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Agentenjagd

Agentenjagd Rulebook

Table of Contents

Table of Contents

  • Contents
  • Your First Mission
  • Setup
  • Your Mission
  • Your Movements
  • Entering a Room
  • Air Duct
  • Security Barrier
  • Pass Cards
  • Receiving Information
  • Database File Backup
  • Traps
  • Data Transfer
  • Movement of the Security Agent
  • Alarm Systems
  • Special Security
  • Completing Your Mission

Contents

Components as listed on the first page of the manual:

  • 1 board
  • 5 Agents
  • 1 Security Agent
  • 1 Special Security Agent
  • 7 pawn bases
  • 50 Information cards
  • 2 Pass cards
  • 5 Laptop cards
  • 2 buildings forming the hangar
  • 4 supports for the hangar
  • 9 Alarm tokens
  • 1 main Alarm token
  • 2 dice
  • 1 special Security die

Your First Mission

Detach the Agents, the Security Agents, the Alarm tokens and the hangar from their supports. Remove the bases from their frame using round scissors if necessary.

Setup

  1. Place the board on a flat surface.
  2. Assemble the hangar and attach it to its supports, as shown.
  3. Attach the Agents and the Security Agents to their bases.
  4. Each player chooses an Agent and places the corresponding pawn on the Start square near the hangar. Return unused pawns to the box.

(Figure: hangar assembly.)

  1. Place the Security Agent without a dog in the Security Office. Leave the other Security Agent off the board, because it is not used right away; see the Special Security paragraph.
  2. Install the alarms by placing an Alarm token on square 4 of each piece. (Figure: alarm installation.)
  3. Place one of the Alarm tokens at the start of the red Main Alarm track, at the top of the hangar.
  4. Place the two Pass cards face down beside the board, near the Reception.
  5. Shuffle the Information cards and place them face down to form a pile beside the board. Turn over the first card and place it face up beside the pile. This is the first of the File Backup cards.
  6. Each player takes a Laptop card and places it in front of himself. Set the unused Laptop cards aside.

(The manual's page 2 also carries a decorative web-page illustration with a welcome text from a fictional photographer's site. It is flavour only and is not transcribed.)

Your Mission

TOP SECRET

Your country is under threat from a dictator who has five new aircraft, which benefit from very advanced technology. You must penetrate the highly protected air base and steal one of the aircraft before the others.

Aircraft table (number, name, and specific features as laid out on the sheet):

Aircraft numberAircraft nameSpecific features
1Sky SerpentContains cutting-edge weapons
2VolcanoVery easy to manoeuvre in combat
3VortexCapable of flying low to the ground, even at high speed
4DeltaUltra-rapid rocket
5Air TigerEquipped with a very sophisticated radar camouflage system

Note: the sheet prints the five feature lines in a column beside the names without drawing explicit lines between them. This table follows the printed order, and the feature-to-aircraft pairing above is read from that order.

However, you must locate four elements before you can leave with the aircraft. These elements are:

  1. Take-off authorisation code: allows access to the aircraft and lets you take off.
  2. Heads-up vision flight helmet: allows you to control the aircraft without taking your eyes off the outside environment.
  3. Flight plans: allow you to manoeuvre the craft from the base, to avoid radars and ground and air defence systems.
  4. Hangar number: indicates where the aircraft is located.

You must recover these four elements in order to fly the aircraft and leave the base. Move quickly, take care to avoid the Security Agents and the dictator, who has a sharp eye.

Your Movements

The youngest Agent starts the game. Play proceeds clockwise.

  1. Roll the standard dice.
  2. If you roll a double, move the Security Agent first; see the paragraph Movement of the Security Agent below. Then roll the dice again and move your Secret Agent. If you did not roll a double, move your Agent the number of squares indicated by the two dice.
  3. You may move horizontally or vertically, but not diagonally, in whichever direction you want.
  4. You cannot pass over, or stop on, a square already occupied by another Agent or by a Security Agent.

Entering a Room

  1. You can enter a room only through its door. When you enter a room, stop, even if the number shown by the dice is greater than your movement.
  2. When you enter a room, you trigger the alarm; see the paragraph Alarm Systems below. Move the Alarm token one square in the direction of zero.
  3. Now choose one of the following actions:
    • Search for information by drawing an Information card; see the paragraph Receiving Information below. If the Alarm token is already on square zero, you may not draw a card.
    • Steal an Information card from another player who has one, on condition that their Agent is in the same room. Take one of their cards at random and add it to yours. Otherwise, if they have none, take a Pass card from them, if they have one; see the paragraph Pass Cards below. Beware of traps; see the paragraph Traps below.
    • Draw a File Backup card; see the paragraph Database File Backup below. This applies when you are in one of the rooms with access to the database (shown by this symbol).
    • Take a Pass card if you are at the Reception and one is available; see the paragraph Pass Cards below.
  4. You may enter a room already occupied by several Agents, but not by a Security Agent, unless you are taken to the Security Office.
  5. You cannot leave a room and re-enter the same room during the same turn.

(Figure: an Alarm token moving one square toward zero.)

Air Duct

You may pass through the air duct from the Engineers' Room to Base 52 in a single move, instead of rolling the dice. The reverse direction is not possible.

Security Barrier

Information on the base is truly top secret, so the security system is very rigorous. You may only move through a security barrier in the direction of the arrows. To pass in the other direction, you must play either a Pass card, see the paragraph Pass Cards below, or a Camouflage card. In both cases the card is set aside after use: beside the Reception in the case of a Pass card, or on the File Backup pile in the case of a Camouflage card.

The Security Agent is privileged, because it can pass through the barrier in both directions; see the paragraph Movement of the Security Agent below.

Pass Cards

(Figure: a Pass card.)

Pass cards can be used to pass through a security barrier in order to reach ultra-secret places in the base. They are found at the Reception, provided the various Agents have not already taken them. To draw a Pass card, enter the Reception and take a Pass card in place of an Information card, which allows you to pass through the security barrier.

If the Pass card supply is exhausted at the Reception, you may try to steal one from the other Agents when they are in this room. Enter the room and proceed the same way as when you steal an Information card. The opposing Agent cannot prevent you. When you have used this card to pass through the barrier, return it beside the board near the Reception. The other Agents can now use it.

You can only have one Pass card at a time.

Receiving Information

You can draw two types of Information card: Plane cards and Action cards.

(Figure: an Action card and a Plane card.)

  • Plane cards: there is one set of cards for each aircraft. Each set consists of a Take-off Authorisation Code card, a Flight Plans card, a Heads-up Vision Flight Helmet card, and a Hangar Number card. There is also a complete set of Joker cards, which you may use, one at a time, to replace any one of the cards above.

    Example: you have collected the cards for aircraft no. 3 and already hold the Heads-up Vision Flight Helmet, Flight Plans and Hangar Number cards, but lack the Take-off Authorisation Code card. If you draw the Joker card for Take-off Authorisation Code, your set of cards is now complete.

    Note: when you use a Joker Hangar Number card, you may access any of the hangars without distinction.

(Figure: a Joker card.)

  • Action cards: these allow you to make certain movements. If the card you draw says "Play immediately", read it aloud to the other players and make your move accordingly. If the card does not give this instruction, you may keep it and play it later.

    After use, the indication at the bottom of the card tells you whether it is set aside or removed from the game. Place set-aside cards on the File Backup pile. Cards removed from the game are put out of the players' reach.

    Note: players may not have more than four cards in hand at any time. If you draw or steal a card and this gives you five cards, place the card of your choice on the File Backup pile. Pass cards are not counted toward the maximum of four cards.

Database File Backup

You are a secret Agent and therefore an expert in computing. When you enter a room with a computer symbol, you may access the database if you wish. If there are cards in the File Backup pile, you may take one of the first three cards, without looking at more than one card at a time.

  • Look at the first card. If you want to keep it, take it into your hand, and remember to discard another card, otherwise you would have five cards in hand. If the card says it must be played immediately, you have no choice.
  • If you do not want to keep it, or if you want to check whether the second card suits you better, place the first card under the File Backup pile and take the next card. If that one does not suit you either, you may put it back under the pile and take the next card.
  • If you do not want to take any card, leave it on top of the pile, and your turn is over.

Note: you may only look at one card at a time. If you fall on a Trap card, you have been caught!

(Figure: computer symbol marking a room with database access.)

Traps

To make the security system even more vigilant, the dictator has decided to spread some traps through the air base.

  • If you take a Trap card from another player or from the File Backup pile, the trap is activated. One of the other players chooses two of your cards at random, if you have any, and places them on the File Backup pile. Shuffle this pile, and play continues with your left-hand neighbour.
  • If you take a Trap card from the Information card pile, the trap is not activated. You may either keep it or place it on the File Backup pile.

If you have no card in hand when you draw a Trap card, disregard it and remove it from the game.

Data Transfer

As soon as you have two cards relating to your aircraft, one of which may be a Joker card, you may go to your track to transfer them. This prevents the other Agents from stealing them.

For the transfer, go directly to a transfer terminal (Borne de transfert) at the front of the base, at the one spot where your laptop can pick up satellite signals. Once there, show your two cards to the other Agents and place them face up under your Laptop card. Your cards are now safe. When you have the next two cards, transfer them in the same way.

(Figure: transfer terminal.)

All these cards are now safe, and the race to the hangar begins.

Note: cards transferred to your Laptop are not counted in the maximum of four cards you may have in hand.

Movement of the Security Agent

When you roll a double, you must move the Security Agent before beginning your normal turn. The Security Agent may move up to seven squares in the same way as the Agents, but it may not enter rooms, except when an Information card asks it to do so. Follow the instructions on the card to know which room it is.

If the Security Agent stops on a square already occupied by an Agent, both of them go to the Reception, escorted by the Security Agent. The Security Agent's movement ends there.

If the Security Agent must enter a room already occupied by one or more Agents, all of those Agents are summoned and taken to the Reception by the Special Security Agent. Each Agent concerned must separate from one of their cards in hand. Another player chooses a card at random and places it face up on the File Backup pile.

Alarm Systems

When an Agent enters a room, move the Alarm token of that room one square toward the number zero. If this counter reaches zero in a room, move the Main Alarm token one square along the red track at the top of the hangar. When the last Alarm token reaches zero, reset the alarm of each room by placing its token on square 4.

When the Main Alarm reaches the Base Alert square, call the Special Security and use the special Security die.

(Figure: Base Alert symbol.)

Special Security

When the base alarm sounds, the Special Security Agent appears.

  • Place the Special Security Agent on its start square. (Figure: start square of the Special Security Agent.)
  • Each player rolls the special die first, before beginning their normal turn.
  1. Move the Special Security Agent according to the possible results of the die roll:
    • If you get a number with no border around it, move the Special Security Agent that number of squares anywhere on the board except inside rooms.
    • If you get a number with a border, move the Special Security Agent that number of squares anywhere on the board, including inside rooms, passing through doors.
    • If you get the "stop" symbol, the Special Security Agent does not move.
  2. If the Special Security Agent lands on a square already occupied by an Agent, they are captured and their turn ends. Remove from the game all the elements concerning this Agent.
  3. As soon as the Special Security Agent has finished its movement, roll the two dice if you are still in the game, and move your Agent. If you roll a double, the Security Agent without a dog moves, but after the Special Security Agent.

Completing Your Mission

To complete your mission and win the game, you must collect the four elements that allow you to steal the aircraft, then go to the hangar bearing the same number, without being caught.

The first player to reach the hangar with the four cards in their Laptop is the winner. Congratulations! You have saved your country from the military threat.

If all the Agents are caught by Security, the dictator wins, and your country will be very disappointed.