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Estoril 1942: Super Box

Estoril 1942: Super Box Rulebook

Table of Contents

Table of Contents

  • Base Game
    • Components (base game only)
    • Overview of the Game
    • Game Setup
    • Concepts about the Location Board Grid
    • Character Tiles Explanation
    • Start of Each Round
    • Player Turn
    • End of Each Round
    • End of Game and Victory Points (VP)
    • Character Abilities
    • Location Boards
    • Mission Tiles
  • Promo Tiles
    • Components (promotional tiles only)
    • Enigma Tile
  • Expansion "Double Agent"
    • Introduction
    • Components (only from Expansion "Double Agent")
    • Location Boards
    • Character Abilities
    • Mission Tiles
    • 5th Player
  • Expansion "VIP"
    • Introduction
    • Components (only from VIP Expansion)
    • Casino Roulette Tile
    • Location Boards
    • Mission Tiles

Base Game

Components (base game only)

  • This rule book and 4 player aids (English version only online)
  • 27 Character tiles
    • 24 Starting Character tiles. These tiles have a color symbol in the top right corner. There are 6 tiles of each color. There are 4 available colors for the Starting Character tiles and Tile holders: red, green, blue, and yellow. There is a 5th color (pink) that is used with the "Double Agent" expansion.
    • The other Character tiles are shuffled and used as the draw pile during the game.
  • 24 Tile markers (6 of each color)
  • 4 Tile holders (each one has a different color symbol: red, blue, green, and yellow)
  • 10 Shields
  • Round marker
  • 1st player tile
  • 2 dice (d6)
  • 8 Location boards. For the base game version use only the Location boards from 1 to 8.
  • 12 Mission tiles. For the base version use the tiles indicated on page 14.

The medal symbol, with a number inside, shows the victory points (VP) offered by Missions and Character tiles.

Overview of the Game

#1. Each player has 6 Character tiles and some Tile markers based on the number of players in the game. See page 4.

#2. Taking turns in clockwise order, each player will place one Character tile with a Tile marker of his color on an available Deployment space of one of the 6 Locations (abiding by placement rules). See page 6/7.

#3. Once all the player markers have been placed, the players resolve each Location Board in numeric order to determine the player with the highest total strength. The strongest player at each Location wins the available Reward tile and adds it to his hand. See page 8.

#4. Players who have more than 6 Character tiles in their hands discard down to 6. See page 8.

#5. After 4 Rounds, players add up the VP from their 6 Character tiles in their hand, any accomplished Mission tiles, and the number of discarded Character tiles (1 VP per tile). See page 9.

Game Setup

#1. Players choose one of the 4 available colors (red, green, blue or yellow). Give each player all 6 Starting Character tiles of that color.

Depending on the number of players, give each player a specific number of player markers in their color:

  • 6 markers in a 2 player game;
  • 4 markers in a 3 player game;
  • 3 markers in a 4 player game.

The player who chose the red color receives these 6 Characters, forming his initial spy network.

Place your tiles on the Tile holder.

#2. Randomly place 4 Mission tiles face up on the table where everyone can see them. Return the others to the box.

#3. Shuffle all Character tiles (excluding Starting Character tiles) into a single facedown pile and place it near the Mission tiles. It is from this pile you take new tiles whenever you need them.

#4. Roll dice to determine the 1st player. Give that player the 1st player tile. Place the Round marker on the 1st Round spot.

Location Board explanation:

  • Some Location boards have symbols that indicate they have special rules. These rules are explained later, on pages 12/13.
  • REWARD SPACE: The red area indicates where the Reward tile is placed.
  • Deployment space: Areas surrounded by yellow square lines, where players can place their own tiles. There can never be more than ONE Character tile per Deployment space.
  • "Top Secret" space: If the space has "Top Secret" written on it, any Character tile placed in here must be face down. Otherwise place it face up.
  • Roman numeral: This indicates the order in which each Deployment space is resolved.
  • Center number: This number in the center of the board shows the order in which each Location Board is resolved.
  • Symbols: These symbols award the player who places a tile here a special power.
    • This symbol allows the player, immediately after placing a Character tile in this Deployment space, to look at a face down tile in this Location Board (can be the Reward tile).
    • This symbol allows the player, immediately after placing a Character tile in this Deployment space to look at a face down tile on this Location Board or on an adjacent Location Board (can be a Reward tile).
    • This symbol allows the player, immediately after placing a Character tile in this Deployment space, to look at a face down tile in ANY Location Board (can be a Reward tile).

Concepts about the Location Board Grid

At the start of each Round, 6 Location boards are placed in a 2x3 grid (see page 6). The grid formed by these Location boards is made up of spy Deployment spaces and Reward spaces. The spatial relationship between Location boards and Deployment spaces is important for the understanding of the rules.

  • OUTER SPACE: all the Deployment spaces that a player can place a Character tile that are on the edge of the grid.
  • INNER SPACE: all the Deployment spaces that a player can place a Character tile that are inside of the grid.
  • ADJACENT SPACE: all the Deployment spaces that a player can place a Character tile that are side by side (orthogonally) in the grid. Doesn't matter if they are in different Location boards. There are NO diagonals in the grid!
  • ADJACENT LOCATION: Locations that are side by side (orthogonally) in the grid. There are NO diagonals in the grid!

In the example pages, Inner Spaces are marked with a red circle and Outer Spaces with a green circle. In the example, Location Board 2 is adjacent only with Location Board 4, 5 and 6.

Character Tiles Explanation

  • The symbol that shows the Character's abilities. Detailed rules explanation on pages 9/10/11.
  • The symbol used on all women spies.
  • If the tile has a colour symbol (red, yellow, blue or green), it indicates this is one of the player specific starting Characters.
  • The strength of the Character.
  • The nationality of the Character (flag).
  • The VP that this Character awards at the end of the game.
  • The name of the Character.

Start of Each Round

#1. Shuffle Locations: Shuffle all the 8 Location boards.

#2. Place Locations on the table: Randomly choose 6 of the 8 Location boards and place them randomly (face up) in the center of the table, with random orientation, in a 2x3 grid. Leave the remaining Location boards aside for the next Round.

#3. Place Reward tiles: Randomly place a new Character tile (face up) from the top of the pile in each Reward Space. These tiles become the Reward tiles. Don't forget to place them face down if the Reward Spaces have "Top Secret" written on them.

#4. 1st player begins: The game starts with the 1st player's turn and proceeds clockwise.

Player Turn

On his turn a player MUST place ONE Character tile from his hand along with one of his markers in ONE free Deployment space.

The player must choose one of the following options:

Option #1

  • Place one Character tile from your hand in a free Outer Deployment space.
  • If the space has "Top Secret" written on it, place the tile face down. Otherwise place it face up.
  • Place ONE of your available Tile markers on the top of it.
  • If you have no remaining Tile markers, you cannot place tiles for the remainder of the round.

In a very rare situation, when a player cannot place a tile in an Outside space and also cannot place adjacent to his own tile in an Inner space, the player can place it in any free Deployment space.

Option #2

  • Place a Character tile from your hand in a free Inner Deployment space. That tile MUST be adjacent to a Character tile that you control (has one of your Tile markers on the top of it).
  • If the space has "Top Secret" written on it, place the tile face down. Otherwise place it face up.
  • Place ONE of your available Tile markers on the top of it.
  • If you have no remaining Tile markers, you cannot place tiles for the remainder of the round.

After the player has placed ONE tile with one Tile marker, his turn ends. The player on his left begins his turn. Repeat this process until all players have placed all their Tile markers.

End of Each Round

The Round ends when all players have placed all their Tile markers.

#1. Resolve Location: In this step, players will resolve each Location Board. Resolving means using the Characters' abilities, determining who is the strongest player and awarding the Reward tile. To see the detailed rules about the Character abilities, see pages 9/10/11.

The Locations are resolved in the order of their central numbers, starting with the lowest.

When resolving a Location, turn face up all Character tiles (including the Reward tile) from that Location ONLY. Then resolve each Character's abilities according to the order (I, II, III). The Roman numeral in each Deployment space indicates the order in which players may activate their Character's abilities.

Players are not forced to resolve their own abilities.

#2. Receive Reward tile: The player with the highest total strength takes the Character tile in the Reward Space and places it in his hand. Note that a player adds up all strengths from his Characters in the Location Board.

In case of a tie, the player with a Character tile located in the lowest numbered Deployment space wins the Reward tile.

The zero strength also counts. So, if a player is the only one with a zero strength Character tile he still wins the Reward tile. In case of a tie with zero strength, he may still win the Reward tile (it depends on the space it occupies).

In case there are no player controlled Characters, the Reward tile is placed facedown at the bottom of the draw pile.

IMPORTANT: DO NOT remove the other Character tiles from that Location Board.

#3. Retrieve tiles: ONLY after ALL Locations have been resolved, players take their Character tiles back into their hands and take back their Tile markers.

#4. Discard tiles: Players discard tiles face down into a pile in front of them until they have 6 tiles in hand. If a player has 6 or less tiles, he does not discard any tile. After all players have discarded down to 6, all players simultaneously reveal their discarded tiles. They remain face-up in a single pile and CAN be consulted anytime by any player.

Note: Keep in mind that these discarded tiles will award VPs at the end of the game. See page 9.

#5. New 1st player and begin a New Round: The player to the left of the 1st player becomes the 1st player (give the 1st player tile to him). Advance the Round marker to the next Round spot. Begin a new Round. Please refer to page 6.

Skip this step in the 4th round.

End of Game and Victory Points (VP)

After performing the "End of the Round" procedure of the 4th Round, the game ends. Then, all Players add up VP from:

#1. Discarded tiles: Each Character tile the player discarded during the game counts as 1 VP.

#2. VP from Character tiles: Add up all VP's from the 6 Character tiles. IMPORTANT: Only tiles in your hand count. DO NOT count the discarded tiles for this purpose.

#3. Accomplished Missions: Each player will check if he has accomplished any Mission and adds those points to his score. All tied players in a Mission divide the VP's (round down). Please refer to page 14. IMPORTANT: Only tiles in your hand count. DO NOT count the discarded tiles for this purpose.

Then, the player with the most total points is the winner of the game! In case of a tie, the player with more accomplished Missions wins. If there is still a tie, the player with the most total points from Character tiles in his hand is the winner. If there is still a tie, players share victory.

Example: The Red player got 13 VP from his 6 Character tiles. During the game the Red player discarded 7 tiles, so he gets 7 VP. He also accomplished two Missions. One of them he did alone, so he adds +6 VP to his score. The other Mission was also accomplished by the Yellow player, so they divide the points, 3 for each player. The Red player gets a total of 9 VP from the Missions. The Red player scored in this game a total of 29 VP (7+13+9).

Character Abilities

Almost all the Character tiles have one or two special abilities. They may be used when resolving the Location Board at the end of the Round. For each symbol on the Character tile, the controlling player may use the following abilities:

ASSASSIN: Choose a Character tile (not a Reward tile) from this Location and return it to the controlling player's hand. It's removed from this Location, but NOT from the game.

Example: Location 3 is now going to be resolved. In Deployment space I, the Red player placed a Character with the ASSASSIN ability. Because it is in Space I, it is the 1st to use its ability. The Red player chose to remove the C. Lucky Luciano Character. The Character is returned to the Yellow player's hand. Now the Red player and the Green player are tied. The Green player can still use his ability. See page 10.

CONSPIRACY: Secretly look at the top tile from the draw pile and the Reward tile from this Location. Place one in the bottom of the draw pile facedown and the other in the Reward Space (face up).

Example: Continuing the previous example, after Deployment space I is resolved, it's now time to resolve Deployment space II. The Green player can use his ability. He will look at the top tile of the tile draw pile and the Reward tile, then, if he wants, he can exchange them. The Red player wins the Reward tile, but probably will not get the Reward tile that he wished for!

NATIONALISM: This Character gets +1 strength for each other flag on this Location Board and adjacent Location Board, that is equal to its own flag. The flag can be on a Character that the player doesn't control or even in the Reward tile (if face up). The flag can be on a Character that is in a Location Board that has already been resolved.

Example: In this new example, Deployment space II in Location Board 3 is resolved. The Character benefits from the flags of UK from two Characters that are in adjacent Location Boards. The Yellow player wins the Reward tile with: A Character in Deployment space I gives 2 Strength. B Character in Deployment space II gives 2 Strength. C: 2 (1+1) from the UK flags in adjacent Location boards. The Yellow player gets a total of 6 Strength.

SEDUCTION: Choose any Character (face up or face down) from an adjacent Location Board (not a Reward tile) and place it with its Tile marker in a free Deployment space at this Location. The Character can be on a Location Board that has already been resolved. VERY IMPORTANT: Ignore all abilities on that tile, it will only count its strength for its owner.

Example: We are resolving Deployment space II, from Location Board 2. The Yellow player has secured the Reward tile, because he is alone there. But he wants to stop the Red player from winning the Reward tile from Location Board 5 (since he is also alone there). So he chooses to bring 2 Character tiles (he can do this because his Character tile has 2 Seduction symbols) from two adjacent locations. One comes from Location Board 3 and it's a Character he owns. The other is from the Red player in Location Board 5. The Red Character is revealed and has 5 strength. The Yellow player also has 5 strength in total (the sum of his two Character tiles). They are tied. But since the Yellow player is in a Deployment space with a lower value (I), he wins the Reward tile. Note the special abilities from the Characters that were pulled from the adjacent Location boards cannot be used. This way, the Yellow player prevented the Red player from winning the Reward tile from Location Board 5.

DIPLOMACY: Choose any Character (can be himself) from this Location Board or an adjacent Location Board (face up or face down tile). Place a Shield on it. During this Round, this Character cannot be the target of Assassin and/or Seduction. The Character can be on a Location Board that has already been resolved.

Example: We are resolving Deployment space I, from Location Board 3. The Yellow player used the ability of his Character to place a white Shield on an adjacent Location Board, on a Character that he owns. This way he protects his Character from Assassin or Seduction abilities, increasing the chances to win when Location Board 8 is resolved.

Note: If you're using the characters of other Expansions ("Double Agent" or "VIP"), the Shield also protects from the Double Agent ability - page 17.

Location Boards

Besides the general rules that are the same for all Location boards (see pages 5/6), each of them has a special rule.

#1 Church: At this Location, Assassin abilities CANNOT be triggered. You can nevertheless still place tiles that have the Assassin ability at this Location.

#2 Hotel Palácio: When resolving this Location, Character tiles with the UK flag gain +1 strength.

#3 Tamariz beach: At this Location there is no TOP SECRET sign in any Deployment space or in the Reward tile space. It means ALL the tiles must be placed face up.

#4 Hotel Atlântico: When resolving this Location, Character tiles with the German flag gain +1 strength.

#5 Muchaxo: At this Location, ALL Deployment Spaces are considered Outer spaces. About Outer and Inner spaces, please refer to page 5. Because ALL the Deployment Spaces in this Location Board are considered Outer spaces, the Red player can immediately place a Character tile in Deployment space II. It doesn't have to have any adjacent tile.

#6 Casino: At this Location Board, AFTER resolving abilities, all players must roll 2 dice for each Character they control here. The difference between the 2 dice is added to the Character's strength.

Example: In this example, the Blue and the Yellow players are fighting for the Reward tile. Blue has a strength of 5. Yellow has a total strength of 2 (1+1). Abilities are resolved. So it's time to roll the dice. Blue rolled the two dice for his Character in Deployment space I. The result is zero, so nothing is added to his strength. He still has a strength of 5. Yellow rolled the two dice for his Character in Deployment space II. The result is 1. Yellow rolled for the other Character in Deployment space III. The result is 4. So, Yellow adds 5 (4+1) to his strength, giving him a total of 7 (5+2). With this result, the Yellow player gets the Reward tile.

#7 "Hell's mouth" rock: At this Location Board, and AFTER resolving abilities, if there are at least two players with Characters at this location, the player with the lowest strength in this location must discard one of those Characters that he controls (player's choice). The discarded tile is removed from the game. Return it to the box. In case of tie the player with a tile located in the lowest numbered Deployment space wins.

This Location, in a 2 player game, can cause a player to have more Tile markers than Character tiles in the next Round. In this very rare situation, the player plays only the Character tiles he has.

Example: In this example, again, Blue and Yellow players are fighting for the Reward tiles. Blue has 5 strength. Yellow has a total of 2 strength (1+1). Abilities are resolved. So it's time to see who's the player with the lowest strength in this location: Yellow. He must decide which Characters will be removed from the game. Yellow chose to discard from the game his Character from Deployment space III, since it only gives 3 VP and the other one gives 4 VP at the end of the game.

#8 Museum Condes de Castro Guimarães: In this Location, besides having 4 Deployment Spaces instead of the normal 3, the player who places a Character tile in Deployment space IV can look at one tile on any Location Board. It is the only Deployment space where that can be done. Note that if a player placed a Character in Space IV, he can see one tile on ANY Location Board. Please refer to page 4.

Mission Tiles

  • Each Mission tile indicates a goal you have to achieve at the end of the game. If you can, you get 6 VP.
  • In the case of ties, tied players divide the VPs (rounds down).
  • A Character tile can count for different missions.
  • Whatever the Mission, count ONLY the Character tiles that you have in your hand. Discarded tiles do NOT count for this.
  • Each of these Mission tiles shows a symbol or flag.
  • At the end of the game, if you have the highest number of symbols or flags indicated on the Mission tile, you gain 6 VP.
  • Note: A Character tile that has 2 equal symbols counts as 2 symbols for the Mission.

Example (Assassin symbols): Only the Assassin symbols on the Character tiles are counted. The Red player ended the game with these 6 Character tiles. In this example, the Red player has 5 symbols. Note that 2 of them came from just one tile!

Example (Strength): Only the Strength symbol on each Character tile is counted. The player who has the most total Strength wins the 6 VP. In this new game, the Yellow player ended the game with these 6 Character tiles. The total Strength in his hand is 16 (5+3+2+0+4+2). If the Yellow player has the most strength, he scores 6 VP.

Example (Flags): Only ONE flag from each country that is shown in the Mission tile is counted. Repeated flags don't count. In another game, the Red player ended the game with these 6 Character tiles. In this example, the Red player has 4 different flags. Note that the second French Character tile doesn't count for this Mission.

Promo Tiles

Components (promotional tiles only)

  • 4 Character tiles. In the game setup, add these Character tiles to the rest of the tiles and use them following the rules of the base game.
  • 1 Enigma tile.

Enigma Tile

  • At the start of the 1st Round (page 6, step #3), place the Enigma tile in a random Reward Space face-up. All tiles in this Location must be face-up at all times (including the Reward tile).
  • At the Start of each Round, after the Reward tiles have been placed, the player who controls the Enigma tile MUST place it in a Reward Space of his or her choice.
  • The player who wins the Reward tile for this Location also wins the Enigma tile and places it next to him.
  • If no player wins this tile, place it in the next Round in the same way it was done in the 1st Round.
  • At the end of the game, this tile awards 2 VP to the player who owns it.
  • Important: it does not count for hand size purposes.

Expansion "Double Agent"

Introduction

This expansion offers you a new skill, 7 characters, 2 Mission tiles, 2 Locations and allows you to play with a 5th player. Add the components of this expansion to the base game components. All the following rules allow you to play with the material of this expansion. Any rule not expressed here follows the rules of the base game.

Components (only from Expansion "Double Agent")

  • 7 Character tiles
  • 2 Location boards
  • 2 Mission tiles
  • To be used by a 5th player: 6 Starting Character tiles (pink network), 6 pink Tile markers, 1 Tile holder, 1 rule summary

Location Boards

#0 Alcantâra, Lisboa: The first player to place a Character in this Location can immediately rotate the Location Board. The board can be rotated 90° (in any direction) or 180°.

Example: In this example, the Pink player placed a Character tile with his Tile marker in an Outer Space that was free. As this was the first Character to be placed, he can rotate the board 90° or 180°. This way the Character is now adjacent to 2 Inner Spaces of 2 Location boards (indicated by the yellow arrows).

#9 Hotel Avenida Palace, Lisboa: All Characters that have the ability of Nationalism and who are in this Location or in Adjacent Locations gain +1 strength.

Example: In Location 2, in Space I, the Pink player placed a Character with a UK flag, with the Nationalism ability and with strength 2. Location 2 gives +1 to Character tiles with the UK flag. In addition, Location 9 gives +1 strength to any Adjacent Character who has Nationalism. The total strength of the Pink player's Character is now 4.

Character Abilities

DOUBLE AGENT: When this ability is activated, the player retrieves his Character (removes it from the board) and places the Character's Tile marker in a space of an Adjacent Location (not on the tile!) where a Character from another player is.

  • For the rest of this Round, for all intents and purposes, the player who activated Double Agent controls the Character who is in the space where he placed his Tile marker. The agent becomes yours until the end of the Round.
  • At the end of the Round, when players collect their Characters, the Double Agent ability ceases to take effect. The Character that is being controlled (if not removed from the game) is again free, returning to the original owner's hand.
  • A player CANNOT use the Double Agent ability on Characters that have a Shield on it (they are protected).
  • A player CANNOT use the Double Agent ability on Characters that are already under the Double Agent effect (they already have a player marker in his space).
  • Characters under the Double Agent's effect CANNOT use their own Double Agent ability. In other words, a player CANNOT create a chain of Double Agents.
  • If a player controls a Character and is a target of Seduction, his Player marker follows the Character following the normal rules, where only his strength counts.

Example: Location 6 is being resolved. Starting with Space I, the Pink player has a Character with the ability of Double Agent and wants to try to win the prize that is in Location 9. So he uses his Character's ability: he removes the Character from Space I of Location 6 to his hand and places a pink Tile marker into Space I of Location 9. This way the Blue player loses control of the Character there.

Mission Tiles

Most Double Agent symbols: At the end of the game, the player with the highest amount of this symbol on tiles in his hand is the winner and receives 6 VP.

Lowest number of discarded tiles: At the end of the game, the player with the lowest number of discarded tiles wins 6 VP.

5th Player

The rules are the same as the base game, with the exception of:

  • In each Round use 8 Location boards simultaneously, forming a 4x2 grid.
  • Each player receives 3 Tile markers.
  • Randomly choose 5 Mission tiles.

Expansion "VIP"

Introduction

This expansion offers you 17 new Character tiles, 3 Mission tiles, 1 roulette tile and 2 new Location boards. Add the components of this expansion to the base game components. All the following rules allow you to play with the material of this expansion. Any rule not expressed here follows the rules of the base game and the Double Agent expansion.

Components (only from VIP Expansion)

  • 17 Character tiles
  • 1 die (d12)
  • 2 Location boards
  • 3 Mission tiles
  • 1 Casino Roulette tile: At the end of the game, you score 1 negative VP for each tile you have in your hand with a black medal.

Casino Roulette Tile

This tile is used only when the CASINO Location is in play. If you choose to use it, in addition to the Local Casino base rules (page 13), the following rules also apply:

  • As soon as the local Casino enters the game, place the Roulette tile in the REWARD space, next to the Reward tile.
  • In your turn to play, if you place a Character in Space I, II or III of the Casino Location, you must additionally place a Character tile face down under the Roulette tile. This tile can be taken from your already discarded tiles or one of the tiles in your hand.
  • If you cannot put any Characters under the Roulette, you CANNOT place any Characters at the Casino Location.
  • If you win the REWARD tile (which goes to your hand), you also win all the tiles under the Roulette tile, but these must be placed in your discard pile face up.
  • While the tiles are under the Roulette, they CANNOT be revealed or consulted, not even with the Enigma tile or other effects of the game.
  • If no one wins this Location, the tiles under the Roulette tile are returned to the game box face up.

The Casino Roulette tile can generate a very rare situation: you get more Tile markers than Character tiles. In this situation, you only play with the Character tiles you have in your hand.

Location Boards

#? Portela Airport, Lisboa: Roll the 12-sided die and place it in the center of the board. The number shows the order in which this Location is resolved. If there is another Location with the same number, resolve the Airport first.

  • If you put a tile in space I you may increase or decrease the value of the die by 1.
  • If you put a tile in space II you may increase or decrease the value of the die up to 2.
  • If you put a tile in space III you may increase or decrease the value of the die up to 3.

The value of the die cannot be changed from 12 to 1 or vice versa.

#10 Garret, Estoril: Place 2 Character tiles in the Reward space. If you win the reward, you receive those 2 tiles.

When resolving this Location, Character tiles with the Woman symbol gain +2 strength.

Mission Tiles

  • Flags: In this Mission, only ONE flag from each country that is shown in the Mission tile is counted. Repeated flags don't count.
  • Fewest symbols: For this Mission, whoever has the LEAST NUMBER of symbols shown in the Mission tile wins.
  • Starting Characters: For this Mission, whoever has in their hand the largest number of Characters with the Starting Character symbol wins.