Quick viewing(Text Mode)

X20245bqjnw0tx87.Pdf

X20245bqjnw0tx87.Pdf

murderer before the round Killer Konundrum counter has reached 13. Setup : Layout plan as follows; The bad Cop investigator’s , Ground Floor, 1st Floor. goal is to find and kill the Shuffle the clue card murderer before the round (the ‘take and event card’ is counter ends. part of the clue deck). Shuffle the event card deck. How to Play: The murderer (who Decide who are your is separated from the players so investigators and your murderer. they don’t see their floor plan) chooses their starting and Shuffle the role cards and places the murderer player token on deal them out randomly to his floor plan. the investigators and have them look at them. There They then lays out three clue should be two good tokens to start (one on each investigators and one bad floor) and his two secret investigator. passage tokens. (All clues the murderer places are to be Set aside, away from the places on the murderer map). main floor plan, the Murderer’s floor plan (The Example: Kelly is the page which has all of the murderer. She places the on a single page). The divider down in front of her murderer takes the clue map (murderers map) so the tokens, the murderer token others can’t see it. She then and two decides she wants to start in tokens. the basement and places her murderer token in any of the Place the investigators at the in the basement front , in the main , (including the hall). She on the ground floor. chooses game room. She then Set round counter to 1. takes three clue tokens and places one in any room in the

basement. She does the same Goal: The murder’s goal is to on the ground floor and the evade the investigators until the top floor. She now has to round counter has reached 13. decide where she’d like to The good investigator’s goal place her secret passage is to find and catch the ways. After thinking it through she decides to place one in the upstairs playroom the murderer and keep the and the other in the ground information received to themselves. floor conservatory. She places If a ‘Take an Event Card’ is drawn secret passage tokens in the player must do so. Some events these spots on her map. must be played immediately but some can be saved for any point in What the Investigators can do: the game. Role switches are The investigators then take their immediate and kept secret. All turns. Every player has two energy Event cards are read aloud. points to spend every turn, they can either; move two rooms and end If an investigator searches a room their turn, search the room they are and the murderer is in that room in and then move and end their (the murderer says if this occurs), turn or move and then search the the closest 3 players to that room room they land in and end their are given a catch, a kill and a help turn. If they have an event card card each. The following combinations result in wins or they may also play it. losses. Example: John and his friends are just after starting a game of Killer Kill + Help, Catch = Murderer is Konundrum. He places his Character killed and the bad cops win. token in the hall by the front door. On Catch + Help, Kill = Murderer is his turn he decides to use his energy caught and the good cops win. points by using one point to move one space horizontally into the garden and A help card must be played onto a then use his other energy point to search player. that room. His friend Tara decides to Any other combination results in search the hall with one energy point. the murderer escaping and the After finding nothing there she uses the search beginning again. other energy point to move one space into the office on the ground floor. Example: John searches the on the ground floor. Kelly, the murderer If an investigator chooses to search happens to be in this room too! Kelly a room. The murderer must say if announces the table that she had been there is a clue there. The caught. We now have to determine investigator who found the clue whether Kelly is captured alive, killed or takes a clue card from the deck, manages to escape. John is a bad cop and reads it and then chooses to either wants Kelly dead, Tara is also a bad cop talk openly about the clue with the and also wants Kelly dead. Their friend other investigators or talk only with Nick who is also playing is a good cop and wants to see Kelly captured alive. Unsure of who else might be good or bad, John is two clues in the basement, two clues picks the Kill card to play. Tara who has on the ground floor and one clue on the a feeling that John is bad picks the help upper floor. card to play. Finally Nick is really confused but knows he wants to bring Kelly in alive, so he picks the Catch card Finer Rules: The players must to pick. Once all cards are picked they are speak openly in front of the all revealed at the same time Tara is murderer and each other when they asked who she wants to help, Nick with are in separate rooms, if they are in the catch card or John with the kill card. the same room they may speak She chooses John. In this case, Kelly is privately to the other person in that killed because a kill card was played and room. someone else decided to help them. Secret Passages when used If two kills (or helps or catches) had been consume one energy point to move played the murderer would have escaped between them. The investigators and the search would be on again cannot use the murderer’s secret although things become more intense as passage (the one placed at the you know who's good and who's bad. beginning of the game). The If the murderer escapes, the player murderer cannot use the can place the murderer token on investigators secret passage if they have discovered one (Through Event any room on the map. and Clue cards). Once the all the investigators have Example: Kelly, the murderer, wants to taken their turns (a typical clockwise use her secret passage. One of her secret order) the murderer’s turn begins, passages in the playroom upstairs. Kelly they must move (they can move up is in the playroom at the beginning of to 2 rooms) and they must place 2 her turn. To use the secret passage it clue tokens on a different floor than costs one energy point. She is now at the the floor they last placed a clue other side of the secret passage, the token on. conservatory. She uses her other energy Example: All the investigators have had point to move into the garden. their turn and it is now Kelly’s turn again. She moves her token two places to a new room and now has to place two clue tokens down on her map. She looks down on her and sees there are two clues on the ground floor and one in the basement but none on the upper floor. She places one clue on the upper floor and another in the basement. Now there