Flee The Scene
Flee The Scene Rulebook
Table of Contents
Table of Contents
Aim of the Game
The aim of Flee the Scene is to steal and deliver the most rewarding antiques before the time runs out. Each delivered antiquity scores points. Once 1 player scores 13 or more points, all other players have 1 last turn before the game ends. The player with the highest score is the winner!
Components & Setup
Follow these easy steps to setup Flee the Scene:
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Place the game board in the centre of the playing area.
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Shuffle all 45 mission cards and deal 3 to each player. Place the remaining cards facedown below the board to form a draw pile. Turn over the top 4 cards and place them faceup to the right of the draw pile. Allow space to the left of the draw pile for discards.
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Place 1 of each vehicle (train, truck and ship) in the bottom left area of the board.
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Players need to determine a starting player. Whoever last travelled by train, truck or ship starts the game. Players receive 2 vehicles each, as illustrated by the chart on the top left of the board.
- The starting player receives a train and a ship.
- The second player receives a truck and a ship, and so on.
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Each player takes a player card and pawn in their chosen colour. They then place their pawn in their chosen city (in turn order). This is decided by discarding 1 of their 3 cards (of their choice). Their pawn is placed in the bottom city shown on their discard.
Example: Player One discards this relic card and places their pawn in Torino.
Gameplay Overview
Proceeding clockwise from the starting player, each player takes their turn in full. On their turn, players will be moving their pawn between cities using trains, trucks and ships. They will be taking missions, robbing museums and delivering stolen antiquities (jewels, relics and artworks). This continues until 1 player scores 13 or more points. All other players have 1 last turn before the game ends.
Moving Between Cities
On their turn, players must first place 1 of their 2 vehicles on the board, adding to the 3 vehicles already there. Each vehicle type allows 1 move between 2 connected cities, either by rail, road or sea.
Player One is in Tunis. They started their turn by adding their train to the board. They could use a truck to travel by road to Alger or Sfax. They may also decide to travel by rail to Alger using a train. If they decide to go by sea, they could reach Cagliari or Tripoli using a ship.
Each time players use 1 of their vehicles, they must move it across to the other side of the 'double arrows'.
Player One decided to travel to Alger by road. They use their truck to make the move.
Sometimes the desired vehicles are not available. In this case, players may use any 2 vehicles in place of 1 they want, e.g., a truck + a ship = a train.
Regardless of what else they do on their turn, players may continue using any remaining vehicles to move between cities.
Taking Missions
Each player begins with just 2 cards in their hand. These are their hidden missions. Throughout the game, players will want to take more missions. There is no limit to how many cards players may hold in their hands.
To take more missions, players will need to move their pawn into 1 of the 6 cities shown here to the left.
Only when a player first moves into 1 of these cities, may they take missions. If they wish to take more, they must first leave the city before re-entering.
When taking missions, players may either:
- Take 1 of the 4 faceup cards available below the board, or
- Take 2 facedown cards from the top of the draw pile.
When taking a faceup card, players should turn over a new card from the top of the draw pile to replace the card that was removed.
Card key: Mission points (top number), Museum City (middle city), Delivery City (bottom city).
Robbing Museums
In order to score points, players will need to rob museums of their precious antiquities and deliver them to various cities around the board. To rob a museum, players must enter the top city shown on their card. After entering the city, players place the card (or cards, if they have more than 1 from the same city) faceup in front of them. Players may only carry up to 3 stolen antiquities at a time.
For example, Player One has moved into Cairo, holding the jewel card pictured above. They place the card faceup in front of them and continue their turn.
Delivering Antiquities
Once players have stolen 1 or more antiquities, they will need to deliver them before scoring any points. To deliver stolen antiquities, players must enter the bottom city shown on their card. After entering the city, players move the card off to the side of their playing area. Players should stack their successful deliveries so that only the mission points are visible.
Player One has delivered the stolen jewels to La Rochelle. They now have a total of 9 points.
- Stolen antiquities (active missions)
- Player card
- Delivered antiquities (completed missions)
At the End of Each Turn
Once players can no longer move or take any actions in their current city, their turn is over.
Players end their turn by taking 1 of the 4 vehicles from the board, and placing it into their own supply. This allows players to secure an important move for their next turn, or potentially hinder an opponent's movement.
There should always be exactly 3 vehicles on the board, and 2 in each player's supply between turns.
End of the Game
The game's end is triggered once 1 player scores 13 or more points. Once this happens, all other players have 1 last turn before the game ends. The player with the highest score is the winner!
In the case of a tie, the player who delivered the most stolen antiquities is the winner. If still tied, the player who delivered their antiquities first is the winner.