This is a documentation for Board Game Arena: play board games online !

Gamehelprednotice

From Board Game Arena
Revision as of 06:02, 16 February 2026 by Thomas (talk | contribs) (→‎End of Game)
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Jump to navigation Jump to search

Theme

In this asymmetrical two-player game, one player takes on the role of the brilliant forger Angela Farbank, who attempts to cash as many forged checks as possible around the world. The other player steps into the role of FBI agent Jessah Hope, who does everything in her power to track Farbank down and bring her to justice.

Game Objective

  • Forger (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.

Forger:

  • 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 → Angela wins.
  • Jessah has captured Angela 3 times → Jessah wins.