50 Missions: Ça se complique
50 Missions: Ça se complique Rulebook
Table of Contents
Table of Contents
Part 1 - Box-back rules of "Ça se complique" (translated from French)
Material
- 56 Symbol cards, including 8 golden "1" cards
- 50 Mission cards, including:
- 6 Ambush (Embûche) cards
- 10 Gadget cards
- 3 Medal cards: bronze, silver and gold
Important
If you have never played 50 Missions, you should first play the base game.
If that is not possible right now, you can still start with 50 Missions "Ça se complique". To do so, ignore all the indications shown at the top of the Mission cards and the text written on the golden "1" Symbol cards. Then read the base rules, which are located under the black thermoformed tray with the velvet-like touch that serves as a case for the cards.
The rules of "Ça se complique" are the same as those of 50 Missions, with the following differences:
- When a player plays a golden "1", the players decide together which player will be the next to play a card.
- During a game of "50 Missions de folie" (crazy 50 Missions), a golden "1" played allows you to stop the timer until a new Symbol card is played.
Ambush missions
As long as an Ambush Mission is exposed (a red text and a red crossed-out icon above the mission), the text of that Ambush must be respected.
Illustrated banner (as read): it is forbidden to play on the same pile as the previous player (the banner shows a crossed-out play on the same pile).
Gadget missions
When a Gadget Mission is completed (a yellow text and an icon above the mission), the action of that Gadget is immediately used.
Illustrated banner (as read): the next player may ignore the placement rules (the banner shows a card played onto a pile without having to match the color or number).
- The Mission that replaces a completed Gadget Mission is revealed before discussing the use of the Gadget.
- To decide how to use a Gadget, it is allowed to look at the card just underneath the tops of the Symbol card piles.
Further details on the new missions
- If it is not specified "at least one card", there may be no cards of that kind.
- If it is not specified "exactly", there may be more cards of that kind.
Suggestions for mixing 50 Missions and 50 Missions "Ça se complique"
- Shuffle the 100 Missions together and take 50 at random.
- Choose 50 Missions that you like.
- Use the 112 Symbol cards and the 100 Missions. Slip a Medal card in after 30 Missions, then after 8 Missions, and again after 8 Missions.
- With the 112 Symbol cards, play "10 minutes of folly" to succeed at 50 Missions drawn at random, or "20 minutes of madness" to succeed at 100 Missions, with a reshuffle of the draw pile when it runs out.
For any question about "50 Missions - ça se complique", contact Oya at [email protected] or +33 1 47 07 59 59. On oya.fr, under "Téléchargements", you will also find a file with clarifications and variants.
Part 2 - Base rules (from 50 Missions / Cahoots)
The following is the English base-game rulebook (Gamewright, "Cahoots"). Card counts, player counts and some terminology differ in this edition (for example "goal cards" are called Missions and "number cards" are Symbol cards in "Ça se complique"); the box-back rules in Part 1 override anything below.
Contents
- 56 number cards
- 50 goal cards
Objective
In this cooperative game, everyone works in cahoots to complete a series of goal cards. Each goal card states a specific requirement that needs to be showing on the four face up piles of number cards. Take turns playing cards to one of the four piles, which must either share the same color or same number as the top card on the pile. As an added challenge, you are limited in what information you can share with your teammates! Get through all the goal cards to win.
Setup
- Shuffle the number cards and deal four face down to each player. (Look at your cards but keep them secret from other players.)
- Deal four number cards face up in a row in the middle of the playing area to form four piles.
- Stack the rest of the number cards face down next to one of the piles to form a draw pile.
- Shuffle the goal cards, and create a face down "goal" pile, according to the number of players and difficulty level you wish to play:
| Players | Beginner | Normal | Expert | Insane |
|---|---|---|---|---|
| 2-3 | 15 | 18 | 21 | 24 |
| 4 | 12 | 15 | 18 | 21 |
- Flip four goal cards face up in a row next to the goal pile.
Note: If any of the goal cards are completed by the starting face up number cards, place those cards in a separate "wins" pile and replace them with new cards from the goal pile.
How to Play
The game starts with the player who last ate something orange and continues to the left. On your turn, play one card from your hand onto one of the four number card piles. The card you play must either be the same color or the same number as the card that is on top of the pile. (It can also be both.) Then draw back up to four number cards, if there are still cards in the deck.
If the card you placed completes any of the visible goals, immediately collect all related goal cards and place them in your wins pile. Then replace them with cards from the goal pile so that there are four visible goals.
If your card does not complete any goals, the next player takes a turn.
Notes
It's possible that multiple goal cards may be completed on a turn or that a goal card is completed by the face up number cards as soon as it is revealed. In these cases, collect any completed goal cards and replace them with new goals from the pile.
Goal cards must be completed exactly how they are written. For example, "three green piles" means there needs to be exactly three green piles showing.
Goal cards that list one or more colors must have at least one named color in play in order to be completed.
You may look through the face-up piles at any time to see what numbers have been played.
Communication
As you try to achieve the goals, your team is restricted in what you can say during the game. In particular, you are not allowed to state what numbers or colors you have in your hand. The only communication allowed is which piles you would like to play onto, or which goal cards you think your team should go for next.
Examples of things you can say:
- "Don't play on that pile."
- "I've got a good card for this pile."
- "I can help with this goal."
Ending the Game
Continue taking turns playing number cards until one of the following happens:
You win if...
You complete all of the goal cards. Congratulations! You worked in cahoots and beat the game. Time to step up the challenge with a more difficult level!
You lose if...
The draw pile runs out and all players are out of cards, OR
One player cannot legally play a card before all of the goals have been completed.
Your team was defeated by the game. Reshuffle the cards and try again!
Variants
Speed Cahoots
Set a timer for 4 minutes. Try to complete all goal cards before time runs out. Ignore the turn order, so players can play cards when they would like, out of order.
Mum's the Word
For an added challenge play without any verbal communication whatsoever.
Lil Cahoots
When playing with younger players, you may ease the communication restrictions. Also try playing with "open hands."