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==TABLE TALK==
==TABLE TALK==
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.
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.
<br />
<br />


=ZOMBIES EXPANSION=
=ZOMBIES EXPANSION=
==ZOMBIE TEAM==
==ZOMBIE TEAM==
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.
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.


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.
==GETTING SHOT/BITTEN==
'''If you are already a Zombie,''' you aim your Arms at yourself. If you were shot with a Gun, the player who shot you keeps their Gun.


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.
==INFECTOR==
One player will have an Infector card. This is not a Leader card, but whoever has it is on the Zombie team. ''Note: Although you are on the Zombie team, you are not a zombie yourself until your Infector card is revealed.''
==INVESTIGATING==
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.
==SHOOTING A ZOMBIE==
When you shoot a zombie, you keep your Gun, but you must change your aim during your Aim phase.
==GETTING SHOT==
'''If you are NOT a Zombie,''' flip over all of your Integrity Cards. Then:
'''If you are NOT a Zombie,''' flip over all of your Integrity Cards. Then:
* '''If you are a Leader,''' follow the same rules as getting shot in the base game.
* '''If you are a Leader,''' follow the same rules as getting shot in the base game.
* '''If you are NOT a Leader,''' you become a zombie (see Becoming a Zombie). ''Note: The Infector is not a Leader so this also applies to them.''
* '''If you are NOT a Leader,''' you become a zombie (see Becoming a Zombie).
 
'''If you are already a Zombie,''' you aim your Arms at yourself.


==BECOMING A ZOMBIE==
==BECOMING A ZOMBIE==
'''You become a zombie when any of these things happen:'''
You become a zombie when you are a non-Leader, non-Zombie and you are shot.
* You are a non-Leader, non-Zombie and you are shot.
* You have an Infector card and it is revealed.
* You roll the zombie symbol on a Zombie Die.  


'''When any of those happen, do the following:'''
'''When that happens, do the following:'''
* Reveal all of your hidden cards.
* Reveal all of your hidden cards.
* Take zombie Arms.
* Take zombie Arms and aim them at yourself.
* You are no longer on the Honest or Crooked team but instead you are now on the Zombie team.
* You are no longer on the Honest or Crooked team but instead you are now on the Zombie team.
* '''You Keep:'''
* '''You Keep:'''
** Any Equipment you had.
** Any Equipment you had.
** Any Infection tokens you have on your Integrity cards.
* '''You Lose:'''
* '''You Lose:'''
** Any Gun you were holding.
** Any Gun you were holding.


''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.''
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.


==ZOMBIE ACTIONS==
==ZOMBIE ACTIONS==
When you are a zombie and you take your turn, instead of the usual turn actions, you can take one of these:
When you are a zombie and you take your turn, instead of the usual turn actions, you can take one of these:


'''Bite:''' 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.
'''Bite:''' Bite the player you are targeting with your Arms. You must choose a new target in the Aim phase.
'''Equip:''' Remove an Infection token from a non-Zombie player's Integrity card. Then draw an Equipment card.
'''Equip:''' Draw an Equipment card.
'''Infect:''' Add an Infection token to an Integrity card of up to 2 players. ''Note: Each Integrity card can have up to one Infection token on it.''
 
At the end of a zombie turn, if you have Arms, you may aim them at any player.
 
 
===Zombie Dice===
When a zombie Bites you and you are not a zombie, put an Infection token on one of your Integrity cards.  
 
Then, roll a Zombie die for each Infection token on your Integrity cards. These are the symbols you might roll:
* '''Zombie Symbol:''' You become a zombie. If you are the Agent or Kingpin, the game is over.
* '''Infection Symbol:''' You add an extra Infection token to one of your Integrity cards. Only one Infection token may be on each Integrity card.
* '''Zombie Arms Symbol:''' The zombie who bit you must change their aim to another player.


After you take your action, you may aim your Arms at any player.


===Zombie Equipment and Arms===
===Zombie Equipment and Arms===
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* A zombie cannot take the Arm action.
* A zombie cannot take the Arm action.


==SWAPPING INTEGRITY CARDS==
<br />
'''There are a few new cases where exchanging Integrity cards may make you switch teams:'''
<br />
* If you are given a revealed Infector card, you become a zombie.
 
* 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.
=BOMBERS AND TRAITORS EXPANSION=
* If you ever have both the Infector and a Leader card, you immediately win alone.
This expansion adds the possibility that there will be Traitors and/or Bombers in the game.
 
==BOMBER TEAM==
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.
 
'''Win Condition:''' You and all other Bombers win if you are shot or if you eliminate the Agent or Kingpin with a Gun.  
 
'''Note:''' If you eliminate the Agent or Kingpin and there is at least one surviving Traitor, all Traitors also win.
 
==TRAITOR TEAM==
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.
 
'''Win Condition:''' You and all other Traitors win if you are alive when the Agent or Kingpin is eliminated.  
 
'''Note:''' If the Agent or Kingpin was eliminated by being shot by a Gun held by a Bomber, all Bombers also win.

Revision as of 03:47, 4 January 2023

TEAM

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.

ON YOUR TURN

Your turn consists of 3 phases:

1) Take Action

Choose 1 of these actions to take:

  • Investigate - View one hidden Integrity Card.
  • Arm - Take a Gun. Reveal 1 of your hidden Integrity Cards if you have any.
  • Equip - Draw an Equipment Card. Discard down to 1. Reveal 1 of your hidden Integrity Cards if you have any.
  • Shoot - Shoot your Gun at the player at whom you are aiming. Drop your gun.

2) Take Aim

If you are holding a Gun, aim it at any living player other than yourself.

3) End Turn

Play proceeds clockwise.

GETTING SHOT

If you are shot, you must reveal all of your Integrity Cards.

If you are NOT the Agent or Kingpin:

  • You are eliminated from the game.
  • Return any Equipment Cards in your hand to the bottom of the deck.
  • Return your Gun to the center of the table.

If you ARE the Agent or Kingpin:

  • You are NOT eliminated the first time you are shot. If you are shot while wounded, the game ends and the opposing team wins.
  • Draw an Equipment Card.
  • Put a Wounded Token on your Agent or Kingpin card.

GUN RULES

  • You may only hold one Gun at a time.
  • 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.

EQUIPMENT RULES

  • Equipment Cards may be used in reaction to Shoot actions, during your turn, or at the end of any player's turn.
  • When you use an Equipment Card, place it at the bottom of the deck.
  • When you use an Equipment Card, no other Equipment Cards may be played until yours is resolved.
  • The hand limit of Equipment is 1.
  • Multiple Equipment Cards may be played before an action is resolved.

WINNING THE GAME

The HONEST team wins if the Kingpin is eliminated.

The CROOKED team wins if the Agent is eliminated.

If, at any time, a player has both the Agent and the Kingpin, that player wins alone.

TABLE TALK

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.



ZOMBIES EXPANSION

ZOMBIE TEAM

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.

GETTING SHOT/BITTEN

If you are already a Zombie, you aim your Arms at yourself. If you were shot with a Gun, the player who shot you keeps their Gun.

If you are NOT a Zombie, flip over all of your Integrity Cards. Then:

  • If you are a Leader, follow the same rules as getting shot in the base game.
  • If you are NOT a Leader, you become a zombie (see Becoming a Zombie).

BECOMING A ZOMBIE

You become a zombie when you are a non-Leader, non-Zombie and you are shot.

When that happens, do the following:

  • Reveal all of your hidden cards.
  • Take zombie Arms and aim them at yourself.
  • You are no longer on the Honest or Crooked team but instead you are now on the Zombie team.
  • You Keep:
    • Any Equipment you had.
  • You Lose:
    • Any Gun you were holding.

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.

ZOMBIE ACTIONS

When you are a zombie and you take your turn, instead of the usual turn actions, you can take one of these:

Bite: Bite the player you are targeting with your Arms. You must choose a new target in the Aim phase. Equip: Draw an Equipment card.

After you take your action, you may aim your Arms at any player.

Zombie Equipment and Arms

  • Zombie players may use Equipment just like non-Zombie players.
  • Any Equipment that affects or targets a Gun or those holding a Gun affects or targets zombie Arms or those with zombie Arms.
  • Any Equipment that affects or targets Shoot or shooting affects or targets Bite or biting.
  • Any Equipment that would make a zombie drop their Gun instead makes them aim their Arms at themself.
  • Any Equipment that affects or targets an eliminated player may target a zombie player.
  • Bringing a player back to life (like with Defibrillator) turns a zombie into a non-zombie but it doesn’t work on the Infector.
  • A zombie cannot steal a Gun.
  • A zombie cannot take the Arm action.



BOMBERS AND TRAITORS EXPANSION

This expansion adds the possibility that there will be Traitors and/or Bombers in the game.

BOMBER TEAM

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.

Win Condition: You and all other Bombers win if you are shot or if you eliminate the Agent or Kingpin with a Gun.

Note: If you eliminate the Agent or Kingpin and there is at least one surviving Traitor, all Traitors also win.

TRAITOR TEAM

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.

Win Condition: You and all other Traitors win if you are alive when the Agent or Kingpin is eliminated.

Note: If the Agent or Kingpin was eliminated by being shot by a Gun held by a Bomber, all Bombers also win.