CODO Berlin 63
CODO Berlin 63 Rulebook
Table of Contents
Table of Contents
Components
- 1 game board
- 16 plastic bases (8 red and 8 blue)
- 16 Super-spy tiles
- 6 Leader cards
- 2 double-sided player aids (French and English)
- 2 rulebooks (one in French, one in English)
Setup Before the First Game
Prepare the two teams of super-spies. To do this, sort the Super-spy tiles by color (red or blue) and insert them, face up, into the bases of the corresponding color.
Game Setup
- Place the game board in the center of the table between the two players.
- Each player chooses a color and takes the 8 corresponding super-spies.
- Shuffle the Leader card deck face down and deal one card to each player. This card indicates who the leader of their group is. It must remain secret until the end of the game. For security reasons, Jack Steel and Adam Quark cannot be the leaders of their groups. Therefore, there are no Leader cards featuring them.
- Each player secretly selects 5 super-spies from their available 8 and places them on the first row of the board, with the illustration facing them. Their leader must be among the 5 chosen super-spies.
- The remaining 3 super-spies form the player's reserve and must remain hidden from the opponent.
- Each player takes a player aid and places it next to them; it will be useful during the first few games.
- Randomly designate the first player.
Goal of the Game
To win the game, a player must either eliminate the opposing leader OR force the opponent to lose a super-spy from their reserve when they have no more left (see End of the Game on page 6).
Gameplay
During their turn, the active player may perform one of the following two actions:
1. Create an Illusion
The player selects 2 super-spies under their control, either 2 from the board or 1 from the board and 1 from their reserve, and shuffles them under the table. Then they replace them in the same positions, either swapping them or not. Caution! Your leader can never be placed in the reserve.
Example 1: On their turn, the active player selects 2 super-spies from the board (Veronica Snake and Leo Storm), shuffles them under the table, and then replaces them in their original positions. This action creates doubt in the opponent's mind.
Example 2: The active player selects 1 super-spy from the board (Veronica Snake) and 1 from the reserve (Jack Steel), shuffles them under the table, and swaps their positions. Now, Jack Steel is on the board, and Veronica Snake is placed in the reserve.
2. Activate a Super-Spy
- The active player chooses a super-spy on the board and moves them one space orthogonally.
- If they wish, they may also use a power with that super-spy. In that case, the active player clearly announces the power they are activating to their opponent (see Using a Power on page 5). Some powers activate after moving, while others can be used during your opponent's turn (see Super-Power Codex on page 7).
- A super-spy can move to an empty space or a space occupied by an opposing super-spy. In the latter case, the opposing super-spy is eliminated, and their base is returned to the game box face up.
All super-spies move one space orthogonally.
Example 1: On their turn, the active player moves Victor Shadow one space orthogonally. They decide not to use any power, so they announce nothing.
Example 2: On their turn, the active player moves Victor Shadow one space orthogonally. They inform their opponent that Victor Shadow has moved and that they wish to use his power.
Example 3: The active player moves Victor Shadow one space orthogonally and lands on a space occupied by an opposing super-spy. The opposing super-spy is eliminated, and their base is returned to the game box face up.
Caution! Certain super-spies, such as Adam Quark and Jack Steel, won't be eliminated easily. Wait for your opponent's confirmation before removing their base.
Using a Power
When a player decides to use a power, they announce to their opponent the supposed identity of the super-spy hidden behind the base, whether it is true or not. Then they describe the action they wish to take using that super-spy's power, without ever revealing the character. This is the core of the game: bluffing and using the right power at the right moment while planting doubt in the opponent's mind.
Will your opponent take the risk of challenging your claim?
After the announcement of a power use, the opposing player has two options:
- They can choose to accept the claim, and the power activates as described by the active player.
- They can challenge the active player's claim if they believe the player is bluffing about the identity of the super-spy behind the base. In this case, they clearly announce their doubt, and two possible outcomes arise:
- If the super-spy is indeed the one announced, the active player briefly reveals it, and the power activates as announced. The accuser then loses one super-spy of their choice from their reserve. They place it back in the game box, face up.
- If the active player was bluffing, they must briefly reveal the true identity of the super-spy. The power does not activate, and they must eliminate one super-spy of their choice from their reserve. They place it back in the game box, face up.
In case of a challenge, at the end of the turn, the wrongly accused player(s) may create an illusion including their super-spies activated during this turn.
Using a Power: Examples
Example 1: The active player moves Victor Shadow one space and decides to use his power. They announce to their opponent that they have moved Victor Shadow and wish to use his power.
- a) The opponent chooses to believe them. The active player can perform Victor Shadow's power to create an illusion.
- b) The opponent thinks they are bluffing and challenges the claim. The active player reveals that it is indeed Victor Shadow, and uses his power to create an illusion. The opponent must eliminate a super-spy of their choice from their reserve. This one is placed back in the game box, face up. Since they were wrongly accused, the active player can create an illusion using the super-spy activated this turn and another one of their choice.
Example 2: The player moves Victor Shadow one space and wishes to use Miranda Hypnos' power. They bluff by announcing to their opponent that they have moved Miranda Hypnos and wish to use her power.
- a) The opponent chooses to believe them. The active player can then perform Miranda Hypnos' power to look at the identity of one opposing super-spy within their line of sight.
- b) The opponent believes it is a bluff and challenges the claim. The active player, caught in the bluff, briefly reveals the true identity of their super-spy and eliminates one super-spy from their reserve. This one is placed back in the game box, face up.
End of Turn
Once a player has completed their action, if neither player has won the game, it is the next player's turn.
End of the Game
- If a player eliminates their opponent's leader, the opponent must announce it and loses the game immediately.
- If a player must lose a super-spy from their reserve (due to a challenge) but has none left, they lose the game immediately.
- If a player has only one super-spy (their leader) remaining in play, they lose the game immediately.
- If both players are left with only their leaders on the board, the game is declared a draw.
We recommend playing your games in a best-of-three format.
Super-Power Codex
Leo Storm
With his energy-manipulating powers, Leo Storm can push opponents out of his way. After his movement, you can move an opposing super-spy in his line of sight to a free space in any orthogonal direction.
Lilly Hopper
When moving, Lilly Hopper can leap high and move diagonally. This diagonal move replaces her normal movement. If the space is occupied by an opposing super-spy, she captures it as in an orthogonal move.
Miranda Hypnos
Miranda Hypnos can pierce illusions and discover the true nature of her opponents. After her movement, she can unmask an opposing super-spy within her line of sight. Your opponent must reveal the identity of the super-spy by briefly turning the base towards you.
Ray Dash
After his normal movement, Ray Dash can continue running and make an additional move in the same direction.
Victor Shadow
After his movement, Victor Shadow can create an illusion (see Gameplay). He doesn't have to be one of the two super-spies chosen for the switch.
Veronica Snake
By freezing her opponent, Veronica Snake can prevent the use of their power. When an opposing super-spy in her line of sight activates a power (after the challenge phase), she can choose to cancel it. Caution! You can use Veronica Snake's power at any time, during your turn or your opponent's turn.
Adam Quark
When an opposing super-spy moves onto his space to eliminate him, Adam Quark can use his final strength to explode. Adam Quark, the opposing super-spy, and all others (ally or enemy) on the 8 adjacent spaces are eliminated.
Jack Steel
When an opposing super-spy moves onto his space to eliminate him, Jack Steel can take on his metallic form and cancel the attack. The opposing super-spy returns to the space they moved from, and their movement ends.
FAQ
What is the line of sight? The 4 orthogonal directions from the super-spy's space. A base does not block the line of sight.
If I capture Adam Quark with Veronica Snake and he explodes, can I cancel his power? No, because the line of sight is considered to start from one space away from each base.
How do I eliminate Jack Steel? There are two methods: place him within the explosion radius of Adam Quark or cancel his power with Veronica Snake.
How do I counter Jack Steel or Adam Quark with Veronica Snake? If I move one of my super-spies and eliminate an opposing super-spy, my opponent may declare that the super-spy is Jack Steel, making them invulnerable. Instead of doubting this claim, I can check if the supposed Jack Steel is within the line of sight of my Veronica Snake. If so, I announce that I trust their claim but counter Jack Steel's power with Veronica Snake's. My opponent may also choose to disbelieve me. If they are wrong, they will lose two super-spies: one from their reserve because it is indeed Veronica Snake, and the supposed Jack Steel because he will be eliminated.
Do I have to activate Adam Quark's power if he is eliminated? No. Like all the other powers, its use is optional.
If my opponent cancels Lilly Hopper's power with Veronica Snake, can I still move in a straight line? No. If Lilly Hopper wants to jump to a diagonal space and Veronica Snake is in her starting row/column, she fails and does not move.
When can I cancel Ray Dash's power with Veronica Snake? Ray Dash's super speed activates after his first movement. Veronica Snake must have line of sight with him at that moment.
Can I pass through another super-spy when moving with Ray Dash? No. Even if the super-spy is one of yours.
Can Ray Dash eliminate two super-spies in the same turn? Yes. If your opponent has aligned two of their super-spies in front of Ray Dash.