Brook City
Brook City Rulebook
Table of Contents
Table of Contents
Overview and Objective
Brook City is a cooperative board game in which each player assumes the role of a heroic cop faced with the task of bringing a prolific criminal to justice for committing a major crime.
The object of the game is defined by the chosen decks, but typically the cops must solve the case before the criminal achieves their ultimate goal, or a cop is fired.
Game Components
- 1 Game Board
- 6 Dice
- 190 Tokens
- 31 Stress
- 55 Hunch
- 45 Progress
- 40 Influence
- 8 Asset
- 5 Clue
- 5 Hacking
- 1 Lead
- 403 Cards and 17 Card Dividers
- 201 Cop Cards (8 Decks, 25 Cards per Deck + 1 Renae Rule Card)
- 66 Criminal Cards (3 Decks, 22 Cards per Deck)
- 63 Case Cards (3 Decks, 21 Cards per Deck)
- 40 Lead Cards
- 18 Vehicle Cards
- 4 Turn Cards
- 11 Ally/Rival Cards
- 66 Miniatures
- 8 Cop Miniatures
- 3 Suspect Miniatures
- 36 Crew Miniatures (x12 of 3 Different Sculpts)
- 19 Vehicle Miniatures
Card Breakdowns
Cop Cards
Cop ID Card
- Name of Cop — This identifies the name of the cop deck.
- Stress Value — The maximum number of stress a cop can suffer; if a cop suffers stress up to their stress value, that cop is fired and the cops lose.
Approach Icons — These icons determine the approach of the encounter action provided by the card. There are three types: Reckless (gun), Normal (badge/star), Cautious (radio).
Card Traits — Most cards have at least 1 trait, to indicate their card type. Aside from card type, additional traits are mainly referenced by and interact with other cards.
Card Name — the name printed on the card.
Card Text — Special rules and abilities that the card provides.
Criminal Cards
- Card Name — the name printed on the card.
- Bust Threshold — The number of progress a card can have placed on it until it is busted.
- Resistances — These icons appear on all cards that can be encountered (known as targets). The value next to each icon indicates how difficult the encounter is for each approach.
- Location — This indicates where the corresponding game element (miniature, token, etc.) is placed when the card enters play.
- For Crime cards, a crew figure is placed in the indicated location.
- For Clue cards, the corresponding clue token is placed in the indicated location.
- Card Traits — Most cards have at least 1 trait, to indicate their card type. Aside from card type, additional traits are mainly referenced by and interact with other cards.
- Card Text — Special rules and abilities that the card provides.
Case Cards
Case cards follow the same card-name / location / card-traits / card-text breakdown as criminal cards.
"Per Cop" Value — Some cards feature a number value followed by a "P" (for example, a Suspect card's threshold might be "3P"). Any time a value contains a "P" that value should be multiplied by the number of cops in the game. As an example, if there were 3 cops in the game, then 3P would equal 9.
Note: Per cop is not the same as per player; a game in which a single player is controlling 2 cops means there are 2 cops in the game.
Lead Cards
- Location — This indicates where the corresponding game element (miniature, token, etc.) is placed when the card enters play. For lead cards, the lead token is placed in the indicated location.
- Card Name and Effect — Special rules and abilities that the card provides.
- Flavor Text — descriptive text on the card (not a rule).
Vehicle Cards
- Card Name — the name printed on the card (vehicle model).
- Card Traits — Most cards have at least 1 trait, to indicate their card type (e.g. vehicle classification). Aside from card type, additional traits are mainly referenced by and interact with other cards.
- Card Text — Special rules and abilities that the card provides (e.g. Exhaust and Ditch abilities).
Game Setup
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Place Game Board: Unfold the game board and place it in the center of the table.
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Choose Cops: Each player chooses a cop to play by selecting an available cop deck and claiming the corresponding miniature. Each player finds their chosen cop's ID card and places it faceup to the left of their cop play area. Then, each player shuffles their cop deck and places it facedown to the left to their ID card, leaving space for a discard pile. Finally, each cop draws a starting hand of 4 cards and places their cop's miniature in any space in the B.C.P.D. location on the board.
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Choose Criminal Deck: The players mutually choose a criminal deck to play against and gather the miniatures that correspond to that deck. Players find the Suspect card(s) from the chosen criminal deck (usually just 1) and place them faceup in the criminal play area. Then, players find the double-sided Operation card in the criminal deck, place it to the right of the Suspect card, and follow the instructions on its Setup side. Finally, place the criminal deck to the left of the suspect, leaving room for a discard pile.
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Choose Case Deck: The players mutually choose a case deck to use. Then, players find the double-sided Setup/Case Rules card in the case deck, put it in the case play area, and follow the instructions on the Setup side.
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Prepare Vehicles: The players gather all vehicle cards. Each player takes a copy of B.C.P.D. Cruiser and places it faceup in their play area. Each player places their B.C.P.D. Cruiser's miniature in a street next to the B.C.P.D. location on the board. Then, set aside all other Special vehicle cards faceup near the game board, along with their miniatures. Finally, shuffle together the remaining vehicle cards and place the deck facedown near the game board, along with the remaining vehicle miniatures.
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Prepare Lead Cards: The players collect all lead cards and shuffle them together, placing them facedown near the game board. Then, flip the top card over and place it near the board faceup, making it the active lead card. Finally, place the lead token on the game board in the space indicated on the active lead card.
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Prepare Tokens and Dice: Separate tokens by type to create a supply of each token type. Finally, place the cop dice near the game board.
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Deal Turn Cards: Each cop takes 1 turn card, placing it near their play area so the "Cop Turn" side is faceup.
Streets, Spaces, and Locations
The entire Brook City game board is broken up into spaces, which figures use to move. Additionally, spaces are often grouped together to form streets and locations. These three types of areas affect movement in different ways. Water areas are a unique type of area, defined below.
Spaces — When figures move, they may move into any adjacent empty space (including diagonals). Figures can freely move through locations and streets, using each space within those areas to measure their movement. Each space can only be occupied by 1 figure/vehicle at any given time. (1x1 squares; move any direction.)
Streets — Each street area is a group of 4 spaces that vehicles use for movement. Each time a vehicle moves, it may move into any street adjacent to its current street. Vehicles may only move orthogonally via streets (vehicles that use spaces may move as if they were figures). Each street, at any time, can be occupied by a maximum of 2 regular vehicles, 4 small vehicles/figures, or a combination of 1 regular vehicle and 2 small vehicles/figures. Vehicles cannot move through streets they cannot normally occupy. (2x2 squares; black border.)
Intersections — Some streets are unique and connect to two or more other streets. These are known as intersections and can be identified on the board as shown in the rulebook's diagrams.
Locations — Named points of interest around Brook City are considered locations, and may usually only be moved into by figures. Some vehicles may move into locations, as indicated by their card. Locations do not otherwise restrict movement.
Water — The Jersey is a unique collection of spaces that may not be moved into by figures or any non-Aquatic vehicles. Aquatic vehicles may be specially acquired via the South Glen Docks and the Sagamore Yacht Club, as indicated by the associated Special vehicle cards. Each water area is a group of several spaces that Aquatic vehicles use for movement. Each time a cop moves while driving an Aquatic vehicle, that cop may move their vehicle from their current water area to any eligible spaces in an adjacent water area. Adjacent water areas are separated by a blue line.
Adjacency — Adjacency is always based on spaces. Spaces that share an edge or corner are considered adjacent. Street areas are only adjacent to other orthogonally adjacent streets. Vehicles in street areas still determine adjacency to location elements using spaces (meaning you can't encounter a target in a location from a position in the closest street area that is not also within a space adjacent to that target).
Gameplay Overview
Brook City is played over a series of rounds, with each round consisting of the following turns completed in order:
- Cop Turns: Each cop takes a turn.
- Criminal Turn: After each cop takes a turn, the players resolve the criminal turn.
- Case Turn: The players resolve the case turn.
Winning and Losing
The players win the game by solving the case, as described on the Case Rules case card. The players lose if a cop is fired or if a card effect causes them to lose.
Detailed Gameplay
1. Cop Turns
During a single round, each cop individually takes a cop turn. The cop currently taking a cop turn is referred to as the "active cop." A cop turn must be fully resolved by the active cop before the next cop begins their cop turn. Cops may take turns in any order. Turn cards track which players have already taken a turn that round. A cop turn consists of the following phases, resolved in order:
- A. Dispatch Phase: The active cop refreshes each exhausted card in their cop play area and then draws and resolves 1 criminal card. The active cop does not refresh exhausted cards in their crime area during this phase.
- B. Act Phase: In any order, the active cop may perform a move step, a card step, and an action step; these are optional steps, described in more detail on the following pages.
- C. Crime Phase: From left to right, the active cop activates each card in their crime area.
- D. Draw Phase: The active cop draws 1 card from their cop deck and then flips the turn card so that the "Cop Turn" side is facedown, indicating that the active cop has completed their turn for the round.
NOTE: Once during each step of the act phase, the active cop may enter or exit a vehicle that they are near (adjacent to) and that they control. When a figure enters a vehicle, its figure is placed on that vehicle's corresponding card to represent they are driving that vehicle. When a figure exits a vehicle, the figure must be placed in an available space adjacent to the exited vehicle.
Exhausted Cards — Some effects cause cards to become exhausted. While a card is exhausted, it cannot be exhausted again until it is readied. An exhausted card retains all of its card text, but its Activate effects cannot be triggered while exhausted. When such a card would activate, it instead readies and does not resolve its Activate effect.
Near/Nearby — A figure is near or nearby a game element if they are in a space adjacent to that element or in the same space.
A. Dispatch Phase
At the start of the dispatch phase, the active cop readies each exhausted card in their cop play area. Then, the active cop draws and resolves a criminal card. When a criminal card is drawn, that card's type determines how that card is resolved:
- If a Crime card is drawn, the active cop places that card in their crime area (to the right of the rightmost card) and places a crew figure on the game board in the space listed on the crime card. If the space the crew figure would be placed is occupied, the figure currently occupying that space is displaced.
- If an Asset card is drawn, it is placed in the criminal play area, unless otherwise specified.
- If an Event card is drawn, the active cop refers to the card text to resolve the card's effect. Typically, Event cards are discarded after the effect is resolved, unless otherwise specified.
Playing and Resolving Cards — When cards are played (or drawn from the criminal or case deck) and resolved, the player resolving the card resolves each effect on the card (if able) from top to bottom. Some card effects contradict the game rules presented in this rulebook; in these cases, card effects take precedence. If two cards contradict each other, players choose which effect takes priority.
Displaced Figures — When a figure is displaced, it is moved from its current space to the nearest empty space. If a figure is displaced from a space in a location or street, those figures should be displaced into a space in the same location or street, if able.
Crime Area — Each cop has their own personal crime area (located directly above their cop play area), where criminal and case cards are typically placed. When a card enters a cop's crime area, the card is always placed so that it is the rightmost card in the threat area. This order is important to keep track of which cards came into play in which order.
Important Criminal Card Information — In addition to the Operation card, there are 4 main types of criminal cards: Suspect, Crime, Asset, and Event cards.
Operation cards and Suspect cards can never be discarded, even if busted. Operation cards are double-sided, with 1 side containing the criminal setup information and the other side providing special gameplay rules that govern the criminal deck.
Typically, Suspect, Crime, and Asset cards are targets and can be busted. If such a card has a Bust effect, it is resolved immediately when there are progress tokens on it equaling or exceeding its threshold. Unless a Bust effect says otherwise, busted cards are always discarded, except for Suspect cards, which are only discarded if a specific game effect allows it. When a Crime card is busted, the crew figure is also discarded from the board. When a Suspect card is busted, remove all progress from that card after resolving its Bust effect.
B. Act Phase
During the act phase, the active cop may perform each of the following steps in any order: Move Step, Card Step, Action Step.
The active cop must fully resolve each step before beginning a different step. (e.g., a cop cannot move 1 space during its move step, perform its action step, and then continue its move step.) Each step is optional.
Move Step
During this step, the active cop may move up to 3 spaces or streets, depending on if they are on foot or in a vehicle, respectively. Unless otherwise specified, all figures and vehicles have a move of 3. If a figure enters or exits a vehicle during its movement, they may continue moving using any remaining movement.
If a cop does not move during their move step, they may instead discard 1 stress.
Move X — Some game effects provide cops with additional movement through Move X effects, where "X" is a certain value. For example, some cop cards may allow cops to "Move 3." The value followed by a move effect is either 3 spaces or 3 streets (or 3 water spaces), depending on where that figure is. Some game effects will specify a certain type of movement (such as spaces). When these are specifically indicated, the figure may only move in the method as indicated. A cop resolving a Move X effect, may move up to the provided value, but is not required to move at all.
Empty Spaces & Blocked Streets — An empty space is a space that contains no figure or vehicle. Spaces with other tokens or game elements in them are still considered empty spaces. A blocked street is a street that is currently occupied by the maximum number of miniatures allowed in that street. Each street, at any time, can be occupied by a maximum of 2 regular vehicles, 4 small vehicles/figures, or a combination of 1 regular vehicle and 2 small vehicles/figures. Vehicles cannot move through blocked streets.
When counting spaces to measure distance for game effects, players can count through blocked streets and any other game element (including water spaces).
Card Step
The active cop may play 1 card during the card step. Encounter and Ability cards are played, resolved, and then discarded. Tactic cards are played into the cop play area and remain in play. When a card is played into a play area, it is always placed to the right of the card most recently played into that play area (i.e., the cards go oldest to newest, left to right). Some effects allow the active cop to play additional cards. These effects occur outside of the normal card step, unless a card effect specifies otherwise. If a cop does not play a card during their card step, they may instead draw 1 card.
NOTE: Only one copy of each Tactic card may be in play at any given time.
Action Step
During the action step of the active cop's turn, they may perform 1 of the following actions:
- Hunch Action: The active cop gains 1 hunch token.
- Card Action: The active cop may perform the Action effect on 1 of the cards in their cop play area. Each action on a card can only be performed once per turn, even if an effect would allow the cop to perform additional actions.
- Move Action: This action allows the active cop to move 3 in addition to their normal move step.
- Interact Action: The active cop may resolve the Interact effect of a card corresponding to a game component they are near.
Card Keywords
Some cards have 1 or more keywords, each one followed by a text effect. While there are some special keywords that are unique to specific decks, below are the standard keywords that may appear on various cards:
- Action: This effect can be resolved by the active cop using the card action during the act step. Cops may only resolve the Action keyword on cards that they personally control.
- Activate: This effect instructs how a game element activates. When a player activates a card, that player resolves the text effect that follows that card's Activate keyword. If a card has the Activate (X) keyword (where "X" would be a card's current play area), that effect will only be resolved if the card is currently in the specified play area; otherwise, it is ignored.
- Ditch: While a card with a Ditch effect is controlled by a cop, that cop can choose to discard that card at any point during their turn to resolve its Ditch effect. Note: Cops do not resolve a card's Ditch effect if it is discarded from hand or a different game effect causes the card to be discarded.
- Exhaust: This effect can be used at any point by the controlling cop exhausting the card. Exhausting a card means to tilt it sideways, horizontally, to remind the players that it has been exhausted. A card that is exhausted cannot be exhausted again until it is readied. While an Exhaust effect can be used outside of a cop's normal turn, it cannot be used to interrupt another card effect that has not fully resolved (unless an effect specifically says so). For example, a cop cannot use an Exhaust effect after (but before completing) a criminal card's Activation effect. Exhaust effects can be used before or after resolving another card's effect. When another effect exhausts a card with an Exhaust effect, do not trigger its Exhaust effect.
- Prepared: This effect can be resolved when a cop would play a Tactic card that matches one already in their play area. The played card is discarded and the Prepared effect is resolved. As noted earlier, only one copy of each Tactic card may be in play at any given time.
- Bust: This effect is resolved when a card would be busted. Unless otherwise specified, the busted card is still discarded after resolving its Bust effect; exception: Suspect cards are not discarded when busted unless an effect specifically says so.
Encounters and Progress
During the act phase, cops will typically encounter cards and place progress towards busting those cards. Cops can place progress on cards by performing encounters, as listed in the effect text of various cards. Encounters are resolved by rolling a number of cop dice indicated by the encounter (appearing as a die icon on cards). Each encounter has an assigned approach, as listed on the corresponding card. There are three different encounter approaches: Reckless, Normal, Cautious.
A cop can only encounter a card with resistances on it and, unless a card effect specifies otherwise, must be near the corresponding miniature or token (known as a target) to do so. After rolling dice for the encounter, any applicable progress is placed on the card.
Play Areas — There are 3 distinct types of play areas in the game: cop play areas, the criminal play area, and the case play area. A figure is considered to control each card in its play area.
Cards are kept in a row in each play area so that the leftmost card is the "oldest" card in that play area, and the rightmost card is the "newest." Any card that enters a play area is placed to the right of the rightmost card in that play area.
Dice Faces — Success, Hunch, Success/Hunch (combined face), Critical.
Encounter Procedure
For each encounter they perform, the active cop resolves these steps in the following order:
- Choose Target: The active cop chooses a nearby target to encounter. Some cards may allow cops to encounter targets they aren't near.
- Gather Dice: The active cop gathers a number of dice indicated by the encounter. If a game effect would add or subtract dice from the encounter, resolve those effects now.
- Roll Dice: The active cop rolls the gathered cop dice.
- Resolve Criticals: For each critical result, it explodes and the active cop rolls an additional cop die. If the new die produces another critical, it explodes again until no critical results are rolled. All critical results are treated as successes.
- Convert Hunches: For each hunch result, the active cop may discard 1 hunch to convert that hunch result to a success for this encounter.
- Apply Successes: The active cop counts up all successes (including criticals) and subtracts the target's resistance matching this encounter's approach. The result is the number of progress placed on the target. If the number of progress on the target equal or exceeds its threshold, the target is busted.
- Resolve Bust Effect: If the target is busted and has a Bust effect listed on the card, the active cop resolves the Bust effect now.
- Gain Hunch Tokens: After all progress has been placed, the active cop gains 1 hunch token for each hunch result that was not converted to a success.
After resolving each step of the encounter procedure, resolve any "after an encounter" effects that may apply.
Successful Encounters — Many effects refer to "successful encounters" or "successfully encountering" a target. Both of these terms mean an encounter in which a cop's successes equal or exceed the target's resistance. Progress does not need to be placed on a card to consider that encounter successful, as long as the resistance is met by the number of successes.
C. Crime Phase
During their crime phase, the active cop activates each card in their crime area, from left to right, by resolving its Activate effect. When an exhausted card in the active cop's crime area would be activated, the active cop readies that card instead of activating it; exhausted cards do not activate during a crime phase in which they readied.
D. Draw Phase
The final phase of a cop's turn consists of the active cop drawing 1 card from their cop deck and then flipping their turn card to signify that they have taken a turn this round.
2. Criminal Turn
The Criminal turn consists of the players collectively activating each card in the criminal play area by resolving the Activate effect of each card (from left to right). Remember that the Suspect and/or Setup/Operation card begins play in the criminal play area, so be sure to note their Activate effects.
Influence — Influence is a resource used primarily by criminal cards. Typically, cops lose if the suspect gains too much influence. When a suspect gains influence, players place the appropriate number of influence tokens on the criminal Operation card. If a suspect gains influence from another card, remove the required number of influence tokens from that card and place them on the suspect's Operation card.
If a suspect ever loses influence, players remove the required number of influence tokens from the suspect's Operation card.
3. Case Turn
The case turn consists of the players collectively resolving each of the following phases in order:
- A. Case Activation Phase: The players resolve the Activate ability of each card in the case play area, from left to right.
- B. Case Draw Phase: The players draw and resolve 1 card from the case deck.
- C. Case End Phase: Each player flips their turn card so that the "Cop Turn" side is faceup, and then play continues to the next round.
Clue Tokens and Clue Cards
Each case deck contains 1 or more Clue cards. Each Clue card corresponds to a clue token. Clue tokens have 2 sides (active and inactive) and a unique symbol on them that match the symbol on the corresponding Clue card.
When a Clue card is drawn from the case deck (or otherwise put into play), the players place the Clue card in the case play area (unless otherwise instructed) and place the matching clue token (active side up) in the space listed on the Clue card; if that clue token is already in play and inactive, it is flipped to its active side. Unless a case effect specifies, a Clue card cannot be discarded.
Clues can represent various things, such as evidence, witnesses, or points of interest.
Additional Rules
Stress
Several game effects will cause cops to suffer or discard stress. For each stress a cop suffers, place 1 stress token on the cop's ID card. If a game effect allows a cop to discard 1 or more stress, the cop removes that number of stress tokens from their ID card and returns them to the supply. If a cop ever suffers stress equal to or greater than their stress value, that cop is fired and the players lose.
Hunches
Several game effects allow a cop to gain or discard hunches. For each hunch a cop gains, place 1 hunch token on the cop's ID card. If a game effect allows a cop to discard 1 or more hunches, the cop removes that number of hunch tokens from their ID card and returns them to the supply. A cop cannot choose to trigger a game effect that requires them to discard a hunch if they do not have any hunch tokens on their ID card to discard.
Leads
Lead cards represent various things happening throughout the city. The game starts with one lead in play marked by the faceup lead card near the board and the lead token on the game board. This is known as the active lead. A cop near the active lead token during their turn may take control of the active lead card. Other game effects may also allow a cop to gain the active lead, which also means the cop takes control of the active lead card. After taking control of the active lead card, the next lead card is revealed to become the new active lead. When a new active lead is revealed, move the lead token to the new location listed on the active lead card.
Each lead has a Ditch effect that the controlling cop may resolve at any point during their turn. Each cop may only control one lead at a time. If a cop takes control of a lead card and already controls one, that cop must choose one of those lead cards to discard. If a game effect allows a cop to draw a lead, the player draws the top card of the lead deck and takes control of it.
Resistances
Targets may not have their resistances reduced below zero.
Attaching Cards and Card Control
Some cards attach to other cards. When a card attaches to another card, place the card being attached underneath the card it is attached to, so the player can still either see the title of the card or the textbox (whichever is easier for the players to reference). When a card is removed from play, all cards attached to that card are also removed (unless otherwise specified); all cards are discarded to their respective discard piles.
Some card effects target cards controlled by cops, the criminal, or the case. A cop controls each card in their cop play area. The criminal deck controls each card attached to a criminal card and each card in the criminal play area.
Busting Cards, cont. — Some effects prevent cards from being busted. In those cases, if progress would ever equal or exceed a card's bust value, the card is not busted but retains all its progress. If a game effect would ever allow a card to be busted while it has sufficient progress on it, that card is immediately busted.
Double-sided Cards and Flipping Cards — Unless otherwise stated, when a double-sided card is flipped, it retains all tokens currently on it. In addition, a single card may only be activated once per turn, even if flipping it reveals a new Activation effect.
Vehicles
Cops can move around Brook City either on foot or in a vehicle. While a cop figure is on the board, it is considered to be on foot, and uses spaces to move. When a cop enters a vehicle, their figure is placed on that vehicle's card in their cop play area and they are now considered to be driving. While driving, cops use streets to move (or water spaces, in the case of Aquatic vehicles).
Each cop can only enter or exit nearby vehicles that they control, and each cop may only ever control 1 vehicle at a time. When a cop loses control of a vehicle, they exit the vehicle, discard the lost vehicle to the vehicle discard pile (unless it is a Special vehicle, in which case it is set faceup near the game board), and discard the vehicle miniature from the board. If a cop would gain control of a vehicle while they already control one, they must choose 1 of those vehicles to discard.
A cop may enter or exit a nearby vehicle once during each step of their act phase, including during their movement. For example, a cop may enter a vehicle during their move step, exit the vehicle during their card step, and enter the vehicle again during their action step.
Unless otherwise stated, vehicle effects only affect figures that are driving the car.
Commandeering Vehicles — Each cop begins the game in control of a vehicle, but may commandeer a new vehicle during the game. Any time a cop on foot moves into a street, they may choose to commandeer a vehicle. When a cop commandeers a vehicle, they draw a card from the vehicle deck and take control of it, placing the vehicle card in their cop play area and placing the corresponding vehicle miniature in the nearest street (or water area if commandeering an Aquatic vehicle). After commandeering a new vehicle, a cop may enter it immediately (this is in addition to the normal one enter/exit per act step limitation). The active cop may only commandeer a vehicle once during their turn. Special vehicle cards can be commandeered at specific locations as listed on the vehicle's card.
Running Out of Cards in a Deck
At any time, if a player must draw a card from any deck and no cards remain, shuffle that deck's discard pile to create a new deck and draw the required card.
Ties
Whenever there is a conflict that results in a tie, players should always mutually resolve the tie as the group sees fit.
Double-sided Cards and Flipping Cards
Unless otherwise stated, when a double-sided card is flipped, it retains all tokens currently on it. Each card is only activated once per turn, even when flipped.
Forced Effects and Unfulfilled Demand
Some forced effects give players a choice of more than 1 negative effect. In these cases, players must choose an effect they can fully perform, if able. If unable to perform any effect, players must choose the one they can come closest to fulfilling.
For example, if a player has 1 card in their hand and an effect forces them to either discard 2 cards or suffer 1 stress, they would have to choose to suffer 1 stress.
Random Location
Any time an effect targets a random location, the players reveal the top card of the lead deck to determine the random location and target space, then discard the revealed lead card. When determining a random location, players ignore all text on the revealed lead card except for the location.
Reveal
Any time an effect reveals a card from a deck, the players reveal the top card of that deck. Unless otherwise specified, this card is then returned to the top of its respective deck, facedown. When a card is revealed from a player's hand, that card is shown to all players, and then, unless otherwise specified, that card is returned to its owner's hand.
Players do not resolve the card text of revealed cards unless a specific effect instructs them to.
It is important to note that while a card is revealed from a player's hand, it is not part of that player's hand. This is an important distinction. Additionally, a card that is already in play cannot be revealed.
Token Key
- Stress — a stress token.
- Hunch — a hunch token.
- Hacking — a hacking token.
- Asset — an asset token.
- Influence — an influence token.
- Progress — a progress token.
- Lead — the lead token.
Rivals and Allies
Rivals and allies are optional cards that players may choose to use to adjust the difficulty of the game. Allies will make the game easier and rivals will make the game more difficult. Both cards will add a bit more complexity to the game because players will have more cards to resolve. Usually these cards are double-sided, with the rival version on one side and the ally version on the other. Players should decide at the start of the game whether or not they wish to use an ally or rival. The players can choose to use as many allies or rivals as they wish.
Allies — Allies are placed in a cop's play area with the Ally side faceup. If an ally has a corresponding figure or token, it starts the game near the controlling cop. The text on the ally card will explain how the ally functions. When a cop would suffer stress, that cop may assign the stress to an ally they control if that ally has a stress value listed. If an ally is assigned stress equal to its stress value, no more stress may be assigned to that ally, and both its card and corresponding figure/token are removed from the game.
Rivals — Rivals are placed in a cop's crime area with the Rival side faceup. If a rival has a corresponding figure or token, it starts the game in the space listed on the rival's card. Rival cards can be encountered by cops and have resistances listed just like other targets. If a rival is busted, both its card and corresponding figure/token are removed from the game.
Remote Cards — Some cards may have the Remote trait. Remote cards do not have a corresponding figure or token on the board. If these cards can be encountered, the card text will explain how cops can encounter them.