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Double Mission: Beyond the Object

Double Mission: Beyond the Object Rulebook

Table of Contents

Table of Contents

  • Components
  • First Setup
    • Stickers
  • Game Setup
  • Player Setup
  • Gameplay
    • Actions
      • Move
      • Get Millions
      • Get a Plan Card
      • Operation
    • Operation
    • Cooperation
  • End of the Turn
    • Selling Treasures
    • Earn a Title
  • End of the Game
  • Score Calculation
  • Appendix
    • Plan Cards
    • Operation Dice
    • Investigation
    • Team Game - Optional Rules
    • Tips to become the Greatest Thief
  • Example: The First Turn of a 4-player Game
  • Character Cards
  • Titles
  • Mission Cards
  • Plan Cards (Card List)
  • Plan Cards (Card List, continued)

Components

  • 1 Game Board
  • 4 Character Cards
  • 25 Plan Cards
  • 23 Mission Cards
  • 14 Titles
  • 20 Million Tokens
  • 20 Investigation Tokens (5 No Proof, 8 One Proof, 5 Two Proofs, 2 Three Proofs)
  • 30 Wooden Tokens (6 Whites, 24 Naturals)
  • 24 Operation Dice (6 for each player)
  • 1 Round Marker
  • 4 Character Markers
  • 8 Check Markers (2 for each player)
  • 1 Sticker Sheet
  • 1 Storybook, 1 Rulebook

First Setup

Stickers

Place stickers on both sides of the wooden tokens.

Notice: Match stickers with the same sized tokens. Small stickers are for small tokens; big stickers for big tokens.

  • Put the same sticker on both sides of the small tokens. This makes 24 Treasures (4 each of the six small treasure stickers).
  • Put the same sticker on both sides of the big tokens. This makes 6 Value Tokens.

Game Setup

After preparing the components, set up the game as indicated below.

  • Place the board in the center of the table. At random, place one Treasure on each city.
  • Place all six Value Tokens on the Value-7 space of the Value table.
  • Sort the Operation Dice by color.
  • Shuffle and pile the Investigation Tokens.
  • Shuffle all Title Tokens and place them face up in the Title section, 4 for a 2-player game, 5 for a 3-player, and 6 for a 4-player game. Any leftover Titles will not be used.
  • Shuffle the Plan Cards and place them face down in a pile beside the board as the Plan Card deck. Leave a space for the Discard Deck.
  • Pile the Million Tokens.
  • Place the Round Marker on the appropriate space of the Score Track according to the number of players. The spaces are marked on the Score Track.

Player Setup

  1. Choose a Character. Each player chooses a character and then decides which of the two sides to play. Take 2 of the appropriately colored Operation Dice.
  2. Deal Mission Cards. Deal 3 Mission Cards to each player. Each player chooses 1 to keep and discards the rest. Unused Mission Cards will not be used during the game.
  3. Plan Cards and Millions. Deal 2 Plan Cards to each player. Each player also gets 2 Millions.
  4. Select a starting player. Select a starting player and deal a starting score with the Check Markers (0 point for the first player, 1 point for the second, 2 points for the third and 3 points for the last). The left Check Markers are placed on the investigation files box.
  5. Place the Markers. In reverse order from the last player, place the Character Marker on one of the cities. Each player should place on an unoccupied city.

Gameplay

The game proceeds clockwise. On each turn you can do 2 Actions and 1 Operation. You can do these in any order you wish (O-A-A, A-O-A, A-A-O are all possible). Pass the turn to your left after your Actions and Operation.

Actions

As an Action, you may do one of the following. Note that you may do the same action more than once during your turn.

Move

You may move one or two spaces to an adjacent city (as indicated by the connecting lines). The board 'wraps around' to the other edge (Las Vegas <-> Kagoshima, Antofagasta <-> Sydney). Some cities are Seaports. You can move from one city with a Seaport to any other city with a Seaport. The same is true for cities with Airports. It takes one of your movement points to move from a port city to another port city.

Notice: To understand easier, the cities with port and those with airport are connected with an imaginary line respectively.

(Diagram: "You can move one or two spaces with a single move!" and "You can go further using a seaport of an airport!")

Get Millions

Millions are the currency of the game. As an action, you may take 2 Millions from the bank. Millions are used to purchase additional Operation Dice and to pay for the use of Plan Cards. Using Millions to purchase Operation Dice or to use Plan Cards does not take an action.

Notice: Using Millions such as buying dice or using cards does not require any action.

(Diagram: "You can get 2 Millions with a single action!")

Get a Plan Card

Plan Cards have various effects and are integral to you fulfilling your mission. As an Action, you may draw 1 Plan Card or discard your current Plan Card and draw 2. See page 9 for a detailed explanation of each Plan Card.

(Diagram: "Get a Plan Card" and "Discard one and get 2 Plan Cards!")

Operation

Attempting to steal a treasure from a city is called an "Operation." To successfully execute an Operation, you must breach the security of the targeted city. Each city has a Security Level from 2 to 6. This indicates the number of dice you must own and must roll; the higher the number, the more difficult the Operation. Only one Operation is allowed each turn. You decide whether you will attempt the mission alone or attempt to recruit assistance. If your Operation is successful, move the Round Marker down to the next number (see graphic).

Notice: In some cases it is possible to skip your Operation and pass the turn.

(Diagram: "Round Marker proceeds to the lower round number on the score track!")

Operation

Your Character Marker must be on the city in which you will carry out your Operation. To attempt it, you must have at least as many Operation Dice as the Security Level of the city. Roll Operation Dice equal to the Security Level of the targeted city. If all of the Dice show a success, you gain the Treasure from that city and score points equal to the number of success dice you rolled.

But if at least one die shows a failure, you are not successful in your Operation. You gain no Treasure, no points, and you gain an Investigation Token. Keep this token face down so you do not see the value. See page 10 for a detailed explanation of Investigation Tokens.

Notice: The minimum Security Level for a city is 1. If an effect or ability would lower the Security Value of a city, it may never go below 1.

(Diagrams: "Roll dice according to the Security Level!"; "If you succeed, take the Treasure, score points, and move the Round Marker!"; "If you fail, take 1 Investigation Token!")

Cooperation

Before you begin your Operation, you may acquire help from one other player. The cooperating player does not need to be in the targeted city, but does need to have enough Operation Dice to be able to participate in breaching the targeted city. If a player does not accept your offer of cooperation you may ask another, but you can only have one other player cooperate in an Operation.

If a player chooses to cooperate with you, you both roll dice according to Security Level of the city. If at least one of you is successful (all successes on all that player's dice) then the Operation is a success. The active player gains the Treasure and both players gain points equal to the success dice they each rolled.

If both players fail, the Operation is unsuccessful. No Treasure or points are awarded and both players each gain an Investigation Token.

Note that if an effect or ability lowers the Security Level of the city for the active player, this applies to the cooperating player also.

It is recommended to offer and accept cooperation freely since it increases the chances of success during an Operation.

Notice: If the security level is downgraded because of some effects, they are also applied to the cooperation partner.

Recommendation: Cooperation is much better than the operation, since the possibility of success is higher.

(Diagrams: "Both players roll dice according to the Security Level!"; "If at least one player succeeds, they both score points and the active player gains the Treasure and moves the Round Marker!"; "But if both fail, both gain an Investigation Token!")

End of the Turn

Your turn ends after you have carried out 2 Actions and an Operation. At the end of your turn you may sell Treasures and/or earn Titles. Note that this is your last chance until your next turn to use Millions to purchase Operation Dice or as payment to play Plan Cards.

Notice: Using Millions (buying dice or using cards) is available before the turn ends, even after all the actions/operation are done.

Selling Treasures

You can only sell Treasures at the end of your turn. To sell them, choose one type of Treasure and sell all of that type. You cannot sell two types of Treasures or a portion of one type.

Score points according to the current value of the Treasure and the number that you sold (Current Treasure Value x Amount Sold = Points Gained). After you sell a Treasure, move the Value Marker for that Treasure type down one space for each unit you sold.

At the end of the game, any unsold Treasure is translated into points at its current value.

Notice: The minimum treasure value is 3.

(Diagrams: "You can sell Treasures for points (Current Treasure Value x Amount Sold = Points)!"; "After that, the Treasure Value declines according the number of units sold!")

Earn a Title

Titles can only be earned at the end of your turn and only one Title per turn. If you qualify for two or more Titles, choose only one for this turn. Earned Titles are placed in front of player. Player scores the Title points, after the game ends. The detailed explanation for Title condition is listed on Page 13.

Notice: Titles do not refill and are not replaced. Once a Title Tile is taken, no others will take that spot and no other players may take that Title. See page 13 for a detailed explanation of Titles.

(Diagrams: "If you satisfy the condition,"; "You can earn a Title at the end of the turn!")

End of the Game

When the Round Marker reaches 0 on the Score Track, the end of game is triggered. Continue the current round until the last player in turn order has taken their final turn. If the last player in the turn order triggers the end of the game, there will be no additional turns.

The Round Marker's starting space and location during the game is directly connected to the number of players playing and the number of cities that have been robbed. If you lose track of where the Marker should be the end game conditions by number of players is - 12 cities for a 2-player game, 15 cities for a 3-player, and 20 cities for a 4-player game.

Notice: If there is a mistake on proceeding the Round Marker, check the robbed cities to fix the problem.

Notice: If all the treasures are robbed, the game ends at that turn.

Score Calculation

At the end of the game, all players will reveal their Mission Cards and score points accordingly. Then score points for remaining Treasures according to each type's current value, then score points from Titles. Finally, reveal all Investigation Tokens and deduct the appropriate amount of points. The player with the most points is the Greatest Thief!

If there is a tie, the player with the most Millions is the winner. If there is still a tie, both players share the win.

(Diagrams: "Score points from your Mission Card!"; "Score points from your Treasures!"; "Score points from your Titles!"; "Deduct point from your Investigation Tokens!")

Appendix

Detailed description of certain game aspects.

Plan Cards

Plan Cards help you throughout the game succeed in Operations and fulfill your Mission. You can play any number of your Plan Cards during your turn, provided you have enough Millions to pay their costs. The cost of a Plan Card in Millions is in the center of the card below the artwork. Plan Cards are one-time effects and are discarded face up after they are used.

In general, you can only play Plan Cards during your turn. But any Plan Card with a double-cog symbol next to the name can be played at any time, even on your opponents' turns.

You can have up to 4 Plan Cards in your hand at a time. If you would draw a new Plan Card while you have 4 in your hand, discard one before drawing the new card.

If the Plan Card deck is depleted, shuffle the discard pile to form a new deck.

(Diagram: "Check the cogwheel on the card!" with card key: Name, Cost, Artwork, Card ability, Flavor text; "Only on your turn!" and "At anytime you want!")

Operation Dice

Operation Dice represent your ability to carry out Operations. More dice means being able to tackle greater security levels. You begin the game with 2 Operation Dice and can gain more at any time during your turn by paying 3 Millions per Operation Die. You can hold a maximum of 6 dice, and once you've purchased a die it is yours for the rest of the game.

Notice: All Operation Dice are 6-sided with 5 success and 1 Failure.

Investigation

If you happen to fail during an Operation, there will be evidence left of your carelessness. Investigation Tokens represent this. When you gain an Investigation Token after a failed Operation, keep it face down and secret, even from yourself. They are all revealed at the end of the game and you will lose 1 point for each Evidence icon among all of your Investigation Tokens.

In the rare case that there are no Investigation Tokens left when you are required to take one, take one at random from the player with the highest number of Investigation Tokens. If this happens after an Operation in which there was cooperation, the active player takes the Token first.

(Diagram: "No loss of points on the token with no Evidence icons!")

Team Game - Optional Rules

In a 4-player game, you can play as teams. The turn goes alternate with each team. Each team can show their Plan Cards to each other and discuss strategy. You can even choose Mission Cards together. Each team can freely exchange or share Treasure, Millions, and Plan Cards (but only these) while both players are in the same city. A player can still have only 4 Plan Cards in hand at a time.

At the end of the game, the team with the highest total points wins.

Notice: No other things except treasures, Millions, and Plan Cards can be exchanged or shared.

(Diagram: "Clever exchanges will help your team win the game!")

Tips to become the Greatest Thief

Cooperation is recommended. It increases the likelihood of an Operation succeeding.

Be clever in your use of Plan Cards. They are very powerful and not to be squandered.

(Diagram: "A higher possibility of success is ensured!" with success chances by Security Level: 1 = 83%, 2 = 69%, 3 = 57%, 4 = 48%, 5 = 40%, 6 = 33%.)

Example: The First Turn of a 4-player Game

The abilities of each character are not applied.

(Board diagram of the example setup omitted.)

After the game setup, the turn order is determined to be Jack-Queen-King-Joker. Joker places his marker on the board first (reverse turn order), and decides he wants to begin on a city with a low Security Level and chooses Cyclades. King is aiming for the Archaeologist Title, and because the Security Level of both Seoul and Shanghai are quite low and they're next to each other he chooses to begin on Seoul. Queen also had designs on the Archaeologist Title, but doesn't want to fight King, so she begins on Madrid. Finally, Jack begins on Kagoshima, ready to compete with King for the Archaeologist Title.

JACK's turn

Jack uses his first action to move from Kagoshima to Seoul. He attempts a solo Operation and succeeds. He takes the Cultural Asset from Seoul and gains 2 points. Because there was a successful Operation, the Round Marker moves down. He uses his second action to gain 2 Millions. And looking ahead a turn at the Security Level of Shanghai, he uses 3 Millions to gain an Operation Die. If King takes the Cultural Asset from Shanghai, Jack plans to use the "Switch" card in his hand to take it from him.

QUEEN's turn

Queen attempts a solo Operation in Madrid and succeeds. She takes the Artifact and gains 2 points. The Round Marker moves down one step. Queen uses her 2 Actions both as Movement to go to Sydney and ends her turn.

KING's turn

King begins his turn by using his "Extortion" card to steal a Treasure from Jack. After that, he uses 1 Action to move from Seoul to Shanghai, since there is no longer any Treasure in Seoul. He uses his second Action to take 2 Millions from the bank and pays 1 Million to play his "Break the Safe" card on Shanghai. He suggests Cooperation with Joker and Joker accepts. They both roll 2 dice for the Operation. King rolls a failure, but Joker succeeds. King gains the Cultural Asset from Shanghai and they both score 2 points. The Round Marker moves down one step and King gains the Archaeologist Title at the end of his turn.

JOKER's turn

Joker wants to sell Treasure as quickly as possible. He considers the other player's positions and decides that no one will be interested in Cyclades, so he uses his "Working Remotely" card on Sydney. He suggests Cooperation with Jack and Jack accepts. They both roll and the Operation is a success. Joker takes the Artifact and both score 2 points. The Round Marker moves down. Joker uses his 2 Actions to gain 2 Millions and draw a Plan Card, since he plans on staying in Cyclades for next turn. At the end of the turn, he sells the Artifact for 7 points, the current value of the Treasure. Since one Artifact was sold, the Value Marker for that Treasure moves down one space. Artifacts are now worth 5 points.

Character Cards

Each character has two sides. Choose which side to play before the game begins.

Jack

  • Side A: You gain 1 additional point on any successful Operation you're involved in.
  • Side B: At the end of the game, before scoring final points, gain 2 Treasures that were sold earlier. If there is no available Treasure, you gain nothing.

Queen

  • Side A: When you sell Treasure you always gain 7 points per Treasure.
  • Side B: When choosing Mission Cards, you may keep 2 of the 3 instead of just 1. At the end of the game, choose one of those cards as the Mission you

Notice: The Side B text is printed incomplete on the source rulebook page; the sentence ends at "the Mission you".

King

  • Side A: The first Plan Card you play on your turn costs 0 Millions. Plan Cards played after the first, or any played during an opponent's turn are full price.
  • Side B: Before your operation, you can apply the opposite result of the operation. If you fail, it is considered as success. But if you succeed, it is considered as fail. The points you score from the dice follow the number of success dice.

Joker

  • Side A: During your Operation, the Security Level of the target city is -1. This benefit is transferred to your partner as well if you Cooperate.
  • Side B: When the Round Marker reaches 0 and all players have taken their final turns, you get one additional turn. If there is no Treasure on the board, this ability is canceled. If Jack would use his "At the end of the game" ability, this turn takes place before Jack's ability.

Fifth character (name printed in Korean on the card, no English name given on the page)

  • Side A: You can move up to 3 spaces in a single Action.
  • Side B: During an Operation, you score points equal to the number of successes you roll. Even during a failed Operation.

Notice: The character sheet shows five character pairs, while the Components list above says 4 Character Cards. The text is transcribed as printed.

Titles

The number on each Title card is its point value, scored after the game ends. The icons on each card show the Treasures required.

TitlePointsEarned when you have
Archaeologist42 Cultural Assets
Star Picker42 Jewels
Gold-runner42 Gold Bars
Spy42 Top Secrets
Painting Collector42 Paintings
Artist42 Artifacts
Master of Operation56 Operation Dice
Treasure Hunter52 Titles
Infiltration Genius

Also printed on the Titles page, in the row beneath Painting Collector and Artist, with no title card beside it: "Can earn if you have 2 Treasures of the same type."

Notice: The source page does not attach this last line to one specific Title card. It is transcribed as printed and sits beneath the Painting Collector and Artist pair.

Mission Cards

  • Collection: At the end of the game, you score 2 / 4 / 7 / 9 / 12 / 14 points for each different type of Treasure you have. (Max 14 points)
  • Value Manipulation: At the end of the game, you gain 5 points for every 2 Treasures you have. If Jack's ability is applied on the game, Jack first applies his ability.
  • Operation: At the end of the game, you gain points equal to the Current Treasure Value for any Treasure that has exactly 1 unit still on the board. For example, if there are 3 Gold Bars, 2 Cultural Assets, 1 Jewel, 1 Painting, and 1 Top Secret, you gain points according to their respective current values for each of the Jewel, Painting, and Top Secret.
  • Broker: At the end of the game, you gain 2 points for every 3 Treasures you have. (Max 16 points) If Jack's ability is applied on the game, Jack first applies his ability.
  • As Planned: At the end of the game, you score 1 bonus point per 1 kind of Treasure valued as 4 points on value chart now, and 2 bonus points per 1 kind of Treasure valued as 3 points on value chart now. (Max 12 points)
  • Sabotage: At the end of the game, you gain 2 points for each U.S. and Chinese city (New York, Las Vegas, Washington, Shanghai, Macao, Beijing) that was robbed by any player. (Max 12 points)
  • Infiltration I: At the end of the game, you score 1 / 2 / 4 / 7 / 10 per Seaport city (London, Fussen, Kagoshima, Casablanca, Bangkok) that was robbed by any player. (Max 10 points)
  • Infiltration II: At the end of the game, you score 4 / 7 / 11 points per Airport city (Washington, Rome, Beijing) that was robbed by any player. (Max 11 points)
  • Notorious Super Star: At the end of the game, you gain points equal to your Titles.

Plan Cards (Card List)

  • Account Siphon: Gain 4 Millions.
  • Private Jet: Move to any city.
  • Remote Job: During your Operation, you can target any city regardless of your location.
  • Hacking: This card can play a copy of the top card of the discard pile. Do not pay the cost for this card.
  • Threaten: Cancel a Plan Card just played. The costs are still paid and the card is discarded.
  • Swap: Exchange one of your Treasures for a Treasure owned by another player. If you have no Treasure, you cannot play this card.

Plan Cards (Card List, continued)

  • Dismantling Safe (cost 0): During your Operation, lower the Security Level of the target city by -1. You cannot play another card this turn that lowers the Security Level. But it is possible to use with Joker's ability.
  • Temptation (cost 0): At random, take 1 Plan Card from another player in the same city as you.
  • Security Disruption (cost 1): After any Operation has succeeded, force the dice to be rerolled. If the Operation was a Cooperation, only the player, or players, who succeeded reroll.
  • Enforcement (cost 1): After a failed Operation on your turn, change 1 of your failed die into a success. If you use "Hacking" after "Enforcement" continuously, you would be able to change 2 failed dice.
  • Infiltration (cost 1): You can do another Operation this turn.
  • Disguise (cost 1): During your Operation, lower the Security Level of the target city by -2. You cannot play another card this turn that lowers the Security Level. But it is possible to use with Joker's ability.
  • Perfect Job (cost 1): Gain double points after a successful Operation. If you are Jack, apply his bonus first. If you use "Hacking" after "Perfect Job," you will gain 4 times the points.
  • Without Anyone Knowing (cost 1): During your Operation, roll only 1 die regardless of the Security Level of the city. If you are successful, you gain the Treasure, but no points. If you are in Cooperation with another player, they roll the normal amount of dice.
  • Making an Imitation (cost 1): This card takes the place of any one Treasure for purposes of gaining a Title. The requisites for gaining a Title can never go below 1 Treasure.

Notice: The Plan Card list printed in this rulebook totals 20 cards (6 on the previous page, 14 on this page), while the Components list above says 25 Plan Cards. Both are transcribed as printed.

5
Succeed in an Operation on a city with a Security Level of 6
Shadow with No Face5More than 35 points
Magician of the Continent6a Jewel, a Painting, and an Artifact
Will-o'-the-wisp6a Top Secret, a Gold Bar, and a Cultural Asset
Sweep75 Treasures of any type
Great Thief of Legend94 Treasures of the same type
  • Gambling: At the end of the game, roll all of your Operation Dice and gain 4 points for every 2 successes you get. (Max 12 points)
  • Observation: At the end of the game, reveal at random 3 unused Titles. Score the appropriate points for any Title that you are currently qualified for. If one is "Treasure Hunter," it must be met before revealing "Observation." If one is "Infiltration Genius," discard it.
  • Reversal!: At the end of the game, after all players have finished final scoring, you score 3 / 5 / 8 / 12 points according to your rank (If you're in last place after all scores have been calculated, you gain 12 points). If there are fewer than 4 players, apply the bonus appropriately, i.e. 3 / 5 / 8 in a 3-player game, 3 / 5 in a 2-player game.
  • Secret Deal (cost 2): Take 1 Treasure that was earlier sold. The current value of the Treasure does not increase.
  • Extortion (cost 2): Take 1 Treasure from another player in the same city as you.
  • Armed Terror (cost 2): In all of the cities which were not robbed until now, take 1 Treasure from any city of them with the lowest Security Level. The Round Marker moves, but you do not gain any points.
  • Betrayal (cost 2): After a successful Operation in which you were Cooperating, take the gained Treasure from the active player.
  • Exposure (cost 2): Gain 5 points.