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Infiltraitors

Infiltraitors Rulebook

Table of Contents

Table of Contents

  • Components
  • Aim of the Game
  • Setup of Training Mission #1
  • The Game
    • 1. Nab a Suspect
    • 2. Give a Clue
    • 3. Information Exchange
    • 4. Bide Your Time
    • 5. Eliminate a Traitor
  • Clue Board
  • Communication and Open Information
  • Hand Limit
  • Game End
  • More Training Missions
    • Training #2
    • Training #3
  • Secret File: Mission 1-20
    • Mission 1
    • Mission 2
    • Mission 3
    • Mission 4
    • Mission 5
    • Mission 6
    • Mission 7
    • Mission 8
    • Mission 9
    • Mission 10
    • Mission 11
    • Mission 12
    • Mission 13
    • Mission 14
    • Mission 15
    • Mission 16
    • Mission 17
    • Mission 18
    • Mission 19
    • Mission 20
  • Credits

Components

  • 70 Cards (numbered from 2 to 15 in each of 5 different suits: Red, Blue, Green, Yellow, Black)
  • 5 Special Cards (1 card per suit)
  • 9 Number Tokens from 1-9
  • 4 Arrow Tokens
  • 12 Bullet Tokens
  • 5 Clue Boards / Player Aid
  • 1 Marker Pen
  • 1 Cardboard Gun
  • 1 Gun Tray (insert)

Aim of the Game

Infiltraitors is a mission-based, cooperative game. There are 20 different missions in total, each with a special winning condition. Agents win or lose together. Your goal as an Agent is to identify all the traitors before time runs out, when the traitors will sabotage your organization completely!

A story connects all 20 missions. Therefore, we recommend you play them in order from beginning to end. Before you start, there are three short Training Missions to get you acquainted with the rules.

Setup of Training Mission #1

(Example of a 3-Player Setup)

  1. Find the Red, Black, and Yellow Cards and pull the Numbers 2-13 in each. Shuffle them all together.
  2. Deal each Agent a hand of 5 cards. Note: Your hand limit is 7 cards.
  3. Deal 2 cards face down at the center. These are the Suspects that you must identify!
  4. Place the remaining cards face down to form the Headquarters (deck).
  5. Take out the insert from the box and place the cardboard Gun on it. Place them at the center of the table within easy reach of all Agents.
  6. Place 5 Bullet Tokens near the Headquarters.

Setup between missions is similar with some slight variations as described in the Secret File at the end of this rulebook.

The Game

Randomly select an Agent to start. They will take a Turn to perform an Action. Unless a mission specifies otherwise, play continues clockwise until any end game condition is triggered.

On your Turn, you must choose one action from below:

  1. Nab a Suspect
  2. Give a Clue
  3. Information Exchange
  4. Bide Your Time
  5. Eliminate a Traitor

1. Nab a Suspect

Draw a Suspect card from the center and secretly look at it, making sure no one else sees. Then discard 1 card face down from the Headquarters without looking at it.

You may never have more than one Suspect in front of you.

Other Agents must deduce the suit and number of this Traitor using the clues obtained in later turns.

2. Give a Clue

Play a card from your hand face up next to your Suspect to help identify that Suspect. Clues can be played either vertically or horizontally:

Vertical Clues - Clues played vertically have something to match the Suspect. Horizontal Clues - Clues played horizontally do NOT match the Suspect.

A card matches Suspects when:

  • It is of the same suit as the Suspect, OR
  • It has the same number as the Suspect, OR
  • Its number is a multiple or a factor of the Suspect's number

Special cards are used only to indicate a same suit.

Example: The Suspect is a Green 6. All Green cards are a match. Red 3 is also a match because 3 is a factor of 6. Blue 12 is a match because 12 is a multiple of 6. While Blue 4 is not a match.

All factors and multiples of the Suspect's number are listed on the Suspect card.

3. Information Exchange

Play a card from your hand next to another Agent's Suspect. Then that Agent orients the card according to whether it matches that Suspect, after which you may draw a card from the Headquarters.

4. Bide Your Time

Discard the top card from the Headquarters face down, then draw up to 3 cards to your hand. You can draw less than 3 if you prefer.

Important: An Agent can have at most 7 cards in their hand.

5. Eliminate a Traitor

If you think you can identify one of the other Agent's Suspects, you may make your guess. Discard 1 Bullet Token, take the Gun from the center, point to the Suspect you are going to guess, and say BOTH its suit and number. That Agent then tells whether it is correct or not.

Important: Unless the Gun is taken, any talk is not counted as a guess.

Put the Gun back to the center.

  • If you guess correctly, shuffle that Suspect card into the Headquarters and discard all its clues face-up. As a reward for a correct guess, you may also retrieve a card, even a face-down card, from the discard pile to your hand. Good job.
  • If you guess wrongly, the Suspect's owner keeps the card hidden. You wasted a Bullet!

Clue Board

The Clue Board is designed as a helping tool. You can place it in front of your Suspect. Every time a Clue is played, use the marker to cross out the suit and number that are eliminated because of that Clue. This can make it easier to keep track of previous deductions. You should not use the Clue Board to write down sentences or words. However, it is fun to challenge yourselves. When you and your teammates are ready to accept the challenge, just put these Clue Boards away. On the other hand, players can always refer to the Player Aid.

Communication and Open Information

Agents can discuss with each other, so long as that information is already disclosed. You cannot disclose your own hand or any of your Suspects, not even an ambiguous hint like: I have good clue to your Suspect.

Unless a mission states otherwise, you may also search through the discard pile at any time, but you must not look at any face down cards in the discard pile. It may help to use a Clue Board to mark down known cards and narrow down the list of possibilities.

Hand Limit

The limit of your hand size is 7.

Discard face up down to 7 if you have more than 7 cards in your hand at the end of your turn.

Game End

The game ends immediately if either:

  • You correctly identify all Suspects in front of all players and the Suspect pile is empty – you WIN. Well done, Agents!
  • You cannot perform any of the five actions; OR you have fewer Bullet Tokens than there are remaining Suspects – you LOSE! Headquarters was destroyed. Run for your life, Agents!

Example: There are 4 remaining Suspects, but you have only 3 Bullet Tokens. You LOSE because you have insufficient Bullets to eliminate all Suspects!

More Training Missions

Congrats on completing your first training mission! Here are 2 more to solidify your training.

Training #2

2-5 Players, 2-5+ Agents

  • Suspects: Equal to number of Agents
  • Bullet Tokens: number of Agents + 3
  • Number of Suits used: 3 (2-15)

Training #3

2-5 Players, 2-5+ Agents

  • Suspects: Equal to number of Agents
  • Bullet Tokens: number of Agents + 3
  • Number of Suits used: 4 (2-15)

Special Rules: Complete the mission within 15 minutes.

Secret File: Mission 1-20

CLASSIFIED

Memorandum for: Special Agents Subject: Infiltraitors Date: 4/9/1973

Direct orders from Headquarters. Agents, there are traitors in our midst. We suspect one may even have penetrated the highest levels of the Organization. We need you to find them and eliminate them! Remember your training, and trust no-one. Your contact for this mission is Agent X. He will tell you what to do.

Each mission below lists its own Suspects (how many Suspects must be identified), Bullets (how many Bullet Tokens are available), and Suits (how many of the 5 card suits are used in that mission).

Mission 1

Your first mission! Agent X tells you traitors were using wire taps to overhear his conversations with a key informant. He has destroyed the wiretaps but needs you to catch the traitors responsible.

Suspects: 7 Bullets: 10 Suits: 4

Mission 2

Agent X congratulates you on catching the wiretappers. But now the Organization suspects its letters are being intercepted. You know what to do...

Suspects: 8 Bullets: 11 Suits: 4

Special Rules: When discarding any card (even if it is face up at that moment), it MUST be discarded face down.

Mission 3

Agent X hands you a map and explains that the enemy is storing weapons in a warehouse on Dock 13, but they're not sure which building. You must scope out the area and keep watch for enemy agents.

Suspects: 8 Bullets: 11 Suits: 4

Special Rules: Arrange the Number Tokens in order from 1 to 8. When Nabbing a Suspect, place the next Number Token in order next to it. Agents must identify the Suspects in order from 1-8 according to their assigned Number Token.

Mission 4

You've found the right warehouse and encircled it. Agent X orders you to sneak in and arrest the watchmen. You'll need to keep silent during the whole operation!

Suspects: 8 Bullets: 9 Suits: 4

Special Rules: No discussion is allowed during the game.

Mission 5

The watchmen are now being interrogated and Agent X believes one of the ringleaders is among those arrested. But there are too many suspects. You must assist the interrogation team to single out that key person.

Suspects: 9 Bullets: 12 Suits: 5 (ALL)

Mission 6

The ringleader confesses that the enemies have a hidden chamber containing secret information. Although he does not know what the password is, he claims it is a combination of codenames of several core members of their organization. Agent X sends you to investigate.

Suspects: 9 Bullets: 9 Suits: 4

Special Rules: Place the 4 Special Cards that match the suits used in the middle of the table. On their turn, an Agent may use one of these cards to perform Information Exchange. Turn the special card vertically or horizontally to show whether it matches the suit of the Suspect.

Mission 7

It's a trap! The secret chamber is empty. As enemies converge, you conceal yourselves and hope to find out who has been assisting the enemy.

Suspects: 6 Bullets: 7 Suits: 4

Special Rules: The Eliminate a Traitor action may only be taken if the Suspect has the same number of vertical (matching) and horizontal (not matching) clues. At least 4 clues are required for each Suspect.

Mission 8

You have identified several infiltrators, but now you are trapped and outnumbered. To escape you'll need to split up and hope that at least one of you escapes alive!

Suspects: 8 Bullets: 8 Suits: 4

Special Rules: Agents can only perform an Information Exchange with the Suspect immediately to the left. Place the Arrow Tokens between Agents, pointing to the left as a reminder.

Mission 9

After a spectacular escape, you regroup at a safe house. But it's like the enemy knows your every move! You are captured and imprisoned in the safe house. A young lad is left guarding your room. Can you persuade him to let you go by telling him about the other traitors?

Suspects: 9 Bullets: 12 Suits: 5 (ALL)

Special Rules: Your hand size is limited to 3 cards. Agents start with 3 cards in hand.

Mission 10

You convince the lad to let you go, now it's time to sneak out of here! However it looks like the usual agents assigned to the safe house have all been changed... who are these strangers?

Suspects: 9 Bullets: 10 Suits: 5 (ALL)

Special Rules: No discussion is allowed during the game.

Mission 11

How could the enemies have known about the safe house, and that you'd be there? Maybe one of you is a traitor. You start to secretly watch each other sideways...

Suspects: 9 Bullets: 12 Suits: 4

Special Rules: No discussion is allowed during the game. Agents can only Eliminate the Traitor immediately to their right. Place the Arrow Tokens between Agents pointing to the right as a reminder.

Mission 12

Reassured that you are all innocent, it means that other traitors exist in your Organization. You really can trust no-one. But there must be clues in your Headquarters. You decide to elect one elite agent to sneak in and look for evidence.

Suspects: 6 Bullets: 6 Suits: 5 (ALL)

Special Rules: Randomly select 1 Agent. They will be the only Agent who can take the Eliminate a Traitor action. In addition, they cannot Nab a Suspect.

Mission 13

So strange - headquarters appears to be deserted. Carefully approaching the data room, you notice some mysterious data exports. Can you figure out what the clues refer to?

Suspects: 8 Bullets: 10 Suits: 5 (ALL)

Special Rules: Eliminate a Traitor action may only be taken if the Suspect has the same number of vertical (matching) Clues and horizontal (not matching) Clues. At least 4 Clues are required for each Suspect.

Mission 14

You can't pin down a target, but by crosschecking the data you find the traitor is planning to meet with their boss. The location is encrypted. You share the suspect list with your teammates and work through the possibilities one by one.

Suspects: 9 Bullets: 11 Suits: 5 (ALL)

Special Rules: Arrange the Number Tokens in order from 1 to 9. When Nabbing a Suspect, place the next Number Token in order next to it. Agents must identify the Suspects in order from 1-9 according to their assigned Number Token.

When discarding a card (even if it is face up at that moment), it MUST be discarded face down.

Mission 15

As you work through the suspect list, one name keeps popping up - Agent X! Surely it can't be! The traitor will be meeting an associate here at your headquarters tonight, stay here to ambush them and find out who the associate is.

Suspects: 9 Bullets: 10 Suits: 5 (ALL)

Special Rules: Shuffle all the Special Cards with the Cards. If any become a Suspect, its value is treated as 1. All Clues that are the same suit as it are placed vertically.

Mission 16

As if X's betrayal is not shocking enough, the identity of his associate is even more appalling - it's the lad from the safe house! X takes a gun from his pocket and points it at your hiding place. "Great job, agents," he says, "Now tell me what you know, and maybe I'll let you live." You decide to play along, but alter the identities of the agents you mention.

Suspects: 9 Bullets: 10 Suits: 5 (ALL)

Special Rules: When an Agent Nabs a Suspect, instead of discarding 1 card from the Headquarters, take that card together with the Suspect (do not show to other Agents). Now the Suspect's suit is given by the other card. When the Suspect is successfully eliminated, shuffle both cards back into the Headquarters.

Mission 17

"Are you lying?" asks X as he tightens his finger on the trigger. But you stand firm and at the last moment he shoots above your heads. He smiles slowly. "Now that you're all traitors to the Organization, you can join us on the other side!"

Suspects: 9 Bullets: 9 Suits: 5 (ALL)

Special Rules: Agents hold their hands backwards, so they cannot see their own cards but all other Agents can see them. When Exchanging Information and Giving Clues, choose a card from another Agent's hand instead. The Agent performing the action draws a card from Headquarters if it is an Information Exchange action.

Mission 18

Just as you're feeling relieved at gaining their trust, a dark sedan pulls up. X and the lad approach the car with a mix of fear and respect. The rear window rolls down and a voice whispers "They know too much. Kill them all." Half a dozen thugs appear from the shadows and draw their weapons.

Suspects: 9 Bullets: 9 Suits: 5 (ALL)

Special Rules: Place 8 Suspects on the table, plus an extra 1 Suspect to one side. When Agents get the reward for Eliminating a Traitor, set the reward aside face up. When all 8 Suspects are Eliminated, all Agents discard their hands and the Headquarters face up, shuffle the 8 reward cards and distribute these as evenly as possible, starting from the Agent who Eliminated the eighth Suspect. Give the last Suspect to that Agent as well. Agents can only use these 8 cards to Eliminate the final Suspect. No card will be drawn when Exchanging Information.

Mission 19

As your enemies fall one after another, the boss emerges from the car. You recognise him as a prominent politician. He raises a pistol. There's only one way out of this situation...

Suspects: 9 Bullets: 9 Suits: 5 (ALL)

Special Rules: Place 8 Suspects, plus 1 extra Suspect, the Kingpin, to one side. The Kingpin must be eliminated to complete this mission. Whenever an Agent Eliminates a Traitor they may optionally choose to Give a Clue about the Kingpin. If they do, they should secretly view the Kingpin, then select 1 Clue card (or 2 Clue cards if it is a 2-player game) from the discard pile or from their hand, and use this card to Give a Clue about the Kingpin. The Agent must then discard their hand face up and sit out the rest of the mission (though they can still orient the Clue cards given to any Suspect card in front of them). When there is only one Agent still in play, that Agent must immediately perform Eliminate a Traitor against the Kingpin, and those Agents already exiting from the mission will tell whether the guess is correct or not.

Mission 20

As the boss falls, you overhear his last words. "You may think you have defeated us, but plenty of my infiltraitors remain in your Organization!" It's time to cleanse the whole intelligence Organization.

Suspects: 11 Bullets: 12 Suits: 5 (ALL)

Credits

Designer: John Kean & Liam Kean Game Development: Kitty Wan Illustration: Man Tsun Graphic Design: Ryan Chow Translator: Neptune Editor: Kitty Wan Additional Graphic Design: Peter Wocken Additional Editing: Raina Medina

Special thanks to: Taco Cheung, Keanu Hong, KK Tang, Chang Yu-Cheng, Paul Chiang, 譚皓元, 黃聖銘

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