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Complices

Complices Rulebook

Table of Contents

Table of Contents

  • Setup
    • Adjust your glasses
  • Course of the Game
    • Phase 1: "Preparation"
    • Phase 2: "Two minutes to steal"
    • Phase 3: "Bring the loot back to the hideout"
    • Recovering the Treasure
  • Example
  • Following Rooms
    • Change roles
  • Police
  • Victory or Defeat
    • Victory
    • Defeat
  • Daring Mode
  • Soundtrack
  • Treasure Cards
    • Spiked Gloves
    • The Skeleton Key
    • Spring Shoes
    • The Cloud Box
  • Police Cards
    • Shh!
    • Dangerous Laser
    • Sharp Sleuth
  • Following Levels
    • Level 2: The Casino
    • Level 3: The Museum
    • Level 4: The Space Station

Setup

  1. Take the 2 double-sided sheets of the first Level, The Manor, and place Room 1 in the centre of the table.
  2. Take the 4 Treasure cards and place them face down next to each other.
  3. Take the 3 Police cards and place them face down next to each other.
  4. Take the Hideout and place it on its star side.
  5. One player takes the red glasses and the marker.
  6. One player takes the blue glasses and the 2 hourglasses.

Note: For your first game, leave the sheets of the other Levels in the box, as well as the Casino die, the Relic cards and the Asteroid mini-sheets. They will be used for the following Levels.

Adjust your glasses

Before your first game, attach the elastic bands to the glasses by tying a knot at each end. You can thus adjust them to your size.

Course of the Game

During a game, you will burgle the 4 Rooms of the same Level. The burglary of each Room takes place in 3 phases.

Phase 1: "Preparation"

Important: During this phase, do not put on your glasses.

Turn over the small hourglass. You have 30 seconds to look at the room and agree on the route to take: Where to start? Which coins to take? Which lasers to watch out for?

As soon as the hourglass has run out, move on to phase 2 "Two minutes to steal".

Phase 2: "Two minutes to steal"

Each player puts on their glasses.

The player with the blue glasses then turns over the large hourglass. You have 2 minutes to try to steal as many Coins as possible.

The player with the red glasses is the burglar.

They must draw a path with the marker to represent their movement through the Room and thus touch as many coins as possible. To do so, they must enter the Room by starting their path on one of the Footprints and leave the Room, before the end of the hourglass, by ending their path on the other Footprints.

Important: It is allowed to go back over your path or to cross it.

Attention!

  • The path cannot go through walls or through objects whose outlines are black.
  • The player with the red glasses cannot lift their marker.

The player with the blue glasses is the guide.

They must guide their teammate, notably by telling them out loud where the Lasers they can see are (because their teammate cannot see them).

Attention! Both players are forbidden from giving gestural indications. For example, they cannot point a finger at the coins or the Lasers.

As soon as the hourglass has run out, the player with the red glasses must put down the marker. Move on to phase 3 "Bring the loot back to the hideout".

Tips for your games:

  • During phase 2 "Two minutes to steal", the player with the red glasses can also speak. It is important that they ask questions about the route to follow and tell their teammate about the Lasers they can see.
  • Do not hesitate to refer to the decor of the Rooms to guide yourselves.
  • We advise the player with the blue glasses to keep an eye on the large hourglass to tell their teammate how much time remains.

Phase 3: "Bring the loot back to the hideout"

Now, take off your glasses.

It is time to count the loot you are bringing back to your Hideout:

  • Count the number of coins you touched with your path.
  • Lose 1 coin per Laser you touched.
  • Lose 3 additional coins if you did not leave the Room before the end of the hourglass (you have to bribe the guard, it is the price of freedom...).

In your Hideout, tick as many coins as the result obtained.

Remarks:

  • A Laser touched several times only makes you lose a single coin.
  • If your result is negative, do not remove any coins from your Hideout.

Recovering the Treasure

If your path touched the Treasure (Treasure chest icon): take a Treasure card.

Remark: In the following Levels, you will discover new rules for recovering Treasure cards.

When you take a Treasure card, take one of the Treasure cards still available, without revealing it.

You then have the choice between:

Selling the treasure: discard the Treasure card and tick 3 additional coins in the Hideout.

OR

Keeping the treasure: reveal the Treasure card and place it in front of you. This Treasure card is now in your possession. Its Power can be used once for each of the following Rooms (the Powers of the Treasure cards are described below).

Example

In this Room, Raoul and Marjolaine got out in time.

They touched 8 Coins and 3 Lasers (each laser touched only counts once). They therefore tick 5 coins in their Hideout.

They recovered the Treasure. They choose to turn over the Treasure card to benefit from its Power during the following Rooms.

Following Rooms

Take the next Room and place it in the centre of the table in place of the previous one (Room 2 is on the back of Room 1, Room 4 is on the back of Room 3).

Change roles

  • The player with the blue glasses takes the red glasses and the marker.
  • The player with the red glasses takes the blue glasses and the hourglasses.

Off you go for a new burglary: repeat the 3 phases of play as before (and so on for the other Rooms of this Level).

Remark: In your first game, it is advised to play the Rooms in the order indicated. Afterwards, do not hesitate to vary this order.

Police

Before starting phase 1 "Preparation", if the last ticked space of the Hideout is a Red coin, reveal one of the 3 Police cards.

The surveillance of this Room is now reinforced!

The revealed Police card indicates a Constraint valid for this new Room (the Constraints of the Police cards are described below).

At the end of phase 3 "Bring the loot back to the hideout", this Police card is discarded.

Victory or Defeat

Once you have burgled the 4 Rooms of a Level, the game ends. What will the verdict be?

Victory

If you have reached one of the stars of your Hideout:

Congratulations, you are burglary experts! You will be able to move on to the next Level in your next game (see Following Levels).

Remark: The more coins you have ticked, the better the victory. Try to beat your record in later games.

Defeat

If you have not reached one of the stars of your Hideout:

Too bad, you still lack a little experience to discover the next Level... Try again by improving your communication. Be better accomplices!

Daring Mode

For even wilder games, place the Hideout on its other face (the face with the two black stars). The police will often be involved and the number of coins you will have to recover will be much greater. Ready to take up the challenge?

Soundtrack

For more immersion, instead of using the hourglasses, you can download the Complices soundtrack at the following link: oldchap.games/complices-bande-son

Phase 1 "Preparation" starts as soon as the gong sounds and stops as soon as you hear the owl. There is then a short interlude of a few seconds so that you can put on your glasses. At the second gong, phase 2 "Two minutes to steal" begins. A whistle sound serves as a marker every 30 seconds, and the soundtrack ends at the last whistle blow.

Treasure Cards

Reminder! Once obtained, a Treasure card can be used 1 time in each of the remaining Rooms.

Spiked Gloves

During phase 2 "Two minutes to steal", you can pass 1 time through decor or objects whose outlines are black.

The Skeleton Key

During phase 2 "Two minutes to steal", instead of ending your path on the Footprints, you can end your path on a coin to exit.

Remark: The Footprints are not considered a coin.

Spring Shoes

During phase 2 "Two minutes to steal", you can lift your marker 1 time to jump from one coin to another.

Remark: The Treasure is not considered a coin.

The Cloud Box

During phase 3 "Bring the loot back to the hideout", place the Cloud Box card wherever you want on the Room. The Lasers touched by your path and covered by the Cloud Box card do not make you lose coins.

Remark: The coins touched by your path and covered by the card are valid.

Police Cards

Reminder! A Police card is applied for only 1 Room, then is discarded at the end of phase 3 "Bring the loot back to the hideout".

Shh!

During phase 2 "Two minutes to steal", the player with the marker cannot speak.

Dangerous Laser

Lose 3 coins per Laser you touched (instead of 1 coin).

Sharp Sleuth

Lose 1 coin each time you crossed your path or went back over your path.

Following Levels

For each Level, two elements of the rules vary:

  • The setup
  • The way of recovering the Treasure

Remark: The Levels you will discover are more and more difficult.

Level 2: The Casino

Take the sheets of Level 2, The Casino.

Setup

In addition to the usual setup, the player with the blue glasses takes the Casino die.

Recovering the Treasure

  • For each room, during phase 2 "Two minutes to steal", when your path touches a slot machine, the player with the blue glasses must immediately roll the Casino die. The result of the Casino die indicates: either nothing, or 1 coin, or the Treasure. When you touch another slot machine, you can roll the Casino die again in order to try to get another result. Attention! This new result cancels the previous one.
  • During phase 3 "Bring the loot back to the hideout", your last result indicates what you win. Either nothing, or 1 coin, or a Treasure card.

Remark: Each slot machine only allows you to roll the Casino die once.

Level 3: The Museum

Take the sheets of Level 3, The Museum.

Setup

In addition to the usual setup, the player with the blue glasses takes the 4 Relic cards. Before each Room, they shuffle the 4 Relic cards and stack them face down. Then they reveal the first Relic card and place it face up in front of them.

Recovering the Treasure

  • During phase 2 "Two minutes to steal", when your path touches the Relic indicated by the Relic card, this card is validated. The player with the blue glasses then reveals a new Relic card indicating the next Relic to validate, and so on...
  • During phase 3 "Bring the loot back to the hideout", take a Treasure card if you have validated the 4 Relic cards.

Remarks:

  • If you touch a Relic when the revealed Relic card did not indicate it, the Relic is not validated.
  • During phase 3 "Bring the loot back to the hideout", if you have only validated 1, 2 or 3 Relic cards, it earns you nothing.

Level 4: The Space Station

Take the sheets of Level 4, The Space Station.

Setup

In addition to the usual setup, the player with the blue glasses takes the 4 Asteroid mini-sheets, shuffles them and stacks them face down. Before each Room, they reveal an Asteroid mini-sheet and place it face up next to the Room.

Recovering the Treasure

  • During phase 2 "Two minutes to steal", when your path touches the Jet pack, the player with the blue glasses takes the marker and places it on one of the Jet packs of the Asteroid. They then draw a path on the Asteroid to try to touch the Treasure and must then exit through the other Jet pack. Attention! During this time, the hourglass keeps running. As soon as the player with the blue glasses has finished their path on the Asteroid, the player with the red glasses takes the marker and puts it back on the Jet pack of the Room. They then continue their path as before.
  • During phase 3 "Bring the loot back to the hideout", if your path touched the Treasure on the Asteroid, take a Treasure card.

Remarks:

  • During phase 3 "Bring the loot back to the hideout", each Laser touched on the Asteroid makes you lose 1 coin (as for a Room).
  • At the end of each Room, discard the Asteroid mini-sheet used.
  • It is not mandatory to go onto the Asteroid, but it is necessary if you want to take a Treasure card.