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Revision as of 12:25, 15 February 2026 by Thomas (talk | contribs) (Created page with "== Game Objective == * '''Faussaire (Angela):''' Cash a total of '''≥ $1,000,000''' in checks. * '''Agent (Jessah):''' Capture Angela '''3 times''' (the first 2 captures cost her one identity each; the 3rd capture wins Jessah). == Quick Overview == '''Planning''' → '''Reveal Markers''' → '''Perform Actions''' → '''Switch Initiative'''.<br/> Angela hides and collects money, while Jessah blocks, tracks, and hunts. == Round Flow (Each Round) == Each round consis...")
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Game Objective

  • Faussaire (Angela): Cash a total of ≥ $1,000,000 in checks.
  • Agent (Jessah): Capture Angela 3 times (the first 2 captures cost her one identity each; the 3rd capture wins Jessah).

Quick Overview

PlanningReveal MarkersPerform ActionsSwitch Initiative.
Angela hides and collects money, while Jessah blocks, tracks, and hunts.

Round Flow (Each Round)

Each round consists of 3 phases:

1. Programming

  1. Lay out 4 action cards face up.
  2. Each player draws 3 face-down action markers.
  3. Alternately (starting with Initiative), place 1 marker on an action card.
    • Maximum of 2 markers per card (1 per side).
    • No player may occupy both sides of the same card.

2. Action Resolution

Resolve cards one after the other (starting with the Initiative side):

0 markers: Ignore the card.

1 marker:

  • The owner performs both actions on the card (first their own side, then the other).

2 markers:

  • The higher value wins → performs both actions.
  • The loser performs only the action on their side.

Tie:

  • Each player performs only their own action (Initiative first).

POW! marker:

  • Picks up the opponent's marker → counts as "alone on the card".

The 4 Actions

1. Check

  • Draw checks into your hand according to the symbols.
  • Maximum 5 in hand.

2. Bank (Cash Check)

  • 1 check may be cashed in a city matching your color.
  • The bank's position is revealed.

Effects:

  • $100,000 → Move 1 immediately.
  • $200,000 → Agent receives an upgrade (or later: 1 Security + 1 Movement).

3. Security (Agent only)

Per Security symbol:

  • Place Radar on a continent (monitors Angela).
  • Or place Barrier on a route.

Additionally:

  • Security marker moves up on the track.
  • Spend 2 Security → Remove 1 Radar or Barrier.
  • Maximum 4 Security can be stored.

4. Movement

  • Move 1 city per symbol.

Agent:

  • When she enters a city, it checks:
    • Is Angela there? → Capture.
      • Angela loses 1 identity and flees immediately.

Faussaire:

  • Movement is secret.
  • Radar: Upon entering a monitored continent → Radar is triggered and removed; the agent learns which continent (order if multiple).
  • Barriers: Block routes.

Identities (Angela only)

Upon capture:

  • Angela loses 1 identity and performs its effect (flight, special movement, etc.).
  • After 2 lost identities, the 3rd capture is final.

End of Round

  • Initiative changes.
  • Discard played action cards and markers.
  • After every 3 rounds:
    • All markers and action cards are reshuffled.

End of Game

Immediately if:

  • Angela has redeemed $1,000,000 or more → she wins.
  • Jessah has captured Angela 3 times → she wins.