Warumono 2
Warumono 2 Rulebook
Table of Contents
Table of Contents
Equipment
- Gameboard: 1
- Markers: 4
- Identity Cards: 4
- Contents Cards: 4 (The Loot x 1; Fake Money x 3)
- Profession Cards: 6 (Wiseguy x 5; Undercover Operative x 1)
- Passports: 4
- Plane Tickets: 4
- Boat Tickets: 4
- Back Alley Cards: 13
- Barricades: 2
- Die: 1
- Scenarios: 21 (7 varieties x 3 languages)
- Original Scenario Forms: 3
- Counter: 1
- Instruction Manual: 1
Setup
- Each player selects a Marker, and takes the Identity Card that is the same color as their Marker. (The Identity Card is used for confirming the color of your marker during the game.)
- Each player rolls the die, and the player rolling the highest number is the Starting Player.
- The Starting Player selects the Scenario to be used in the game, and then places the Counter on the Start position on the Scenario.
- Shuffle the Profession Cards well, and hand one card to each player face down. (Please shuffle together the 5 Wiseguy cards and 1 Undercover Operative card before handing out the cards. After handing them out, place any remaining Profession Cards face down so that no one knows whether or not the Undercover Operative card has actually been handed out to anyone in the game.)
- Shuffle the Contents Cards well, and hand one card to each player face down. (Ensure that "The Loot" card is among those handed out.)
- Shuffle the Back Alley Cards well, and place them face down adjacent to the board.
- Place the Passport, Plane Ticket and Boat Ticket cards adjacent to the board.
- All players place their Markers on the Hideout space.
- Each player looks at their own Profession Card and Contents Card, ensuring that other players do not see the cards as they do so. (During the game, players may look at their own Profession Card whenever they wish, however in order to look at their own Contents Card, they must choose to "Look at your own Contents Card" when it is their turn in the game.)
- The game starts with the Starting Player's turn.
Game Flow
Game Objective
When the game starts, each player becomes either a member of a criminal syndicate fleeing from the organization, or an undercover operative who has infiltrated the group, depending upon the Profession Card received by the player. The player that achieves the final objective for the role they play is the winner.
Wiseguy Role
- Objective: Take The Loot (the real money) and make your getaway out of the country.
- Game Flow:
- Wiseguy Hideout (Start)
- Forger (Obtain a Passport)
- Facilitator (Obtain a Plane Ticket or Boat Ticket)
- Airport or The Docks (Use the Plane Ticket or Boat Ticket)
- Getaway (Take The Loot and flee)
- Getaway Accomplished - "It's all mine!"
Undercover Operative Role
- Objective: Arrest the Wiseguy carrying The Loot.
- Game Flow:
- Wiseguy Hideout (Start)
- Infiltrate the group and investigate the other Wiseguys
- Make arrests within the period(s) allowed
- If the Wiseguy arrested is carrying The Loot, the arrest is successful (Game Over)
- "Take down the right wiseguy, and the domino effect will bring down the syndicate"
- When one player is left after all other players have been eliminated, the remaining player is the winner.
- When the end of the Scenario is reached without any player achieving their goal, the game's remaining players are left to the fate indicated for them by the Scenario.
The Scenarios influence how the games are played out
The drama of the game, as players seek to make their getaway, unfolds on the gameboard in accordance with the story elements introduced by the Scenarios. A variety of dramatic and thrilling getaways are possible depending upon the elements introduced by the Scenario used. With the varied directives and time restrictions outlined by each different Scenario, the drama playing out on the gameboard can progress in a myriad of ways.
Gameboard Layout
The gameboard has nine numbered locations.
- Hideout (Start) - The space where all players start. This is where the drama begins. (Start: Wiseguy Hideout)
- Forger - The first step you take when making your getaway. You must come here first and obtain a Passport.
- Facilitator - If you have a Passport, here you can receive the ticket (Plane Ticket or Boat Ticket) you will need to make your getaway.
- The number of tickets a player can hold at any one time is only one, either a Plane Ticket or Boat Ticket.
- When you have used a ticket once, you must return to the Facilitator to obtain another ticket.
- Trader - You can exchange your Plane Ticket or Boat Ticket here when you want to change your getaway route.
- Back Alley - Take the card on top of the pile of Back Alley Cards and after showing the card to everyone, follow the directions indicated on it. These cards allow you to find out information about your opponents and turn things in your favor, providing the opportunity to turn the tables on your fellow players, although very occasionally obtaining one of these cards can put you in a tight squeeze.
- The Big House - You may be taken in to The Big House as a result of a directive indicated on a Back Alley Card, or in a Scenario. Players sitting in The Big House can get themselves released by rolling a number from 1 to 4, and then moving the amount of spaces indicated on the die when they get themselves released. If you roll a 5 or 6, you remain locked up in The Big House and you cannot move your Marker.
- If an Undercover Operative displays their Profession Card and reveals to everyone their true identity, they may remain where they are and avoid being taken in. (You may choose to conceal your identity and allow yourself to be taken in, however once your identity has been revealed your Marker cannot be moved to The Big House space.)
Scenario Directions
Each Scenario is a sheet of numbered spaces, each carrying a directive. The Counter marks the current space and moves up one space at the end of each round. The directives used in the Scenarios are:
- Confirm - All players may check their own Contents Card.
- Snatched - All players check their own Contents Card. The player holding the Fake Money card planted with the specified Tracking Device is snatched up by a Syndicate crony, their Contents Card is displayed to everyone and they drop out of the game.
- Lockdown - A Barricade is placed across the Entrance of the Airport or The Docks (depending upon the directive given), and from that point in the game the Airport (or The Docks) are locked down, and players may not enter. When a Lockdown occurs, players who are in the Airport (or The Docks) are forcibly moved to The Big House.
- Reopened - Barricades placed over the Entrance of the Airport or The Docks are removed (depending upon the directive indicated). After removal, the Airport (or The Docks) can be entered once more.
- Taken in - The player specified is forcibly taken in to The Big House. If an Undercover Operative displays their Profession Card and reveals to everyone their true identity, they may remain where they are and avoid being taken in. (You may choose to conceal your identity and allow yourself to be taken in; however, if your identity has been already revealed, your Marker cannot be moved to The Big House space.)
- Betray - The Undercover Operative may look at one other player's Contents Card.
- Display Contents - Contents Cards must be displayed.
- Display Professions - Profession Cards must be displayed.
- Arrests possible - The Undercover Operative can arrest the Wiseguy carrying The Loot only during the "Arrests possible" period.
Scenario directives are followed as follows:
- The game proceeds with turns taken by each player, starting with the Starting Player, and moving around the board clockwise.
- When a round of turns has been taken, before taking their next turn, the Starting Player moves the Counter one space up on the Scenario.
- If a directive is given by the Scenario, the directive must be followed.
- The period for executing Scenario directives is between the turns taken by the last player and the Starting Player for a given round. (When a directive is indicated at the beginning of the Scenario, that directive is followed before the game is started.)
- Among the Scenarios available, Scenarios that contain Special Rules influencing the game also exist, providing the opportunity to enjoy some variety in gameplay.
- For Scenarios that contain Special Rules, please conduct the game in accordance with these rules.
Example: Scenario 5 - "Flee - or die trying"
The handbook illustrates Scenario 5, which is Level three stars. Its Special Rules state: "In this scenario, Tracking Devices placed in suitcases with Fake Money are activated." The directives printed on the Scenario sheet that are legible in the handbook illustration are:
- 03: Taken in - Players on round spaces go to The Big House
- 05: Taken in - The red player goes to The Big House
- 06: Arrests possible
- 07: Taken in - The green player goes to The Big House
- 13: Airport Lockdown - Players on round spaces go to The Big House
- 14: Taken in - The yellow player goes to The Big House
- 15: Arrests possible
- 16: Snatched - All players check their own Contents Card. The player holding Tracking Device 01 drops out
- 18: Snatched - All players check their own Contents Card. The player holding Tracking Device 02 drops out
- 20: Snatched - All players check their own Contents Card. The player holding Tracking Device 03 drops out
- Game over - The player still remaining in the game is the winner
Note: the handbook illustration is cropped; the Scenario sheet itself is a separate printed component, and the spaces not listed above are not legible in the handbook.
Playing the Game
When it is your turn, roll the die and move the amount of spaces indicated by the value rolled with the die. If there are other players on spaces located within the route you take, you may "Switch Contents Cards". Alternatively, you can decide to forego your chance to roll the die, and "Look at your own Contents Card".
Things a player can do when it is their turn:
i. Move ii. Move and Switch Contents Cards iii. Look at your own Contents Card iv. If you are an Undercover Operative, Arrest a Wiseguy v. If you are an Undercover Operative, Move and Arrest a Wiseguy
"Arrest a Wiseguy" is also possible for Undercover Operatives in addition to other actions mentioned above.
- You cannot "Move" and "Look at Contents Card" at the same time.
- You cannot "Switch Contents Cards" and "Arrest a Wiseguy" at the same time. Additionally, you cannot "Look at Contents Card" and "Arrest a Wiseguy" at the same time.
Move
- Roll the die, and move only the number of spaces indicated face up on the die. During one movement you cannot return to the same space, and you cannot go through the same space more than once. When entering an Action space, the player must stop regardless of the number rolled with the die.
- When stopping on the spaces mentioned below, a variety of different actions can be conducted.
Action Spaces
- Forger - Obtain a Passport. (You may only possess one Passport.)
- Facilitator - When you possess a Passport and land on the Facilitator space, you can obtain a ticket (Plane Ticket or Boat Ticket). The ticket obtained at this time can be selected by the player receiving it. (You may only possess one ticket.)
- Trader - You may exchange a Plane Ticket for a Boat Ticket here, or vice versa.
- Back Alley - Take the card on top of the pile of Back Alley Cards and after showing the card to everyone, following the directions indicated on it.
- Getaway - Make your Getaway from this space. Display to everyone your Profession Card and Contents Card. When the player making their Getaway is a Wiseguy who is carrying The Loot, that player is the winner (game finishes). If they are a Wiseguy carrying Fake Money, the player drops out, and the remaining players carry on with the game.
Switch Contents Cards
- Players may swap Contents Cards with another player in the following circumstances.
- When the red player rolls a 3 and moves their marker from A to D: the red player can switch contents cards with one of the players located on spaces A, C or D. The red player cannot make a switch with the player located on space E.
- Cards are hidden when a switch is carried out, so that other players cannot see. When carrying out a switch, you may simply pretend to switch cards without actually doing so if you choose. As this is the case, the only player who knows if the cards have actually been switched or not is the player making the switch.
- When stopping on a space where an action is indicated, after conducting the switch, the directive on the space is followed. (e.g. When stopping on the Back Alley space, after conducting a switch, a Back Alley Card is drawn.)
- You may only conduct a switch once during each turn. (However, when moving after making a switch, if you stop on the Back Alley space and the Back Alley Card drawn indicates Pickpocket, in this situation only you may make a switch twice within the same turn.)
- You cannot make a switch with players whose markers are on round spaces. (However if a Back Alley Card is drawn that indicates Pickpocket, any player can be nominated and switched with.)
- Switches cannot be made on the Hideout, Forger, Facilitator, Trader, Back Alley and The Big House spaces.
- Among the Back Alley Cards, some bear directives that instruct players to "exchange" cards with other players. When "exchanging" cards, cards are exchanged where everyone can see the exchange occur, and the cards exchanged are kept face down.
- You cannot switch or exchange with a player who has already dropped out of the game.
Look at your own Contents Card
- Players may only look at their own Contents Card when they select to do so during their turn.
- When you select to look at your Contents Card during your turn, you may not move your Marker or make a switch.
Arrest a Wiseguy
- As an Undercover Operative, an arrest of a Wiseguy can be made in the following circumstances during a period in the Scenario when an arrest is possible. Arrests can be carried out on other players who are along the path of movement of the Undercover Operative. Arrests are possible only during periods indicated by blue in the Scenarios.
- When the red player rolls a 3 and moves their marker from A to D: the red player can arrest one of the players located on spaces A, C or D. The red player cannot arrest the player located on space E.
- When an arrest is made, the Undercover Operative must display their Profession Card and reveal their identity to everyone, and the arrested Wiseguy must display the Contents Card they hold. (The Undercover Operative's Contents Card is kept face down.)
- When the arrested Wiseguy is holding The Loot, the Undercover Operative wins, and the game finishes. When the arrested Wiseguy does not hold The Loot, the Undercover Operative drops out of the game, and the Wiseguy continues playing. When the game recommences, the falsely arrested Wiseguy discards the revealed Contents Card, and holds the Contents Card formerly held by the Undercover Operative.
- When an arrest has been made after moving, the directive on the space where the Undercover Operative has stopped is not followed.
- The Undercover Operative has only one chance to make an arrest.
Tactics for Winning
Inside the Mind of a Wiseguy
- If you know you've got The Loot in your suitcase, keep your poker face on. Chumps that walk around with big grins on their faces never last long.
- Don't immediately make a break for it just because you get your hands on The Loot.
- When you've drawn the short straw - the Fake Money - sniff out the Wiseguy holding The Loot. Is anyone acting funny? Guys that are always rubbing up against other guys are either looking for The Loot, or they're cops. Guys that keep their distance from everyone are a pretty sure bet to have The Loot.
- Sometimes, you gotta bluff. Even if you don't have The Loot, hit the Airport - see what happens. Chumps without any green, or the cops, will come chasing after you. Guys that don't come after you are shady.
Inside the Mind of an Undercover Operative
- An Undercover Operatives has to "become" a Wiseguy. These characters are suspicious of everyone. You have to trade on their suspicions about each other. But they're quick to pick up on funny business, so be careful if you're gonna act a part.
- Secret investigations are all about your ability to collect intelligence, and the strength of your intuition. Get as close to as many suspects as you can, identify the real target, and bring them in. But if you nab the wrong guy, it's curtains...so watch your step.
- The ultimate objective for an Undercover Operative is to bring down the syndicate by arresting the Wiseguys within it. If you're the one holding The Loot, hand it to a suspect and arrest him. Don't be picky about how you get the job done.