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Rogue Agent

Rogue Agent Rulebook

Table of Contents

Table of Contents

  • Game Modes
  • Game Overview
  • Components
  • Component Rules
    • Agent Board
    • Districts
    • Criminal Cards
    • Credits
    • Influence Rule
    • Dice Rules
    • Dice Faces
  • Setup (Agent Mode)
    • Preparing the City
    • Preparing the Players
    • Preparing the Criminal Deck
    • Final Setup
  • Sequence of Play
    • A. Time Phase
    • B. Action Phase
  • Action Phase: Actions
    • Movement
    • Hire
    • Investigate
    • Buy Goods
  • Justice
    • Attack
    • Intercept a Criminal
    • Turn In Criminals
  • Other Actions
    • Search a District
    • Defuse a Bomb
  • Appendix A: Example of Defusing a Bomb
  • C. City Phase
  • End of the Game
  • Android Mode
    • Identification Tokens
    • Revealing an Identification Token
    • Exposing an Android
    • Limit on the Number of Androids
    • Destroyed Districts
    • Movement
    • Covert Actions
    • Agent Actions in Android Mode
  • Android Mode: End of the Game

Game Modes

Rogue Agent can be played in two modes. Choose the mode before the game begins:

  • Agent mode is the standard game for 2-4 players. It is a competition between the players for Influence.
  • Android mode is an expanded game for 3-4 players. It adds a further objective: exposing Androids who have infiltrated the Agency disguised as its employees and who pursue their own selfish goals by gathering Influence.

The rules below describe the standard Agent mode unless stated otherwise. The rules for Android mode begin on page 14 of the source. [Note: the source's introduction refers to "page 13"; the Android section actually begins on printed page 14.]

Game Overview

Each round of Rogue Agent begins with the Time Phase, during which criminal elements appear in the city. It is followed by the Action Phase, in which each player moves around Rhine City, performing various actions and gaining Influence. Finally, the City Phase contains all the dynamic aspects of the game that create the effect of a "living city."

The player with the most Influence at the end of the game wins.

Components

  • 46 Criminal cards
  • 13 district tiles: 6 precinct (criminal) tiles and 7 regular tiles
  • 4 Agent boards
  • 4 Agent figures (miniatures)
  • 28 Agent markers (7 per player color)
  • 1 Influence scoring board
  • 1 Bomb board
  • 25 credit tokens
  • 9 special dice and 5 regular dice
  • 20 event tokens: 4 Bombs, 4 Killers, and 12 Criminal tokens (in two sets)
  • 1 cloth bag (the Data Stream)
  • 28 Informants (7 in each player color)
  • 4 Influence markers (one per color)
  • 1 turn marker
  • 5 time tokens
  • 12 Identification tokens
  • 5 investigation tokens in 4 player colors
  • 1 Police Squad figure

[Note: the source lists "25 credits" in the components list, but its Note 2 describes 20 blue tokens (value 1) and 10 red tokens (value 5), which totals 30 tokens. The source does not reconcile the two. Use the physical components as the authority.]

Notes on components (as printed in the source):

  • Note 1: before the very first game, stick the stickers onto the tokens. Each Criminal must have the same number on both sides, but with a different background: the wild side (grey background) and the subdued side (red background).
  • Note 2: the game uses two colors of credit tokens: 20 blue tokens worth 1 credit and 10 red tokens worth 5 credits.
  • Note 3: the special edition of the game includes 10 additional Criminal cards.

Component Rules

Agent Board

The Agent board shows the Agent's resource, upgrade and health tracks.

Resources. When an Agent gains a resource, it moves the resource marker one space to the right. A resource is spent by moving its marker one space to the left. If a marker is in the far-right space, any further gain of that resource is ignored. Likewise, a resource cannot be spent if its marker is in the far-left space.

Upgrades. Upgrades are shown as symbols on the upgrade indicator tracks. A player may use an upgrade once its marker has passed the symbol on the track (that is, when the marker is to the right of the symbol). An upgrade, once obtained, may be used until the end of the game.

[Note: the player gains 1 Influence each time an upgrade marker reaches the far-right space of its track.]

Health. The health track shows the player's current health. When a player gains health points, the marker moves up. When health is lost, the marker moves down. If the marker is at the very top, any further health gain is not counted.

If the player's health marker reaches the skull symbol:

  • The player loses 1 Influence.
  • All Criminals the Agent has taken into custody are returned to the Data Stream.
  • The Agent is sent to the City Hospital (the City Hospital district).
  • The player's health marker is moved to the position marked with the heart symbol.
  • If the player goes to the Hospital during the Action Phase of their turn, their Action Phase ends at that point and they can perform no further operations.

Districts

The concept of adjacent districts refers only to tiles that share a side, never to tiles that touch diagonally.

Protected districts are marked as follows:

  • A district with the Human shield symbol protects Agents.
  • A district with the Android shield symbol protects Androids (used only in Android mode).

District tiles. District tiles represent various corners of Rhine City. They come in two types: regular locations and criminal quarters (precincts).

The tile layout (as shown in the source diagram) is:

  • A. The name of the location in the district.
  • B. The search symbol: the number and color of dice the Agent rolls when searching the district (see p. 9).
  • C. Informant slots: places where Informants can be placed to protect and support their Agent.
  • D. Equipment: the resources or upgrades an Agent may buy in this district. The number gives the price in credits.
  • E. Thugs: the number of Thugs the Agent must face when moving into this district.
  • F. District number: the number of the criminal precinct.

District tiles with Informant slots are double-sided. In Agent mode only the regular side is used. In Android mode, districts may be flipped during play to their damaged side (red).

Criminal Cards

Criminal cards represent members of the criminal syndicates of Rhine City. The card layout is:

  • A. The name of the Criminal.
  • B. Unmasking effect: may trigger when an Agent exposes the Criminal during an attack.
  • C. Syndicate symbol: the emblem of one of the six syndicates.
  • D. Health: the number of successful wounds needed to subdue this Criminal.
  • E. Reward: the number of credits the Agent receives when turning in this Criminal.
  • F. Retaliation effect: triggers when an Agent fails an attack on the Criminal.

Credits

Blue credits are worth 1. Red credits are worth 5.

Influence Rule

Influence can never drop below 0.

Dice Rules

In cases where a player may exchange resources for special dice to roll, they may not gain more special dice than are available in the game.

Dice Faces

The dice used in the game show these faces (see p. 7):

  • Explosion (red die face): counts as one hit when rolled in an attack.
  • Boost (black die face, X shape): doubles the hits of a single explosion, if it can be applied to one.
  • Ammo (black die face): each separate ammo symbol on a black die allows you to re-roll any attack die. A double ammo symbol allows 2 re-rolls of 1 die or 1 re-roll each of 2 different dice.
  • Pistol (black die face): a pistol rolled during an attack locks the die, so it cannot be re-rolled. The pistol counts as a shot by the Criminal during the gunfight, wounding the Agent for 1 health. This damage is applied immediately and cannot be prevented.
  • Cross (used in the Bomb-defusing minigame, see p. 11).
  • Skull: marks a Thug (see the Health track).

Setup (Agent Mode)

Preparing the City

Rogue Agent is played on a city built from the district tiles. All district tiles are placed regular side up.

  • Place the Headquarters tile in the center of the table.
  • Shuffle the 6 precinct tiles. Place 4 of them around the Headquarters. Place the remaining 2 at the edges, so that they form a triangle, as shown in the source illustration.
  • Shuffle the remaining district tiles. Place each of them in an unoccupied position so that the city consists of 3 tiles at the top, 5 in the middle and 5 at the bottom, with the Headquarters in the center.

Preparing the Players

Each player starts the game with the following components:

  • 1 Agent board and 7 Agent markers. On the three upper rows of the Agent board, place one marker on each position marked with a blue circle (the resource indicators). On the three lower rows, place the markers on the zero positions (the upgrade indicators). Place the last marker on the top position of the vertical scale on the right (the health indicator).
  • 1 Agent figure, 7 Informants and 1 Influence marker, all in the player's chosen color.
  • 4 credits.

Preparing the Criminal Deck

  • Split the Criminal cards into two piles: one with Criminals of 1-2 health and one with Criminals of 3-4 health.
  • Take 10 cards from the 3-4 health pile and 20 cards from the 1-2 health pile. Shuffle these 30 cards and place the deck face down on the table.
  • For a simpler game, remove all blue Criminals from the deck before preparing it.

Final Setup

  • Place the players' Influence markers and the red turn marker on the zero position of the Influence scoring track.
  • Place the Agent figures on the Headquarters tile.
  • Roll a regular die and place the Police Squad figure on the precinct tile whose number matches the die result.
  • Place all Bomb tokens, all Killer tokens and one set of 6 Criminal tokens (numbered 1 to 6) into the Data Stream (the cloth bag).
  • Place the second set of Criminal tokens (numbered 1 to 6) next to the Criminal deck.
  • Place the Bomb board next to the city.
  • From the remaining credits, form a bank and place it next to the city. Credits in the game are limited to the number available.
  • Choose an Operations Commander (the first player) by any method. The Commander takes the Data Stream as the first-player marker.

Sequence of Play

Rogue Agent lasts 8 rounds. Each round consists of three phases, played in this order:

  • A. Time Phase: new Criminals, Killers and Bombs appear in Rhine City.
  • B. Action Phase: all players perform their actions.
  • C. City Phase: Criminals and Killers commit their crimes in the city, against a background of explosions that sound from time to time.

A. Time Phase

In this phase, Criminals, Killers and Bombs appear in Rhine City. The Commander performs the following steps:

  1. Advance the turn marker one space forward on the Influence scoring track.

  2. Draw event tokens from the Data Stream. The number of tokens depends on the number of players:

    Number of players234
    Number of tokens345
  3. Roll as many regular dice as the number of event tokens drawn from the bag.

  4. Assign one die to each drawn event token:

    • Killer: place the Killer token on the precinct tile whose number matches the die value.
    • Bomb: place the Bomb token on the precinct tile whose number matches the die value. Roll a regular die and place it on the Bomb token. This die serves as the Bomb Timer. If the die shows the Police Squad symbol, re-roll it.
    • Criminal: place a Criminal token (grey side up) on the precinct tile whose number matches the die value. Take the top card from the Criminal deck and place it face down next to the city. Take the Criminal token with the same number as the drawn token from the reserve next to the Criminal deck and place it on the Criminal card. This links the card with the token in the city. The Criminal card stays face down until it is attacked. Then it is turned over and stays face up until the Criminal leaves the game.

B. Action Phase

In this phase, all players perform actions. As soon as a player has performed all their actions, their turn ends and the next player begins their Action Phase.

The number of actions is unlimited, as long as the player has the resources for them, and they may be performed in any order. The available actions are:

  • Movement
  • Hire
  • Investigate
  • Buy Goods
  • Justice (Attack, Intercept, Turn In Criminals)
  • Search a District
  • Defuse a Bomb

Action Phase: Actions

Movement

A movement action lets an Agent travel from its current location to any location within a distance of up to two locations. With each step, the player must move into an adjacent location. The Agent may not enter the same location twice during the same action.

  • The first movement is free.
  • For each additional movement, the player must spend one unit of fuel.
  • Vehicle upgrade: Engine. If the player has this upgrade, the Agent may move a distance of up to three districts.

Entering a precinct. When an Agent visits a precinct, it must fight the Thugs (represented by skull symbols) before it can continue moving or perform another action in that location. The player loses one health for each Thug icon. The player may ignore Thug icons in the following ways:

  • Car upgrade: Armor. The player's Armor upgrade reduces the damage from Thugs by 1 for each shield.
  • Informants. Each of the player's Informants located in the district allows the player to ignore one Thug.
  • Ammo. Each ammo spent by the player neutralizes 1 Thug.

A movement action may be interrupted by the following actions:

  • Hire
  • Investigate

Hire

The player may pay 2 credits to add one Informant to a free slot in the location where their Agent stands. If there are no free Informant slots, the player cannot add an Informant. Each Informant of the Agent's color costs 2 credits and offers the Agent the following benefits at the place where it is located. The Agent may recruit one Informant each turn at any location it leaves while performing a movement.

Informants offer the following advantages:

  • Each Informant protects against one point of health loss (one wound) during an attack by a Killer.
  • Each Informant allows the player to ignore 1 Thug (skull symbol) in a precinct.
  • An Informant provides information about the Criminal in its location for 2 clues.
  • Each Informant helps the Agent in confrontations with Killers and Criminals by adding one green die to the attack.
  • Each Informant protects the Agent from interception in the current location by removing 1 green die from the intercepting player's pool. That die can then be used to defend against the interception.

Investigate

The player may spend two clues to look at a face-down Criminal card. The information gained must not be disclosed to other Agents. The player may look at a Criminal card in the same district as the Agent, or in a district where the Agent has an Informant.

To mark its investigation, the player places an investigation token of its color on the face-down Criminal card. A player may perform the investigate action several times during its turn. The player may interrupt a movement action to perform an investigation, and then continue the movement after the investigation.

Buy Goods

The player may buy goods listed for its current location. It may buy as many goods as it can pay for. If the goods are:

  • A resource: for each credit paid, move the marker on the corresponding resource track on the Agent board one space to the right (up to two spaces, if the resource icon is shown twice on the goods icon).
  • An upgrade: for every two credits paid, move the marker on the corresponding upgrade track on the Agent board one space to the right.
  • Influence: by spending 6 clues, the player may gain 1 Influence.

Justice

The player may perform only 2 Justice actions per turn, but may perform the same action twice. A movement action cannot be interrupted by a Justice action.

Attack

A player may attack a Criminal or a Killer in its current location. An attack consists of three steps:

1. Choose the target. Choose a Criminal or a Killer in your current location.

2. Unmask the Criminal. If the attacked Criminal card lies face down, turn it over. Carry out the unmasking effect if the card has any of the following:

  • The red unmasking-effect symbol (magnifier) triggers only if the player has not previously investigated this Criminal: there must be no investigation token of this Agent's color on the card.
  • The white unmasking-effect symbol (magnifier) triggers only if the player has previously investigated this Criminal: there must be an investigation token of this Agent's color on the card.

Note: an unmasking effect is carried out only once for each Criminal, and only when the card is revealed. Skip this step when the card is already face up.

3. Make the attack. The player takes three red dice and may add other dice to the attack:

  • Weapon upgrade: Pistol. For each Pistol among the player's upgrades, take one green die.
  • Informants. For each of the player's Informants in the current location, the Agent receives one green die.
  • Ammo. For each ammo spent, take one black die.

Roll the dice and count the number of hits. Each explosion counts as one hit. Each boost doubles the hits of a single explosion. Only one boost may be used for each explosion. A boost that cannot be applied to any explosion has no effect on its own.

  • Each separate ammo symbol on a black die allows you to re-roll any one attack die. A double ammo symbol allows 2 re-rolls of one die, or one re-roll each of two different dice.
  • If a pistol is rolled during an attack, the die is treated as "locked" and cannot be re-rolled. The pistol counts as a shot by the Criminal during the gunfight, wounding the Agent for 1 health. This damage is applied immediately and cannot be prevented.

Results of the attack depend on the target:

Killer.

  • If the roll produced 2 or more hits:
    • Return the Killer token to the Data Stream.
    • The player gains 1 Influence.
  • Otherwise:
    • If the attack was made in a protected district, there is no effect.
    • If the attack was made in an unprotected district, the Agent loses 2 health (and 1 more for each of its own Informants in that district).

Criminal.

  • If the number of hits is equal to or greater than the Criminal's health:
    • The Criminal is considered subdued. Flip both the Criminal token in the district and the Criminal card to their red sides.
    • The player gains 1 Influence.
    • The Agent also receives resources and/or upgrades equal to the Criminal's toughness (health). They must be distributed across at least 2 tracks.
  • Otherwise:
    • The Criminal's Retaliation effect is triggered. If, in the current game situation, the effect cannot be carried out, or can only be applied in the other game mode, skip it.
    • Place credit markers on the Criminal card, equal to the number of successful hits. Each credit marker is one wound and reduces the Criminal's health by 1.

Source text in brackets: [You do not receive the credit markers lying on a Criminal when you subdue it.] Since this would make more dangerous Criminals attractive prizes once weakened, they are easier to defeat.

Some Retaliation effects are marked with a clock symbol. These are persistent effects that remain active until the end of the next turn of the affected Agent, or until the Criminal leaves the city, whichever happens first. The affected Agent takes a time token as a reminder that it is under a persistent effect. The token is discarded when the effect ends.

When a Criminal is subdued successfully, its Criminal token is placed under the Agent to show that the Criminal is in custody. There is no limit on the number of subdued Criminals an Agent may take into custody.

Intercept a Criminal

A player may try to intercept, with its Agent, a Criminal held in custody by another Agent, if both Agents' figures are in the same district. An interception consists of the following steps:

  1. Choose the target. The intercepting Agent chooses the target.
  2. Distribute dice.
    • First, the defending player takes 1 green die for each of its Informants.
    • Then the attacking player may take up to three dice, paying 1 unit of fuel for each.
    • After that, the defending player may buy the remaining green dice (if any) for 1 unit of fuel per die.
  3. Carry out the interception. Both players roll their dice. If at least one fuel symbol is rolled, the interception succeeds. The intercepting player takes all the Criminals of the target Agent.

The target player may defend against the interception if it has one or more available green dice. Each fuel symbol on those dice cancels one fuel symbol of the intercepting player.

Remember: each Informant in the district that belongs to the player being intercepted gives that player 1 green die for defense against the interception.

Turn In Criminals

A player may turn in all of the Criminals it has taken into custody to the police in a single action, if its Agent is in the Headquarters:

  • Return the Criminal tokens to the Data Stream.
  • Place the Criminal cards face up in a row in front of the player, as the player's personal count of turned-in Criminals (used for scoring at the end of the game).
  • Take from the bank a number of credits equal to the sum of the rewards shown on the turned-in Criminal cards. If there are not enough credits in the bank, take all that remain.

Other Actions

Search a District

A player may search a district for resources, upgrades, credits or medical supplies. Searching costs the Agent nothing; the only risk is finding nothing.

A search consists of the following steps:

  1. Roll the dice. Roll the search dice shown on the district's search symbol.
    • Note: white dice indicate a number of dice of any one color chosen by the player.
  2. Re-roll the dice. Re-roll any number of dice, if you wish.
    • Agent upgrade: Intelligence skill. A player with this upgrade may re-roll any number of dice a second time.
  3. Results. Apply the effects of each die's result in any order.

Summary of search results:

  • Upgrades and resources: for each upgrade or resource symbol, move the corresponding marker on the Agent board one space to the right (and up to two spaces to the right in the case of a doubled symbol).
  • Healing: for each healing symbol, the player gains 1 health.
  • Credits: for each credit symbol, the player takes 2 credits from the bank. If there are not enough credits in the bank, take all that remain.
  • Explosion: a dangerous encounter with a Thug during the search. It reduces the Agent's health by 1 for each explosion symbol.

Health loss from explosions may be avoided, partially or fully, in the following ways:

  • Informants: each of the player's own Informants in the district allows the Agent to disregard 1 explosion symbol.
  • Ammo: each ammo spent allows the player to disregard 1 explosion symbol.
  • Boost: each boost symbol allows the player to disregard 1 explosion symbol.
  • Agent upgrade: Body armor. The Agent with this upgrade is unaffected by 1 explosion symbol.
  • Protected district: all explosion symbols have no effect if the player is in a protected district.

Boost. Each boost symbol that the player does not use to protect against explosions may instead be used to double the effect of one other rolled die. Only one boost may be used for each die that has an effect.

Defuse a Bomb

A player may attempt to defuse a Bomb located in the same district as its Agent. To do so, the player performs a series of operations by unplugging wires (rolling dice).

After each wire is unplugged, all dice showing the cross and explosion results must be placed on the Bomb board. The Bomb is defused when a straight line of 3 crosses is formed. The line may be vertical, horizontal or diagonal.

The player may continue unplugging wires until the Bomb is defused, until it explodes, or until the player decides to stop defusing. The Agent may decide to stop after any roll, but must then carry out a Stability check before the Defuse action ends. The player must stop when no dice remain to be rolled.

Before unplugging the first wire, place the Bomb Timer on the red circle of the Bomb board, without changing its value.

Unplugging wires. Roll all special dice not yet placed on the Bomb board. Then place all dice showing cross and explosion results according to these rules:

  • Each position on the Bomb board can hold only one die.
  • A die must be placed in the highest free position of its column.
  • A new column may be started only if, in every column that already contains one or more dice, the bottom die is a cross. (Exception: when the column is the 4th explosion column.)
  • Once a cross is placed in a column, only cross dice may be added to that column.
  • All dice must be placed, even if a line of 3 crosses has already been formed.

Each new column started after the first one lowers the Bomb Timer by 1. Take the die assigned to the Bomb Timer and set it to a value 1 lower than its current value. When the timer reaches 0, the Bomb explodes: carry out the Bomb explosion effect and end the Defuse action.

If a column contains 4 explosions, the attempt to defuse the Bomb has failed. This does not detonate the Bomb, unless the timer has reached "0." The Agent may make another attempt, but this is very risky when the timer is low. It is best to move well away from the Bomb.

To defuse the Bomb successfully, all columns must be closed: the dice in them must end with a cross. If, at the end of the defusing, there is an unclosed column (ending with an explosion as the last symbol in the column), the defusing has failed. However, if the timer has not reached "0," the Bomb does not explode.

Successful defusing. If the Bomb is defused:

  • Return the Bomb token to the Data Stream.
  • Return all dice from the Bomb board.
  • The player gains 2 Influence.

Bomb explosion. If the timer has reached "0," the Bomb explodes:

  • All Informants in the location of the explosion are removed from the game (return them to the box).
  • All Killer and Criminal tokens in the location of the explosion are returned to the Data Stream.
  • Each unprotected player in the location of the explosion loses 4 health.
  • Each unprotected player in an adjacent location loses 2 health.
  • Agents that lost health as a result of the explosion return all their Criminals in custody to the Data Stream.
  • Return the Bomb token to the Data Stream.
  • Return all dice from the Bomb board.
  • Any other Bombs in the location of the explosion also explode; carry out the steps above for each of them.

Stability check. If the Bomb has not yet exploded and a straight line of 3 crosses has been formed, the Bomb is defused. Unplugging wires may no longer be done. A Stability check must now be performed before the Defuse action can be completed. This check must also be made if the player decided, or was forced, to stop defusing the Bomb.

If there are no columns with an explosion on their bottom die, the Stability check passes automatically. Otherwise, take all dice from the columns whose bottom die shows an explosion. These dice form an electrical circuit.

Roll the circuit's dice until the Bomb explodes or the circuit passes the check. After each roll, check the following conditions:

  • If at least one cross and no explosions are rolled, the circuit passes the Stability check.
  • If at least one explosion is rolled, the Bomb explodes: carry out the Bomb explosion effect, after which the Defuse action ends.

Note (as printed in the source, citing the official FAQ): a simplified Stability check is also allowed. Each die of the electrical circuit is rolled once, in turn. A cross means immediate success of the check; an explosion means immediate failure and detonation of the Bomb. If after all dice have been rolled neither symbol has appeared, the check is passed.

Appendix A: Example of Defusing a Bomb

The source's appendix works through an example. The Bomb Timer shows "4". The Agent rolls 9 special dice.

First roll. Three results must be used. The Agent has three options:

  • Option 1: form 1 column, so that the Bomb Timer is not lowered when a new column is created. The drawback is that a line of crosses will be harder to obtain.
  • Option 2: create a protective-circuit column and immediately block it with a cross. This lets the Agent place a second explosion in a new column, but the Timer drops to "3" because a second column is formed. The drawback is that an unblocked circuit raises the chance of an explosion during the Stability check.
  • Option 3: form 2 columns: one with a cross and a second with explosions. This allows the Agent more flexibility in adding dice to each column on the next roll. This option also lowers the Timer by 1.

The Agent chooses option 3. It then performs a new unplugging operation and rolls the remaining 6 dice. This time two results must be placed.

Second roll. The Agent must avoid detonating the Bomb, so it can only start a new column. It rolls the remaining 4 special dice and gets two crosses. It has two options:

  • Option 1: add both crosses to the first column, leaving the third column unblocked. All wires are unplugged and the Bomb is defused, but a Stability check must be made for the third column.
  • Option 2: form a diagonal line. The Timer drops to "1" because of the new column, but the Bomb is successfully defused.

Note on this appendix: the source's diagram labels state the Timer values as printed ("3", "2", "1") at different points of the example. The labels are transcribed as printed. The Bomb rules above are the authority.

C. City Phase

In this phase, the Criminals and Killers carry out their dark plans. This phase consists of 5 steps. If nothing can be played in one of the steps, skip it and move on to the next step.

1. Criminal Activation.

Starting with the Criminal with the lowest number in the city and continuing in ascending order of numbers, each wild Criminal (grey side up) moves to the next district along the Event Trail, as shown in the source illustration.

  • If a Criminal leaves from the last district on the Event Trail, it leaves the city.
  • If a Criminal appeared in the city during the Time Phase of this round, in the top-most precinct, it does not leave the city. Instead it begins a new full run along the Event Trail.
  • When a Criminal leaves the city, return its token (on the Criminal card) to the stack next to the Criminal deck, and remove that Criminal's card from the game (unless otherwise stated).

If a Criminal enters a new district and there is no Police Squad in it, carry out the following two checks in this order:

  • Check 1: Killers. Each Killer in the same district as the Criminal moves along the Event Trail to the next district, until one of the following occurs:
    • It leaves the Event Trail: return its token to the Data Stream.
    • It arrives in a district that does not contain a wild Criminal token.
  • Check 2: Bombs. The Timer of each Bomb in the district with the Criminal decreases by 1. If it reaches 0, the Bomb explodes.

Important: only wild Criminals move during this phase. All subdued Criminals remain in their districts.

2. Killer Activation.

Each Killer in the city is activated in the order chosen by the Commander, until all of them have been activated once. A Killer's activation consists of the following steps:

  1. Carry out the Killer action (see below) in the district where the Killer is located.
  2. Move the Killer: the Killer moves to the next district along the Event Trail and carries out the Killer action. If the Killer leaves the Event Trail, return its token to the Data Stream.
  3. Attack an adjacent district: if there is at least one Agent in an adjacent district along the Event Trail, the Killer moves there and carries out the Killer action.

Note: if at least one Agent lost health during the activation of a Killer, the activation stops. Skip all remaining steps for that Killer and move on to the next Killer.

Killer action. If there is neither a Police Squad nor a wild Criminal in the Killer's district, the Killer attacks the Agents and Informants in that district, in the following order:

  • Each Agent loses 2 health (and 1 more for each of its own Informants in that district) if it is in an unprotected district.
  • If there is an Informant in the top Informant slot of this district, remove it from the game. If there is an Informant in the bottom slot, move it up to the top slot.

3. Police Squad Activation.

Move the Police Squad figure to the precinct whose number is 1 greater than the number of the district it was in before (or to precinct No. 1 if the Police Squad was in district No. 6). All event tokens in the district the Police Squad arrives in are returned to the Data Stream.

4. Bomb Activation.

In the order chosen by the Commander, each Bomb in the city is activated. The Timer of each Bomb decreases by 1. If the Timer reaches 0, carry out the Bomb explosion effect (see Defuse a Bomb).

5. Declaring a New Commander.

The player to the left of the current Operations Commander becomes the new Commander. This player receives the Data Stream.

End of the Game

The game ends after the City Phase of the 8th round. Each player totals their Influence. It is made up of:

  • Influence: the Influence gained during the game (as shown by the Influence marker).

  • Informants: 1 Influence for each of the player's Informants in the city.

  • Syndicate bonuses: each player sorts the Criminals they turned in to the police by syndicate symbol. Criminals with the white syndicate symbol count as jokers. They are added to the group in which the player has the most Criminals. Each syndicate grants a bonus according to the following table:

    Number of syndicate members123456+
    Syndicate bonus125710+5 for each further Criminal after the 5th

The player with the most Influence wins.

Ties. In the event of a tie, the player with more health wins. If there is still a tie, all players with the highest Influence and health win.

Android Mode

Android mode is possible with 3-4 players and adds further game elements that make the journey through Rhine City even more exciting. This mode introduces the possibility that some Agents are transformed into Androids who look human, and who use their Influence in Rhine City in other ways as a result.

At the beginning of the game, nobody knows whether they are an Android or not. Some players have a higher chance of becoming one of them.

Once an Agent is exposed as an Android, its role in Rhine City changes: it begins to destroy districts and attack other Agents in order to gain Influence, while the remaining Agents try to stop it.

The game follows the same rules as Agent mode, with the following changes and additions.

Identification Tokens

During setup, each player also receives Identification tokens:

  • With 3 players, first remove from the game one Android Identification token and two Human Identification tokens.
  • Shuffle the Identification tokens and deal three of them face down to each player. Each player may look at their own Identification tokens, but must keep this information secret from the other players.

If a player has 2 or more Android Identification tokens, there is a chance that they will be exposed as an Android during the game. However, there is no guarantee that the player will be exposed as an Android. All players must therefore act in game situations as human characters until their true Identity is revealed. Until a player has been revealed as an Android, they are considered human, and their actions and goals remain the same as in Agent mode.

Revealing an Identification Token

During play, players may be forced to reveal their Identification tokens. A player may always choose which of their tokens to reveal. All revealed Identification tokens are placed in front of the player. When a player reveals their second Android token, their role as an Android is exposed, and they remain in that role until the end of the game.

There are 4 events that force Agents to reveal one of their Identification tokens:

  1. The player loses their last health point (Action or City Phase). If the Agent's health marker reaches the position with the skull symbol, the Agent must reveal one Identification token.

  2. During the resolution of a Criminal's Retaliation effect (Action Phase). After a failed attack on a Criminal, the Retaliation effect may force the player to reveal one Identification token, if this is possible.

  3. The player becomes the target of a Scan action (Action Phase). As long as the maximum number of Androids has not been reached, an Agent may, as an additional action in the Action Phase, spend 4 clues to force another player to flip over one unrevealed Identification token. The targeted player must be either in the same district as the investigating Agent, or in a district with at least one Informant of that Agent. Players may scan several players in the same district, spending 4 clues for each scan. If the scanned Agent is exposed as an Android (that is, it reveals an Android Identification token):

    • The Agent who carried out the check gains 1 Influence.
    • The scanned player loses 1 Influence.
  4. The Police Squad arrives in an adjacent district (City Phase). If the maximum number of Androids has not yet been reached, each Agent in the same district as the Police Squad, or in an adjacent district, starting with the Commander and continuing clockwise, must flip over one of its unrevealed Identification tokens, if this is possible.

Important: each round, a player may reveal only one Identification token. If an event forces a player to reveal another Identification token in the same round, skip that event.

Exposing an Android

A player who has been exposed as an Android is no longer considered an Agent. When a player is exposed:

  • They return all Criminal tokens they hold in custody to the Data Stream.
  • They remove all their Informants from the game. If, as a result, upper Informant slots in some districts become free, move Informants from the lower slots of those same districts up into the upper slots.
  • Nothing changes on the player's Agent board. If the Android loses its last health point, the same consequences apply to it as to an Agent.

An Android keeps all the Criminal cards it turned in to the police, and counts them when scoring at the end of the game.

Androids are protected only in districts with the following symbol:

  • Android shield symbol: districts with this symbol are protected for Androids.

Limit on the Number of Androids

There is a limit of one Android in a 3-player game and two Androids in a 4-player game. Once this limit is reached, remove all Identification tokens from the game. Events that force players to reveal an Identification token no longer have any effect and are skipped immediately.

Destroyed Districts

In Android mode, districts that contain Informants may be destroyed. When a district is destroyed, its tile is turned over to the destroyed side and stays in that position for the rest of the game. The following rules apply to destroyed districts:

  • If a Criminal or Killer token moves into a destroyed district, or should be placed there, it is immediately returned to the Data Stream. Nothing takes its place.
  • In the Action Phase, players may not search destroyed districts or buy equipment in them.
  • An Agent loses 1 health each time it enters a destroyed district (this loss cannot be avoided). An Android may visit a destroyed district without losing health.

Movement

The same rules apply to an Android as to an Agent (see p. 6).

Covert Actions

A player may perform up to two covert actions in one Action Phase. An Android has four different types of covert action:

  • A. Search a district
  • B. Buy equipment
  • C. Attack an Agent
  • D. Attack a district

Important: a covert action may be performed in a district that contains a Police Squad. However, it is forbidden to perform the same covert action twice in the same district during one turn.

A. Search a district. The same rules apply to an Android as to an Agent (see p. 9).

B. Buy equipment. The same rules apply to an Android as to an Agent (see p. 6).

C. Attack an Agent. A player may attack an Agent that is in the same district as its Android, if the district does not protect that Agent. The attack consists of the following steps:

  1. Choose the target. The attacking Android chooses an Agent to attack.

  2. Choose dice. The attacking Android takes three red dice and may add other dice:

    • Weapon upgrade: Pistol. For each Pistol, add 1 green die.
    • Ammo. For each ammo spent, add 1 black die (but no more than three black dice).

    If not all green dice are taken, the Agent that is the target of the attack may take one free green die for each unit of fuel spent.

  3. Carry out the attack. Both players roll their dice simultaneously. Determine the number of hits rolled.

    • Each explosion counts as 1 hit.
    • Each boost doubles the number of hits of one explosion. Only one boost may be used for each explosion. A boost that cannot be applied to any explosion has no effect on its own.
    • Each car rolled on the dice of the Agent that is being attacked cancels 1 hit. Surplus cars are not counted.
    • The Agent loses 1 health for each uncancelled hit.

    If the Agent loses its last health, the Android gains 1 Influence in addition to the usual consequences of this. Hits rolled by the attacking Agent do not cost the Android any health. Only the cars on the Agent's dice count when defending against an Android's attack.

D. Attack a district. A player may attack the district in which it stands, if the district has not yet been destroyed and contains Informant slots (occupied or free). The attack consists of the following steps:

  1. Choose the dice. The attacking Android takes three red dice and may add other dice:

    • Weapon upgrade: Pistol. For each Pistol, add 1 green die.
    • Ammo. For each ammo spent, add 1 black die (but no more than three black dice).
  2. Roll the dice. Roll all dice simultaneously.

  3. Results of the roll.

    • Each explosion counts as 1 hit. Each boost doubles the hits of one explosion. Only one boost may be used for each explosion. A boost that cannot be applied to any explosion has no effect on its own.
    • Any Informant in the upper Informant slot cancels 1 hit and is removed from the game. If an Informant is also in the lower slot, it moves up to the upper slot.
    • Any Informant now in the upper slot cancels 1 hit and is also removed from the game.

    If at least 2 uncancelled hits remain:

    • All Bombs in the district explode: carry out the Bomb explosion effect (see p. 11).
    • All Criminal and Killer tokens in the district are returned to the Data Stream.
    • The district is destroyed: turn the district tile to the destroyed side.
    • The player gains 1 Influence.

Agent Actions in Android Mode

Attack an Android. In Android mode, Agents gain a new Justice action: Attack an Android. It falls under the same restrictions as the other Justice actions (see p. 7). A player may attack an Android that is in the same district as the player's Agent, provided that the district does not protect that Android.

The attack consists of the same steps as the Attack an Agent action, but with the roles of the players reversed.

If an Android loses its last health point, the attacking Agent gains 1 Influence in addition to the usual consequences of this.

Important: while there is no exposed Android in the game (that is, no player has revealed two Android Identification tokens), this action may not be performed.

Android Mode: End of the Game

The game ends after the City Phase of the 8th round. Scoring is done in the same way as in Agent mode. Androids score for Criminals they turned in to the police before they were exposed, using the usual rules.