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Club Unlock

Club Unlock Rulebook

Table of Contents

Table of Contents

  • Contents
  • Aim of the game
  • Preparation
  • Play!
    • Pick a Key card
    • Crack one or more safes
  • Bonus points
    • The Serial Break Bonus
    • The Last Safe Bonus
    • The Keyless Crack Bonus
  • New safe-boxes
  • End of the game
  • If nobody can crack the last safe

Contents

35 Safe-box cards, 60 Key cards, 25 Bonus markers

Aim of the game

The player who cracks the most safes to get the biggest loot is appointed the President of the Club for the whole year. To force open a safe-box, you need to get the four correct keys as the Safe-box cards indicated.

Preparation

Sort all cards according to the card types. Stack the Bonus markers with number 10 in a pile face-up on the table. Sort the Key cards with yellow back into four separate piles by front colour. Place each set face-up on the table.

Before starting the game, each player may choose any four Key cards and hold them in their hand hidden from other players.

Shuffle all the Safe-box cards and stack into a pile face-down. Turn the top seven cards face up and place in the middle of the table. These are the first seven safe-boxes to open.

Play!

The oldest player goes first, and the other players follow clockwise. Each turn, a player must either pick up a Key card or crack one or more safes.

Pick a Key card

A player may take a Key card from one of the four piles and add it to his hand cards. That ends the player's turn.

Crack one or more safes

A player may open a safe-box during his turn. Each Safe-box card indicates four coloured keys that needed to crack the safe. If a player has the four correct Key cards corresponding to one of the Safe-box cards displayed, he can break the safe. To open the safe, the player puts the four Key cards back into the respective Key cards piles. Then the player can take the Safe-box card and place it face-down in front of him. If the player has enough Key cards, he can open more safes before he finishes his turn.

  • Players are allowed to accumulate as many Key cards in their hand as desire.

Bonus points

When a player cracks and collects a Safe-box card, he scores the value as indicated on it. And when the player success an operation in a tricky situation, he can get Bonus markers valued 10 points each as well as the Safe-box cards.

The Serial Break Bonus

The best way to loot more money is to break a series of safes in one operation. To open more safes, the player needs to accumulate as many cards in his hand while other players also have their turns to open the safes. When a player cracks more than one safe on one turn, for each additional cracked safe, he receives a Bonus marker of 10 points. When he open three safes at a time, he can take two Bonus markers to places face down in front of him.

The Last Safe Bonus

The last safe must be the most challenging safe to crack. The player who breaks the last safe of seven receives an additional Bonus marker. If a player cracks the last safe while opening a series of safes receives one more Bonus marker for "Last safe", in addition to the 'Serial Break' bonus.

The Keyless Crack Bonus

When any colour of Key card is exhausted, safecracking is challenging enough to be rewarded bonus points. The player who takes the last Key card of the colour immediately choose a Safe-box card that requires the colour and puts a Bonus marker under it. Whoever cracks this safe gets the Bonus marker along with the Safe-box card. A Safe-box card can have more than one Bonus markers. In case the Key card pile is filled for a while and then runs out again, or multiple Key card piles are exhausted, more than one Bonus markers can be attached to one Safe-box card.

  • If Bonus markers ran out during the game, no Bonus markers awarded for the rest of the game.

New safe-boxes

When all seven safes have been cleared, turn next seven Safe-box cards face-up on the table. All players keep the Key card in their hand. With some luck, they might be able to crack a new safe immediately.

End of the game

When the last of the 35 safe-box is cracked, the game is over.

All players add up the values of Safe-box cards and Bonus markers they have. The player with the highest value wins.

If nobody can crack the last safe

In rare cases, nobody can crack the last safe in a series of seven. Leave the last safe and laid out seven new Safe-box cards beside it. Then begin a new round with the eight safe (or more) to crack. No "Last Safe Bonus" is rewarded for the previous round. If it occurs on the final round of the game, end the game without cracking the last safe.