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10 Negritos

10 Negritos Rulebook

Table of Contents

Table of Contents

  • Components
  • Number of Players
  • Objective
  • Setting Up the Game
  • Game Turn
    • Players Phase
    • Event Phase
  • Moving and Investigating
    • Locations and Access Conditions
  • Character Abilities
  • Persona Abilities
  • Same Cards
  • Investigation Tokens
  • The Game With a Murderer's Accomplice
    • Before the Accomplice Is Revealed
    • Accomplice Revealed
  • Ruse Cards
  • Game Turns and Adjusting the Difficulty
  • End of the Game

Components

  • 96 Object Cards- These represent the objects that players have access to which permit them to enter different game locations, resolve the Investigation Tokens, and pay the costs to avoid the Ruse Cards.
  • 10 Victim Cards- These indicate the characters that have died during the game and who is behind the murders.
  • 8 Discovery Cards- These show where new clues will appear.
  • 10 Character Records- Each record represents one of the emblematic characters invited to the island.
  • 6 Persona Records- These represent other characters who try to discover who the murderer is.
  • 1 Game Board- This shows the game locations and other necessary elements.
  • 16 Character/Persona Tokens- These represent the (10) characters and (6) personas as they move about the island.
  • 35 Investigation Tokens- These represent the many clues and helpful items the players can discover during their investigations.
  • 7 Accomplice Cards- In games with an accomplice, these determine who is allied with the murderer.
  • 10 Decision Cards- These are used during voting to determine if a setback occurs or not.
  • 12 Setback Cards- These indicate the different incidents which can befall the players.
  • 24 Ruse Cards- These indicate the different tricks the accomplice can employ.
  • 1 Manual- Which you are reading.

Number of Players

The game permits anywhere from one to six players in a cooperative mode. Variations on the rules based on the number of players are explained in the instruction manual.

Objective

The objective of the game is to escape the island and reveal the identity of the murderer. To do this, the players must meet two objectives:

  1. Obtain 9 of the 11 clues that reveal the identity of the murderer.
  2. Discover the identity of the accomplice if there is one.

Setting Up the Game

  1. The game board should be situated in the middle of the players. The character records should be placed on both sides of the board.
  2. Place an Investigation Token face down at random on each of the 11 locations on the Game Board. Do not include the entrance nor the second floor bedroom- this location is used for cards left by murdered character, and will only be available starting with the second turn.
  3. Two Discovery Cards are chosen. These cards determine the location of an additional six Investigation Tokens that appear at the beginning of the game. In each of the sites indicated on the cards, an Investigation Token is placed face down. The rest of the Investigation Tokens are placed face down in the "Clues" area to be added as new Indication Cards are revealed.
  4. The Victim Cards are shuffled and one is selected without uncovering it. This card determines which character is the murderer, and discovering this is the goal of the game.
  5. The remaining Discovery and Victim Cards are placed at the top of the board depending on the level of difficulty of the game (see page 13).
  6. After shuffling the Object Cards, place two cards face up next to each Character Record and a third face down. The rest are placed face down on the board forming the Object Card deck.
  7. The Character Tokens are placed on the corresponding Character Records.
  8. Each player will pick a random Player Record, as well as its corresponding Persona Token and three Object Cards. The Object Cards of each player are secret and may not be shown to the other players, although you are free to talk about what you have.

Only when playing with an accomplice:

  1. Shuffle the Setback Cards and place them face down near the Game Board.
  2. Take a number of Accomplice Cards for as many players as you have plus one. Be sure the murderer's accomplice is among them. Deal one card to each player- the extra card is kept hidden. Each player looks at their card, but does not show anyone else, and keeps it secret. (The card which the person holding a knife behind their back is the murderer's accomplice).
  3. Shuffle the Ruse Cards and place them face down near the Game Board.

Game Turn

Each turn is divided into two phases:

  1. Players phase
  2. Event phase

Players Phase

This phase is subdivided into three parts:

  1. Form Groups

Players must distribute the living characters into groups and assign each group to a different location of the island or house. Each site can contain a single set of characters and each group must consist of a minimum of one character with a maximum of three. The Character Tokens will be placed in the location chosen to indicate they have moved there.

Each group formed must be accompanied by one and only one player, except that any Persona Ability or Setback Card indicates the contrary. The Persona Token is also placed in that location.

  1. Move and Investigate

Once the groups are established and placed, it's time to attempt to enter the location and investigate. To do this, the player assigned to the group collects all the characters cards, including the hidden ones. The cards are held together regardless of which character they came from. These cards are kept separate from any cards the player may already have.

The group can access the chosen site if you have all the necessary cards stated at the location. If not, go to step 3. If the group meets the conditions (see page 7) access to the location is granted and you may reveal one of the Investigation Tokens it contains. The group can continue revealing tokens one by one until they are exhausted or are forced to stop (see page 9), in which case, leave the token visible in the location and do not reveal any additional tokens.

The player assigned to the group will make decisions with respect to the group. If there is more than one player assigned, the players must agree on how to act. If there is no agreement, the other players may step in and resolve the issue by majority opinion. If there is still no agreement, the token remains revealed in the location, but must be resolved during the next turn.

The player can use their cards to help the group. In each turn he can give, or not, one of the cards to the group that he has been assigned. It doesn't matter if the card helps the group enter a location or resolve a token. Equally it is possible that the player decides to give a card to the group during the redistribution of object cards. If the group is assigned to two or more players, each player may give a card to the group.

  1. Re-Distribute Character Object Cards

The group ends its turn by having the player distribute the remaining Object Cards collected from the characters among the characters in the group. The player assigned to the group can distribute the cards as he wishes, but must always distribute them equitably.

Example: The player intends to distribute 6 cards and there are 3 characters, each character must receive 2 cards. If there were 7 cards, one character can receive 3 two must each receive 2. It would not be possible to give one character 4 cards and 1 or 2 to the others. The cards are placed face up next to the Character Record.

In this phase, the player may not receive any cards from the group. If the group includes more than one player, decisions are made by consensus. If consensus cannot be reached, other players may intervene and the majority decision rules. If there is still no agreement, the cards will be shuffled and dealt at random to the group characters.

When this has been completed for all groups, an Object Card is placed face down next to each living character's Character Record.

To finalize the players phase, all players will take an Object Card. Players that were not assigned to a group during this turn will take an extra Object Card.

Note: Object Cards used must be discarded in a discard pile next to the Object Card deck. If you run out of Object Cards, shuffle the discard pile, and use this to form a new Object Card deck. Do this as many times as is necessary.

If playing with a murderer's accomplice, the players that have not been assigned to a group must draw a Ruse Card. This card will be placed face down and may not be seen by any player, not even the one who drew it. These cards will remain hidden until the accomplice is revealed and may being using them.

Event Phase

In the Event Phase we reveal the Victim Cards and Discovery Cards based on which turn it currently is.

  1. Discovery Card

The Discovery Card determines where new Investigation Tokens will be placed. They should be taken from the remaining Investigation Tokens and placed face down.

  1. Victim Card

The Victim Card indicates which character has died this turn. This character cannot be used for the rest of the game. Their cards, including the hidden one, are placed in the 2nd Floor Bedroom, and the Character Token placed on top of them. This indicates these cards are found in the dead character's bedroom and can be taken by moving to that room and meeting the required conditions (see page 7). The Character Record will be placed face down.

If there are cards from another dead character that have yet to be collected by the players, the cards of each dead character are treated as an independent set, and must be collected by different groups; although it is possible that in one turn multiple groups move to the 2nd floor bedroom to retrieve cards from the dead characters.

When a group recovers the cards of a dead character, his Character Token will be placed on his already upside-down Character Record.

If playing with a murderer's accomplice, draw a Setback Card. To decide if the setback occurs, all the players minus 1 will vote to decide if the setback is effective or not. For this, there will be a secret vote.

First, the players will decide which player is excluded from voting. If there is no agreement among the players, it is decided by a vote. If there is a tie, the excluded player is chosen randomly from among those who are tied.

After choosing who is excluded, each remaining player receives a pair of Decision Cards, one positive, one negative. They secretly choose one and put it face down in a pile, forming the resolution deck. Their other card is placed in a separate discard pile. Both sets of cards are shuffled separately in order to keep the voting secret. Only the cards in the resolution deck are revealed.

If all the cards are positive, the setback does not happen. If one of the cards is negative, the accomplice has succeeded and the game becomes more difficult. The setback card takes effect. Whatever the outcome, all the Decision Cards are discarded until the next vote.

The player who was excluded from the vote chooses a Ruse Card and keeps it secret- neither looking at it nor showing it to anyone.

Finishing the Event Phase begins a new Player's Phase and the game sequence repeats.

Moving and Investigating

To move to a location, the group must complete the conditions indicated at each location. The conditions can be completed if the group possesses and turns in all the objects indicated. The Object Cards used must be discarded next to the Object Card deck. Only the characters, not the player, can cover the cost of entering the location.

Locations and Access Conditions

  • Cliffside: 1 Compass; 1 Lantern; 1 Set of Boots per character; 1 Rainjacket per character
  • Pier: 1 Lantern; 1 Set of Boots per character; 1 Rainjacket per character
  • Lighthouse: 1 Lantern; 1 Set of Boots per character; 1 Rainjacket per character
  • Dining Room: 1 Key; 1 of any card per character
  • Greenhouse: 1 Key; 1 Shears; 1 of any card per character
  • Safe: 1 Special Key
  • Library: 1 Key; 1 Globe; 1 of any card per character
  • Servants Quarters: 1 Key; 1 Bottle of Brandy; 1 of any card per character
  • Kitchen: 1 Key; 1 Rolling Pin; 1 of any card per character
  • Study: 1 Key; 1 Pipe; 1 of any card per character
  • Game Room: 1 Key; 1 Billiard Ball; 1 of any card per character
  • Second Floor Bedroom: 1 Key

Character Abilities

Each character has a special ability represented by the object found on the Character Record. This ability is equivalent to a permanent card of that object and can be used to substitute that card to benefit the group. The ability is never lost nor can it be given to another person in the group.

If the character dies, the ability disappears and cannot be recovered from the second floor bedroom.

Persona Abilities

Each player has an ability and a handicap reflected in the Persona Record. Furthermore, during a game, a player and their group may discover an Investigation Token that assigns a new ability, which is added to the Persona Record.

Same Cards

Two Object Cards with the same object, regardless of the value on the card, can be used to substitute for any other object except the key. There is no limit to the number of objects that can be substituted by a group using this method.

Investigation Tokens

There are different types of investigation tokens:

  • Accomplice (features two shadowy figures)
    • Indicates that someone has found clues indicating the murderer has an accomplice. The token is placed in the appropriate area on the Game Board and you may reveal the next token. Once three tokens are revealed, the accomplice may choose to reveal himself to the players. Once five are revealed, the accomplice must reveal himself to the players.
    • In games without an accomplice, these tokens represent a red herring and have no significance.
  • Cards (features pictures of white and blue cards)
    • The group obtains the number of Object Cards indicated on the token. These can be used to resolve the next Investigation Token as needed, or distributed when cards are distributed at the end of the phase.
    • A blue card indicates that the player assigned to the group also receives a card. If there is more than one player assigned, they must agree who receives it, or else it is lost.
  • Number (features a parchment with a number on it)
    • The number indicates that you have discovered a clue. To resolve it, you must use any combination of Object Cards in the possession of the group to match the value of the number. It must match exactly- no more, no less. If the group does not have enough points, or does not have the right combination of cards for the exact number, the clue is not resolved.
    • The token remains face up in the room it was found and can be resolved by another group on another turn. In this case, the group ends its action and moves to the card distribution phase, and cannot reveal any more Investigation Tokens in the location. If the token is resolved, it is placed on the board in the area next to the Murder Card representing the murderer, and the group may continue to reveal Investigation Tokens.
  • Multi-use Knife (features a swiss army knife)

All the Investigation Tokens that are type H are abilities that players can acquire and add to their Persona Record. The limit per player is two. If a player wishes, they can get rid of an ability to be able to take on a new ability which was just discovered. If it is neither wanted nor can be accepted, it is discarded.

With the exception of an unresolved number token, any token revealed allows you to continue to reveal the rest of the tokens in that location.

The Game With a Murderer's Accomplice

In games with 4 to 6 players, you can include a murderer's accomplice for a different game experience. In these games, the murderer works with an accomplice among the players. The accomplice must prevent the rest of the players from winning. To do this:

  • At the beginning of the game, you must remove as many Accomplice Cards as there are players, plus one. Logically the card indicating one is the murderer's accomplice must be included among this. This way, it is possible the game does not include an accomplice.
  • The accomplice can win in one of two ways:
    • Not be discovered and win the game with the rest of the players (who discover the murderer).
    • If he is discovered, prevent the rest of the players from winning.

The accomplice tokens are among the Investigation Tokens. The accomplice can reveal himself voluntarily after the finding of the third token; he is required to do so after the fifth. When the accomplice reveals himself, play proceeds normally until the end of the round. On the following turn, the accomplice begins to play as such for the rest of the game.

The accomplice can make the game as difficult as he wants, pitting players against each other, casting doubt, making mistakes when managing the group assigned. It depends on an ability to go unnoticed.

Before the Accomplice Is Revealed

At the beginning of the game, players begin with three Object Cards in their hand. In each round they take a new card. If a player is not assigned to a group, they may take an additional Object Card, as well as a card from the deck of Ruse Cards.

The Ruse Card is not seen by anyone, not even the person who took it.

This way, if players exclude someone they suspect is the accomplice, they end up helping that person to accumulate cards with which they can retaliate later in the game.

Likewise, the player who is prevented from voting against setback, also chooses a Ruse Card and keeps it hidden like in the previous case.

Accomplice Revealed

Once the accomplice is discovered, however it happens, the turn concludes as normal. Before beginning the following turn, and therefore, before revealing the new murder or new investigation tokens, all the players other than the accomplice must submit, face down, their Ruse Cards. The accomplice can take these cards, without looking, in exchange for Object Cards from their hand- one Ruse Card for two Object Cards. Any remaining Object Cards in the accomplice's hand or Ruse Cards not taken are discarded.

From now on, at the beginning of each turn, starting from the turn following the revelation, the accomplice may take two cards from the Ruse Deck and can play two cards whenever they wish with respect to the rules and actions stated on the cards.

Setbacks no longer take effect and it is unnecessary to vote on them.

The accomplice is free to accompany any group they wish or move it to a single location. This must be announced during the organization phase of the groups and before they begin attempting to enter locations. The accomplice can perform this action regardless of the normal rules regarding group numbers and placement.

Ruse Cards

These cards contain text explaining the action of the accomplice. In the circle situated at the bottom of the card is a number and a letter. The number indicates the minimum quantity of points to pay with object cards by the player, or players, to cancel the effect of the Ruse Card. It is not necessary to pay the exact amount- you can pay more. The letter indicates who is affected by the card and who is able to pay points to cancel it out, so as to limit the types of cards the accomplice can play. To pay is optional- the player/s can decide not to pay and the card takes effect.

The accomplice can only play two cards per turn and they must be of different letters.

  • P - Cards with a P are actions against a single Player. The player receiving the card must pay appropriate points on cards to cancel it, or suffer its effect.
  • T - Cards with a T are actions against the Total of all players. All players can play cards to avoid the effect. It is not possible to use Character cards to cancel the effect.
  • G - Cards with a G affect a formed Group. Only players present in the group accompanied by the accomplice can play cards to cancel the effect. It is not possible to utilize character cards from the group- only the cards of the player/s accompanying the group.

In case the cards in the Ruse Deck run out, the accomplice can only play what they still have available. Used or discarded Ruse cards are not returned to the game.

Game Turns and Adjusting the Difficulty

Each turn in the game includes a murder and/or event. The cards utilized in the 10 turns of a game are handled in the following manner:

PhaseDifficulty12345678910
Victim CardsEasy✔✔✔✔✔✔✔✔✔
Victim CardsMed/Hard✔✔✔✔✔✔

(Table transcribed from the grid on the printed page; a check mark marks a turn in which that card type is used.)

Discovery Card turns permit you to select a level of difficulty. If you want an easy game, select a Discovery Card in turns 1 through 6. For a medium difficulty, in turns 1 through 4, 6 and 7. For a difficult game, they only appear in turns 1, 3, 5, 6, 7, and 8.

It is recommended first time players begin with an easy difficulty.

Likewise, in easy mode, a Victim Card is not revealed during turn 3- in medium and hard difficulties, a murder occurs in every turn, 1 through 9.

For convenience, the game board includes an indication of the distribution of cards for each turn.

End of the Game

The game ends if the players find and resolve 9 of the 11 number tokens, which allow them to discover the murderer. It also ends if they arrive at turn 10, in which all the characters other than the murderer are dead.

Victory is yours for the players except the accomplice (if there is one) if 9 of the 11 number tokens are resolved and the accomplice is revealed (if there is one). Otherwise victory goes to the accomplice, if there is one, or otherwise, nobody wins.

  • This is a wild card that can be used in play of any other card in the game. It does not have a value assigned and cannot be used to resolve clues, ruses, or events and must be discarded upon use.
  • Lucky Coin (features a round coin with a square cut out in the center)
    • This is a wildcard that can be valued anywhere from 1 to 6 to resolve Number Investigation Tokens, Ruses, or Event Cards. Must be discarded upon use.
  • Sprained Ankle (features a swollen ankle radiating red)
    • The player that reveals this token has suffered a sprained ankle and can no longer go to exterior locations the rest of the game. This token is placed on the Persona Record to indicate this effect. If more than one player accompanies the group, it is assigned to one at random.
    • Note: In single player games, this token only has effect until the end of the next turn. It is then discarded.
  • Nervous Breakdown (features a person covering their face with their hands)
    • The player that reveals this token suffers a nervous breakdown and cannot join a group in the next turn, nor take an additional card for not being in a group. The token is placed on the Persona Record until the end of the next turn. If more than one player accompanies the group, it is assigned to one at random. Discard at the end of the next turn.
  • Special Key (H) (features a fancy key)
    • Permits access to the safe. It is assigned as an ability to one character of the group which reveals it, placing it on the Character Record. If there is more than one player assigned to the group, they must agree on who to give the key to- if they cannot agree, it is assigned at random. If the character dies, the key is added to the cards which can be recovered by accessing the second floor bedroom.
  • Permanent Ability (H) (features a parchment with one of the objects necessary to enter a location)
    • These tokens represent game objects, and can be used as if they were an Object Card to enter a location. It is assigned to the player of the group which revealed the token. If there is more than one player assigned to the group, they must agree on who receives the ability- if they cannot agree, it is assigned at random.
  • The Dog (H) (features a dog!)
    • Whoever has the dog can, once per turn during the Player's Phase, look at one of the Investigation Tokens in one of the external locations. They may not show it to the other players but they are free to comment on it. It is assigned to the player of the group which revealed the token. If there is more than one player assigned to the group, they must agree on who receives the ability- if they cannot agree, it is assigned at random.
  • ✔
    ✔
    ✔
    Discovery CardsEasy✔✔✔✔✔✔
    Discovery CardsMedium✔✔✔✔✔✔
    Discovery CardsHard✔✔✔✔✔✔