Automata NOIR
Automata NOIR Rulebook
Table of Contents
Table of Contents
Materials Included
- 25 Suspect Cards (each has an Alive side and a Deceased side)
- 25 Evidence Cards (front shows a Suspect, with an "Innocent" stamp; back is the Evidence back)
There are 25 different Suspects in the game. Each Suspect has a corresponding Evidence card.
Case File #1: Killer vs. Inspector
Players: 2. Length: 10-20 minutes. Complexity: Easy.
A diabolic killer stalks the streets. No one sees his face, no one knows his name. Anyone could be guilty. It falls to one intrepid investigator to solve the case and bring the culprit to justice!
As the Inspector, use your evidence and connections to track the Killer. As the Killer, strike from the shadows to eliminate suspects and narrow down the Inspector's true identity.
Setup
Arrange the 25 Suspect Cards, living side up, in a 5x5 grid as shown in the diagram. Shuffle the 25 Evidence Cards to form an Evidence Deck and set the Evidence Deck nearby face-down.
Choose which player will be the Killer, and which will be Inspector.
The Killer should draw an Evidence Card to be his Secret Identity by putting it face-down in front of him. He draws another Evidence Card face-down to be his spare disguise. He may look at his Secret Identity or Disguise at any time. He should then perform a Kill Action, as described in the "Killer Actions" section.
The Inspector should now draw 4 Evidence Cards. He should choose one of them to become his Secret Identity by putting it face-down in front of him. He may look at his Secret Identity at any time. The rest remain in his hand as his "Evidence Hand".
The game begins with the Killer's first turn, then alternates between Inspector and Killer until one player wins.
Actions Used by Both Killer and Inspector
These actions can be used by both Killer and Inspector:
Shift
Choose any row or column. Move that row or column 1 space in a single direction. Any Suspect cards that "fall off" are moved to the other side of the table. If the opponent shifted on the previous turn, you may not 'undo' his shift by shifting the same row or column in the opposite direction.
Example: The Killer decides to Shift the middle row down. Witman will "fall off" and be placed in the empty space at the top.
Collapse
Choose and discard a Deceased Suspect from each row or each column of the board. The board then collapses down, to fill the empty spaces.
Deceased suspects can be discarded, making the board smaller.
After either player uses a collapse action, the Inspector should discard any suspects in your Evidence Hand that were removed from the board, and replace them by drawing from the Evidence Deck.
Killer Actions
On the Killer's turn, he chooses and performs one of these actions:
- Shift*
- Collapse*
- Kill
- Change Disguise
*Note: Shift and Collapse are used by both players. These are detailed in the section prior to Killer Actions.
Kill
Choose a suspect that is adjacent to your Secret Identity, then flip them over to their deceased side. That suspect is now dead.
Example: The Killer is Lester. Lester can kill any Suspects adjacent to him, like Malone, by flipping them over. If Malone was Exonerated, the Inspector would have to announce if they are adjacent to Malone.
If you kill the Suspect matching the Secret Identity of the Inspector, he must reveal himself and declare you the winner of the game.
If you have killed 10 Suspects, then you are the winner.
If you kill an Exonerated Suspect (one with an Evidence card on them), you Canvas for the Inspector as follows:
Canvas: The Inspector must truthfully inform you if his current Secret Identity is one of the living suspects adjacent to this card, but not which one he is. Discard the Evidence card on the Suspect you killed and flip their Suspect card over as normal.
If you kill the Suspect that is your Disguise, you cannot switch to them with the Change Disguise action.
Change Disguise
Pick up your Secret Identity and your Disguise. Put one of them face-down in front of you as your new Secret Identity.
Example: The Killer's current Secret Identity is Lester. He decides to change his disguise. He takes both his current Secret Identity and his disguise (Rita) into his hand and places Rita face down in front of him. Rita is now his new Secret Identity and Lester is his disguise.
Inspector Actions
On the Inspector's turn, he chooses and performs one of these actions:
- Shift*
- Collapse*
- Accuse
- Exonerate
- Solve
*Note: Shift and Collapse are used by both players. These are detailed in the section prior to Killer Actions.
Accuse
Choose a suspect that is adjacent to your Secret Identity. If that Suspect matches the Killer's current Secret Identity, then the Killer must reveal himself and declare you the winner of the game. You may accuse yourself instead of an adjacent suspect, to throw off the Killer's calculations.
Example: The Inspector is currently Theo. Theo may accuse any of the 3 Suspects adjacent to him (he may also accuse himself). If the Suspect he accuses is the Killer's current Secret Identity, the Inspector wins.
Exonerate
Place a card from your Evidence Hand onto the board atop its matching Suspect card, and Canvas for the Killer as follows:
Canvas: The Killer must truthfully inform you if his current Secret Identity is one of the living suspects adjacent to this card, but not which one he is. If the suspect you canvas is dead, discard the Evidence card from the board. Otherwise, leave it in place. Draw a card to replenish your Evidence Hand to 3.
Example: The Inspector places an Evidence card from his hand onto Edgar. If the Killer is adjacent to Edgar they must say so.
Solve
Name both the Killer's Secret Identity and Disguise (even if their Disguise is Deceased). If you are correct, you win! Otherwise, the Killer wins.
Other Rules
If the Innocent Deck is exhausted, then the Exonerate action cannot be used. The Inspector cannot choose to 'Pass', and must take another action instead.
If a Suspect is on the edge of the board, effects that refer to "adjacent" Suspects never wrap around to the other side of the board.
Example: The Killer is Rita. She can kill the 5 Suspects adjacent to her. Jimmy would not be adjacent to Florina in this case and could not be killed.
Case File #2: Spy Tag
Players: 3 (4 with teams). Length: 20-30 min. Complexity: Easy.
Rival networks of spies have infiltrated the city, and now pass as citizens while quietly observing daily life and awaiting activation. The time to make your move has finally come. Find and neutralize the rival agents, driving them back into hiding!
In this game, all players are spies with a few simple actions at their disposal. Hunt down the rival spies alone or with the help of a partner in order to win!
Setup
Arrange the 25 Suspect Cards, living side up, in a 5x5 grid.
Shuffle the 25 Evidence Cards to form an Evidence Deck and set the Evidence Deck face-down nearby.
All players are Spies. Each player should draw one Evidence Card from the Evidence Deck to be his Secret Identity and place it face-down in front of them. Players may look at their Secret Identity at any time.
Choose a random player to be the first player. After their turn, play proceeds clockwise.
Spy Actions
On his turn, a spy performs one of these actions:
- Fast Shift
- Capture
- Canvas
Fast Shift
Choose any row or column. Move that row or column 1 or 2 spaces in a single direction. Any Suspect cards that "fall off" are moved to the other side of the table. A player cannot 'undo' the shift performed by the player who took a turn right before him by shifting the same row or column in the opposite direction.
Example: A Spy decides to Fast Shift the middle row down. Witman and Rita will "fall off" and be placed in the empty spaces at the top.
Capture
Choose an adjacent Suspect. If that Suspect matches any other player's Secret Identity, they are Captured. Take their Secret Identity card as a trophy, then flip that Suspect Card over to its deceased side. The player who was Captured draws a new Secret Identity. When a player has 2 trophies, he is declared the winner!
Example: Occam may choose any of the 3 Suspects adjacent to him. If the Suspect he chooses is another player's Secret Identity, he will take their Secret Identity card as a trophy.
Canvas
Choose a Suspect that is adjacent to your Secret Identity. Each player must truthfully inform you their Secret Identity is one of the living suspects adjacent to this card. They do not have to state which one is adjacent.
Example: Rita Canvasses Sam, who is adjacent to her. Any Suspects adjacent to Sam must declare they are adjacent, but do not have to declare specifically who they are.
Spy Network (2 vs. 2 Teams)
With 4 players, the Spies will be on teams with one another, and the first team to capture 3 enemy Spies is declared the winner! There are a few changes in this version:
At the start of the game, and whenever a player acquires a new Secret Identity, he reveals it to his partner.
Aside from this reveal, there is no secret communication allowed between the players. Any conversation must be open for all players to hear.
Allied players are not revealed by their teammates' Canvas actions, and cannot be captured by their Capture actions.
Case File #3: Buddy Cops
Players: 3. Length: 20-30 minutes. Complexity: Moderate.
Two partners take on a dangerous killer, using their unique skills to track down this madman and bring him to justice. Though they don't always see eye to eye, these two unlikely friends will have to learn to work together in order to crack the case!
In this game, a team of two Cops will take on one powerful Killer. Each player has different actions available to them, and must utilize these in order to claim victory.
Setup
Arrange the 25 Suspect Cards, living side up, in a 5x5 grid as shown in the diagram.
Shuffle the 25 Evidence Cards to form an Evidence Deck and set the Evidence Deck nearby.
Choose one player to be the Killer, another to be the Profiler Cop, and another to be the Undercover Cop.
Each player draws 3 Cards. The Killer should choose one of these cards to be his Secret Identity by placing it face-down in front of him, then sets the others aside as his Disguise Hand. He may look at his Secret Identity or Disguise Hand at any time.
The Killer should then Kill a Suspect, using the Kill Action described in the "Killer Actions" section.
Each of the cops should choose one of the living Suspects in their hand to be their Secret Identity by placing it face-down in front of them. The Undercover Cop should then hand the remaining cards in their hand to the Profiler Cop, and should check the Profiler Cop's Secret Identity. Thus, the Profiler controls all of the team's Evidence Cards, and the Undercover knows both of their identities. The two Cops should not communicate further during the game. The Undercover Cop may look at either Cops' Secret Identity at any time.
The game continues with the Killer's first turn, then alternates between Cops and Killer until the Killer or the Cops have secured their victory condition.
Shift (Killer and Cops)
This action can be used by both Killer and Cops:
Choose any row or column. Move that row or column 1 space in a single direction. Any Suspect cards that "fall off" are moved to the other side of the table. If any player shifted on his previous turn, you may not 'undo' his shift by shifting the same row or column in the opposite direction.
Example: The Killer decides to Shift the middle row down. Witman will "fall off" and be placed in the empty space at the top.
Killer Actions
On the Killer's turn, he chooses and performs two of these actions, one of which must be Kill:
- Shift*
- Kill
- Change Disguise
*Note: Shift is used by both players. This action is detailed to the left.
Kill
Choose a suspect that is adjacent to your Secret Identity, then flip them over to their deceased side. That suspect is now dead.
If you kill the Suspect matching the Secret Identity of a Cop, he must reveal himself. See the "Dead Partner" section.
If you have killed 13 Suspects, then you are declared the winner of the game.
If you kill an Exonerated Suspect, you Canvas for the Cops as follows:
Canvas: The cops must answer truthfully whether either of their Secret Identities are one of the living Suspects adjacent to this card, but not which ones they are. Discard the Evidence card on the Suspect you killed and flip their Suspect card over as normal.
Example: The Killer is Lester. Lester can kill any Suspects adjacent to him, like Malone, by flipping them over. If Malone was Exonerated, the Cops would have to announce which of them, if either, are adjacent to Malone.
Change Disguise
Pick up your Secret Identity and your two Disguises. Shuffle these to obscure which is which, then pick one to place face-down as your new Secret Identity. Keep the others in your Disguise Hand. It is possible to choose the same Secret Identity you had previously.
Example: The Killer's current Secret Identity is Lester. He decides to change his disguise. He takes both his current Secret Identity and his 2 disguises (Rita and Gloria) into his hand and places Rita face down in front of him. Rita is now his new Secret Identity and Lester and Gloria are his disguises.
Cop Actions
On the Cops' turn, each Cop may perform one of the following actions:
- Shift*
- Accuse
- Disguise (Undercover)
- Fast Shift (Undercover)
- Exonerate (Profiler)
- Deputize (Profiler)
*Note: Shift is used by all players. This action is detailed in the section prior to "Killer Actions".
The two cops may take turns in either order, but may not communicate verbally to reveal information or coordinate with one another.
Accuse
Choose a Suspect that is adjacent to your Secret Identity. If that Suspect matches the Killer's Secret Identity, then the Killer must reveal himself and declare you the winner of the game. If the suspect you choose is in the Killer's Disguise Hand, the Killer must discard that card, but does not lose the game.
Example: Malone is one of the cops. Malone may accuse any of the 8 Suspects adjacent to him. If the Suspect he accuses is the Killer's current Secret Identity, the Inspector wins. If the Suspect accused is in the Killer's Disguise Hand, it must be discarded.
Disguise (Undercover Only)
Draw a card from the Evidence Deck. Pick up your Secret Identity. Choose one of these two cards to place face-down as your new Secret Identity, and give the other one to the Profiler, who adds it to his Evidence Hand.
Fast Shift (Undercover Only)
Choose any row or column. Move that row or column 1 or 2 spaces in a single direction. Any Suspect cards that "fall off" are moved to the other side of the table. If the Killer shifted on his previous turn, you may not 'undo' his shift by shifting the same row or column in the opposite direction.
Example: The Undercover decides to Fast Shift the middle row down. Witman and Rita will "fall off" and be placed in the empty spaces at the top.
Exonerate (Profiler Only)
Place a card from your Evidence Hand onto the board atop its matching Suspect card, and Canvas for the Killer as follows:
Canvas: The Killer must answer truthfully if ANY of his Secret Identities or Disguises are one of the living suspects adjacent to this card. He does not have to state how many are adjacent or which ones they are. If the suspect you canvas is dead, discard the Evidence card from the board. Otherwise, leave it in place.
Example: The Profiler places an Evidence card from his hand onto Edgar. If the Killer or any of his Disguises are adjacent to Edgar they must say so.
Deputize (Profiler Only)
Choose a card from your Evidence Hand matching a living Suspect. Place this card face-down to replace the Undercover Cop's Secret Identity, and then place their old Secret Identity on the bottom of the Evidence Deck.
Dead Partner
The Killer can win only by killing two of the cops. When one of the two Cops is killed, their roles switch.
If the Profiler is killed, he gives his Evidence Hand to his partner, then looks at Evidence Cards from the top of the Evidence Deck until he finds one that is still living. Evidence Cards matching deceased Suspects are discarded from the game face-up. This becomes his new Secret Identity, and he may now look at his partner's Secret Identity.
If the Undercover is killed, he takes the Profiler's Evidence Hand, then looks at Evidence Cards until he finds one that is still living (Evidence Cards matching deceased Suspects are discarded from the game face-up). This becomes his new Secret Identity, and he reveals it to his partner.
After this transition, the Undercover and the Profiler have switched roles, with the old Profiler being the new Undercover, and vice-versa.
Whenever either partner dies again, the Killer wins.
If a killed partner is unable to gain a new Secret Identity because there are no living suspects remaining in the Evidence Deck (or Hand in the case of the Undercover being killed), the Killer wins with only a single Cop kill.
Case File #4: Dragnet
Players: 3-4. Length: 20-30 minutes. Complexity: Moderate.
Conspiracy boils beneath the surface of glamorous city life. Where does it lead? You have your suspicions, but can you put the pieces into place and solve the mystery?
Use your Evidence to build a complete row, column, or diagonal of 5 suspects, including the Secret Suspicions of yourself and others. Propose your solution and use the information of the other players in order to win!
Setup
Arrange the 25 Suspect Cards, living side up, in a 5x5 grid.
Shuffle the 25 Evidence Cards to form an Evidence Deck and set the Evidence Deck nearby.
Give each player an Evidence Hand of 2 cards, and one face-down Secret Suspicion card. Players may look at their Secret Suspicion at any time.
Reveal 3 cards from the Evidence Deck, and place them face-up onto the board on top of their matching suspects.
All players are Investigators. Starting with a randomly chosen player, turns proceed clockwise.
Investigator Actions
On an Investigator's Turn, they perform one of these actions:
- Targeted Shift
- Rethink
- Question
- Solve
Targeted Shift
Place an Evidence Card from your Evidence Hand onto the board, atop the matching Suspect Card. Move the row or column containing that Suspect one space in a single direction. Any Suspect cards that "fall off" are moved to the other side of the table. Draw a card to replenish your Evidence Hand.
Example: An Investigator decides to Shift the middle row down by placing Gloria from his Evidence Hand onto her Suspect card. Witman will "fall off" and be placed in the empty space at the top.
Rethink
Place an Evidence Card from your Evidence Hand onto the board, atop the matching Suspect Card. Pick up your Secret Suspicion, then place either of the two cards in your hand face-down as your new Secret Suspicion. Draw a card from the Evidence Deck to replenish your Evidence Hand.
Question
Place an Evidence Card from your Evidence Hand onto the board, atop the matching Suspect Card, then pick up an Evidence Card from atop another adjacent suspect card into your hand. Each opponent must answer truthfully if their Secret Suspicion is adjacent to the picked-up target.
Example: Rita is placed from an Evidence Hand onto her Suspect Card, then Sam is picked up. If any other Investigators are adjacent to Sam, they must say so.
Solve
Choose a row, column, or diagonal of 5 cards. All players who have a Secret Suspicion in that row or column must raise their hands (including yourself). If the number of raised hands equals the number of un-marked (without Evidence cards on them) suspects in that line, then you have created a complete line of connected conspirators and win the game! If incorrect, you skip your next turn, and each player who raised their hand during your Solve attempt may pick up their Secret Suspicion into their hand, and place a new Secret Suspicion back down. This new Suspicion may be the one it was previously.
Once the Evidence Deck is exhausted, each player may use one final Solve action, ending with the player who drew the final card from the Evidence Deck. If no player is able to Solve successfully by that time, then no player wins.
Example: An Investigator chooses to solve the middle row, which has two unmarked Suspects. If two Investigators raise their hands, then the solver wins the game!
Team Investigators (2 vs. 2)
Form teams of two. Turns pass across the table, each team takes alternating turns. Partners may show each other their Secret Suspicions at any time.