Secret Night
Secret Night Rulebook
Table of Contents
Table of Contents
Components
- 1 Main Board
- 3 Disks to track time, score, and actions
- 2 Broken Window arrow tokens
- 8 Wooden player pawns
- 8 Triple-layer player boards
- 8 Step-saving tokens
- 1 Police dog pawn
- 7 Role cards
- 40 Object/Action cards
- 3 Vehicle pawns: Car, Motorcycle, and Boat
- 2 Fast Guides English/Spanish
Goal of the Game
The thieves will try to retrieve the money and escape in a getaway vehicle, while the police attempt to handcuff them before they get away. In games with an odd number of players, the spy will try to make the game end in a tie.
Setup
- Place the three vehicles (the Car, the Boat, and the Motorcycle) in their designated spaces.
- The Clock will track the turns: it starts at 9 o'clock and, after 10 rounds (6 o'clock) the game ends.
- On the score track, Police and Thieves will compete in a tug-of-war. At the end of the game, the final position will determine the winning side.
- Randomly place 6 Object cards face up in the 6 slots of rooms A-F. If any card is repeated, shuffle it back into the deck and replace it with a new one to ensure variety in the game.
- Action Board: start with "steal a card" covered. The other three actions will be available to the first player who uses the Action Board.
- Note: A discard pile will be created. If the draw deck runs out, shuffle the discard pile and use it to replenish the draw deck.
Role Distribution
Shuffle and deal the roles to the players as follows:
- 3 Players: 1 Police Chief (face up), 1 Thief (hidden), and 1 Spy (hidden)
- 4 Players: 1 Police Chief (face up), 1 Police Officer (hidden), and 2 Thieves (hidden)
- 5 Players: 1 Police Chief (face up), 1 Police Officer (hidden), 2 Thieves (hidden), and 1 Spy (hidden)
- 6 Players: 1 Police Chief (face up), 2 Police Officers (hidden), and 3 Thieves (hidden)
Player Board
Each player places their Role card face down and sets their Step-saving token to 0. The Police Chief is the only role revealed (face up) from the start. The other players will reveal their roles when the game forces them to do so.
Start of the Game
Players enter the manor in turn order. The Police Chief and their dog enter first from the blue space. The remaining players, while in hidden roles, start from either the blue or the red space.
Turn
Move your pawn up to 2 spaces and perform an action: Draw a card from the deck / Swap a card in a room / Do nothing.
- Step Saver: If you only use 1 step during your movement, you may save the remaining step for later. On your next turn, you can use up to 3 steps: 2 base steps + 1 saved.
- Draw a card from the deck: Use it or keep it.
- Swap a card in a room: Take the card from that slot and place one of your choice face down (for later use, to hide it from the opposing team, etc.).
Note: During your movement, you cannot retrace your steps.
Action Board
Additionally, if you end your movement on the same space as another player, you may perform an action with them. If there are multiple players, choose one.
- Steal a card: Take a random card from their hand.
- Check 1 card: Secretly check a random card from their hand.
- Tell a secret: Whisper any information you want in their ear, whether true or false.
- Swap 1 card: Offer a card. If they are interested, they offer 1 in return. If you accept, the exchange is made; if not, the negotiation ends.
The last action performed will be covered (unavailable) for the next player who uses the Action Board.
Missions
Police Mission: Handcuff the Thieves in the Act
The police must obtain the handcuffs and catch a thief "in the act" (with the money). To do this, move to the same space as the thief, show the handcuffs, and announce: "Arrested!"
Note: Both roles are revealed during this action.
If the arrested player was a thief, they must reveal whether they are carrying one (or more) money card(s).
- If they do not have a Money card, the police officer loses their handcuffs, the thief keeps their cards, and the game continues as normal.
- If they do have a Money card, the police team gains 3 points, the thief discards all their cards, and will restart their movement from the red space on their next turn.
If the arrested player was actually a teammate or the spy, the police team loses 2 points.
Police Mission: Complete a Set
Collecting a Map + Flashlight + Camera will earn the police team +1 point. Once all three are gathered, they are revealed to the group and discarded.
Note: You don't have to use it immediately; you may keep it and use it in later turns.
Thieves Mission: Escape with the Money
The thieves must secure the money and escape using one of the three vehicles. Note: Escaping without money grants no points.
- If a thief escapes with a Money card, the team earns +2 points.
- If a thief escapes with 2 Money cards, the team earns +3 points.
- If 2 thieves escape, with a Money card, the team earns +4 points.
Note: Up to 2 thieves can escape in the Car or Motorcycle, but these vehicles require their Key card to start.
After escaping, the thief/thieves discards all cards in hand and will re-enter the game from the red space on their next turn.
Thieves Mission: Complete a Set
The thieves must collect the set: Map + Flashlight + Mask to earn +1 point for the thieves' team.
Spy Mission: End in a Tie
The spy will aim to balance the game. They win if the score track ends in a tie. To achieve this, the spy supports the team that is currently losing by exchanging cards that may benefit them, revealing valuable information, completing sets, or placing money with the side that serves their interests for the final scoring.
Police Dog
The Police Chief can move the dog up to 2 spaces per turn. It can only move along the exterior spaces of the house. The dog acts as a "wall" and cannot be passed through. The dog will return to its starting space if someone uses the Steak with it.
Note: The dog does not draw a card when landing on a card space. It can occupy the Boat and Motorcycle spaces.
End of the Game
There are two ways to end the game:
- By KO: The police or thieves team reaches the end of the score track (4 points).
- By the Clock: After the 10 turns have been played (at 6 o'clock), the Money cards in hands will be counted to adjust the final score. This is done clockwise, starting with the Police Chief.
Cards
- Money (Qty: 5): Thieves' Objective.
- Handcuffs (Qty: 4): Polices' Objective.
- Frisk (Qty: 2): Remove 2 random cards from another player's hand. Only for polices (police role is revealed).
- Steal (Qty: 2): Force another player to give you a Money card (if they have one). Only for Thieves and Spy (your role is revealed).
- Keys (Qty: 2/2): Required to start the Motorcycle / Car.
- Smoke Bomb (Qty: 1): Escape from handcuffs. Both cards (Handcuffs and Smoke Bomb) are discarded.
- Steak (Qty: 1): Sends the dog back to its starting space (must be used in the same area as the dog).
- Break window (Qty: 2): Opens an escape route for the rest of the game. Place the blue arrow on the broken window.
- Balaclava (Qty: 3): One of the 3 items in the Thieve's set.
- Camera (Qty: 3): One of the 3 items in the Police's set.
- Map / Flashlight (Qty: 3/3): One of the 3 items in the Thieve's and Police's sets.
- Tea / Coffee Cup (Qty: 3/2): Grants additional steps. Equivalent to an extra turn: Steps + action. Can be stored using the Step Saver.
Turn Example
Round 1:
- Player 1 (blue), the Police Chief, moves 2 spaces and ends on a card space. He draws a card from the deck. He also moves the dog 2 spaces toward the motorcycle.
- Player 2 (green) moves 2 spaces and ends in room D. She takes the card from that room, mixes it with her hand, and chooses one to place face down in slot D.
- Player 3 (gold) moves 2 spaces and uses a +2 steps card to reach the boat. She reveals a Money card and reveals herself as a thief. This solo escape with 1 Money card grants +2 points to the thieves' team.
- Player 4 (red) moves 2 spaces and ends his movement on a card space. They draw a card from the deck and save his remaining step. Additionally, since he landed on the same space as Player 1, he uses the Action Board to whisper a secret: "I'm your teammate."
- Player 5 (pink) moves 1 space and ends in room F. She takes the card from that room, mixes it with her hand, and chooses one to place face down in slot F. She saves her remaining step.
After this round, we move forward the clock by one hour and continue...
Round 2:
- Player 1 (blue), the Police Chief, moves 2 spaces and ends on space E. He takes the Handcuffs and places a Smoke Bomb card face down. He also moves the dog 2 spaces, blocking the motorcycle.
- Player 2 (green) moves 1 space and ends on a card space. She draws a card from the deck and saves 1 step.
- Player 3 (gold), already revealed as a thief, re-enters the house from the thieves' starting space. She moves 2 spaces and draws a card.
- Player 4 (red) moves 2 spaces and ends his movement on a card space. He draws a card from the deck and saves his remaining step. Additionally, since he landed on the same space as the thief, he uses the Action Board to steal a card from her hand.
- Player 5 (pink) (we know she is the spy) uses her saved step to reach the space of the thief and Player 4 (red). She draws a card and uses the Action Board to Trade with Player 4 (red). She offers Handcuffs, which are accepted; the Red player offers a Map and the trade is completed. With this Map, together with the Flashlight and Camera she already had, the police's team gain +1 point.