a Zombie die for each Infection token on your Integrity cards. These are the symbols you might roll:&lt;br /&gt;
* &#039;&#039;&#039;Zombie Symbol:&#039;&#039;&#039; You become a zombie. If you are the Agent or Kingpin, the game is over.&lt;br /&gt;
* &#039;&#039;&#039;Infection Symbol:&#039;&#039;&#039; You add an extra Infection token to one of your Integrity cards. Only one Infection token may be on each Integrity card.&lt;br /&gt;
* &#039;&#039;&#039;Zombie Arms Symbol:&#039;&#039;&#039; The zombie who bit you must change their aim to another player.&lt;br /&gt;
&lt;br /&gt;
===Zombie Equipment and Arms===&lt;br /&gt;
* Zombie players may use Equipment just like non-Zombie players.&lt;br /&gt;
* Any Equipment that affects or targets a Gun or those holding a Gun affects or targets zombie Arms or those with zombie Arms.&lt;br /&gt;
* Any Equipment that affects or targets Shoot or shooting affects or targets Bite or biting.&lt;br /&gt;
* Any Equipment that affects or targets an eliminated player may target a zombie player.&lt;br /&gt;
* Bringing a player back to life (like with Defibrillator) turns a zombie into a non-zombie but it doesn’t work on the Infector.&lt;br /&gt;
&lt;br /&gt;
==SWAPPING INTEGRITY CARDS==&lt;br /&gt;
&#039;&#039;&#039;There are a few new cases where exchanging Integrity cards may make you switch teams:&#039;&#039;&#039;&lt;br /&gt;
* If you are given a revealed Infector card, you become a zombie.&lt;br /&gt;
* If you are a zombie and you are given a Leader card (Agent or Kingpin), you are no longer a zombie, even if the Leader card is hidden.&lt;br /&gt;
* If you ever have both the Infector and a Leader card, you immediately win alone.&lt;/div&gt;</summary>
		<author><name>Pull the Pin Games</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpgoodcopbadcop&amp;diff=14116</id>
		<title>Gamehelpgoodcopbadcop</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpgoodcopbadcop&amp;diff=14116"/>
		<updated>2022-07-21T01:38:34Z</updated>

		<summary type="html">&lt;p&gt;Pull the Pin Games: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==GAME SETUP==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Deal Integrity Cards:&#039;&#039;&#039; Remove the Agent and Kingpin cards from the Integrity Deck and place them in a separate face-down pile. Shuffle the Integrity Deck and add enough cards to the pile to deal one card to each player. Do not view these cards. Shuffle that pile and deal one of the cards to each player, then deal each player two more Integrity Cards from the Integrity Deck. If there is an Integrity Card left over, remove it from the game without viewing it. &#039;&#039;Note: There is an even number of Honest and Crooked Integrity Cards in the dealing decks. In some games, one of them is randomly burned.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Deal Equipment Cards:&#039;&#039;&#039; Shuffle the Equipment Deck and deal one to each player face-down.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Guns:&#039;&#039;&#039; Lay the guns down in the middle of the table. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Team:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
You are on the HONEST team if you have the Agent card or if the majority of your cards are Honest.&lt;br /&gt;
&lt;br /&gt;
You are on the CROOKED team if you have the Kingpin card or if the majority of your cards are Crooked.&lt;br /&gt;
&lt;br /&gt;
==ON  YOUR TURN==&lt;br /&gt;
Your turn consists of 3 phases:&lt;br /&gt;
&lt;br /&gt;
===1) Take Action===&lt;br /&gt;
Choose 1 of these actions to take:&lt;br /&gt;
* &#039;&#039;&#039;Investigate&#039;&#039;&#039; - View one hidden Integrity Card.&lt;br /&gt;
* &#039;&#039;&#039;Arm&#039;&#039;&#039; - Take a Gun. Reveal 1 of your hidden Integrity Cards if you have any.&lt;br /&gt;
* &#039;&#039;&#039;Equip&#039;&#039;&#039; - Draw an Equipment Card. Discard down to 1. Reveal 1 of your hidden Integrity Cards if you have any.&lt;br /&gt;
* &#039;&#039;&#039;Shoot&#039;&#039;&#039; - Shoot your Gun at the player at whom you are aiming. Drop your gun.&lt;br /&gt;
&lt;br /&gt;
===2) Take Aim===&lt;br /&gt;
If you are holding a Gun, aim it at any living player other than yourself.&lt;br /&gt;
&lt;br /&gt;
===3) End Turn===&lt;br /&gt;
Play proceeds clockwise.&lt;br /&gt;
&lt;br /&gt;
==GETTING SHOT==&lt;br /&gt;
If you are shot, you must reveal all of your Integrity Cards.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;If you are NOT the Agent or Kingpin:&#039;&#039;&#039;&lt;br /&gt;
* You are eliminated from the game.&lt;br /&gt;
* Return your Equipment Card to the bottom of the deck.&lt;br /&gt;
* Return your Gun to the center of the table.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;If you ARE the Agent or Kingpin:&#039;&#039;&#039;&lt;br /&gt;
* You are NOT eliminated the first time you are shot. If you are shot while wounded, the game ends and the opposing team wins.&lt;br /&gt;
* Draw an Equipment Card.&lt;br /&gt;
* Put a Wounded Token on your Agent or Kingpin card.&lt;br /&gt;
&lt;br /&gt;
==GUN RULES==&lt;br /&gt;
* You may only hold one Gun at a time.&lt;br /&gt;
* Any time you get a Gun, immediately aim it. Otherwise you may only change where you are aiming at the end of your turn during the Take Aim phase.&lt;br /&gt;
&lt;br /&gt;
==EQUIPMENT RULES==&lt;br /&gt;
* Equipment Cards may be used in reaction to Shoot actions, during your turn, or at the end of any player&#039;s turn.&lt;br /&gt;
* When you use an Equipment Card, place it at the bottom of the deck.&lt;br /&gt;
* When you use an Equipment Card, no other Equipment Cards may be played until yours is resolved.&lt;br /&gt;
* The hand limit of Equipment is 1.&lt;br /&gt;
* Multiple Equipment Cards may be played before an action is resolved.&lt;br /&gt;
&lt;br /&gt;
==WINNING THE GAME==&lt;br /&gt;
The HONEST team wins if the Kingpin is eliminated. &lt;br /&gt;
&lt;br /&gt;
The CROOKED team wins if the Agent is eliminated. &lt;br /&gt;
&lt;br /&gt;
It, at any time, a player has both the Agent and the Kingpin, that player wins alone.&lt;br /&gt;
&lt;br /&gt;
==TABLE TALK==&lt;br /&gt;
You are encouraged to use the chat to give truthful or false information about what you have seen or accuse players of being on a team or having a specific role.&lt;br /&gt;
&lt;br /&gt;
=ZOMBIES EXPANSION=&lt;br /&gt;
There is now a Zombie team in addition to the Honest and Crooked team. They win if they can turn the Agent or Kingpin into a zombie.&lt;br /&gt;
&lt;br /&gt;
==INFECTOR==&lt;br /&gt;
One player will have an Infector card. This is not a Leader card, but whoever has it is on the Zombie team. &#039;&#039;Note: Although you are on the Zombie team, you are not a zombie yourself until someone investigates your Infector card or reveals it in another way.&#039;&#039;&lt;br /&gt;
* When the Infector card is hidden, at the end of each non-zombie&#039;s turn, they will roll the Infection die to see if they get an Infection token.&lt;br /&gt;
* When a player investigates or reveals the Infector card, they draw an Equipment card. The player with the Infector card becomes a zombie.&lt;br /&gt;
&lt;br /&gt;
==GETTING SHOT==&lt;br /&gt;
&#039;&#039;&#039;If you are NOT a Zombie,&#039;&#039;&#039; flip over all of your Integrity Cards. Then:&lt;br /&gt;
* &#039;&#039;&#039;If you are a Leader,&#039;&#039;&#039; follow the same rules as getting shot in the base game.&lt;br /&gt;
* &#039;&#039;&#039;If you are NOT a Leader,&#039;&#039;&#039; you become a zombie (see Becoming a Zombie). &#039;&#039;Note: The Infector is not a Leader so this also applies to them.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;If you are already a Zombie,&#039;&#039;&#039; you aim your Arms at yourself. The player who shot you keeps their Gun.&lt;br /&gt;
&lt;br /&gt;
==BECOMING A ZOMBIE==&lt;br /&gt;
&#039;&#039;&#039;You become a zombie when any of these things happen:&#039;&#039;&#039;&lt;br /&gt;
* You are a non-Leader, non-Zombie and you are shot.&lt;br /&gt;
* Your Infector card is revealed.&lt;br /&gt;
* You roll the zombie symbol on a Zombie Die. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;When any of those happen, do the following:&#039;&#039;&#039;&lt;br /&gt;
* Reveal all of your hidden cards.&lt;br /&gt;
* You are no longer on the Honest or Crooked team but instead you are now on the Zombie team.&lt;br /&gt;
* &#039;&#039;&#039;You Keep:&#039;&#039;&#039;&lt;br /&gt;
** Any Equipment you had.&lt;br /&gt;
** Any Infection tokens you have on your Integrity cards.&lt;br /&gt;
* &#039;&#039;&#039;You Lose:&#039;&#039;&#039;&lt;br /&gt;
** Any Gun you were holding.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: If the Infector takes the Arm action and flips over their Infector card to pay for it, they become a zombie and they take Arms instead of a Gun.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==ZOMBIE ACTIONS==&lt;br /&gt;
When a zombie takes their turn, instead of the usual turn actions, they can take one of these turn actions:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bite:&#039;&#039;&#039; This causes two things to happen:&lt;br /&gt;
* You may put an Infection token on an Integrity card of the player at whom you are aiming. Only one Infection token may be on each Integrity card.&lt;br /&gt;
* That player rolls a die for each Integrity card they have with an Infection token. If they roll a Zombie symbol, they become a zombie.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Arm:&#039;&#039;&#039; Take Arms from the center.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equip:&#039;&#039;&#039; Draw an Equipment card.&lt;br /&gt;
&lt;br /&gt;
At the end of a zombie turn, if they have Arms, they may aim them at any player.&lt;br /&gt;
&lt;br /&gt;
===Zombie Dice===&lt;br /&gt;
When a zombie Bites you and you are not a zombie, put an Infection token on one of your Integrity cards. &lt;br /&gt;
&lt;br /&gt;
Then, roll a Zombie die for each Infection token on your Integrity cards. These are the symbols you might roll:&lt;br /&gt;
* &#039;&#039;&#039;Zombie Symbol:&#039;&#039;&#039; You become a zombie. If you are the Agent or Kingpin, the game is over.&lt;br /&gt;
* &#039;&#039;&#039;Infection Symbol:&#039;&#039;&#039; You add an extra Infection token to one of your Integrity cards. Only one Infection token may be on each Integrity card.&lt;br /&gt;
* &#039;&#039;&#039;Zombie Arms Symbol:&#039;&#039;&#039; The zombie who bit you must change their aim to another player.&lt;br /&gt;
&lt;br /&gt;
===Zombie Equipment and Arms===&lt;br /&gt;
* Zombie players may use Equipment just like non-Zombie players.&lt;br /&gt;
* Any Equipment that affects or targets a Gun or those holding a Gun affects or targets zombie Arms or those with zombie Arms.&lt;br /&gt;
* Any Equipment that affects or targets Shoot or shooting affects or targets Bite or biting.&lt;br /&gt;
* Any Equipment that affects or targets an eliminated player may target a zombie player.&lt;br /&gt;
* Bringing a player back to life (like with Defibrillator) turns a zombie into a non-zombie but it doesn’t work on the Infector.&lt;br /&gt;
&lt;br /&gt;
==SWAPPING INTEGRITY CARDS==&lt;br /&gt;
&#039;&#039;&#039;There are a few new cases where exchanging Integrity cards may make you switch teams:&#039;&#039;&#039;&lt;br /&gt;
* If you are given a revealed Infector card, you become a zombie.&lt;br /&gt;
* If you are a zombie and you are given a Leader card (Agent or Kingpin), you are no longer a zombie, even if the Leader card is hidden.&lt;br /&gt;
* If you ever have both the Infector and a Leader card, you immediately win alone.&lt;/div&gt;</summary>
		<author><name>Pull the Pin Games</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpgoodcopbadcop&amp;diff=14115</id>
		<title>Gamehelpgoodcopbadcop</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpgoodcopbadcop&amp;diff=14115"/>
		<updated>2022-07-21T01:37:30Z</updated>

		<summary type="html">&lt;p&gt;Pull the Pin Games: /* EQUIPMENT RULES */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==GAME SETUP==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Deal Integrity Cards:&#039;&#039;&#039; Remove the Agent and Kingpin cards from the Integrity Deck and place them in a separate face-down pile. Shuffle the Integrity Deck and add enough cards to the pile to deal one card to each player. Do not view these cards. Shuffle that pile and deal one of the cards to each player, then deal each player two more Integrity Cards from the Integrity Deck. If there is an Integrity Card left over, remove it from the game without viewing it. &#039;&#039;Note: There is an even number of Honest and Crooked Integrity Cards in the dealing decks. In some games, one of them is randomly burned.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Deal Equipment Cards:&#039;&#039;&#039; Shuffle the Equipment Deck and deal one to each player face-down.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Guns:&#039;&#039;&#039; Lay the guns down in the middle of the table. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Team:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
You are on the HONEST team if you have the Agent card or if the majority of your cards are Honest.&lt;br /&gt;
&lt;br /&gt;
You are on the CROOKED team if you have the Kingpin card or if the majority of your cards are Crooked.&lt;br /&gt;
&lt;br /&gt;
==ON  YOUR TURN==&lt;br /&gt;
Your turn consists of 3 phases:&lt;br /&gt;
&lt;br /&gt;
===1) Take Action===&lt;br /&gt;
Choose 1 of these actions to take:&lt;br /&gt;
* &#039;&#039;&#039;Investigate&#039;&#039;&#039; - View one hidden Integrity Card.&lt;br /&gt;
* &#039;&#039;&#039;Arm&#039;&#039;&#039; - Take a Gun. Reveal 1 of your hidden Integrity Cards if you have any.&lt;br /&gt;
* &#039;&#039;&#039;Equip&#039;&#039;&#039; - Draw an Equipment Card. Discard down to 1. Reveal 1 of your hidden Integrity Cards if you have any.&lt;br /&gt;
* &#039;&#039;&#039;Shoot&#039;&#039;&#039; - Shoot your Gun at the player at whom you are aiming. Drop your gun.&lt;br /&gt;
&lt;br /&gt;
===2) Take Aim===&lt;br /&gt;
If you are holding a Gun, aim it at any living player other than yourself.&lt;br /&gt;
&lt;br /&gt;
===3) End Turn===&lt;br /&gt;
Play proceeds clockwise.&lt;br /&gt;
&lt;br /&gt;
==GETTING SHOT==&lt;br /&gt;
If you are shot, you must reveal all of your Integrity Cards.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;If you are NOT the Agent or Kingpin:&#039;&#039;&#039;&lt;br /&gt;
* You are eliminated from the game.&lt;br /&gt;
* Return your Equipment Card to the bottom of the deck.&lt;br /&gt;
* Return your Gun to the center of the table.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;If you ARE the Agent or Kingpin:&#039;&#039;&#039;&lt;br /&gt;
* You are NOT eliminated the first time you are shot. If you are shot while wounded, the game ends and the opposing team wins.&lt;br /&gt;
* Draw an Equipment Card.&lt;br /&gt;
* Put a Wounded Token on your Agent or Kingpin card.&lt;br /&gt;
&lt;br /&gt;
==GUN RULES==&lt;br /&gt;
* You may only hold one Gun at a time.&lt;br /&gt;
* Any time you get a Gun, immediately aim it. Otherwise you may only change where you are aiming at the end of your turn during the Take Aim phase.&lt;br /&gt;
&lt;br /&gt;
==EQUIPMENT RULES==&lt;br /&gt;
* Equipment Cards may be used in reaction to Shoot actions, during your turn, or at the end of any player&#039;s turn.&lt;br /&gt;
* When you use an Equipment Card, place it at the bottom of the deck.&lt;br /&gt;
* When you use an Equipment Card, no other Equipment Cards may be played until yours is resolved.&lt;br /&gt;
* The hand limit of Equipment is 1.&lt;br /&gt;
* Multiple Equipment Cards may be played before an action is resolved.&lt;br /&gt;
&lt;br /&gt;
==WINNING THE GAME==&lt;br /&gt;
The HONEST team wins if the Kingpin is eliminated. &lt;br /&gt;
&lt;br /&gt;
The CROOKED team wins if the Agent is eliminated. &lt;br /&gt;
&lt;br /&gt;
It, at any time, a player has both the Agent and the Kingpin, that player wins alone.&lt;br /&gt;
&lt;br /&gt;
==TABLE TALK==&lt;br /&gt;
You are encouraged to use the chat to give truthful or false information about what you have seen or accuse players of being on a team or having a specific role.&lt;br /&gt;
&lt;br /&gt;
=ZOMBIES EXPANSION=&lt;br /&gt;
There is now a Zombie team in addition to the Honest and Crooked team. They win if they can turn the Agent or Kingpin into a zombie.&lt;br /&gt;
&lt;br /&gt;
==Infector==&lt;br /&gt;
One player will have an Infector card. This is not a Leader card, but whoever has it is on the Zombie team. &#039;&#039;Note: Although you are on the Zombie team, you are not a zombie yourself until someone investigates your Infector card or reveals it in another way.&#039;&#039;&lt;br /&gt;
* When the Infector card is hidden, at the end of each non-zombie&#039;s turn, they will roll the Infection die to see if they get an Infection token.&lt;br /&gt;
* When a player investigates or reveals the Infector card, they draw an Equipment card. The player with the Infector card becomes a zombie.&lt;br /&gt;
&lt;br /&gt;
==Getting Shot==&lt;br /&gt;
&#039;&#039;&#039;If you are NOT a Zombie,&#039;&#039;&#039; flip over all of your Integrity Cards. Then:&lt;br /&gt;
* &#039;&#039;&#039;If you are a Leader,&#039;&#039;&#039; follow the same rules as getting shot in the base game.&lt;br /&gt;
* &#039;&#039;&#039;If you are NOT a Leader,&#039;&#039;&#039; you become a zombie (see Becoming a Zombie). &#039;&#039;Note: The Infector is not a Leader so this also applies to them.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;If you are already a Zombie,&#039;&#039;&#039; you aim your Arms at yourself. The player who shot you keeps their Gun.&lt;br /&gt;
&lt;br /&gt;
==Becoming a Zombie==&lt;br /&gt;
&#039;&#039;&#039;You become a zombie when any of these things happen:&#039;&#039;&#039;&lt;br /&gt;
* You are a non-Leader, non-Zombie and you are shot.&lt;br /&gt;
* Your Infector card is revealed.&lt;br /&gt;
* You roll the zombie symbol on a Zombie Die. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;When any of those happen, do the following:&#039;&#039;&#039;&lt;br /&gt;
* Reveal all of your hidden cards.&lt;br /&gt;
* You are no longer on the Honest or Crooked team but instead you are now on the Zombie team.&lt;br /&gt;
* &#039;&#039;&#039;You Keep:&#039;&#039;&#039;&lt;br /&gt;
** Any Equipment you had.&lt;br /&gt;
** Any Infection tokens you have on your Integrity cards.&lt;br /&gt;
* &#039;&#039;&#039;You Lose:&#039;&#039;&#039;&lt;br /&gt;
** Any Gun you were holding.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: If the Infector takes the Arm action and flips over their Infector card to pay for it, they become a zombie and they take Arms instead of a Gun.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Zombie Actions==&lt;br /&gt;
When a zombie takes their turn, instead of the usual turn actions, they can take one of these turn actions:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bite:&#039;&#039;&#039; This causes two things to happen:&lt;br /&gt;
* You may put an Infection token on an Integrity card of the player at whom you are aiming. Only one Infection token may be on each Integrity card.&lt;br /&gt;
* That player rolls a die for each Integrity card they have with an Infection token. If they roll a Zombie symbol, they become a zombie.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Arm:&#039;&#039;&#039; Take Arms from the center.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equip:&#039;&#039;&#039; Draw an Equipment card.&lt;br /&gt;
&lt;br /&gt;
At the end of a zombie turn, if they have Arms, they may aim them at any player.&lt;br /&gt;
&lt;br /&gt;
===Zombie Dice===&lt;br /&gt;
When a zombie Bites you and you are not a zombie, put an Infection token on one of your Integrity cards. &lt;br /&gt;
&lt;br /&gt;
Then, roll a Zombie die for each Infection token on your Integrity cards. These are the symbols you might roll:&lt;br /&gt;
* &#039;&#039;&#039;Zombie Symbol:&#039;&#039;&#039; You become a zombie. If you are the Agent or Kingpin, the game is over.&lt;br /&gt;
* &#039;&#039;&#039;Infection Symbol:&#039;&#039;&#039; You add an extra Infection token to one of your Integrity cards. Only one Infection token may be on each Integrity card.&lt;br /&gt;
* &#039;&#039;&#039;Zombie Arms Symbol:&#039;&#039;&#039; The zombie who bit you must change their aim to another player.&lt;br /&gt;
&lt;br /&gt;
===Zombie Equipment and Arms===&lt;br /&gt;
* Zombie players may use Equipment just like non-Zombie players.&lt;br /&gt;
* Any Equipment that affects or targets a Gun or those holding a Gun affects or targets zombie Arms or those with zombie Arms.&lt;br /&gt;
* Any Equipment that affects or targets Shoot or shooting affects or targets Bite or biting.&lt;br /&gt;
* Any Equipment that affects or targets an eliminated player may target a zombie player.&lt;br /&gt;
* Bringing a player back to life (like with Defibrillator) turns a zombie into a non-zombie but it doesn’t work on the Infector.&lt;br /&gt;
&lt;br /&gt;
==Swapping Integrity Cards==&lt;br /&gt;
&#039;&#039;&#039;There are a few new cases where exchanging Integrity cards may make you switch teams:&#039;&#039;&#039;&lt;br /&gt;
* If you are given a revealed Infector card, you become a zombie.&lt;br /&gt;
* If you are a zombie and you are given a Leader card (Agent or Kingpin), you are no longer a zombie, even if the Leader card is hidden.&lt;br /&gt;
* If you ever have both the Infector and a Leader card, you immediately win alone.&lt;/div&gt;</summary>
		<author><name>Pull the Pin Games</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpgoodcopbadcop&amp;diff=14039</id>
		<title>Gamehelpgoodcopbadcop</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpgoodcopbadcop&amp;diff=14039"/>
		<updated>2022-07-17T22:52:36Z</updated>

		<summary type="html">&lt;p&gt;Pull the Pin Games: added the Table Talk section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==GAME SETUP==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Deal Integrity Cards:&#039;&#039;&#039; Remove the Agent and Kingpin cards from the Integrity Deck and place them in a separate face-down pile. Shuffle the Integrity Deck and add enough cards to the pile to deal one card to each player. Do not view these cards. Shuffle that pile and deal one of the cards to each player, then deal each player two more Integrity Cards from the Integrity Deck. If there is an Integrity Card left over, remove it from the game without viewing it. &#039;&#039;Note: There is an even number of Honest and Crooked Integrity Cards in the dealing decks. In some games, one of them is randomly burned.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Deal Equipment Cards:&#039;&#039;&#039; Shuffle the Equipment Deck and deal one to each player face-down.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Guns:&#039;&#039;&#039; Lay the guns down in the middle of the table. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Team:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
You are on the HONEST team if you have the Agent card or if the majority of your cards are Honest.&lt;br /&gt;
&lt;br /&gt;
You are on the CROOKED team if you have the Kingpin card or if the majority of your cards are Crooked.&lt;br /&gt;
&lt;br /&gt;
==ON  YOUR TURN==&lt;br /&gt;
Your turn consists of 3 phases:&lt;br /&gt;
&lt;br /&gt;
===1) Take Action===&lt;br /&gt;
Choose 1 of these actions to take:&lt;br /&gt;
* &#039;&#039;&#039;Investigate&#039;&#039;&#039; - View one hidden Integrity Card.&lt;br /&gt;
* &#039;&#039;&#039;Arm&#039;&#039;&#039; - Take a Gun. Reveal 1 of your hidden Integrity Cards if you have any.&lt;br /&gt;
* &#039;&#039;&#039;Equip&#039;&#039;&#039; - Draw an Equipment Card. Discard down to 1. Reveal 1 of your hidden Integrity Cards if you have any.&lt;br /&gt;
* &#039;&#039;&#039;Shoot&#039;&#039;&#039; - Shoot your Gun at the player at whom you are aiming. Drop your gun.&lt;br /&gt;
&lt;br /&gt;
===2) Take Aim===&lt;br /&gt;
If you are holding a Gun, aim it at any living player other than yourself.&lt;br /&gt;
&lt;br /&gt;
===3) End Turn===&lt;br /&gt;
Play proceeds clockwise.&lt;br /&gt;
&lt;br /&gt;
==GETTING SHOT==&lt;br /&gt;
If you are shot, you must reveal all of your Integrity Cards.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;If you are NOT the Agent or Kingpin:&#039;&#039;&#039;&lt;br /&gt;
* You are eliminated from the game.&lt;br /&gt;
* Return your Equipment Card to the bottom of the deck.&lt;br /&gt;
* Return your Gun to the center of the table.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;If you ARE the Agent or Kingpin:&#039;&#039;&#039;&lt;br /&gt;
* You are NOT eliminated the first time you are shot. If you are shot while wounded, the game ends and the opposing team wins.&lt;br /&gt;
* Draw an Equipment Card.&lt;br /&gt;
* Put a Wounded Token on your Agent or Kingpin card.&lt;br /&gt;
&lt;br /&gt;
==GUN RULES==&lt;br /&gt;
* You may only hold one Gun at a time.&lt;br /&gt;
* Any time you get a Gun, immediately aim it. Otherwise you may only change where you are aiming at the end of your turn during the Take Aim phase.&lt;br /&gt;
&lt;br /&gt;
==EQUIPMENT RULES==&lt;br /&gt;
* Equipment Cards may be used in reaction to Investigate actions, Shoot actions, during your turn, or at the end of any player&#039;s turn.&lt;br /&gt;
* When you use an Equipment Card, place it at the bottom of the deck.&lt;br /&gt;
* When you use an Equipment Card, no other Equipment Cards may be played until yours is resolved.&lt;br /&gt;
* The hand limit of Equipment is 1.&lt;br /&gt;
* Multiple Equipment Cards may be played before an action is resolved.&lt;br /&gt;
&lt;br /&gt;
==WINNING THE GAME==&lt;br /&gt;
The HONEST team wins if the Kingpin is eliminated. &lt;br /&gt;
&lt;br /&gt;
The CROOKED team wins if the Agent is eliminated. &lt;br /&gt;
&lt;br /&gt;
It, at any time, a player has both the Agent and the Kingpin, that player wins alone.&lt;br /&gt;
&lt;br /&gt;
==TABLE TALK==&lt;br /&gt;
You are encouraged to use the chat to give truthful or false information about what you have seen or accuse players of being on a team or having a specific role.&lt;br /&gt;
&lt;br /&gt;
=ZOMBIES EXPANSION=&lt;br /&gt;
There is now a Zombie team in addition to the Honest and Crooked team. They win if they can turn the Agent or Kingpin into a zombie.&lt;br /&gt;
&lt;br /&gt;
==Infector==&lt;br /&gt;
One player will have an Infector card. This is not a Leader card, but whoever has it is on the Zombie team. &#039;&#039;Note: Although you are on the Zombie team, you are not a zombie yourself until someone investigates your Infector card or reveals it in another way.&#039;&#039;&lt;br /&gt;
* When the Infector card is hidden, at the end of each non-zombie&#039;s turn, they will roll the Infection die to see if they get an Infection token.&lt;br /&gt;
* When a player investigates or reveals the Infector card, they draw an Equipment card. The player with the Infector card becomes a zombie.&lt;br /&gt;
&lt;br /&gt;
==Getting Shot==&lt;br /&gt;
&#039;&#039;&#039;If you are NOT a Zombie,&#039;&#039;&#039; flip over all of your Integrity Cards. Then:&lt;br /&gt;
* &#039;&#039;&#039;If you are a Leader,&#039;&#039;&#039; follow the same rules as getting shot in the base game.&lt;br /&gt;
* &#039;&#039;&#039;If you are NOT a Leader,&#039;&#039;&#039; you become a zombie (see Becoming a Zombie). &#039;&#039;Note: The Infector is not a Leader so this also applies to them.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;If you are already a Zombie,&#039;&#039;&#039; you aim your Arms at yourself. The player who shot you keeps their Gun.&lt;br /&gt;
&lt;br /&gt;
==Becoming a Zombie==&lt;br /&gt;
&#039;&#039;&#039;You become a zombie when any of these things happen:&#039;&#039;&#039;&lt;br /&gt;
* You are a non-Leader, non-Zombie and you are shot.&lt;br /&gt;
* Your Infector card is revealed.&lt;br /&gt;
* You roll the zombie symbol on a Zombie Die. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;When any of those happen, do the following:&#039;&#039;&#039;&lt;br /&gt;
* Reveal all of your hidden cards.&lt;br /&gt;
* You are no longer on the Honest or Crooked team but instead you are now on the Zombie team.&lt;br /&gt;
* &#039;&#039;&#039;You Keep:&#039;&#039;&#039;&lt;br /&gt;
** Any Equipment you had.&lt;br /&gt;
** Any Infection tokens you have on your Integrity cards.&lt;br /&gt;
* &#039;&#039;&#039;You Lose:&#039;&#039;&#039;&lt;br /&gt;
** Any Gun you were holding.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: If the Infector takes the Arm action and flips over their Infector card to pay for it, they become a zombie and they take Arms instead of a Gun.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Zombie Actions==&lt;br /&gt;
When a zombie takes their turn, instead of the usual turn actions, they can take one of these turn actions:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bite:&#039;&#039;&#039; This causes two things to happen:&lt;br /&gt;
* You may put an Infection token on an Integrity card of the player at whom you are aiming. Only one Infection token may be on each Integrity card.&lt;br /&gt;
* That player rolls a die for each Integrity card they have with an Infection token. If they roll a Zombie symbol, they become a zombie.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Arm:&#039;&#039;&#039; Take Arms from the center.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equip:&#039;&#039;&#039; Draw an Equipment card.&lt;br /&gt;
&lt;br /&gt;
At the end of a zombie turn, if they have Arms, they may aim them at any player.&lt;br /&gt;
&lt;br /&gt;
===Zombie Dice===&lt;br /&gt;
When a zombie Bites you and you are not a zombie, put an Infection token on one of your Integrity cards. &lt;br /&gt;
&lt;br /&gt;
Then, roll a Zombie die for each Infection token on your Integrity cards. These are the symbols you might roll:&lt;br /&gt;
* &#039;&#039;&#039;Zombie Symbol:&#039;&#039;&#039; You become a zombie. If you are the Agent or Kingpin, the game is over.&lt;br /&gt;
* &#039;&#039;&#039;Infection Symbol:&#039;&#039;&#039; You add an extra Infection token to one of your Integrity cards. Only one Infection token may be on each Integrity card.&lt;br /&gt;
* &#039;&#039;&#039;Zombie Arms Symbol:&#039;&#039;&#039; The zombie who bit you must change their aim to another player.&lt;br /&gt;
&lt;br /&gt;
===Zombie Equipment and Arms===&lt;br /&gt;
* Zombie players may use Equipment just like non-Zombie players.&lt;br /&gt;
* Any Equipment that affects or targets a Gun or those holding a Gun affects or targets zombie Arms or those with zombie Arms.&lt;br /&gt;
* Any Equipment that affects or targets Shoot or shooting affects or targets Bite or biting.&lt;br /&gt;
* Any Equipment that affects or targets an eliminated player may target a zombie player.&lt;br /&gt;
* Bringing a player back to life (like with Defibrillator) turns a zombie into a non-zombie but it doesn’t work on the Infector.&lt;br /&gt;
&lt;br /&gt;
==Swapping Integrity Cards==&lt;br /&gt;
&#039;&#039;&#039;There are a few new cases where exchanging Integrity cards may make you switch teams:&#039;&#039;&#039;&lt;br /&gt;
* If you are given a revealed Infector card, you become a zombie.&lt;br /&gt;
* If you are a zombie and you are given a Leader card (Agent or Kingpin), you are no longer a zombie, even if the Leader card is hidden.&lt;br /&gt;
* If you ever have both the Infector and a Leader card, you immediately win alone.&lt;/div&gt;</summary>
		<author><name>Pull the Pin Games</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpgoodcopbadcop&amp;diff=14021</id>
		<title>Gamehelpgoodcopbadcop</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpgoodcopbadcop&amp;diff=14021"/>
		<updated>2022-07-15T15:39:30Z</updated>

		<summary type="html">&lt;p&gt;Pull the Pin Games: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==GAME SETUP==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Deal Integrity Cards:&#039;&#039;&#039; Remove the Agent and Kingpin cards from the Integrity Deck and place them in a separate face-down pile. Shuffle the Integrity Deck and add enough cards to the pile to deal one card to each player. Do not view these cards. Shuffle that pile and deal one of the cards to each player, then deal each player two more Integrity Cards from the Integrity Deck. If there is an Integrity Card left over, remove it from the game without viewing it. &#039;&#039;Note: There is an even number of Honest and Crooked Integrity Cards in the dealing decks. In some games, one of them is randomly burned.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Deal Equipment Cards:&#039;&#039;&#039; Shuffle the Equipment Deck and deal one to each player face-down.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Guns:&#039;&#039;&#039; Lay the guns down in the middle of the table. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Team:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
You are on the HONEST team if you have the Agent card or if the majority of your cards are Honest.&lt;br /&gt;
&lt;br /&gt;
You are on the CROOKED team if you have the Kingpin card or if the majority of your cards are Crooked.&lt;br /&gt;
&lt;br /&gt;
==ON  YOUR TURN==&lt;br /&gt;
Your turn consists of 3 phases:&lt;br /&gt;
&lt;br /&gt;
===1) Take Action===&lt;br /&gt;
Choose 1 of these actions to take:&lt;br /&gt;
* &#039;&#039;&#039;Investigate&#039;&#039;&#039; - View one hidden Integrity Card.&lt;br /&gt;
* &#039;&#039;&#039;Arm&#039;&#039;&#039; - Take a Gun. Reveal 1 of your hidden Integrity Cards if you have any.&lt;br /&gt;
* &#039;&#039;&#039;Equip&#039;&#039;&#039; - Draw an Equipment Card. Discard down to 1. Reveal 1 of your hidden Integrity Cards if you have any.&lt;br /&gt;
* &#039;&#039;&#039;Shoot&#039;&#039;&#039; - Shoot your Gun at the player at whom you are aiming. Drop your gun.&lt;br /&gt;
&lt;br /&gt;
===2) Take Aim===&lt;br /&gt;
If you are holding a Gun, aim it at any living player other than yourself.&lt;br /&gt;
&lt;br /&gt;
===3) End Turn===&lt;br /&gt;
Play proceeds clockwise.&lt;br /&gt;
&lt;br /&gt;
==GETTING SHOT==&lt;br /&gt;
If you are shot, you must reveal all of your Integrity Cards.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;If you are NOT the Agent or Kingpin:&#039;&#039;&#039;&lt;br /&gt;
* You are eliminated from the game.&lt;br /&gt;
* Return your Equipment Card to the bottom of the deck.&lt;br /&gt;
* Return your Gun to the center of the table.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;If you ARE the Agent or Kingpin:&#039;&#039;&#039;&lt;br /&gt;
* You are NOT eliminated the first time you are shot. If you are shot while wounded, the game ends and the opposing team wins.&lt;br /&gt;
* Draw an Equipment Card.&lt;br /&gt;
* Put a Wounded Token on your Agent or Kingpin card.&lt;br /&gt;
&lt;br /&gt;
==GUN RULES==&lt;br /&gt;
* You may only hold one Gun at a time.&lt;br /&gt;
* Any time you get a Gun, immediately aim it. Otherwise you may only change where you are aiming at the end of your turn during the Take Aim phase.&lt;br /&gt;
&lt;br /&gt;
==EQUIPMENT RULES==&lt;br /&gt;
* Equipment Cards may be used in reaction to Investigate actions, Shoot actions, during your turn, or at the end of any player&#039;s turn.&lt;br /&gt;
* When you use an Equipment Card, place it at the bottom of the deck.&lt;br /&gt;
* When you use an Equipment Card, no other Equipment Cards may be played until yours is resolved.&lt;br /&gt;
* The hand limit of Equipment is 1.&lt;br /&gt;
* Multiple Equipment Cards may be played before an action is resolved.&lt;br /&gt;
&lt;br /&gt;
==WINNING THE GAME==&lt;br /&gt;
The HONEST team wins if the Kingpin is eliminated. &lt;br /&gt;
&lt;br /&gt;
The CROOKED team wins if the Agent is eliminated. &lt;br /&gt;
&lt;br /&gt;
It, at any time, a player has both the Agent and the Kingpin, that player wins alone.&lt;br /&gt;
&lt;br /&gt;
=ZOMBIES EXPANSION=&lt;br /&gt;
There is now a Zombie team in addition to the Honest and Crooked team. They win if they can turn the Agent or Kingpin into a zombie.&lt;br /&gt;
&lt;br /&gt;
==Infector==&lt;br /&gt;
One player will have an Infector card. This is not a Leader card, but whoever has it is on the Zombie team. &#039;&#039;Note: Although you are on the Zombie team, you are not a zombie yourself until someone investigates your Infector card or reveals it in another way.&#039;&#039;&lt;br /&gt;
* When the Infector card is hidden, at the end of each non-zombie&#039;s turn, they will roll the Infection die to see if they get an Infection token.&lt;br /&gt;
* When a player investigates or reveals the Infector card, they draw an Equipment card. The player with the Infector card becomes a zombie.&lt;br /&gt;
&lt;br /&gt;
==Getting Shot==&lt;br /&gt;
&#039;&#039;&#039;If you are NOT a Zombie,&#039;&#039;&#039; flip over all of your Integrity Cards. Then:&lt;br /&gt;
* &#039;&#039;&#039;If you are a Leader,&#039;&#039;&#039; follow the same rules as getting shot in the base game.&lt;br /&gt;
* &#039;&#039;&#039;If you are NOT a Leader,&#039;&#039;&#039; you become a zombie (see Becoming a Zombie). &#039;&#039;Note: The Infector is not a Leader so this also applies to them.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;If you are already a Zombie,&#039;&#039;&#039; you aim your Arms at yourself. The player who shot you keeps their Gun.&lt;br /&gt;
&lt;br /&gt;
==Becoming a Zombie==&lt;br /&gt;
&#039;&#039;&#039;You become a zombie when any of these things happen:&#039;&#039;&#039;&lt;br /&gt;
* You are a non-Leader, non-Zombie and you are shot.&lt;br /&gt;
* Your Infector card is revealed.&lt;br /&gt;
* You roll the zombie symbol on a Zombie Die. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;When any of those happen, do the following:&#039;&#039;&#039;&lt;br /&gt;
* Reveal all of your hidden cards.&lt;br /&gt;
* You are no longer on the Honest or Crooked team but instead you are now on the Zombie team.&lt;br /&gt;
* &#039;&#039;&#039;You Keep:&#039;&#039;&#039;&lt;br /&gt;
** Any Equipment you had.&lt;br /&gt;
** Any Infection tokens you have on your Integrity cards.&lt;br /&gt;
* &#039;&#039;&#039;You Lose:&#039;&#039;&#039;&lt;br /&gt;
** Any Gun you were holding.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: If the Infector takes the Arm action and flips over their Infector card to pay for it, they become a zombie and they take Arms instead of a Gun.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Zombie Actions==&lt;br /&gt;
When a zombie takes their turn, instead of the usual turn actions, they can take one of these turn actions:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bite:&#039;&#039;&#039; This causes two things to happen:&lt;br /&gt;
* You may put an Infection token on an Integrity card of the player at whom you are aiming. Only one Infection token may be on each Integrity card.&lt;br /&gt;
* That player rolls a die for each Integrity card they have with an Infection token. If they roll a Zombie symbol, they become a zombie.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Arm:&#039;&#039;&#039; Take Arms from the center.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equip:&#039;&#039;&#039; Draw an Equipment card.&lt;br /&gt;
&lt;br /&gt;
At the end of a zombie turn, if they have Arms, they may aim them at any player.&lt;br /&gt;
&lt;br /&gt;
===Zombie Dice===&lt;br /&gt;
When a zombie Bites you and you are not a zombie, put an Infection token on one of your Integrity cards. &lt;br /&gt;
&lt;br /&gt;
Then, roll a Zombie die for each Infection token on your Integrity cards. These are the symbols you might roll:&lt;br /&gt;
* &#039;&#039;&#039;Zombie Symbol:&#039;&#039;&#039; You become a zombie. If you are the Agent or Kingpin, the game is over.&lt;br /&gt;
* &#039;&#039;&#039;Infection Symbol:&#039;&#039;&#039; You add an extra Infection token to one of your Integrity cards. Only one Infection token may be on each Integrity card.&lt;br /&gt;
* &#039;&#039;&#039;Zombie Arms Symbol:&#039;&#039;&#039; The zombie who bit you must change their aim to another player.&lt;br /&gt;
&lt;br /&gt;
===Zombie Equipment and Arms===&lt;br /&gt;
* Zombie players may use Equipment just like non-Zombie players.&lt;br /&gt;
* Any Equipment that affects or targets a Gun or those holding a Gun affects or targets zombie Arms or those with zombie Arms.&lt;br /&gt;
* Any Equipment that affects or targets Shoot or shooting affects or targets Bite or biting.&lt;br /&gt;
* Any Equipment that affects or targets an eliminated player may target a zombie player.&lt;br /&gt;
* Bringing a player back to life (like with Defibrillator) turns a zombie into a non-zombie but it doesn’t work on the Infector.&lt;br /&gt;
&lt;br /&gt;
==Swapping Integrity Cards==&lt;br /&gt;
&#039;&#039;&#039;There are a few new cases where exchanging Integrity cards may make you switch teams:&#039;&#039;&#039;&lt;br /&gt;
* If you are given a revealed Infector card, you become a zombie.&lt;br /&gt;
* If you are a zombie and you are given a Leader card (Agent or Kingpin), you are no longer a zombie, even if the Leader card is hidden.&lt;br /&gt;
* If you ever have both the Infector and a Leader card, you immediately win alone.&lt;/div&gt;</summary>
		<author><name>Pull the Pin Games</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpgoodcopbadcop&amp;diff=14020</id>
		<title>Gamehelpgoodcopbadcop</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpgoodcopbadcop&amp;diff=14020"/>
		<updated>2022-07-15T15:38:09Z</updated>

		<summary type="html">&lt;p&gt;Pull the Pin Games: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==GAME SETUP==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Deal Integrity Cards:&#039;&#039;&#039; Remove the Agent and Kingpin cards from the Integrity Deck and place them in a separate face-down pile. Shuffle the Integrity Deck and add enough cards to the pile to deal one card to each player. Do not view these cards. Shuffle that pile and deal one of the cards to each player, then deal each player two more Integrity Cards from the Integrity Deck. If there is an Integrity Card left over, remove it from the game without viewing it. &#039;&#039;Note: There is an even number of Honest and Crooked Integrity Cards in the dealing decks. In some games, one of them is randomly burned.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Deal Equipment Cards:&#039;&#039;&#039; Shuffle the Equipment Deck and deal one to each player face-down.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Guns:&#039;&#039;&#039; Lay the guns down in the middle of the table. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Team:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
You are on the HONEST team if you have the Agent card or if the majority of your cards are Honest.&lt;br /&gt;
&lt;br /&gt;
You are on the CROOKED team if you have the Kingpin card or if the majority of your cards are Crooked.&lt;br /&gt;
&lt;br /&gt;
==ON  YOUR TURN==&lt;br /&gt;
Your turn consists of 3 phases:&lt;br /&gt;
&lt;br /&gt;
===1) Take Action===&lt;br /&gt;
Choose 1 of these actions to take:&lt;br /&gt;
* &#039;&#039;&#039;Investigate&#039;&#039;&#039; - View one hidden Integrity Card.&lt;br /&gt;
* &#039;&#039;&#039;Arm&#039;&#039;&#039; - Take a Gun. Reveal 1 of your hidden Integrity Cards if you have any.&lt;br /&gt;
* &#039;&#039;&#039;Equip&#039;&#039;&#039; - Draw an Equipment Card. Discard down to 1. Reveal 1 of your hidden Integrity Cards if you have any.&lt;br /&gt;
* &#039;&#039;&#039;Shoot&#039;&#039;&#039; - Shoot your Gun at the player at whom you are aiming. Drop your gun.&lt;br /&gt;
&lt;br /&gt;
===2) Take Aim===&lt;br /&gt;
If you are holding a Gun, aim it at any living player other than yourself.&lt;br /&gt;
&lt;br /&gt;
===3) End Turn===&lt;br /&gt;
Play proceeds clockwise.&lt;br /&gt;
&lt;br /&gt;
==GETTING SHOT==&lt;br /&gt;
If you are shot, you must reveal all of your Integrity Cards.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;If you are NOT the Agent or Kingpin:&#039;&#039;&#039;&lt;br /&gt;
* You are eliminated from the game.&lt;br /&gt;
* Return your Equipment Card to the bottom of the deck.&lt;br /&gt;
* Return your Gun to the center of the table.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;If you ARE the Agent or Kingpin:&#039;&#039;&#039;&lt;br /&gt;
* You are NOT eliminated the first time you are shot. If you are shot while wounded, the game ends and the opposing team wins.&lt;br /&gt;
* Draw an Equipment Card.&lt;br /&gt;
* Put a Wounded Token on your Agent or Kingpin card.&lt;br /&gt;
&lt;br /&gt;
==GUN RULES==&lt;br /&gt;
* You may only hold one Gun at a time.&lt;br /&gt;
* Any time you get a Gun, immediately aim it. Otherwise you may only change where you are aiming at the end of your turn during the Take Aim phase.&lt;br /&gt;
&lt;br /&gt;
==EQUIPMENT RULES==&lt;br /&gt;
* Equipment Cards may be used in reaction to Investigate actions, Shoot actions, during your turn, or at the end of any player&#039;s turn.&lt;br /&gt;
* When you use an Equipment Card, place it at the bottom of the deck.&lt;br /&gt;
* When you use an Equipment Card, no other Equipment Cards may be played until yours is resolved.&lt;br /&gt;
* The hand limit of Equipment is 1.&lt;br /&gt;
* Multiple Equipment Cards may be played before an action is resolved.&lt;br /&gt;
&lt;br /&gt;
==WINNING THE GAME==&lt;br /&gt;
The HONEST team wins if the Kingpin is eliminated. &lt;br /&gt;
&lt;br /&gt;
The CROOKED team wins if the Agent is eliminated. &lt;br /&gt;
&lt;br /&gt;
It, at any time, a player has both the Agent and the Kingpin, that player wins alone.&lt;br /&gt;
&lt;br /&gt;
==ZOMBIES EXPANSION==&lt;br /&gt;
There is now a Zombie team in addition to the Honest and Crooked team. They win if they can turn the Agent or Kingpin into a zombie.&lt;br /&gt;
&lt;br /&gt;
===Infector===&lt;br /&gt;
One player will have an Infector card. This is not a Leader card, but whoever has it is on the Zombie team. &#039;&#039;Note: Although you are on the Zombie team, you are not a zombie yourself until someone investigates your Infector card or reveals it in another way.&#039;&#039;&lt;br /&gt;
* When the Infector card is hidden, at the end of each non-zombie&#039;s turn, they will roll the Infection die to see if they get an Infection token.&lt;br /&gt;
* When a player investigates or reveals the Infector card, they draw an Equipment card. The player with the Infector card becomes a zombie.&lt;br /&gt;
&lt;br /&gt;
===Getting Shot===&lt;br /&gt;
&#039;&#039;&#039;If you are NOT a Zombie,&#039;&#039;&#039; flip over all of your Integrity Cards. Then:&lt;br /&gt;
* &#039;&#039;&#039;If you are a Leader,&#039;&#039;&#039; follow the same rules as getting shot in the base game.&lt;br /&gt;
* &#039;&#039;&#039;If you are NOT a Leader,&#039;&#039;&#039; you become a zombie (see Becoming a Zombie). &#039;&#039;Note: The Infector is not a Leader so this also applies to them.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;If you are already a Zombie,&#039;&#039;&#039; you aim your Arms at yourself. The player who shot you keeps their Gun.&lt;br /&gt;
&lt;br /&gt;
===Becoming a Zombie===&lt;br /&gt;
&#039;&#039;&#039;You become a zombie when any of these things happen:&#039;&#039;&#039;&lt;br /&gt;
* You are a non-Leader, non-Zombie and you are shot.&lt;br /&gt;
* Your Infector card is revealed.&lt;br /&gt;
* You roll the zombie symbol on a Zombie Die. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;When any of those happen, do the following:&#039;&#039;&#039;&lt;br /&gt;
* Reveal all of your hidden cards.&lt;br /&gt;
* You are no longer on the Honest or Crooked team but instead you are now on the Zombie team.&lt;br /&gt;
* &#039;&#039;&#039;You Keep:&#039;&#039;&#039;&lt;br /&gt;
** Any Equipment you had.&lt;br /&gt;
** Any Infection tokens you have on your Integrity cards.&lt;br /&gt;
* &#039;&#039;&#039;You Lose:&#039;&#039;&#039;&lt;br /&gt;
** Any Gun you were holding.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: If the Infector takes the Arm action and flips over their Infector card to pay for it, they become a zombie and they take Arms instead of a Gun.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Zombie Actions===&lt;br /&gt;
When a zombie takes their turn, instead of the usual turn actions, they can take one of these turn actions:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bite:&#039;&#039;&#039; This causes two things to happen:&lt;br /&gt;
* You may put an Infection token on an Integrity card of the player at whom you are aiming. Only one Infection token may be on each Integrity card.&lt;br /&gt;
* That player rolls a die for each Integrity card they have with an Infection token. If they roll a Zombie symbol, they become a zombie.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Arm:&#039;&#039;&#039; Take Arms from the center.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equip:&#039;&#039;&#039; Draw an Equipment card.&lt;br /&gt;
&lt;br /&gt;
At the end of a zombie turn, if they have Arms, they may aim them at any player.&lt;br /&gt;
&lt;br /&gt;
====Zombie Dice====&lt;br /&gt;
When a zombie Bites you and you are not a zombie, put an Infection token on one of your Integrity cards. &lt;br /&gt;
&lt;br /&gt;
Then, roll a Zombie die for each Infection token on your Integrity cards. These are the symbols you might roll:&lt;br /&gt;
* &#039;&#039;&#039;Zombie Symbol:&#039;&#039;&#039; You become a zombie. If you are the Agent or Kingpin, the game is over.&lt;br /&gt;
* &#039;&#039;&#039;Infection Symbol:&#039;&#039;&#039; You add an extra Infection token to one of your Integrity cards. Only one Infection token may be on each Integrity card.&lt;br /&gt;
* &#039;&#039;&#039;Zombie Arms Symbol:&#039;&#039;&#039; The zombie who bit you must change their aim to another player.&lt;br /&gt;
&lt;br /&gt;
====Zombie Equipment and Arms====&lt;br /&gt;
* Zombie players may use Equipment just like non-Zombie players.&lt;br /&gt;
* Any Equipment that affects or targets a Gun or those holding a Gun affects or targets zombie Arms or those with zombie Arms.&lt;br /&gt;
* Any Equipment that affects or targets Shoot or shooting affects or targets Bite or biting.&lt;br /&gt;
* Any Equipment that affects or targets an eliminated player may target a zombie player.&lt;br /&gt;
* Bringing a player back to life (like with Defibrillator) turns a zombie into a non-zombie but it doesn’t work on the Infector.&lt;br /&gt;
&lt;br /&gt;
===Swapping Integrity Cards===&lt;br /&gt;
&#039;&#039;&#039;There are a few new cases where exchanging Integrity cards may make you switch teams:&#039;&#039;&#039;&lt;br /&gt;
* If you are given a revealed Infector card, you become a zombie.&lt;br /&gt;
* If you are a zombie and you are given a Leader card (Agent or Kingpin), you are no longer a zombie, even if the Leader card is hidden.&lt;br /&gt;
* If you ever have both the Infector and a Leader card, you immediately win alone.&lt;/div&gt;</summary>
		<author><name>Pull the Pin Games</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpgoodcopbadcop&amp;diff=14019</id>
		<title>Gamehelpgoodcopbadcop</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpgoodcopbadcop&amp;diff=14019"/>
		<updated>2022-07-15T15:33:35Z</updated>

		<summary type="html">&lt;p&gt;Pull the Pin Games: Added Zombies expansion rules.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==GAME SETUP==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Deal Integrity Cards:&#039;&#039;&#039; Remove the Agent and Kingpin cards from the Integrity Deck and place them in a separate face-down pile. Shuffle the Integrity Deck and add enough cards to the pile to deal one card to each player. Do not view these cards. Shuffle that pile and deal one of the cards to each player, then deal each player two more Integrity Cards from the Integrity Deck. If there is an Integrity Card left over, remove it from the game without viewing it. &#039;&#039;Note: There is an even number of Honest and Crooked Integrity Cards in the dealing decks. In some games, one of them is randomly burned.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Deal Equipment Cards:&#039;&#039;&#039; Shuffle the Equipment Deck and deal one to each player face-down.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Guns:&#039;&#039;&#039; Lay the guns down in the middle of the table. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Team:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
You are on the HONEST team if you have the Agent card or if the majority of your cards are Honest.&lt;br /&gt;
&lt;br /&gt;
You are on the CROOKED team if you have the Kingpin card or if the majority of your cards are Crooked.&lt;br /&gt;
&lt;br /&gt;
==ON  YOUR TURN==&lt;br /&gt;
Your turn consists of 3 phases:&lt;br /&gt;
&lt;br /&gt;
===1) Take Action===&lt;br /&gt;
Choose 1 of these actions to take:&lt;br /&gt;
* &#039;&#039;&#039;Investigate&#039;&#039;&#039; - View one hidden Integrity Card.&lt;br /&gt;
* &#039;&#039;&#039;Arm&#039;&#039;&#039; - Take a Gun. Reveal 1 of your hidden Integrity Cards if you have any.&lt;br /&gt;
* &#039;&#039;&#039;Equip&#039;&#039;&#039; - Draw an Equipment Card. Discard down to 1. Reveal 1 of your hidden Integrity Cards if you have any.&lt;br /&gt;
* &#039;&#039;&#039;Shoot&#039;&#039;&#039; - Shoot your Gun at the player at whom you are aiming. Drop your gun.&lt;br /&gt;
&lt;br /&gt;
===2) Take Aim===&lt;br /&gt;
If you are holding a Gun, aim it at any living player other than yourself.&lt;br /&gt;
&lt;br /&gt;
===3) End Turn===&lt;br /&gt;
Play proceeds clockwise.&lt;br /&gt;
&lt;br /&gt;
==GETTING SHOT==&lt;br /&gt;
If you are shot, you must reveal all of your Integrity Cards.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;If you are NOT the Agent or Kingpin:&#039;&#039;&#039;&lt;br /&gt;
* You are eliminated from the game.&lt;br /&gt;
* Return your Equipment Card to the bottom of the deck.&lt;br /&gt;
* Return your Gun to the center of the table.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;If you ARE the Agent or Kingpin:&#039;&#039;&#039;&lt;br /&gt;
* You are NOT eliminated the first time you are shot. If you are shot while wounded, the game ends and the opposing team wins.&lt;br /&gt;
* Draw an Equipment Card.&lt;br /&gt;
* Put a Wounded Token on your Agent or Kingpin card.&lt;br /&gt;
&lt;br /&gt;
==GUN RULES==&lt;br /&gt;
* You may only hold one Gun at a time.&lt;br /&gt;
* Any time you get a Gun, immediately aim it. Otherwise you may only change where you are aiming at the end of your turn during the Take Aim phase.&lt;br /&gt;
&lt;br /&gt;
==EQUIPMENT RULES==&lt;br /&gt;
* Equipment Cards may be used in reaction to Investigate actions, Shoot actions, during your turn, or at the end of any player&#039;s turn.&lt;br /&gt;
* When you use an Equipment Card, place it at the bottom of the deck.&lt;br /&gt;
* When you use an Equipment Card, no other Equipment Cards may be played until yours is resolved.&lt;br /&gt;
* The hand limit of Equipment is 1.&lt;br /&gt;
* Multiple Equipment Cards may be played before an action is resolved.&lt;br /&gt;
&lt;br /&gt;
==WINNING THE GAME==&lt;br /&gt;
The HONEST team wins if the Kingpin is eliminated. &lt;br /&gt;
&lt;br /&gt;
The CROOKED team wins if the Agent is eliminated. &lt;br /&gt;
&lt;br /&gt;
It, at any time, a player has both the Agent and the Kingpin, that player wins alone.&lt;br /&gt;
&lt;br /&gt;
==ZOMBIES EXPANSION==&lt;br /&gt;
There is now a Zombie team in addition to the Honest and Crooked team. They win if they can turn the Agent or Kingpin into a zombie.&lt;br /&gt;
&lt;br /&gt;
===Infector===&lt;br /&gt;
One player will have an Infector card. This is not a Leader card, but whoever has it is on the Zombie team. &#039;&#039;Note: Although you are on the Zombie team, you are not a zombie yourself until someone investigates your Infector card or reveals it in another way.&#039;&#039;&lt;br /&gt;
* When the Infector card is hidden, at the end of each non-zombie&#039;s turn, they will roll the Infection die to see if they get an Infection token.&lt;br /&gt;
* When a player investigates or reveals the Infector card, they draw an Equipment card. The player with the Infector card becomes a zombie.&lt;br /&gt;
&lt;br /&gt;
===Getting Shot===&lt;br /&gt;
&#039;&#039;&#039;If you are NOT a Zombie,&#039;&#039;&#039; flip over all of your Integrity Cards. Then:&lt;br /&gt;
* &#039;&#039;&#039;If you are a Leader,&#039;&#039;&#039; follow the same rules as getting shot in the base game.&lt;br /&gt;
* &#039;&#039;&#039;If you are NOT a Leader,&#039;&#039;&#039; you become a zombie (see Becoming a Zombie). &#039;&#039;Note: The Infector is not a Leader so this also applies to them.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;If you are already a Zombie,&#039;&#039;&#039; you aim your Arms at yourself. The player who shot you keeps their Gun.&lt;br /&gt;
&lt;br /&gt;
===Becoming a Zombie===&lt;br /&gt;
You become a zombie when any of these things happen:&lt;br /&gt;
* You are a non-Leader, non-Zombie and you are shot.&lt;br /&gt;
* Your Infector card is revealed.&lt;br /&gt;
* You roll the zombie symbol on a Zombie Die. &lt;br /&gt;
&lt;br /&gt;
When any of those happen, do the following:&lt;br /&gt;
* Reveal all of your hidden cards.&lt;br /&gt;
* You are no longer on the Honest or Crooked team but instead you are now on the Zombie team.&lt;br /&gt;
* You Keep:&lt;br /&gt;
** Any Equipment you had.&lt;br /&gt;
** Any Infection tokens you have on your Integrity cards.&lt;br /&gt;
* You Lose:&lt;br /&gt;
** Any Gun you were holding.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: If the Infector takes the Arm action and flips over their Infector card to pay for it, they become a zombie and they take Arms instead of a Gun.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Zombie Actions===&lt;br /&gt;
When a zombie takes their turn, instead of the usual turn actions, they can take one of these turn actions:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bite:&#039;&#039;&#039; This causes two things to happen:&lt;br /&gt;
* You may put an Infection token on an Integrity card of the player at whom you are aiming. Only one Infection token may be on each Integrity card.&lt;br /&gt;
* That player rolls a die for each Integrity card they have with an Infection token. If they roll a Zombie symbol, they become a zombie.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Arm:&#039;&#039;&#039; Take Arms from the center.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equip:&#039;&#039;&#039; Draw an Equipment card.&lt;br /&gt;
&lt;br /&gt;
At the end of a zombie turn, if they have Arms, they may aim them at any player.&lt;br /&gt;
&lt;br /&gt;
====Zombie Dice====&lt;br /&gt;
When a zombie Bites you and you are not a zombie, put an Infection token on one of your Integrity cards. &lt;br /&gt;
&lt;br /&gt;
Then, roll a Zombie die for each Infection token on your Integrity cards. These are the symbols you might roll:&lt;br /&gt;
* &#039;&#039;&#039;Zombie Symbol:&#039;&#039;&#039; You become a zombie. If you are the Agent or Kingpin, the game is over.&lt;br /&gt;
* &#039;&#039;&#039;Infection Symbol:&#039;&#039;&#039; You add an extra Infection token to one of your Integrity cards. Only one Infection token may be on each Integrity card.&lt;br /&gt;
* &#039;&#039;&#039;Zombie Arms:&#039;&#039;&#039; The zombie who bit you must change their aim to another player.&lt;br /&gt;
&lt;br /&gt;
====Zombie Equipment and Arms====&lt;br /&gt;
Zombie players may use Equipment just like non-Zombie players.&lt;br /&gt;
* Any Equipment that affects or targets a Gun or those holding a Gun affects or targets zombie Arms or those with zombie Arms.&lt;br /&gt;
* Any Equipment that affects or targets Shoot or shooting affects or targets Bite or biting.&lt;br /&gt;
* Any Equipment that affects or targets an eliminated player may target a zombie player.&lt;br /&gt;
* Bringing a player back to life (like with Defibrillator) turns a zombie into a non-zombie but it doesn’t work on the Infector.&lt;br /&gt;
&lt;br /&gt;
===Swapping Integrity Cards===&lt;br /&gt;
There are a few new cases where exchanging Integrity cards may make you switch teams:&lt;br /&gt;
* If you are given a revealed Infector card, you become a zombie.&lt;br /&gt;
* If you are a zombie and you are given a Leader card (Agent or Kingpin), you are no longer a zombie, even if the Leader card is hidden.&lt;br /&gt;
* If you ever have both the Infector and a Leader card, you immediately win alone.&lt;/div&gt;</summary>
		<author><name>Pull the Pin Games</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpgoodcopbadcop&amp;diff=13444</id>
		<title>Gamehelpgoodcopbadcop</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpgoodcopbadcop&amp;diff=13444"/>
		<updated>2022-06-03T22:21:09Z</updated>

		<summary type="html">&lt;p&gt;Pull the Pin Games: /* GAME SETUP */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==GAME SETUP==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Deal Integrity Cards:&#039;&#039;&#039; Remove the Agent and Kingpin cards from the Integrity Deck and place them in a separate face-down pile. Shuffle the Integrity Deck and add enough cards to the pile to deal one card to each player. Do not view these cards. Shuffle that pile and deal one of the cards to each player, then deal each player two more Integrity Cards from the Integrity Deck. If there is an Integrity Card left over, remove it from the game without viewing it. &#039;&#039;Note: There is an even number of Honest and Crooked Integrity Cards in the dealing decks. In some games, one of them is randomly burned.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Deal Equipment Cards:&#039;&#039;&#039; Shuffle the Equipment Deck and deal one to each player face-down.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Guns:&#039;&#039;&#039; Lay the guns down in the middle of the table. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Team:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
You are on the HONEST team if you have the Agent card or if the majority of your cards are Honest.&lt;br /&gt;
&lt;br /&gt;
You are on the CROOKED team if you have the Kingpin card or if the majority of your cards are Crooked.&lt;br /&gt;
&lt;br /&gt;
==ON  YOUR TURN==&lt;br /&gt;
Your turn consists of 3 phases:&lt;br /&gt;
&lt;br /&gt;
===1) Take Action===&lt;br /&gt;
Choose 1 of these actions to take:&lt;br /&gt;
* &#039;&#039;&#039;Investigate&#039;&#039;&#039; - View one hidden Integrity Card.&lt;br /&gt;
* &#039;&#039;&#039;Arm&#039;&#039;&#039; - Take a Gun. Reveal 1 of your hidden Integrity Cards if you have any.&lt;br /&gt;
* &#039;&#039;&#039;Equip&#039;&#039;&#039; - Draw an Equipment Card. Discard down to 1. Reveal 1 of your hidden Integrity Cards if you have any.&lt;br /&gt;
* &#039;&#039;&#039;Shoot&#039;&#039;&#039; - Shoot your Gun at the player at whom you are aiming. Drop your gun.&lt;br /&gt;
&lt;br /&gt;
===2) Take Aim===&lt;br /&gt;
If you are holding a Gun, aim it at any living player other than yourself.&lt;br /&gt;
&lt;br /&gt;
===3) End Turn===&lt;br /&gt;
Play proceeds clockwise.&lt;br /&gt;
&lt;br /&gt;
==GETTING SHOT==&lt;br /&gt;
If you are shot, you must reveal all of your Integrity Cards.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;If you are NOT the Agent or Kingpin:&#039;&#039;&#039;&lt;br /&gt;
* You are eliminated from the game.&lt;br /&gt;
* Return your Equipment Card to the bottom of the deck.&lt;br /&gt;
* Return your Gun to the center of the table.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;If you ARE the Agent or Kingpin:&#039;&#039;&#039;&lt;br /&gt;
* You are NOT eliminated the first time you are shot. If you are shot while wounded, the game ends and the opposing team wins.&lt;br /&gt;
* Draw an Equipment Card.&lt;br /&gt;
* Put a Wounded Token on your Agent or Kingpin card.&lt;br /&gt;
&lt;br /&gt;
==GUN RULES==&lt;br /&gt;
* You may only hold one Gun at a time.&lt;br /&gt;
* Any time you get a Gun, immediately aim it. Otherwise you may only change where you are aiming at the end of your turn during the Take Aim phase.&lt;br /&gt;
&lt;br /&gt;
==EQUIPMENT RULES==&lt;br /&gt;
* Equipment Cards may be used in reaction to Investigate actions, Shoot actions, during your turn, or at the end of any player&#039;s turn.&lt;br /&gt;
* When you use an Equipment Card, place it at the bottom of the deck.&lt;br /&gt;
* When you use an Equipment Card, no other Equipment Cards may be played until yours is resolved.&lt;br /&gt;
* The hand limit of Equipment is 1.&lt;br /&gt;
* Multiple Equipment Cards may be played before an action is resolved.&lt;br /&gt;
&lt;br /&gt;
==WINNING THE GAME==&lt;br /&gt;
The HONEST team wins if the Kingpin is eliminated. &lt;br /&gt;
&lt;br /&gt;
The CROOKED team wins if the Agent is eliminated. &lt;br /&gt;
&lt;br /&gt;
It, at any time, a player has both the Agent and the Kingpin, that player wins alone.&lt;/div&gt;</summary>
		<author><name>Pull the Pin Games</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpgoodcopbadcop&amp;diff=13443</id>
		<title>Gamehelpgoodcopbadcop</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpgoodcopbadcop&amp;diff=13443"/>
		<updated>2022-06-03T22:20:53Z</updated>

		<summary type="html">&lt;p&gt;Pull the Pin Games: /* GAME SETUP */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==GAME SETUP==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Deal Integrity Cards:&#039;&#039;&#039; Remove the Agent and Kingpin cards from the Integrity Deck and place them in a separate face-down pile. Shuffle the Integrity Deck and add enough cards to the pile to deal one card to each player. Do not view these cards. Shuffle that pile and deal one of the cards to each player, then deal each player two more Integrity Cards from the Integrity Deck. If there is an Integrity Card left over, remove it from the game without viewing it. &#039;&#039;Note: There is an even number of Honest and Crooked Integrity Cards in the dealing decks. In some games, one of them is randomly burned.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Deal Equipment Cards:&#039;&#039;&#039; Shuffle the Equipment Deck and deal one to each player face-down.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Guns:&#039;&#039;&#039; Lay the guns down in the middle of the table. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Team:&#039;&#039;&#039; &lt;br /&gt;
You are on the HONEST team if you have the Agent card or if the majority of your cards are Honest.&lt;br /&gt;
&lt;br /&gt;
You are on the CROOKED team if you have the Kingpin card or if the majority of your cards are Crooked.&lt;br /&gt;
&lt;br /&gt;
==ON  YOUR TURN==&lt;br /&gt;
Your turn consists of 3 phases:&lt;br /&gt;
&lt;br /&gt;
===1) Take Action===&lt;br /&gt;
Choose 1 of these actions to take:&lt;br /&gt;
* &#039;&#039;&#039;Investigate&#039;&#039;&#039; - View one hidden Integrity Card.&lt;br /&gt;
* &#039;&#039;&#039;Arm&#039;&#039;&#039; - Take a Gun. Reveal 1 of your hidden Integrity Cards if you have any.&lt;br /&gt;
* &#039;&#039;&#039;Equip&#039;&#039;&#039; - Draw an Equipment Card. Discard down to 1. Reveal 1 of your hidden Integrity Cards if you have any.&lt;br /&gt;
* &#039;&#039;&#039;Shoot&#039;&#039;&#039; - Shoot your Gun at the player at whom you are aiming. Drop your gun.&lt;br /&gt;
&lt;br /&gt;
===2) Take Aim===&lt;br /&gt;
If you are holding a Gun, aim it at any living player other than yourself.&lt;br /&gt;
&lt;br /&gt;
===3) End Turn===&lt;br /&gt;
Play proceeds clockwise.&lt;br /&gt;
&lt;br /&gt;
==GETTING SHOT==&lt;br /&gt;
If you are shot, you must reveal all of your Integrity Cards.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;If you are NOT the Agent or Kingpin:&#039;&#039;&#039;&lt;br /&gt;
* You are eliminated from the game.&lt;br /&gt;
* Return your Equipment Card to the bottom of the deck.&lt;br /&gt;
* Return your Gun to the center of the table.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;If you ARE the Agent or Kingpin:&#039;&#039;&#039;&lt;br /&gt;
* You are NOT eliminated the first time you are shot. If you are shot while wounded, the game ends and the opposing team wins.&lt;br /&gt;
* Draw an Equipment Card.&lt;br /&gt;
* Put a Wounded Token on your Agent or Kingpin card.&lt;br /&gt;
&lt;br /&gt;
==GUN RULES==&lt;br /&gt;
* You may only hold one Gun at a time.&lt;br /&gt;
* Any time you get a Gun, immediately aim it. Otherwise you may only change where you are aiming at the end of your turn during the Take Aim phase.&lt;br /&gt;
&lt;br /&gt;
==EQUIPMENT RULES==&lt;br /&gt;
* Equipment Cards may be used in reaction to Investigate actions, Shoot actions, during your turn, or at the end of any player&#039;s turn.&lt;br /&gt;
* When you use an Equipment Card, place it at the bottom of the deck.&lt;br /&gt;
* When you use an Equipment Card, no other Equipment Cards may be played until yours is resolved.&lt;br /&gt;
* The hand limit of Equipment is 1.&lt;br /&gt;
* Multiple Equipment Cards may be played before an action is resolved.&lt;br /&gt;
&lt;br /&gt;
==WINNING THE GAME==&lt;br /&gt;
The HONEST team wins if the Kingpin is eliminated. &lt;br /&gt;
&lt;br /&gt;
The CROOKED team wins if the Agent is eliminated. &lt;br /&gt;
&lt;br /&gt;
It, at any time, a player has both the Agent and the Kingpin, that player wins alone.&lt;/div&gt;</summary>
		<author><name>Pull the Pin Games</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpgoodcopbadcop&amp;diff=13442</id>
		<title>Gamehelpgoodcopbadcop</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpgoodcopbadcop&amp;diff=13442"/>
		<updated>2022-06-03T22:20:00Z</updated>

		<summary type="html">&lt;p&gt;Pull the Pin Games: /* GUN RULES */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==GAME SETUP==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Deal Integrity Cards:&#039;&#039;&#039; Remove the Agent and Kingpin cards from the Integrity Deck and place them in a separate face-down pile. Shuffle the Integrity Deck and add enough cards to the pile to deal one card to each player. Do not view these cards. Shuffle that pile and deal one of the cards to each player, then deal each player two more Integrity Cards from the Integrity Deck. If there is an Integrity Card left over, remove it from the game without viewing it. &#039;&#039;Note: There is an even number of Honest and Crooked Integrity Cards in the dealing decks. In some games, one of them is randomly burned.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Deal Equipment Cards:&#039;&#039;&#039; Shuffle the Equipment Deck and deal one to each player face-down.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Guns:&#039;&#039;&#039; Lay the guns down in the middle of the table. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Team:&#039;&#039;&#039; You are on the HONEST team if you have the Agent card or if the majority of your cards are Honest. You are on the CROOKED team if you have the Kingpin card or if the majority of your cards are Crooked.&lt;br /&gt;
&lt;br /&gt;
==ON  YOUR TURN==&lt;br /&gt;
Your turn consists of 3 phases:&lt;br /&gt;
&lt;br /&gt;
===1) Take Action===&lt;br /&gt;
Choose 1 of these actions to take:&lt;br /&gt;
* &#039;&#039;&#039;Investigate&#039;&#039;&#039; - View one hidden Integrity Card.&lt;br /&gt;
* &#039;&#039;&#039;Arm&#039;&#039;&#039; - Take a Gun. Reveal 1 of your hidden Integrity Cards if you have any.&lt;br /&gt;
* &#039;&#039;&#039;Equip&#039;&#039;&#039; - Draw an Equipment Card. Discard down to 1. Reveal 1 of your hidden Integrity Cards if you have any.&lt;br /&gt;
* &#039;&#039;&#039;Shoot&#039;&#039;&#039; - Shoot your Gun at the player at whom you are aiming. Drop your gun.&lt;br /&gt;
&lt;br /&gt;
===2) Take Aim===&lt;br /&gt;
If you are holding a Gun, aim it at any living player other than yourself.&lt;br /&gt;
&lt;br /&gt;
===3) End Turn===&lt;br /&gt;
Play proceeds clockwise.&lt;br /&gt;
&lt;br /&gt;
==GETTING SHOT==&lt;br /&gt;
If you are shot, you must reveal all of your Integrity Cards.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;If you are NOT the Agent or Kingpin:&#039;&#039;&#039;&lt;br /&gt;
* You are eliminated from the game.&lt;br /&gt;
* Return your Equipment Card to the bottom of the deck.&lt;br /&gt;
* Return your Gun to the center of the table.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;If you ARE the Agent or Kingpin:&#039;&#039;&#039;&lt;br /&gt;
* You are NOT eliminated the first time you are shot. If you are shot while wounded, the game ends and the opposing team wins.&lt;br /&gt;
* Draw an Equipment Card.&lt;br /&gt;
* Put a Wounded Token on your Agent or Kingpin card.&lt;br /&gt;
&lt;br /&gt;
==GUN RULES==&lt;br /&gt;
* You may only hold one Gun at a time.&lt;br /&gt;
* Any time you get a Gun, immediately aim it. Otherwise you may only change where you are aiming at the end of your turn during the Take Aim phase.&lt;br /&gt;
&lt;br /&gt;
==EQUIPMENT RULES==&lt;br /&gt;
* Equipment Cards may be used in reaction to Investigate actions, Shoot actions, during your turn, or at the end of any player&#039;s turn.&lt;br /&gt;
* When you use an Equipment Card, place it at the bottom of the deck.&lt;br /&gt;
* When you use an Equipment Card, no other Equipment Cards may be played until yours is resolved.&lt;br /&gt;
* The hand limit of Equipment is 1.&lt;br /&gt;
* Multiple Equipment Cards may be played before an action is resolved.&lt;br /&gt;
&lt;br /&gt;
==WINNING THE GAME==&lt;br /&gt;
The HONEST team wins if the Kingpin is eliminated. &lt;br /&gt;
&lt;br /&gt;
The CROOKED team wins if the Agent is eliminated. &lt;br /&gt;
&lt;br /&gt;
It, at any time, a player has both the Agent and the Kingpin, that player wins alone.&lt;/div&gt;</summary>
		<author><name>Pull the Pin Games</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpgoodcopbadcop&amp;diff=13441</id>
		<title>Gamehelpgoodcopbadcop</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpgoodcopbadcop&amp;diff=13441"/>
		<updated>2022-06-03T22:17:23Z</updated>

		<summary type="html">&lt;p&gt;Pull the Pin Games: /* 1) Take Action */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==GAME SETUP==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Deal Integrity Cards:&#039;&#039;&#039; Remove the Agent and Kingpin cards from the Integrity Deck and place them in a separate face-down pile. Shuffle the Integrity Deck and add enough cards to the pile to deal one card to each player. Do not view these cards. Shuffle that pile and deal one of the cards to each player, then deal each player two more Integrity Cards from the Integrity Deck. If there is an Integrity Card left over, remove it from the game without viewing it. &#039;&#039;Note: There is an even number of Honest and Crooked Integrity Cards in the dealing decks. In some games, one of them is randomly burned.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Deal Equipment Cards:&#039;&#039;&#039; Shuffle the Equipment Deck and deal one to each player face-down.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Guns:&#039;&#039;&#039; Lay the guns down in the middle of the table. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Team:&#039;&#039;&#039; You are on the HONEST team if you have the Agent card or if the majority of your cards are Honest. You are on the CROOKED team if you have the Kingpin card or if the majority of your cards are Crooked.&lt;br /&gt;
&lt;br /&gt;
==ON  YOUR TURN==&lt;br /&gt;
Your turn consists of 3 phases:&lt;br /&gt;
&lt;br /&gt;
===1) Take Action===&lt;br /&gt;
Choose 1 of these actions to take:&lt;br /&gt;
* &#039;&#039;&#039;Investigate&#039;&#039;&#039; - View one hidden Integrity Card.&lt;br /&gt;
* &#039;&#039;&#039;Arm&#039;&#039;&#039; - Take a Gun. Reveal 1 of your hidden Integrity Cards if you have any.&lt;br /&gt;
* &#039;&#039;&#039;Equip&#039;&#039;&#039; - Draw an Equipment Card. Discard down to 1. Reveal 1 of your hidden Integrity Cards if you have any.&lt;br /&gt;
* &#039;&#039;&#039;Shoot&#039;&#039;&#039; - Shoot your Gun at the player at whom you are aiming. Drop your gun.&lt;br /&gt;
&lt;br /&gt;
===2) Take Aim===&lt;br /&gt;
If you are holding a Gun, aim it at any living player other than yourself.&lt;br /&gt;
&lt;br /&gt;
===3) End Turn===&lt;br /&gt;
Play proceeds clockwise.&lt;br /&gt;
&lt;br /&gt;
==GETTING SHOT==&lt;br /&gt;
If you are shot, you must reveal all of your Integrity Cards.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;If you are NOT the Agent or Kingpin:&#039;&#039;&#039;&lt;br /&gt;
* You are eliminated from the game.&lt;br /&gt;
* Return your Equipment Card to the bottom of the deck.&lt;br /&gt;
* Return your Gun to the center of the table.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;If you ARE the Agent or Kingpin:&#039;&#039;&#039;&lt;br /&gt;
* You are NOT eliminated the first time you are shot. If you are shot while wounded, the game ends and the opposing team wins.&lt;br /&gt;
* Draw an Equipment Card.&lt;br /&gt;
* Put a Wounded Token on your Agent or Kingpin card.&lt;br /&gt;
&lt;br /&gt;
==GUN RULES==&lt;br /&gt;
* You may only hold one Gun at a time.&lt;br /&gt;
* Any time you get a Gun, immediately aim it.&lt;br /&gt;
* You may only change where you are aiming at the end of your turn during the Take Aim phase.&lt;br /&gt;
&lt;br /&gt;
==EQUIPMENT RULES==&lt;br /&gt;
* Equipment Cards may be used in reaction to Investigate actions, Shoot actions, during your turn, or at the end of any player&#039;s turn.&lt;br /&gt;
* When you use an Equipment Card, place it at the bottom of the deck.&lt;br /&gt;
* When you use an Equipment Card, no other Equipment Cards may be played until yours is resolved.&lt;br /&gt;
* The hand limit of Equipment is 1.&lt;br /&gt;
* Multiple Equipment Cards may be played before an action is resolved.&lt;br /&gt;
&lt;br /&gt;
==WINNING THE GAME==&lt;br /&gt;
The HONEST team wins if the Kingpin is eliminated. &lt;br /&gt;
&lt;br /&gt;
The CROOKED team wins if the Agent is eliminated. &lt;br /&gt;
&lt;br /&gt;
It, at any time, a player has both the Agent and the Kingpin, that player wins alone.&lt;/div&gt;</summary>
		<author><name>Pull the Pin Games</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpgoodcopbadcop&amp;diff=13386</id>
		<title>Gamehelpgoodcopbadcop</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpgoodcopbadcop&amp;diff=13386"/>
		<updated>2022-05-29T15:43:42Z</updated>

		<summary type="html">&lt;p&gt;Pull the Pin Games: Initial page creation&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==GAME SETUP==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Deal Integrity Cards:&#039;&#039;&#039; Remove the Agent and Kingpin cards from the Integrity Deck and place them in a separate face-down pile. Shuffle the Integrity Deck and add enough cards to the pile to deal one card to each player. Do not view these cards. Shuffle that pile and deal one of the cards to each player, then deal each player two more Integrity Cards from the Integrity Deck. If there is an Integrity Card left over, remove it from the game without viewing it. &#039;&#039;Note: There is an even number of Honest and Crooked Integrity Cards in the dealing decks. In some games, one of them is randomly burned.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Deal Equipment Cards:&#039;&#039;&#039; Shuffle the Equipment Deck and deal one to each player face-down.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Guns:&#039;&#039;&#039; Lay the guns down in the middle of the table. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Team:&#039;&#039;&#039; You are on the HONEST team if you have the Agent card or if the majority of your cards are Honest. You are on the CROOKED team if you have the Kingpin card or if the majority of your cards are Crooked.&lt;br /&gt;
&lt;br /&gt;
==ON  YOUR TURN==&lt;br /&gt;
Your turn consists of 3 phases:&lt;br /&gt;
&lt;br /&gt;
===1) Take Action===&lt;br /&gt;
Choose 1 of these actions to take:&lt;br /&gt;
* &#039;&#039;&#039;Investigate&#039;&#039;&#039; - View one hidden Integrity Card.&lt;br /&gt;
* &#039;&#039;&#039;Arm&#039;&#039;&#039; - Take a Gun from the middle of the table if one is available. Reveal 1 of your hidden Integrity Cards if you have any.&lt;br /&gt;
* &#039;&#039;&#039;Equip&#039;&#039;&#039; - Draw an Equipment Card. Discard down to 1. Reveal 1 of your hidden Integrity Cards if you have any.&lt;br /&gt;
* &#039;&#039;&#039;Shoot&#039;&#039;&#039; - Shoot your Gun at the player at whom you are aiming. Drop your gun.&lt;br /&gt;
&lt;br /&gt;
===2) Take Aim===&lt;br /&gt;
If you are holding a Gun, aim it at any living player other than yourself.&lt;br /&gt;
&lt;br /&gt;
===3) End Turn===&lt;br /&gt;
Play proceeds clockwise.&lt;br /&gt;
&lt;br /&gt;
==GETTING SHOT==&lt;br /&gt;
If you are shot, you must reveal all of your Integrity Cards.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;If you are NOT the Agent or Kingpin:&#039;&#039;&#039;&lt;br /&gt;
* You are eliminated from the game.&lt;br /&gt;
* Return your Equipment Card to the bottom of the deck.&lt;br /&gt;
* Return your Gun to the center of the table.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;If you ARE the Agent or Kingpin:&#039;&#039;&#039;&lt;br /&gt;
* You are NOT eliminated the first time you are shot. If you are shot while wounded, the game ends and the opposing team wins.&lt;br /&gt;
* Draw an Equipment Card.&lt;br /&gt;
* Put a Wounded Token on your Agent or Kingpin card.&lt;br /&gt;
&lt;br /&gt;
==GUN RULES==&lt;br /&gt;
* You may only hold one Gun at a time.&lt;br /&gt;
* Any time you get a Gun, immediately aim it.&lt;br /&gt;
* You may only change where you are aiming at the end of your turn during the Take Aim phase.&lt;br /&gt;
&lt;br /&gt;
==EQUIPMENT RULES==&lt;br /&gt;
* Equipment Cards may be used in reaction to Investigate actions, Shoot actions, during your turn, or at the end of any player&#039;s turn.&lt;br /&gt;
* When you use an Equipment Card, place it at the bottom of the deck.&lt;br /&gt;
* When you use an Equipment Card, no other Equipment Cards may be played until yours is resolved.&lt;br /&gt;
* The hand limit of Equipment is 1.&lt;br /&gt;
* Multiple Equipment Cards may be played before an action is resolved.&lt;br /&gt;
&lt;br /&gt;
==WINNING THE GAME==&lt;br /&gt;
The HONEST team wins if the Kingpin is eliminated. &lt;br /&gt;
&lt;br /&gt;
The CROOKED team wins if the Agent is eliminated. &lt;br /&gt;
&lt;br /&gt;
It, at any time, a player has both the Agent and the Kingpin, that player wins alone.&lt;/div&gt;</summary>
		<author><name>Pull the Pin Games</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpostrichscramble&amp;diff=11347</id>
		<title>Gamehelpostrichscramble</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpostrichscramble&amp;diff=11347"/>
		<updated>2022-01-05T15:41:42Z</updated>

		<summary type="html">&lt;p&gt;Pull the Pin Games: /* MOVE PHASE */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Ostrich Scramble is a zany race around the board collecting items and laying traps for others, planning your movement ahead of time and hoping it still works out when it’s your turn to go. It plays 2-6 players. &#039;&#039;Note: These rules are written for the 4-6 player version with the 2-3 player changes given at the end.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;br /&gt;
== Objective ==&lt;br /&gt;
&lt;br /&gt;
You are an ostrich running around the rocky, high cliffs of Ostralia competing to become the best dressed. You must collect a head, body, legs, and feet garment by getting them from crates or stealing them from other ostriches. Whoever can get all 4 types first wins!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Rounds ==&lt;br /&gt;
Summary of rounds (with details following this section): &lt;br /&gt;
&lt;br /&gt;
1. &amp;lt;u&amp;gt;&#039;&#039;&#039;PLAN&#039;&#039;&#039;&amp;lt;/u&amp;gt; - Plan your turn for this round. (SIMULTANEOUS)&lt;br /&gt;
 1a. &#039;&#039;&#039;Draw:&#039;&#039;&#039; Draw Zig Cards.&lt;br /&gt;
 1b. &#039;&#039;&#039;Claim a Zag:&#039;&#039;&#039; Trade in 3 matching Zig Cards for a Zag.&lt;br /&gt;
 1c. &#039;&#039;&#039;Set Zig:&#039;&#039;&#039; Choose your distance and direction for this round.&lt;br /&gt;
2. &amp;lt;u&amp;gt;&#039;&#039;&#039;SET TRAPS&#039;&#039;&#039;&amp;lt;/u&amp;gt; - Play traps on other players. (SIMULTANEOUS)&lt;br /&gt;
3. &amp;lt;u&amp;gt;&#039;&#039;&#039;MOVE&#039;&#039;&#039;&amp;lt;/u&amp;gt; - Beginning with the Starting Player, each player does the following. (INDIVIDUAL)&lt;br /&gt;
 3a. &#039;&#039;&#039;Reveal Zig:&#039;&#039;&#039; Reveal your Zig Card.&lt;br /&gt;
 3b. &#039;&#039;&#039;Resolve Traps:&#039;&#039;&#039; Trigger any Traps that were played on you.&lt;br /&gt;
 3c. &#039;&#039;&#039;Zig Move:&#039;&#039;&#039; Move your Ostrich Token the number of spaces equal to the distance on your Zig Card in the direction in which it is oriented. (see Resolving Movement)&lt;br /&gt;
 3d. &#039;&#039;&#039;Zag Move:&#039;&#039;&#039; If you have Zag Token, you may discard it to execute your Zig again in any direction.&lt;br /&gt;
 3e. &#039;&#039;&#039;Next Player:&#039;&#039;&#039; The next player in turn order executes their movement. &lt;br /&gt;
4. &amp;lt;u&amp;gt;&#039;&#039;&#039;NEW ROUND&#039;&#039;&#039;&amp;lt;/u&amp;gt; - Then a new round begins. Discard any Movement or Trap Cards that were used last round.&lt;br /&gt;
&lt;br /&gt;
=== PLAN PHASE ===&lt;br /&gt;
&lt;br /&gt;
==== Draw ====&lt;br /&gt;
Draw Zig Cards until you have at least 4. You do not discard down to 4 if you have more than 4.&lt;br /&gt;
&lt;br /&gt;
==== Claim Zag ====&lt;br /&gt;
If you have 3 cards with the same distance, you may discard them and take a Zag Token. Then draw back up to your hand size. You may not claim a Zag Token if you already have one. You may use X cards as wilds when claiming a Zag.&lt;br /&gt;
&lt;br /&gt;
==== Set Zig ====&lt;br /&gt;
&#039;&#039;&#039;Distance:&#039;&#039;&#039; Each turn, you will select a Zig Card, which will determine the &#039;&#039;&#039;distance&#039;&#039;&#039; you will travel, which will be 1-3 spaces or a wild “X”. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Direction:&#039;&#039;&#039; You will place it on your Ostrich Mat so the corner of the &#039;&#039;&#039;direction&#039;&#039;&#039; in which you wish to travel is touching the Zig corner.&lt;br /&gt;
&lt;br /&gt;
=== SET TRAPS PHASE ===&lt;br /&gt;
&lt;br /&gt;
Once everyone has chosen their Zig Card, you may play your Trap Card on any other player’s Ostrich by placing it face-down on their Ostrich Mat. If someone already played one on that player, place yours on top of their Trap Card to form a pile.&lt;br /&gt;
&lt;br /&gt;
=== MOVE PHASE ===&lt;br /&gt;
&lt;br /&gt;
1. &amp;lt;u&amp;gt;&#039;&#039;&#039;Reveal Zig&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
Turn your Zig Card face-up. If it is an X, choose any number, 0 or greater, for your distance.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Turn Order:&#039;&#039;&#039; If you have the Start Player Token this round, your Zig Card indicates whether the turn order direction is clockwise or counter-clockwise. &lt;br /&gt;
&lt;br /&gt;
2. &amp;lt;u&amp;gt;&#039;&#039;&#039;Resolve Traps&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
If anyone played a Trap Card on you, resolve them in the opposite order in which they were played.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
3. &amp;lt;u&amp;gt;&#039;&#039;&#039;Zig Move&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
Move your Ostrich Token the number of spaces equal to the distance on your Zig Card in the direction in which it is oriented. If it is on the Dizzy side, move in &#039;&#039;&#039;any&#039;&#039;&#039; direction and then flip it back to the non-Dizzy side.&lt;br /&gt;
&lt;br /&gt;
These are the things you may encounter when you execute your movement:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;GARMENT:&#039;&#039;&#039; You move through Garments and pick them up as you go. (&#039;&#039;See Garments&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;CRATE:&#039;&#039;&#039; You move through Crates. When you move through or stop on a crate, do the following based on whether there is a Garment on it:&lt;br /&gt;
&lt;br /&gt;
- &#039;&#039;&#039;No Garment&#039;&#039;&#039; - Draw a Trap and take the first player Crown. &#039;&#039;Note: If you were placed on a Crate from a Trap Card, you do NOT draw a Trap Card and you do NOT take a Crown.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
- &#039;&#039;&#039;Has Garment&#039;&#039;&#039; - Pick up the Garment. (&#039;&#039;See Garments&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SKATEBOARD:&#039;&#039;&#039; When you would normally move onto or through a Skateboard space, you stop on the space and do not execute any movement you may have left. Then you move again in the following way:&lt;br /&gt;
&lt;br /&gt;
- If it is &#039;&#039;&#039;&#039;&#039;your turn&#039;&#039;&#039;&#039;&#039;, execute the movement distance that you were executing when you moved onto the Skateboard again, but do it in any direction starting from the Skateboard space.&lt;br /&gt;
&lt;br /&gt;
- If it is &#039;&#039;&#039;&#039;&#039;NOT your turn&#039;&#039;&#039;&#039;&#039;(you were pushed onto it by another player) you execute the distance &#039;&#039;&#039;&#039;&#039;and direction&#039;&#039;&#039;&#039;&#039; that player was executing when they collided with you starting from the Skateboard space.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OSTRICH:&#039;&#039;&#039; Whenever &#039;&#039;&#039;your Ostrich moves onto the space of another Ostrich&#039;&#039;&#039;, whether it’s from you moving on your turn or from you being pushed into them, &#039;&#039;&#039;&#039;&#039;you&#039;&#039;&#039;&#039;&#039; &#039;&#039;&#039;stop&#039;&#039;&#039; so you now occupy their space instead of executing any movement you may have left. &#039;&#039;&#039;&#039;&#039;They&#039;&#039;&#039;&#039;&#039; &#039;&#039;&#039;execute your movement&#039;&#039;&#039; starting from that space, including both distance and going in the direction you were traveling.&lt;br /&gt;
&lt;br /&gt;
4. &amp;lt;u&amp;gt;&#039;&#039;&#039;Zag Move&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
After you move your Zig, if you have a Zag Token, you may use it to execute your Zig distance again, but in any direction. &#039;&#039;Note: You may NOT change the value of X during a Zag.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
5. &amp;lt;u&amp;gt;&#039;&#039;&#039;Next Player&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
The next player in turn order executes their MOVE phase. Once all players have taken their turn, the round ends and you start a new PLAN phase.&lt;br /&gt;
&lt;br /&gt;
== Falling Off a Cliff ==&lt;br /&gt;
&lt;br /&gt;
If your Ostrich runs off the edge of the board, they fall off a cliff. Be careful!&lt;br /&gt;
&lt;br /&gt;
=== Penalties and Rewards ===&lt;br /&gt;
&lt;br /&gt;
- &#039;&#039;&#039;Pushed Off&#039;&#039;&#039; - If your Ostrich falls off a cliff &#039;&#039;&#039;&#039;&#039;on your turn&#039;&#039;&#039;&#039;&#039;, put one of your off-colored Garments back in the Garment Pile, if you have one. &lt;br /&gt;
- &#039;&#039;&#039;Running Off&#039;&#039;&#039; - If your Ostrich falls off a cliff and it is &#039;&#039;&#039;&#039;&#039;NOT your turn&#039;&#039;&#039;&#039;&#039;, the player whose turn it is may &#039;&#039;&#039;either&#039;&#039;&#039;:&lt;br /&gt;
 - &#039;&#039;&#039;Steal&#039;&#039;&#039; - steal one of your off-colored Garments, if you have one &lt;br /&gt;
&#039;&#039;&#039;OR&#039;&#039;&#039;&lt;br /&gt;
 - &#039;&#039;&#039;Draw&#039;&#039;&#039; - draw 2 Zig Cards&lt;br /&gt;
&lt;br /&gt;
=== Place Ostrich ===&lt;br /&gt;
&#039;&#039;&#039;Placement:&#039;&#039;&#039; No matter how it happened, place your Ostrich back on the closest empty Crate space to where you fell off. If it’s a tie, you choose which on which of the tied Crates you are placed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dizziness:&#039;&#039;&#039; Flip your token to the Dizzy side, indicating you can execute your Zig in any direction on your next turn.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Resolution Order ===&lt;br /&gt;
This is the order in which events occur when an ostrich falls off a cliff:&lt;br /&gt;
: 1. &#039;&#039;&#039;Finish All Moves&#039;&#039;&#039; - Resolve all movement for this turn, including Zags. &#039;&#039;Note: If you fall off a cliff on your turn from using your &#039;&#039;&#039;Zig&#039;&#039;&#039; and you had a &#039;&#039;&#039;Zag&#039;&#039;&#039;, you may NOT use the Zag from your new location.&#039;&#039;&lt;br /&gt;
: 2. &#039;&#039;&#039;Rewards and Penalties&#039;&#039;&#039; - Lose off-colored Garments and/or draw Zig Cards and flip to the Dizzy side.&lt;br /&gt;
: 3. &#039;&#039;&#039;Replace Garments&#039;&#039;&#039; - If any Garments were picked up, replace them on the board.&lt;br /&gt;
: 4. &#039;&#039;&#039;Place Ostriches&#039;&#039;&#039; - Place any Ostriches that fell off back on the board in the order in which they fell.&lt;br /&gt;
&lt;br /&gt;
== Garments ==&lt;br /&gt;
Throughout the game, you will pick up Garments and put them on your Ostrich. When you acquire a Garment that matches your player color, that Garment can never be stolen from you. Garments that do not match your color (“off-colored” Garments) might be stolen from you. (see Resolving a Collision)&lt;br /&gt;
&lt;br /&gt;
=== Picking Up ===&lt;br /&gt;
When you pick up a Garment, do the following:&lt;br /&gt;
&lt;br /&gt;
# If possible, you must &#039;&#039;&#039;wear it&#039;&#039;&#039; immediately by placing it on your Ostrich Mat in the square matching the Garment’s type. If you cannot wear it, put it to the left of the ostrich illustration in your Backpack. Note: You pick up and wear Garments as soon as you cross onto or over the space, even before the effects of falling off a cliff are resolved.&lt;br /&gt;
# Once all movement has been resolved, including Zags, &#039;&#039;&#039;draw a new Garment&#039;&#039;&#039; from the pool and place it on any empty Crate Space that is not in the row or column your Ostrich currently occupies. If there are no such spaces, just put it on any Crate Space. If there are still no valid spaces, put it anywhere that is not on your Board Tile, row, or column.&lt;br /&gt;
&lt;br /&gt;
== Traps ==&lt;br /&gt;
=== Drawing Traps ===&lt;br /&gt;
You may only have 1 Trap Card in your hand. If you ever have more than that, you must immediately discard to 1.&lt;br /&gt;
You may only draw up to 1 Trap Card per turn.&lt;br /&gt;
&lt;br /&gt;
=== Resolving Traps ===&lt;br /&gt;
You must resolve a Trap Card placed on you, if possible.&lt;br /&gt;
When you are resolving a Trap Card, if it is impossible to execute its effect, it has no effect.&lt;br /&gt;
&lt;br /&gt;
=== Deck Running Out ===&lt;br /&gt;
If any deck ever runs out, shuffle its discards to form a new deck.&lt;br /&gt;
&lt;br /&gt;
== End of Game ==&lt;br /&gt;
You win the game immediately (even before Falling Off a Cliff is resolved) when your Ostrich is wearing a Garment of each of the 4 types. You win with style points if you get all Garments of your color.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Two and Three Player ==&lt;br /&gt;
&lt;br /&gt;
When you play with 2-3 players, it’s a little more challenging so it is not recommended for new players. These are the differences:&lt;br /&gt;
* &#039;&#039;&#039;Ostriches:&#039;&#039;&#039; You control 2 Ostriches instead of one.&lt;br /&gt;
* &#039;&#039;&#039;Turn Order:&#039;&#039;&#039; When it’s your turn, choose which of your Ostriches that hasn’t executed their movement this round takes their turn. If one of your ostriches has the crown, it must go first.&lt;br /&gt;
* &#039;&#039;&#039;Shared Hand:&#039;&#039;&#039; Your ostriches share a hand of Zigs and Traps. The hand limits remain the same. (4 for Zigs and 1 for Traps)&lt;br /&gt;
* &#039;&#039;&#039;Zags:&#039;&#039;&#039; You may only claim 1 Zag per turn and you can give it to either Ostrich.&lt;br /&gt;
* &#039;&#039;&#039;Garments:&#039;&#039;&#039; At any time, you can give a Garment one Ostrich has to your other Ostrich.&lt;br /&gt;
* &#039;&#039;&#039;Win Condition:&#039;&#039;&#039; You win if you are the first to have both of your ostriches wearing all 4 garment types first.&lt;/div&gt;</summary>
		<author><name>Pull the Pin Games</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpostrichscramble&amp;diff=11346</id>
		<title>Gamehelpostrichscramble</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpostrichscramble&amp;diff=11346"/>
		<updated>2022-01-05T15:41:12Z</updated>

		<summary type="html">&lt;p&gt;Pull the Pin Games: /* MOVE PHASE */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Ostrich Scramble is a zany race around the board collecting items and laying traps for others, planning your movement ahead of time and hoping it still works out when it’s your turn to go. It plays 2-6 players. &#039;&#039;Note: These rules are written for the 4-6 player version with the 2-3 player changes given at the end.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;br /&gt;
== Objective ==&lt;br /&gt;
&lt;br /&gt;
You are an ostrich running around the rocky, high cliffs of Ostralia competing to become the best dressed. You must collect a head, body, legs, and feet garment by getting them from crates or stealing them from other ostriches. Whoever can get all 4 types first wins!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Rounds ==&lt;br /&gt;
Summary of rounds (with details following this section): &lt;br /&gt;
&lt;br /&gt;
1. &amp;lt;u&amp;gt;&#039;&#039;&#039;PLAN&#039;&#039;&#039;&amp;lt;/u&amp;gt; - Plan your turn for this round. (SIMULTANEOUS)&lt;br /&gt;
 1a. &#039;&#039;&#039;Draw:&#039;&#039;&#039; Draw Zig Cards.&lt;br /&gt;
 1b. &#039;&#039;&#039;Claim a Zag:&#039;&#039;&#039; Trade in 3 matching Zig Cards for a Zag.&lt;br /&gt;
 1c. &#039;&#039;&#039;Set Zig:&#039;&#039;&#039; Choose your distance and direction for this round.&lt;br /&gt;
2. &amp;lt;u&amp;gt;&#039;&#039;&#039;SET TRAPS&#039;&#039;&#039;&amp;lt;/u&amp;gt; - Play traps on other players. (SIMULTANEOUS)&lt;br /&gt;
3. &amp;lt;u&amp;gt;&#039;&#039;&#039;MOVE&#039;&#039;&#039;&amp;lt;/u&amp;gt; - Beginning with the Starting Player, each player does the following. (INDIVIDUAL)&lt;br /&gt;
 3a. &#039;&#039;&#039;Reveal Zig:&#039;&#039;&#039; Reveal your Zig Card.&lt;br /&gt;
 3b. &#039;&#039;&#039;Resolve Traps:&#039;&#039;&#039; Trigger any Traps that were played on you.&lt;br /&gt;
 3c. &#039;&#039;&#039;Zig Move:&#039;&#039;&#039; Move your Ostrich Token the number of spaces equal to the distance on your Zig Card in the direction in which it is oriented. (see Resolving Movement)&lt;br /&gt;
 3d. &#039;&#039;&#039;Zag Move:&#039;&#039;&#039; If you have Zag Token, you may discard it to execute your Zig again in any direction.&lt;br /&gt;
 3e. &#039;&#039;&#039;Next Player:&#039;&#039;&#039; The next player in turn order executes their movement. &lt;br /&gt;
4. &amp;lt;u&amp;gt;&#039;&#039;&#039;NEW ROUND&#039;&#039;&#039;&amp;lt;/u&amp;gt; - Then a new round begins. Discard any Movement or Trap Cards that were used last round.&lt;br /&gt;
&lt;br /&gt;
=== PLAN PHASE ===&lt;br /&gt;
&lt;br /&gt;
==== Draw ====&lt;br /&gt;
Draw Zig Cards until you have at least 4. You do not discard down to 4 if you have more than 4.&lt;br /&gt;
&lt;br /&gt;
==== Claim Zag ====&lt;br /&gt;
If you have 3 cards with the same distance, you may discard them and take a Zag Token. Then draw back up to your hand size. You may not claim a Zag Token if you already have one. You may use X cards as wilds when claiming a Zag.&lt;br /&gt;
&lt;br /&gt;
==== Set Zig ====&lt;br /&gt;
&#039;&#039;&#039;Distance:&#039;&#039;&#039; Each turn, you will select a Zig Card, which will determine the &#039;&#039;&#039;distance&#039;&#039;&#039; you will travel, which will be 1-3 spaces or a wild “X”. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Direction:&#039;&#039;&#039; You will place it on your Ostrich Mat so the corner of the &#039;&#039;&#039;direction&#039;&#039;&#039; in which you wish to travel is touching the Zig corner.&lt;br /&gt;
&lt;br /&gt;
=== SET TRAPS PHASE ===&lt;br /&gt;
&lt;br /&gt;
Once everyone has chosen their Zig Card, you may play your Trap Card on any other player’s Ostrich by placing it face-down on their Ostrich Mat. If someone already played one on that player, place yours on top of their Trap Card to form a pile.&lt;br /&gt;
&lt;br /&gt;
=== MOVE PHASE ===&lt;br /&gt;
&lt;br /&gt;
1. &amp;lt;u&amp;gt;&#039;&#039;&#039;Reveal Zig&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
Turn your Zig Card face-up. If it is an X, choose any number, 0 or greater, for your distance.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Turn Order:&#039;&#039;&#039; If you have the Start Player Token this round, your Zig Card indicates whether the turn order direction is clockwise or counter-clockwise. &lt;br /&gt;
&lt;br /&gt;
2. &amp;lt;u&amp;gt;&#039;&#039;&#039;Resolve Traps&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
If anyone played a Trap Card on you, resolve them in the opposite order in which they were played.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
3. &amp;lt;u&amp;gt;&#039;&#039;&#039;Zig Move&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
Move your Ostrich Token the number of spaces equal to the distance on your Zig Card in the direction in which it is oriented. If it is on the Dizzy side, move in &#039;&#039;&#039;any&#039;&#039;&#039; direction and then flip it back to the non-Dizzy side.&lt;br /&gt;
&lt;br /&gt;
These are the things you may encounter when you execute your movement:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;GARMENT:&#039;&#039;&#039; You move through Garments and pick them up as you go. (&#039;&#039;See Garments&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;CRATE:&#039;&#039;&#039; You move through Crates. When you move through or stop on a crate, do the following based on whether there is a Garment on it:&lt;br /&gt;
&lt;br /&gt;
- &#039;&#039;&#039;No Garment&#039;&#039;&#039; - Draw a Trap and take the first player Crown. &#039;&#039;Note: If you were placed on a Crate from a Trap Card, you do NOT draw a Trap Card and you do NOT take a Crown.&#039;&#039;&lt;br /&gt;
- &#039;&#039;&#039;Has Garment&#039;&#039;&#039; - Pick up the Garment. (&#039;&#039;See Garments&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SKATEBOARD:&#039;&#039;&#039; When you would normally move onto or through a Skateboard space, you stop on the space and do not execute any movement you may have left. Then you move again in the following way:&lt;br /&gt;
&lt;br /&gt;
- If it is &#039;&#039;&#039;&#039;&#039;your turn&#039;&#039;&#039;&#039;&#039;, execute the movement distance that you were executing when you moved onto the Skateboard again, but do it in any direction starting from the Skateboard space.&lt;br /&gt;
- If it is &#039;&#039;&#039;&#039;&#039;NOT your turn&#039;&#039;&#039;&#039;&#039;(you were pushed onto it by another player) you execute the distance &#039;&#039;&#039;&#039;&#039;and direction&#039;&#039;&#039;&#039;&#039; that player was executing when they collided with you starting from the Skateboard space.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OSTRICH:&#039;&#039;&#039; Whenever &#039;&#039;&#039;your Ostrich moves onto the space of another Ostrich&#039;&#039;&#039;, whether it’s from you moving on your turn or from you being pushed into them, &#039;&#039;&#039;&#039;&#039;you&#039;&#039;&#039;&#039;&#039; &#039;&#039;&#039;stop&#039;&#039;&#039; so you now occupy their space instead of executing any movement you may have left. &#039;&#039;&#039;&#039;&#039;They&#039;&#039;&#039;&#039;&#039; &#039;&#039;&#039;execute your movement&#039;&#039;&#039; starting from that space, including both distance and going in the direction you were traveling.&lt;br /&gt;
&lt;br /&gt;
4. &amp;lt;u&amp;gt;&#039;&#039;&#039;Zag Move&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
After you move your Zig, if you have a Zag Token, you may use it to execute your Zig distance again, but in any direction. &#039;&#039;Note: You may NOT change the value of X during a Zag.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
5. &amp;lt;u&amp;gt;&#039;&#039;&#039;Next Player&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
The next player in turn order executes their MOVE phase. Once all players have taken their turn, the round ends and you start a new PLAN phase.&lt;br /&gt;
&lt;br /&gt;
== Falling Off a Cliff ==&lt;br /&gt;
&lt;br /&gt;
If your Ostrich runs off the edge of the board, they fall off a cliff. Be careful!&lt;br /&gt;
&lt;br /&gt;
=== Penalties and Rewards ===&lt;br /&gt;
&lt;br /&gt;
- &#039;&#039;&#039;Pushed Off&#039;&#039;&#039; - If your Ostrich falls off a cliff &#039;&#039;&#039;&#039;&#039;on your turn&#039;&#039;&#039;&#039;&#039;, put one of your off-colored Garments back in the Garment Pile, if you have one. &lt;br /&gt;
- &#039;&#039;&#039;Running Off&#039;&#039;&#039; - If your Ostrich falls off a cliff and it is &#039;&#039;&#039;&#039;&#039;NOT your turn&#039;&#039;&#039;&#039;&#039;, the player whose turn it is may &#039;&#039;&#039;either&#039;&#039;&#039;:&lt;br /&gt;
 - &#039;&#039;&#039;Steal&#039;&#039;&#039; - steal one of your off-colored Garments, if you have one &lt;br /&gt;
&#039;&#039;&#039;OR&#039;&#039;&#039;&lt;br /&gt;
 - &#039;&#039;&#039;Draw&#039;&#039;&#039; - draw 2 Zig Cards&lt;br /&gt;
&lt;br /&gt;
=== Place Ostrich ===&lt;br /&gt;
&#039;&#039;&#039;Placement:&#039;&#039;&#039; No matter how it happened, place your Ostrich back on the closest empty Crate space to where you fell off. If it’s a tie, you choose which on which of the tied Crates you are placed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dizziness:&#039;&#039;&#039; Flip your token to the Dizzy side, indicating you can execute your Zig in any direction on your next turn.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Resolution Order ===&lt;br /&gt;
This is the order in which events occur when an ostrich falls off a cliff:&lt;br /&gt;
: 1. &#039;&#039;&#039;Finish All Moves&#039;&#039;&#039; - Resolve all movement for this turn, including Zags. &#039;&#039;Note: If you fall off a cliff on your turn from using your &#039;&#039;&#039;Zig&#039;&#039;&#039; and you had a &#039;&#039;&#039;Zag&#039;&#039;&#039;, you may NOT use the Zag from your new location.&#039;&#039;&lt;br /&gt;
: 2. &#039;&#039;&#039;Rewards and Penalties&#039;&#039;&#039; - Lose off-colored Garments and/or draw Zig Cards and flip to the Dizzy side.&lt;br /&gt;
: 3. &#039;&#039;&#039;Replace Garments&#039;&#039;&#039; - If any Garments were picked up, replace them on the board.&lt;br /&gt;
: 4. &#039;&#039;&#039;Place Ostriches&#039;&#039;&#039; - Place any Ostriches that fell off back on the board in the order in which they fell.&lt;br /&gt;
&lt;br /&gt;
== Garments ==&lt;br /&gt;
Throughout the game, you will pick up Garments and put them on your Ostrich. When you acquire a Garment that matches your player color, that Garment can never be stolen from you. Garments that do not match your color (“off-colored” Garments) might be stolen from you. (see Resolving a Collision)&lt;br /&gt;
&lt;br /&gt;
=== Picking Up ===&lt;br /&gt;
When you pick up a Garment, do the following:&lt;br /&gt;
&lt;br /&gt;
# If possible, you must &#039;&#039;&#039;wear it&#039;&#039;&#039; immediately by placing it on your Ostrich Mat in the square matching the Garment’s type. If you cannot wear it, put it to the left of the ostrich illustration in your Backpack. Note: You pick up and wear Garments as soon as you cross onto or over the space, even before the effects of falling off a cliff are resolved.&lt;br /&gt;
# Once all movement has been resolved, including Zags, &#039;&#039;&#039;draw a new Garment&#039;&#039;&#039; from the pool and place it on any empty Crate Space that is not in the row or column your Ostrich currently occupies. If there are no such spaces, just put it on any Crate Space. If there are still no valid spaces, put it anywhere that is not on your Board Tile, row, or column.&lt;br /&gt;
&lt;br /&gt;
== Traps ==&lt;br /&gt;
=== Drawing Traps ===&lt;br /&gt;
You may only have 1 Trap Card in your hand. If you ever have more than that, you must immediately discard to 1.&lt;br /&gt;
You may only draw up to 1 Trap Card per turn.&lt;br /&gt;
&lt;br /&gt;
=== Resolving Traps ===&lt;br /&gt;
You must resolve a Trap Card placed on you, if possible.&lt;br /&gt;
When you are resolving a Trap Card, if it is impossible to execute its effect, it has no effect.&lt;br /&gt;
&lt;br /&gt;
=== Deck Running Out ===&lt;br /&gt;
If any deck ever runs out, shuffle its discards to form a new deck.&lt;br /&gt;
&lt;br /&gt;
== End of Game ==&lt;br /&gt;
You win the game immediately (even before Falling Off a Cliff is resolved) when your Ostrich is wearing a Garment of each of the 4 types. You win with style points if you get all Garments of your color.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Two and Three Player ==&lt;br /&gt;
&lt;br /&gt;
When you play with 2-3 players, it’s a little more challenging so it is not recommended for new players. These are the differences:&lt;br /&gt;
* &#039;&#039;&#039;Ostriches:&#039;&#039;&#039; You control 2 Ostriches instead of one.&lt;br /&gt;
* &#039;&#039;&#039;Turn Order:&#039;&#039;&#039; When it’s your turn, choose which of your Ostriches that hasn’t executed their movement this round takes their turn. If one of your ostriches has the crown, it must go first.&lt;br /&gt;
* &#039;&#039;&#039;Shared Hand:&#039;&#039;&#039; Your ostriches share a hand of Zigs and Traps. The hand limits remain the same. (4 for Zigs and 1 for Traps)&lt;br /&gt;
* &#039;&#039;&#039;Zags:&#039;&#039;&#039; You may only claim 1 Zag per turn and you can give it to either Ostrich.&lt;br /&gt;
* &#039;&#039;&#039;Garments:&#039;&#039;&#039; At any time, you can give a Garment one Ostrich has to your other Ostrich.&lt;br /&gt;
* &#039;&#039;&#039;Win Condition:&#039;&#039;&#039; You win if you are the first to have both of your ostriches wearing all 4 garment types first.&lt;/div&gt;</summary>
		<author><name>Pull the Pin Games</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpostrichscramble&amp;diff=11343</id>
		<title>Gamehelpostrichscramble</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpostrichscramble&amp;diff=11343"/>
		<updated>2022-01-05T15:39:11Z</updated>

		<summary type="html">&lt;p&gt;Pull the Pin Games: /* Rounds */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Ostrich Scramble is a zany race around the board collecting items and laying traps for others, planning your movement ahead of time and hoping it still works out when it’s your turn to go. It plays 2-6 players. &#039;&#039;Note: These rules are written for the 4-6 player version with the 2-3 player changes given at the end.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;br /&gt;
== Objective ==&lt;br /&gt;
&lt;br /&gt;
You are an ostrich running around the rocky, high cliffs of Ostralia competing to become the best dressed. You must collect a head, body, legs, and feet garment by getting them from crates or stealing them from other ostriches. Whoever can get all 4 types first wins!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Rounds ==&lt;br /&gt;
Summary of rounds (with details following this section): &lt;br /&gt;
&lt;br /&gt;
1. &amp;lt;u&amp;gt;&#039;&#039;&#039;PLAN&#039;&#039;&#039;&amp;lt;/u&amp;gt; - Plan your turn for this round. (SIMULTANEOUS)&lt;br /&gt;
 1a. &#039;&#039;&#039;Draw:&#039;&#039;&#039; Draw Zig Cards.&lt;br /&gt;
 1b. &#039;&#039;&#039;Claim a Zag:&#039;&#039;&#039; Trade in 3 matching Zig Cards for a Zag.&lt;br /&gt;
 1c. &#039;&#039;&#039;Set Zig:&#039;&#039;&#039; Choose your distance and direction for this round.&lt;br /&gt;
2. &amp;lt;u&amp;gt;&#039;&#039;&#039;SET TRAPS&#039;&#039;&#039;&amp;lt;/u&amp;gt; - Play traps on other players. (SIMULTANEOUS)&lt;br /&gt;
3. &amp;lt;u&amp;gt;&#039;&#039;&#039;MOVE&#039;&#039;&#039;&amp;lt;/u&amp;gt; - Beginning with the Starting Player, each player does the following. (INDIVIDUAL)&lt;br /&gt;
 3a. &#039;&#039;&#039;Reveal Zig:&#039;&#039;&#039; Reveal your Zig Card.&lt;br /&gt;
 3b. &#039;&#039;&#039;Resolve Traps:&#039;&#039;&#039; Trigger any Traps that were played on you.&lt;br /&gt;
 3c. &#039;&#039;&#039;Zig Move:&#039;&#039;&#039; Move your Ostrich Token the number of spaces equal to the distance on your Zig Card in the direction in which it is oriented. (see Resolving Movement)&lt;br /&gt;
 3d. &#039;&#039;&#039;Zag Move:&#039;&#039;&#039; If you have Zag Token, you may discard it to execute your Zig again in any direction.&lt;br /&gt;
 3e. &#039;&#039;&#039;Next Player:&#039;&#039;&#039; The next player in turn order executes their movement. &lt;br /&gt;
4. &amp;lt;u&amp;gt;&#039;&#039;&#039;NEW ROUND&#039;&#039;&#039;&amp;lt;/u&amp;gt; - Then a new round begins. Discard any Movement or Trap Cards that were used last round.&lt;br /&gt;
&lt;br /&gt;
=== PLAN PHASE ===&lt;br /&gt;
&lt;br /&gt;
==== Draw ====&lt;br /&gt;
Draw Zig Cards until you have at least 4. You do not discard down to 4 if you have more than 4.&lt;br /&gt;
&lt;br /&gt;
==== Claim Zag ====&lt;br /&gt;
If you have 3 cards with the same distance, you may discard them and take a Zag Token. Then draw back up to your hand size. You may not claim a Zag Token if you already have one. You may use X cards as wilds when claiming a Zag.&lt;br /&gt;
&lt;br /&gt;
==== Set Zig ====&lt;br /&gt;
&#039;&#039;&#039;Distance:&#039;&#039;&#039; Each turn, you will select a Zig Card, which will determine the &#039;&#039;&#039;distance&#039;&#039;&#039; you will travel, which will be 1-3 spaces or a wild “X”. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Direction:&#039;&#039;&#039; You will place it on your Ostrich Mat so the corner of the &#039;&#039;&#039;direction&#039;&#039;&#039; in which you wish to travel is touching the Zig corner.&lt;br /&gt;
&lt;br /&gt;
=== SET TRAPS PHASE ===&lt;br /&gt;
&lt;br /&gt;
Once everyone has chosen their Zig Card, you may play your Trap Card on any other player’s Ostrich by placing it face-down on their Ostrich Mat. If someone already played one on that player, place yours on top of their Trap Card to form a pile.&lt;br /&gt;
&lt;br /&gt;
=== MOVE PHASE ===&lt;br /&gt;
&lt;br /&gt;
1. &amp;lt;u&amp;gt;&#039;&#039;&#039;Reveal Zig&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
Turn your Zig Card face-up. If it is an X, choose any number, 0 or greater, for your distance.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Turn Order:&#039;&#039;&#039; If you have the Start Player Token this round, your Zig Card indicates whether the turn order direction is clockwise or counter-clockwise. &lt;br /&gt;
&lt;br /&gt;
2. &amp;lt;u&amp;gt;&#039;&#039;&#039;Resolve Traps&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
If anyone played a Trap Card on you, resolve them in the opposite order in which they were played.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
3. &amp;lt;u&amp;gt;&#039;&#039;&#039;Zig Move&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
Move your Ostrich Token the number of spaces equal to the distance on your Zig Card in the direction in which it is oriented. If it is on the Dizzy side, move in &#039;&#039;&#039;any&#039;&#039;&#039; direction and then flip it back to the non-Dizzy side.&lt;br /&gt;
&lt;br /&gt;
These are the things you may encounter when you execute your movement:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;GARMENT:&#039;&#039;&#039; You move through Garments and pick them up as you go. (&#039;&#039;See Garments&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;CRATE:&#039;&#039;&#039; You move through Crates. When you move through or stop on a crate, do the following based on whether there is a Garment on it:&lt;br /&gt;
- &#039;&#039;&#039;No Garment&#039;&#039;&#039; - Draw a Trap and take the first player Crown. &#039;&#039;Note: If you were placed on a Crate from a Trap Card, you do NOT draw a Trap Card and you do NOT take a Crown.&#039;&#039;&lt;br /&gt;
- &#039;&#039;&#039;Has Garment&#039;&#039;&#039; - Pick up the Garment. (&#039;&#039;See Garments&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SKATEBOARD:&#039;&#039;&#039; When you would normally move onto or through a Skateboard space, you stop on the space and do not execute any movement you may have left. Then you move again in the following way:&lt;br /&gt;
- If it is &#039;&#039;&#039;&#039;&#039;your turn&#039;&#039;&#039;&#039;&#039;, execute the movement distance that you were executing when you moved onto the Skateboard again, but do it in any direction starting from the Skateboard space.&lt;br /&gt;
&lt;br /&gt;
- If it is &#039;&#039;&#039;&#039;&#039;NOT your turn&#039;&#039;&#039;&#039;&#039;(you were pushed onto it by another player) you execute the distance &#039;&#039;&#039;&#039;&#039;and direction&#039;&#039;&#039;&#039;&#039; that player was executing when they collided with you starting from the Skateboard space.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OSTRICH:&#039;&#039;&#039; Whenever &#039;&#039;&#039;your Ostrich moves onto the space of another Ostrich&#039;&#039;&#039;, whether it’s from you moving on your turn or from you being pushed into them, &#039;&#039;&#039;&#039;&#039;you&#039;&#039;&#039;&#039;&#039; &#039;&#039;&#039;stop&#039;&#039;&#039; so you now occupy their space instead of executing any movement you may have left. &#039;&#039;&#039;&#039;&#039;They&#039;&#039;&#039;&#039;&#039; &#039;&#039;&#039;execute your movement&#039;&#039;&#039; starting from that space, including both distance and going in the direction you were traveling.&lt;br /&gt;
&lt;br /&gt;
== Falling Off a Cliff ==&lt;br /&gt;
&lt;br /&gt;
If your Ostrich runs off the edge of the board, they fall off a cliff. Be careful!&lt;br /&gt;
&lt;br /&gt;
=== Penalties and Rewards ===&lt;br /&gt;
&lt;br /&gt;
- &#039;&#039;&#039;Pushed Off&#039;&#039;&#039; - If your Ostrich falls off a cliff &#039;&#039;&#039;&#039;&#039;on your turn&#039;&#039;&#039;&#039;&#039;, put one of your off-colored Garments back in the Garment Pile, if you have one. &lt;br /&gt;
- &#039;&#039;&#039;Running Off&#039;&#039;&#039; - If your Ostrich falls off a cliff and it is &#039;&#039;&#039;&#039;&#039;NOT your turn&#039;&#039;&#039;&#039;&#039;, the player whose turn it is may &#039;&#039;&#039;either&#039;&#039;&#039;:&lt;br /&gt;
 - &#039;&#039;&#039;Steal&#039;&#039;&#039; - steal one of your off-colored Garments, if you have one &lt;br /&gt;
&#039;&#039;&#039;OR&#039;&#039;&#039;&lt;br /&gt;
 - &#039;&#039;&#039;Draw&#039;&#039;&#039; - draw 2 Zig Cards&lt;br /&gt;
&lt;br /&gt;
=== Place Ostrich ===&lt;br /&gt;
&#039;&#039;&#039;Placement:&#039;&#039;&#039; No matter how it happened, place your Ostrich back on the closest empty Crate space to where you fell off. If it’s a tie, you choose which on which of the tied Crates you are placed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dizziness:&#039;&#039;&#039; Flip your token to the Dizzy side, indicating you can execute your Zig in any direction on your next turn.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Resolution Order ===&lt;br /&gt;
This is the order in which events occur when an ostrich falls off a cliff:&lt;br /&gt;
: 1. &#039;&#039;&#039;Finish All Moves&#039;&#039;&#039; - Resolve all movement for this turn, including Zags. &#039;&#039;Note: If you fall off a cliff on your turn from using your &#039;&#039;&#039;Zig&#039;&#039;&#039; and you had a &#039;&#039;&#039;Zag&#039;&#039;&#039;, you may NOT use the Zag from your new location.&#039;&#039;&lt;br /&gt;
: 2. &#039;&#039;&#039;Rewards and Penalties&#039;&#039;&#039; - Lose off-colored Garments and/or draw Zig Cards and flip to the Dizzy side.&lt;br /&gt;
: 3. &#039;&#039;&#039;Replace Garments&#039;&#039;&#039; - If any Garments were picked up, replace them on the board.&lt;br /&gt;
: 4. &#039;&#039;&#039;Place Ostriches&#039;&#039;&#039; - Place any Ostriches that fell off back on the board in the order in which they fell.&lt;br /&gt;
&lt;br /&gt;
== Garments ==&lt;br /&gt;
Throughout the game, you will pick up Garments and put them on your Ostrich. When you acquire a Garment that matches your player color, that Garment can never be stolen from you. Garments that do not match your color (“off-colored” Garments) might be stolen from you. (see Resolving a Collision)&lt;br /&gt;
&lt;br /&gt;
=== Picking Up ===&lt;br /&gt;
When you pick up a Garment, do the following:&lt;br /&gt;
&lt;br /&gt;
# If possible, you must &#039;&#039;&#039;wear it&#039;&#039;&#039; immediately by placing it on your Ostrich Mat in the square matching the Garment’s type. If you cannot wear it, put it to the left of the ostrich illustration in your Backpack. Note: You pick up and wear Garments as soon as you cross onto or over the space, even before the effects of falling off a cliff are resolved.&lt;br /&gt;
# Once all movement has been resolved, including Zags, &#039;&#039;&#039;draw a new Garment&#039;&#039;&#039; from the pool and place it on any empty Crate Space that is not in the row or column your Ostrich currently occupies. If there are no such spaces, just put it on any Crate Space. If there are still no valid spaces, put it anywhere that is not on your Board Tile, row, or column.&lt;br /&gt;
&lt;br /&gt;
== Traps ==&lt;br /&gt;
=== Drawing Traps ===&lt;br /&gt;
You may only have 1 Trap Card in your hand. If you ever have more than that, you must immediately discard to 1.&lt;br /&gt;
You may only draw up to 1 Trap Card per turn.&lt;br /&gt;
&lt;br /&gt;
=== Resolving Traps ===&lt;br /&gt;
You must resolve a Trap Card placed on you, if possible.&lt;br /&gt;
When you are resolving a Trap Card, if it is impossible to execute its effect, it has no effect.&lt;br /&gt;
&lt;br /&gt;
=== Deck Running Out ===&lt;br /&gt;
If any deck ever runs out, shuffle its discards to form a new deck.&lt;br /&gt;
&lt;br /&gt;
== End of Game ==&lt;br /&gt;
You win the game immediately (even before Falling Off a Cliff is resolved) when your Ostrich is wearing a Garment of each of the 4 types. You win with style points if you get all Garments of your color.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Two and Three Player ==&lt;br /&gt;
&lt;br /&gt;
When you play with 2-3 players, it’s a little more challenging so it is not recommended for new players. These are the differences:&lt;br /&gt;
* &#039;&#039;&#039;Ostriches:&#039;&#039;&#039; You control 2 Ostriches instead of one.&lt;br /&gt;
* &#039;&#039;&#039;Turn Order:&#039;&#039;&#039; When it’s your turn, choose which of your Ostriches that hasn’t executed their movement this round takes their turn. If one of your ostriches has the crown, it must go first.&lt;br /&gt;
* &#039;&#039;&#039;Shared Hand:&#039;&#039;&#039; Your ostriches share a hand of Zigs and Traps. The hand limits remain the same. (4 for Zigs and 1 for Traps)&lt;br /&gt;
* &#039;&#039;&#039;Zags:&#039;&#039;&#039; You may only claim 1 Zag per turn and you can give it to either Ostrich.&lt;br /&gt;
* &#039;&#039;&#039;Garments:&#039;&#039;&#039; At any time, you can give a Garment one Ostrich has to your other Ostrich.&lt;br /&gt;
* &#039;&#039;&#039;Win Condition:&#039;&#039;&#039; You win if you are the first to have both of your ostriches wearing all 4 garment types first.&lt;/div&gt;</summary>
		<author><name>Pull the Pin Games</name></author>
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