Give Me The Treasure
Give Me The Treasure Rulebook
Table of Contents
Table of Contents
Game Overview
DUEL OF CROOKS is a card game in which two opponents confront each other to obtain treasures. The loot is divided up and then exchanged for money. The person who first collects 20 coins wins the game. To win, you must foil your opponent's schemes and make the best combinations of loot. Don't forget that the Reinforcements are there to help you if you need them!
How to Win
Collect 20 coins before your opponent.
Contents
- 4 Bandit tiles
- 34 coins (value 1 or 5)
- 44 cards (35 Loot, 9 Reinforcement)
- 1 Arrow marker
- 2 Leader tokens (for the 3 or 4 person variant)
- this rulebook
4 Bandit Tiles
Each Bandit tile has a name, a Bandit skill (a special ability that is activated during the game; each Bandit has a different ability) and a Black Market table (the list of Loot card combinations and their value in coins).
- Raoul: You may keep 1 more card than the chest limit.
- Chipo: If you have resold more than one Loot combination during the turn, you collect 1 coin.
- Joe: If you have resold a Loot combination worth at least 6 coins, you collect 1 coin.
- Mofette: At the end of the Resale step, if your opponent has at least 2 Cursed Painting cards, you collect 1 coin.
Black Market table (identical on every tile):
| Combination | Value in coins |
|---|---|
| 3 3 (two cards numbered 3) | 2 |
| 5 5 5 (three cards numbered 5) | 5 |
| 7 7 7 7 (four cards numbered 7) | 10 |
| 3 4 5 (sequence, several colours) | 4 |
| 4 5 6 7 (sequence, several colours) | 6 |
| 1 2 3 4 5 (sequence, several colours) | 10 |
| 3 4 5 (sequence, same colour) | 6 |
| 4 5 6 7 (sequence, same colour) | 9 |
| 1 2 3 4 5 (sequence, same colour) | 15 |
9 Reinforcement Cards
Each Reinforcement card has a front (recto) and a common back (verso).
- Pat, the Police Dog: If you resell the combination of 4 Loot cards that bear the number 1, you immediately win the game.
- Super Rou-Rou: This card is activated when you resell a combination of 3 or more cards of the same colour. Collect 3 coins.
- Ninja Leo: This card is activated when you resell a combination of 3 or more cards with the same number. Collect 3 coins.
- Lucky the Lucky Dog: This card is activated when you resell a combination of 5 cards of the same colour. Collect 7 coins.
- Doug: Discard Loot cards from your chest (except Cursed Painting cards). Then take the same number of cards from the draw pile.
- Grobill: Take the 1st card of the draw pile. Until the start of the next turn, your team is not affected by the chest limit.
- The Croc' Brothers: Choose a Reinforcement card that is face up and apply its effect again.
- Viper: Discard the Cursed Painting cards from your team's chest for free. Collect as many coins as the number of cards discarded.
- Black Wings: Take the card The Great Treasure from the discard pile. Your team cannot resell Loot cards before the next turn.
Other Components
- Coins (34): coins of value 1 and value 5.
- Arrow marker.
- Leader token (x2): for the 3 or 4 person variant.
- Number: the number assigned to the loot.
- Colour: the colour assigned to the loot. Loot cards of the same colour are all represented by the same object.
35 Loot Cards
All Loot cards share the same back (a chest).
28 basic Loot cards: 7 cards in each of 4 different colours (yellow, red, green and blue), each colour shown by its own object. Each card bears a number (numbers 1 to 7 in each colour).
1 card The Great Treasure, 1 card Pilfering (Larcin), 5 cards Cursed Painting:
- The Great Treasure: This card becomes the card you wish, number and colour of your choice.
- Pilfering (Larcin): Immediately discard this card and shuffle the discard pile with the draw pile. Take the 1st card of this new draw pile.
- Cursed Painting (number 2): This card cannot be part of any combination. To get rid of this card, you must pay 2 coins. You can also discard this card for free if you resell a combination that includes a Loot card with the number 2.
Setup
1. Money. Each player takes 2 coins of value 1 and places them nearby. The other coins stay in the reserve, within reach.
2. Choice of Bandit and Reinforcements.
- Take the Bandit tiles, shuffle them face down, and deal one at random to each player. Place your Bandit tile face up in front of you. Unused tiles are put back in the box and are not used in this game.
- Shuffle the Reinforcement cards. Deal 3 cards at random to each player. Choose 2 of the 3, which you keep face down near your Bandit tile. All other Reinforcement cards are put back in the box without being turned over and are not used in this game.
3. Preparing the game. Shuffle the 35 Loot cards. Place the draw pile of Loot cards within reach.
4. Start of the game. Flip the Arrow marker in the air (like a coin toss) and let it fall on the table to determine who becomes "the dividing team". The other person becomes "the choosing team". Then place the Arrow marker in the centre of the table, pointing towards the dividing team. The first turn begins.
Recommendation for people who have never played: we suggest playing a practice game without activating the skill of your Bandit tile.
Play Area
- Arrow marker: The team indicated by this marker is the dividing team this turn.
- Division Zone: During the Division step, the dividing team places 2 shares of Loot cards here.
- Chest: Each player has their own chest zone in which to keep their Loot cards until they are exchanged for coins.
- Draw pile: The pile of Loot cards.
- Discard pile: Loot cards that are resold or discarded are placed here.
Each player also has their Bandit tile and Reinforcement cards, and their money, in front of them.
Game Flow
- Each turn consists of 4 steps (Fair Division, Choice phase, Resale, Inspection).
- After each turn, the dividing team and the choosing team swap roles, then the next turn begins.
- When there are no more cards in the draw pile, shuffle the discard pile face down to form a new draw pile. Continue drawing from this new pile.
- "Fair" Division: The dividing team divides the 5 Loot cards into 2 shares.
- Choice phase: The choosing team selects one of the shares of Loot cards.
- Resale: Both teams may cash in combinations of Loot cards.
- Inspection: Both teams check their chest limit and the number of coins they have.
Turn Details
"Fair" Division
The team the arrow points to becomes the dividing team for this turn and makes a more or less fair division:
First, draw 5 cards from the Loot pile and look at them without showing them to your opponent. Then divide the 5 Loot cards into 2 shares (2 and 3, or 1 and 4). But 1 of the 5 cards must be placed face down (handy for bluffing!). You will then try to lure your opponent towards one share rather than the other so that you can get the cards that interest you! Place the two shares on either side of the arrow.
To indicate that this step is finished, turn the Arrow marker 180 degrees so that it points to the other team. It is now up to the choosing team to make a decision.
Tip: When you lay down the Loot cards, take care not to immediately show the front of the cards to your opponent. First place the face-down card, then lay down the other cards face up.
Choice Phase
- The choosing team selects one of the two shares of Loot cards offered by its opponent.
- Then the dividing team takes the other share. The card that was face down is then turned over to show its front.
- If the Pilfering card is in a share taken by either team, the action of the Pilfering card happens immediately.
- Each team puts the Loot cards it has taken into its chest.
Resale
At this step you act simultaneously. Each of you can perform the actions below as many times as you wish, in any order. You may also choose to perform no action. Once this phase is finished for both teams, you move on to Inspection.
- Exchange: Exchange combinations of loot for coins on the black market. You create a combination using the Loot cards in your chest and move them to the discard pile. Then collect the number of coins corresponding to the combination from the common reserve. The possible combinations and their value on the black market are shown on each Bandit tile.
- Discard: You may choose one of the cards in your chest and move it to the discard pile.
- Call for reinforcements: Activate the effect of the chosen Reinforcement card. Turn the Reinforcement card over and use the effect. Some cards require specific conditions to be met before they can be used. Once turned over, a Reinforcement card cannot be used again until the end of the game.
End of Turn
At the end of the turn, carry out an Inspection phase, which takes place in several steps.
Inspection Phase
- If nobody has accumulated 20 coins yet (or if both teams have 20 coins or more but with exactly the same score), move on to the chest limit check before starting a new turn.
- Chest limit check: If you have more Loot cards than your chest limit allows, you must discard cards of your choice to correct this. The chest limit is 5 cards, except for the team whose Bandit is Raoul, which may store one extra card.
End of the Game
During the Inspection phase, if one of the teams of bandits has collected 20 coins or more, the game ends after the current turn. The person with the most coins then wins.
How to Make a Combination
Same Number
Loot cards with the same number, up to 4 cards.
Sequence of Numbers
Loot cards with sequential numbers, up to 5 cards. The 7 and the 1 are not considered as numbers that follow each other.
Sequence of Numbers of the Same Colour
Loot cards of the same colour with sequential numbers. This combination is worth more coins than a sequence of numbers of several colours.
Variant for 3 or 4 People
In this version, follow the base game rules with some modifications. You still compete in two teams, one against the other. The number of players in each team is as follows:
- 4 people: 2 against 2
- 3 people: 2 against 1
Setup
1. Money. Each team takes 2 coins of value 1 and places them nearby. The other coins stay in the reserve, within reach.
2. Choice of Bandit and Reinforcements. Sit next to your teammate, facing the opposing team. Members of the same team may discuss their strategy freely at any time.
Take as many Bandit tiles (necessarily including Raoul's tile) as there are people playing, and deal one at random to each. Place your Bandit tile face up in front of you.
Shuffle the Reinforcement cards. Deal 3 cards at random to each team without showing them to the opponents. Each team confers and chooses 2 of these 3 cards. Then each member keeps 1 of the cards for the whole game. (In the case of a team of one person, that person keeps both cards chosen from the 3 dealt.) Place your Reinforcement card in front of you face down. All other Reinforcement cards go back in the box without being looked at.
Each team designates a Leader and places the Leader token on their Bandit tile. Only the bandit who has the Leader token can activate their skill during the game.
3. Preparation and start of the game. The rest of the setup follows the base rules: the Loot card draw pile is created and the roles of the teams for the first turn ("dividing team" and "choosing team") are determined. Each player manages their own Bandit, Reinforcement and chest. The chest limit of each person depends on the number of players in the team:
| People per team | Chest limit |
|---|---|
| 1 person | 5 Loot cards |
| 2 people | Leader: 3 Loot cards; Member: 4 Loot cards |
Game Flow
Once the Loot cards have been collected, each team freely redistributes the cards among its members as it wishes. It is therefore possible for one person to keep all the cards. Place the Loot cards in the corresponding chest(s).
End of Turn and End of Game
During the Inspection phase, check the victory conditions: the game ends when one of the teams has collected 30 gold coins. The one with the most coins wins. In case of a tie beyond 30 coins collected, a new turn starts, until the two teams are separated.