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The Glasgow Train Robbery

The Glasgow Train Robbery Rulebook

Table of Contents

Table of Contents

  • Objective of the Game
  • Components
  • Game Preparation
    • Main Board
    • Operator Preparation
    • Coordinator Preparation
  • Key Game Concepts
    • Role of Coordinator and Operator
    • Special Skills
    • Main Board – Train Tracks
    • Plan Cards
    • Action Cards
    • Contingency Cards
    • Fingerprints
  • Gameplay
    • 1. Playing an Action Card
      • 1.1 Communication Action
      • 1.2 Movement Action
      • 1.3 Taking Extra Tokens from the Bag
      • 1.4 Hideout Action
      • 1.5 Event Action
    • 2. Contingency Action (Operator Only)
    • 3. Resolving a Plan Card
    • 4. Rest Action
      • 4.1 Draw 3 Cards
      • 4.2 Penalties
      • 4.3 Task Distribution
      • 4.4 Token Distribution
  • Ending the Game
  • Example of Play
  • Annex

Objective of the Game

The Glasgow Train Robbery is a cooperative game for two players who must coordinate perfectly to carry out the heist without being caught. One of you will assume the role of Coordinator, directing the robbery remotely from the cottage, while the other will act as Operator, executing the plan directly on the railway tracks. Both of you will have to resolve unexpected contingencies, avoid leaving traces and ensure that the gang manages to escape with the loot.

Every decision is crucial, and a single oversight can be the difference between success and failure.

Components

  • 1 Game board
  • 9 Hideout tiles
  • 1 bag
  • 113 cards:
    • 40 Action cards (20 for the Coordinator and 20 for the Operator)
    • 30 Plan cards
    • 16 Contingency cards
    • 9 Monopoly cards
    • 18 Character cards
  • 1 Monopoly token
  • 4 Contingency tokens
  • 1 Train token
  • 12 Character tokens:
    • 3 Coordinator tokens
    • 9 Round Operator tokens
  • 48 Tool tokens (8 of each type)
  • 9 Fingerprint tokens

Game Preparation

Main Board

  1. Place the main board in the centre of the table between the two players. Decide who will play the roles of Coordinator and Operator. The Coordinator will sit on the Glasgow side of the board and the Operator on the London side, opposite.

  2. Place the Train token just before the first space on the track (in Glasgow).

  3. Separate the 48 Tool tokens by type. You have 6 different types and 8 tokens of each type of Tool. Randomly place each set of Tools in one of the 6 rooms of the house.

  4. Place the 9 Fingerprint tokens beside the game board.

  5. Place the bag next to the board also.

  6. Shuffle the Hideout tiles and place one face down in each of the 9 Hideout spaces on the train tracks.

  7. Choose 3 Operator tokens at random (one blue, one red and one grey) and place them in the area outside the house. The Operator begins the game with these tokens.

  8. Place the remaining 6 Operator tokens and 3 Coordinator tokens randomly in the 6 rooms of the house. No room must be left empty, and no room can have more than 2 characters at this point.

  9. Take the 6 Operator Character cards that correspond to the tokens in the rooms and place them face up in a line beside the board.

  10. Randomly place the Monopoly token in one of the 6 rooms of the house. Choose the method you prefer to pick which room.

Operator Preparation

A. Take the 3 Character cards that correspond to the 3 Character tokens outside the house and place them face up in front of you.

B. Take all 20 Operator action cards. Shuffle the cards and return 6 to the box without looking at them. Leave the rest face down in the space indicated, forming a deck of 14 cards.

C. Take the Contingency deck and shuffle it. Leave it face down in its corresponding space.

D. Place the 4 Contingency tokens next to the Contingency deck and stack them in order from lowest to highest, with the highest at the bottom. Take the first card without showing it to the Coordinator and place the first Contingency token in the space shown on the card. Do the same with the second Contingency token.

E. The Operator randomly places one of the Plan 5 cards in the designated space in their player area. They may look at the card at any time.

Coordinator Preparation

F. Group the Coordinator cards by colour. Choose 1 random card from each deck and place all 3 cards in front of you face down (hiding the special skill). Return the remaining cards to the box, as they will not be used in this game.

G. Take all 20 Coordinator Action cards. Shuffle the cards and return 6 to the box without looking at them. Leave the rest face down in the indicated space, forming a deck of 14 cards.

H. Shuffle the 9 Monopoly cards and place them face down in their corresponding space on the board.

I. Separate the Plan cards by type. Randomly draw one card from Plan 1 and another from Plan 2 and add them to your hand. Then draw a card from Plan 3 and Plan 4 and place them face down in their corresponding spaces on the board. Return the rest of the Plan cards to the box.

Once you have everything ready, each player must draw 3 cards from the Action deck and add them to their hand.

J. Then, fill the bag with Tool tokens. Put one Tool token for each character in each room in the bag. For example, if there are 2 characters in the Glove tokens room, you must put two Glove tokens in the bag.

K. The Coordinator then takes 7 tokens from the bag and divides them into two groups, making sure that there is a maximum difference of 1 token between the two groups; one group must have 4 tokens and the other 3. The Operator chooses one of the two groups of tokens and places them in the corresponding space of each character. The Coordinator does the same with the other group of tokens. Tool tokens should be placed on the backpack icons of Character cards.

You may now begin the game; the Operator is always the starting player.

Key Game Concepts

The Glasgow Train Robbery is played for an open-ended number of turns. The game ends if you manage to solve the 5 Plan cards (the Coordinator must solve the first 4 and the Operator the last one), before the train arrives in London. If you do not solve the Plan cards in time or leave too many clues behind, the police will find you, and you will lose the game (see Victory and Defeat Conditions).

Important: At no time during the game can you talk to each other to share information about your plans and needs. Some cards grant specific actions for communicating, but they are very limited. In reality, each action is a message that the other person must interpret to guess your needs.

Role of Coordinator and Operator

In The Glasgow Train Robbery, players collaborate to pull off the perfect heist, taking on two very different but complementary roles: that of Coordinator and Operator. Each one manages different resources, actions and characters, and both will have to trust each other completely in order to win.

Coordinator role: The strategic mastermind of the heist. They work from inside the cottage, managing resources, planning each step of the robbery and maintaining control of key characters. They never leave the house, but they can control the movements of each member of the gang. Their primary responsibility is to solve the first 4 Plan cards, control which Tools are placed in the bag and divide tasks efficiently. They also have an overall view of the plan's progress, but limited ability to communicate directly with the Operator. The Coordinator controls up to a total of 3 coordinating characters.

Operator role: The agent in the field, interacting directly with their surroundings. They move progressively along the train tracks while dealing with any unexpected situations, moving characters around, and finally, escaping with the money. They manage tactics and deal with contingencies while using their limited but essential contact with the Coordinator. Their success depends on both their mobility and their ability to react to whatever the situation throws at them. The Operator controls up to a total of 9 Operator characters, 3 of which begin from outside the house. The other 6 are only available once the Coordinator decides to move them from inside the house.

Special Skills

Each member of the gang has special expertise that defines their role within the heist.

  • Camouflage: Experts in stealth and concealment. They wear gloves and balaclavas to infiltrate spaces without leaving clues. Perfect for moving through high security areas without raising suspicions.
  • Tech: Specialists in electronics and machinery. They can manipulate railway traffic lights and control the engine. They use walkie-talkies and batteries. Without them, there is no communication and the plan cannot proceed.
  • Brute force: Responsible for intimidation and physical action. Necessary for controlling the driver and loading up the loot. They use guns and ropes. They deal with what the others can't fix… by any means necessary.

Each Character can have a maximum of Tools related to their special skill. For example, the tech specialists can carry batteries and walkie-talkies, while camouflage specialists can wear gloves and balaclavas.

The Tools are placed on top of the backpack on the Character's card. Each icon can only contain one Tool token.

When a Character receives a Fingerprint token, it is placed on top of one of the available backpack icons, making that space void. If that icon already has a Tool, it is returned to the house before placing the Fingerprint token.

Character Skills: Character cards have 2 sides. At the beginning of the game, they start face up without any active skills. During the game, various Action card effects and Hideout tiles allow players to improve the characters. To do this, you must turn the Character card over, leaving the skill activated.

Main Board – Train Tracks

The Train moves from Glasgow to London, along the main track of the board. Each sleeper on the track represents a unit of Time. When an action costs Time, the Train will advance towards London the same number of sleepers as units of Time. Although the Train occupies several spaces, the active box of the Train corresponds to the sleeper at the head of the locomotive.

In the following example we see how the Train is located between X and Y, but since the front of the train is touching a sleeper of the X section, this is considered the location of the Train.

Important: The Train never waits and every action costs Time. If you use too many actions without considering their Time cost, you may run out of room for manoeuvre.

The road is divided into 9 areas, defined by vertical signals. The ninth area is the Bridge, the final stretch where the thieves must unload the loot and load it into the van to escape.

Operators move along the roads parallel to the train tracks. They can only be placed at the intersections between two areas, either on one side or the other of the track. There can only be one operator at each location. An operator located at an intersection can act on either of the two areas adjacent to their position.

Plan Cards

At the beginning of the game, you will randomly draw 5 Plan cards (one of each type) that you will have to resolve to win the game. The first 4 Plan cards must be solved by the Coordinator and the fifth by the Operator. The plans must always be resolved in chronological order; to solve Plan 3, you must solve Plan 1 and 2 first. Plan cards represent the different key phases of the robbery:

  • Plan 1 — Manipulate traffic lights (Coordinator)
  • Plan 2 — Ambush the train (Coordinator)
  • Plan 3 — Start the train (Coordinator)
  • Plan 4 — Unload the loot (Coordinator)
  • Plan 5 — Escape with the van (Operator)

Each card is linked to a specific area of the board and contains a number of requirements that must be met before proceeding. In order to resolve a Plan card, the Train must be located in the area shown on the card, and the operators shown must be present and, if possible, have the necessary Tools. Depending on the degree of compliance, the team can move forward without consequences or suffer penalties that make the heist more difficult.

Solving all Plan cards in the right order and at the right time is the key to successfully completing the robbery and winning the game.

The Plan cards represent the real chronological steps of the robbery. The first part of the plan was to change the railway signals and stop the train at the agreed position. The robbers then ambushed the train and overpowered the driver to take control. They then unhooked the engine and the first carriage from the rest of the train so they could move it forward to stop on the bridge, where a van was waiting for them. The last stage of the plan was to transfer the bags of money into the van using a human chain before making their escape.

Action Cards

Most actions are executed by playing an Action card. All Action cards have a Time cost, represented by the clocks at the top of the card. When playing an Action card, Time units are always consumed, moving the Train token on as many sleepers as there are clocks on the card.

Each Action card is divided into three sections, with different options available. By playing it, the person can only activate one of the 3 available actions of the card. Whatever action you want to activate, the Time cost will always be the same. If you choose the Event action, the card will then be removed for the rest of the game.

Example: This is an Operator Action card. Playing it has a cost of 4 Time, so the train must be advanced 4 sleepers. The player may choose to perform one of the card's three actions. On the one hand, they may draw 2 pieces from the bag and place them in the distribution area of the central board, or distribute 4 movement points among two of their operators outside the house. In both cases, the played card is placed in the discard pile. On the other hand, they may choose to activate the card's event. To do so, they must remove 3 Fingerprints from operators outside the house by paying any tool token from one of their characters. When the event is activated, the card is removed from the game.

Contingency Cards

Contingency cards represent unexpected obstacles that arise at any moment and obstruct the operators. It is essential that the Operator resolve them in time to avoid being inundated with problems.

When revealing a Contingency card, place a token in the space indicated. Each Contingency event is linked to a specific area of the board and requires a specific set of Tools to be brought to that area.

To resolve the Contingency, operators must have the appropriate Tools available and be located at one of the intersections adjacent to the affected area.

Fingerprints

As indicated in the Defeat Conditions, Fingerprint tokens can trigger the end of the game if a character has two Fingerprint tokens on their card or if a player must take a Fingerprint token and the stock is empty.

There are different actions that will require you to put Fingerprint tokens in the bag, making Tool selection more difficult.

In addition, during the Rest action, all the characters in the same room as the Monopoly token will receive a Fingerprint directly on their Character card.

Some Hideout tiles also assign a Fingerprint token to the character who reveals them, which are then placed on their Character card.

To avoid mistakes about where to place the token, there are two types of icon on the cards:

  • The Fingerprint token is placed on the backpack space of the Character who either has the Monopoly token or who reveals the Hideout token.
  • The Fingerprint token goes into the bag.

If at any time you have to place a Fingerprint token on a character and the backpack spaces are already occupied by Tools, you will need to return a Tool token to the house and place the Fingerprint token in its place.

Gameplay

Each game of The Glasgow Train Robbery lasts as many turns as needed until the Victory Condition or any of the Defeat Conditions are met. Alternate turns will be played between the Coordinator and the Operator until one of the two decides to rest.

The Operator will begin the game. On their turn, they must choose one of four possible actions:

  1. Play an Action card
  2. Resolve a Contingency card (only for the Operator)
  3. Resolve a Plan card (Plan 1 to 4 are resolved by the Coordinator and Plan 5 is resolved by the Operator).
  4. Rest action

1. Playing an Action Card

When you play an Action card you must choose one of the 3 actions on the card, but you must first move the Train token as many spaces (sleepers) as clocks are on the card.

Once the card is played, it automatically goes to the discard pile on the left of the deck, unless you play the Event, in which case the card is removed from the game.

There are 5 types of actions that can be found in Action cards:

1.1. Communication 1.2. Movement 1.3. Taking extra tokens from the bag 1.4. Hideout 1.5. Event

1.1 Communication Action

During the game, players cannot freely talk about necessary tools, appropriate locations, or whatever they need to complete their plans. Using this action, a player can say two or three keywords to the other player. It is the only form of direct communication on strategic aspects of the game. Keep in mind that everything you do serves to send information to the other player: moving a character; playing a card; dividing up the Tools; or deciding when to rest. Each action can be a clue of your intentions for the other player. The Communication action is the only form of direct communication.

Example: The Coordinator plays a Communication action. To do so, they move the Train 1 space and discard the card. The Communication action has a value of 3, therefore they can say up to 3 keywords. The player says: "Coordinator here: GLOVES, ROPE, LAKE, over and out!"

1.2 Movement Action

This action allows you to move Character tokens between different locations.

  • The Coordinator can move any Character token on the board (coordinators and operators).
  • The Operator can only move Operator tokens that are outside the house. A token can be moved as many spaces as the amount indicated by the Movement action.

Some Movement actions allow you to move up to 2 different characters by dividing the movements among the 2 characters.

You can move:

Inside the house (Coordinator role only): A character can move between adjacent rooms, provided there is a door connecting them. A character can leave the house if the room has an exit to the outside. Only operators (round tokens) can leave the house, and only the Coordinator may move them outside. Once outside the house, place them in the indicated area. The Operator takes the corresponding Operator card from the reserve and places it next to the other Operator cards they already have in their play area. From now on, the Operator also controls this operator.

From the outside of the house to the train tracks: An operator on the outside of the house can move to any of the 3 path intersections that are shown by the arrows on the board.

Along the train tracks: An operator may move from one intersection to another adjacent intersection, always following the paths. They can cross intersections occupied by another character, but they cannot end their move in the same space as another character. Once on the tracks, they cannot return to the outer area of the house. An intersection may contain only one operator.

Example: The Coordinator plays the Movement action to move up to 2 characters up to a total of 5 moves. First they move Rocco from one room to another adjacent room. Then Gail uses the 4 remaining moves to go first to an adjacent room, then outside the house through the exterior door in that room. She then moves onto the tracks and finishes up by moving on another space on the tracks.

Example: The Operator plays a Movement action to move up to 2 characters up to a total of 3 moves. The Operator chooses to move Dina only and moves her 3 times. Dina moves to the same space as Fred but can't remain on an occupied space. She keeps moving 2 more times until she reaches the last space, next to the bridge.

1.3 Taking Extra Tokens from the Bag

Take 1 or 2 tokens from the bag (as indicated in the card) and place them on top of the +/-1 area of the board. The next time someone plays the Rest action, add these tokens to those being divided up.

1.4 Hideout Action

This action can only be performed by the Operator and is activated by playing a card with the Hideout icon. If a character is at an intersection next to a Hideout token of the same colour, they can activate the Hideout action, which has two steps:

  1. Flip the Operator card whose token is next to the Hideout tile. If the card has already been turned over, do not flip it over again. From this moment on, their skill is activated for the rest of the game. See the annex for more information about different skills. Additionally, some operators will offer more space for carrying Tools.

  2. Take the Hideout tile from the board and flip it over. Take the Tool shown from the house and place it on the card of the operator that has activated it. Then discard the Hideout tile played. Some Hideout tiles offer a wild token, with which you can choose any Tool of the colour shown, but that character must also take a Fingerprint token from the reserve.

Example: The Operator plays the Hideout tile action. The first thing they do is flip Dina's card over, activating the skill that allows her to use gloves like a balaclava and vice versa. Dina then reveals the tile that is adjacent to her position. The bonus allows her to take a grey token from the reserve. She chooses some gloves, which are placed on top of her Character card. This Hideout tile also has a penalty. Dina takes a Fingerprint token from the reserve and places it on top of her Character card.

1.5 Event Action

You can play a card to resolve the event shown. Some cards require spending Tool tokens, which are returned to their corresponding room once they have been used. The Event effect is then executed.

Important: All cards played as an Event are returned to the box and removed from the game. Evaluate them carefully when playing them; they are very useful, but if you spend too many, you may run out of options when you need them most.

Example: The Coordinator plays the Event action of this card. The central action costs 1 pistol, which is used and returned to the reserve. The event is then activated. In this case, it says "Flip Cole's card to activate his permanent ability." The Coordinator flips Cole's Character card to reveal the permanent skill he will have from now on. Any tokens that were on the card remain there when you upgrade the card.

2. Contingency Action (Operator Only)

During their turn, the Operator can choose the Contingency action if the necessary conditions are met. Contingencies indicate which Tools should be taken to specific locations to solve them.

To resolve a Contingency, the Operator must have moved the characters to the location shown and have the Tools required by the corresponding Contingency card. Characters can be placed at the 4 intersections adjacent to the location.

If this condition is met, the Operator displays the card, returns the required Tool tokens to the corresponding room of the house, and discards the Contingency card. Then, discard the Contingency token by placing it on the pile of Contingency tokens, making sure that the lowest value is always on top.

Important: If the Operator does not resolve the Contingency before one of the two characters chooses the Rest action, they will have to perform the penalty shown on the token, during the Rest action resolution.

If there is more than one Contingency token in the same location, the Operator chooses which of them to resolve. Contingencies can be resolved in the order the players decide. After resolving a Contingency card, remove it from the game.

Important: Keep in mind that if you leave Contingencies unresolved, the bag will fill up with Fingerprints very quickly.

Example: In this example, Contingency 1 is in the Gas Station. The Operator needs a Tech character (blue) that has 2 batteries (or 2 Tech characters that have 1 battery each), and a Brute Force character (red) that has a gun in that location. Because they meet these conditions, on their turn, the Operator resolves the Contingency card by discarding the 3 Tools, the Contingency card and Contingency token.

3. Resolving a Plan Card

During your turn, both the Coordinator and the Operator can choose the action to solve a Plan card, bearing in mind that the first four plans can only be resolved by the Coordinator, and the fifth plan must be resolved by the Operator.

Additionally, plans must be resolved in chronological order; to resolve Plan 3, you must first resolve Plan 1 and then Plan 2, and Plan 5 (Operator plan) may only be resolved once Plan 4 is completed.

A Plan card can only be resolved if the Train is within the corresponding area of the location. If two Plan cards belong to the same area, the one with the lowest number must be resolved first.

Important: If the Train moves beyond the Plan area without the plan being resolved, you will lose the game immediately (see Defeat Conditions).

Each Plan card has two types of requirements:

  1. Operator Characters: The card shows 1 or 2 character types (colours). In order to resolve the plan, there must be an Operator token of the same colour shown in that area. It can be any character, but it must be of the colour shown. If one is missing, the plan cannot be resolved and you lose the game immediately (see Defeat Conditions).

  2. Tools: In addition to the characters, you will need to use the Tools indicated in the card. Using Tools is optional, but the more you use, the lower the penalty.

Important: If the plan is resolved by the Coordinator (Plans 1-4), the Tools must be on the Coordinator cards.

Important: If the plan is resolved by the Operator (Plan 5), the Tools must be on the Operator cards corresponding to the Operators currently on the bridge.

The Tools used are returned to the corresponding room in the house. For each missing Tool, the penalty indicated in the card is applied:

If the penalty shown is in Fingerprints, the same number of Fingerprint tokens are added to the bag. If the penalty also shows Time icons, the Train moves forward as many spaces as there are penalties.

When a Plan card is resolved, the next step of the plan is triggered:

If the Coordinator has resolved Plan 1, they draw the Plan 3 card from the board and add it to their hand. If they resolve Plan 2, they draw the Plan 4 card and the Operator draws the Plan 5 card. The Operator will not be able to resolve Plan 5 until Plan 4 is completed.

Finally, place the resolved Plan card on the side of the board in the corresponding zone.

Example: In this example, Plan 2 must be resolved when the Train is in the Lake area. The Tech operator requirement is met, as there is a character of the same colour in one of the four locations adjacent to the Lake area. As for the Tools, the Coordinator's characters have only a battery, a balaclava and a pistol, which are returned to the house when used. However, another battery and balaclava are required to execute the plan. As a result, the penalty is applied twice, once for each missing Tool. Therefore, 2 Fingerprint tokens are added to the bag and the Train moves on 2 spaces on the track.

4. Rest Action

On their turn, both the Coordinator and the Operator can perform the Rest action, which has a team cost of 2 time units and is paid only by the player who performs the Rest action. That is, only 2 time units are spent, regardless of which role activates the action. This action affects both the Coordinator and the Operator, so both have to execute the 4 steps in order and at the same time. Some steps are specific to the Operator and others to the Coordinator.

4.1 Draw 3 Cards

Both players draw 3 Action cards from their deck. If there are not enough cards in the deck, shuffle the discard deck to form a new one and draw. There is no limit on the cards you can have in your hand.

4.2 Penalties

Coordinator Penalties: Check if there are characters in the same room as the Monopoly token. Each character in that room receives a Fingerprint on their Character card, and it is placed on a backpack space. If any character accumulates a second Fingerprint, you will lose the game immediately (see Defeat Conditions). If there are not enough Fingerprint tokens available, you lose the game immediately (see Defeat Conditions).

The thieves pass the time by playing Monopoly!

If all backpack spaces are already occupied, return a Tool of your choice to the house to place the Fingerprint token.

Next, reveal a new card from the Monopoly deck and move the Monopoly token clockwise to the next room where there is a character of the same colour shown on the card. After resolving its effect, remove the revealed Monopoly card from the game.

Example: We see that there are two characters in the same room as the Monopoly board. Each one gets a Fingerprint on top of their corresponding Character card. The Coordinator then reveals a Monopoly card. It is blue, so the Monopoly token is moved clockwise until it reaches a room with a blue character.

Important: Before activating the Rest action, check the position of the Monopoly token, because if there are characters in the same room, they will receive Fingerprints. Do not lose sight of this detail because it could cost you the game.

Operator Penalties: The Operator receives the corresponding penalty for each Contingency token that is on the tracks of the Train, regardless of the position of the Train. If the penalty is in Time, the Train advances as many spaces as penalty Time units are shown on the token. If the penalty is in Fingerprints, add as many Fingerprint tokens to the bag as shown on the Contingency token. If there are not enough Fingerprint tokens available to put in the bag, you lose the game immediately (see Defeat Conditions).

Unresolved contingencies will leave important clues behind for the police!

Example: The Operator checks which Contingency tokens are in the track zone. There are 3 tokens: 2 in the Tractor area and 1 in the Lake area. These result in the following penalties: 2 Fingerprints are placed in the bag and the Train is moved forward 3 units of Time.

4.3 Task Distribution

Coordinator tasks: Take as many Tool tokens as there are Character tokens in each room and put them in the bag. Only the tools in the house can be added: if there are not enough tokens of that type, you cannot add more of the same type.

In this example, the Coordinator puts the following in the bag:

  • 1 Glove token because there is 1 character in the room
  • 2 Battery tokens because there are 2 characters in the room
  • 1 Rope token because there is 1 character in the room
  • 1 Walkie-talkie token because there is 1 character in the room
  • 2 Gun tokens because there are 2 characters in the room
  • No Balaclava is added because there is no one in the room

Important: The house is your engine. Sometimes you will need many Tools of one specific type, and sometimes you will need a variety. Try to keep a balance according to your needs and make sure the characters avoid the Monopoly token so they don't end up with Fingerprints.

Operator Tasks: Take a card from the Contingency deck and add it to your hand without showing it to the Coordinator. Place the lowest value Contingency token in the corresponding location shown on the drawn card. If the Operator cannot place the Contingency token because there is no more left, you lose the game immediately (see Defeat Conditions).

In this example, the Operator draws a new Contingency card that shows the Gas Station area. The value 1 and value 2 Contingency tokens are already placed on the tracks, you must take the next value below, which is 3. Place it in the Gas Station area.

4.4 Token Distribution

The player who has activated the Rest action takes 7 tokens out of the bag and divides them in 2 groups in the distribution area of the board. The two groups must have the same number of tokens, or at most a difference of 1 token. Once divided, the other player chooses one of the two groups of tokens, leaving the other group to the player who has divided the tokens.

Each player places their tokens on their character cards, on top of the available backpack icons. Tool tokens must be placed on Character cards that correspond to their colour. Fingerprint tokens may be placed on any Character controlled by that player. The Coordinator distributes them among their 3 Coordinator characters, and the Operator distributes them among the characters who are outside the house. Operator characters still inside the house cannot receive tokens during this step. If there is not enough space, leftover tokens are returned to the house to their corresponding rooms. Previously earned tokens can be discarded to make room for new ones. If any Character accumulates a second Fingerprint, you lose the game immediately (see Defeat Conditions).

Note: The operators inside the house are thematically inactive and waiting to be activated when the Coordinator decides. Remember that they can only receive tokens from the Monopoly during the Rest action or as a result of a card event.

Important: The division of tokens is also a form of communication. You can divide the tokens to imply what you think you need, or to point out a priority.

Example: The Operator has executed the Rest action; therefore, they must pull 7 tokens out of the bag. They separate the tokens into 2 groups: one with 4 tokens and the other 3. The two groups cannot have 5 and 2 tokens because the difference between the two groups must be a maximum of 1 token. Then the Coordinator chooses the group of 3 tokens and places the walkie-talkie and Fingerprint on Ben's card and the rope on Cole's card. The Operator keeps the other group of 4 tokens. They place the gun on Hunter's card, the balaclava and gloves on Fred's card and the battery on Gail's card.

Ending the Game

There is only one way to win, but several ways to lose.

Victory: To win, the Coordinator must have resolved their 4 plans and the Operator the fifth plan, all before running out of time. The 5 Plans have to be completed before the Train arrives in London (the entire Train must remain on the Bridge area).

However, there are 5 ways to lose the game:

  • Plan not implemented: If a plan could not be executed on time and the Train has passed the area, the game is immediately lost.
  • No Fingerprint tokens: If Fingerprint tokens must be taken from the reserve and there are no remaining tokens, the game is immediately lost.
  • Character with 2 Fingerprints: If a character accumulates 2 Fingerprint tokens, they are arrested and the game is immediately lost.
  • Fifth Contingency: If the Operator already has 4 Contingency cards and has to take a fifth, the game is forfeited immediately.
  • The Train continues: If the Train advances enough to leave the Bridge partially or completely, the game is lost immediately.

Example of Play

The player with the role of Coordinator has 2 Action cards in their hand, in addition to the Plan 1 card and Plan 2 card.

They decide to play the second card of their hand for the Event action.

The card costs 1 unit of Time, so the Train moves forward one space. It also costs 1 Tool, so they choose to spend a balaclava, knowing that it will not be needed either in Plan 1 or Plan 2. They return the Balaclava token to the house.

The event played is "Move all characters playing Monopoly 1 space". There are 3 characters who are in the same room as the Monopoly board. They move Ben one position left. They move Kane and Dina one position to the right. They manage to leave the Monopoly room empty and avoid getting Fingerprints during a future rest period. They finally remove the card from the game because it has been used as an Event.

It is now the Operator's turn.

The Operator has 2 Action cards in their hand, as well as 2 Contingency cards. They decide to play the Movement action of the first card.

The card has a cost of 3 Time units, so the Train moves 3 spaces. They then execute the Movement action. Because they must resolve a Contingency in the Lake area, they will try to move Fred and Hunter closer to the Lake, as both have the necessary Tools to resolve it (2 balaclavas and 1 rope). The Movement action allows them to make 3 moves between 2 characters. They move Fred 1 space to the left, and Hunter one to the right and one below (jumping over Gail). Now both characters are next to the Lake. In the next turn, the Operator has everything necessary to solve this Contingency. They then leave the card in their discards.

Coordinator's turn: Although they have one card left in their hand, the Coordinator decides to play the Rest action to have more cards and more Tools for the following turns.

Annex

  • This operator can use a battery as a walkie-talkie and vice versa as many times as they want.
  • This operator can use a rope as a gun and vice versa as many times as they want.
  • This operator can use gloves as balaclavas and vice versa as many times as they want.
  • This operator has greater scope for resolving Contingencies; it stretches to an extra area on either side. This means they can also resolve Contingencies in those two areas adjacent to their position.
  • When the Operator moves this character, they can move them 2 more positions.
  • +4: While resting, instead of drawing 3 cards, you draw 4 cards and discard 1.
  • +1: If the Operator is the one who has activated the Rest period, when taking tokens from the bag, they draw an extra token.