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Heimlich & Co.

Game Components
1 x Game Board.
1 x Die ( 6D).
1 x Rule Book.
1 x Safe Token.
7 x Spy Tokens (of different colours).
7 x Scoring Markers (of different colours).
7 x Spy Cards (of different colours).
The Story
Secret agents (known as spies) search for top secret information hidden in a safe that belongs to the
internationally world famous company "HEIMLICH & Co", which keeps moving to different locations.
When a spy finds the safe via its location and cracks it open, more top secret information is revealed
and made available to that spys network.

----------THE BASIC GAME---------The Basic Game Set-Up


1] The players choose which spy (coloured token) will be used in the game, and places it on the
church building that is on the game board.
2] Place the Safe token on building 7 on the game board.
3] Place the corresponding coloured spy Score Marker on the start/finish square (between squares
1 & 41, located on one of the corners of the game board). This is known as the Scoring Track, which
surrounds all the buildings.
4] Place the die in the middle of the board.
Please Note:
In the Basic game, only one (1) spy is controlled by a player and the 7 Spy cards are not in use.
Spy Net - Optional Rules:
2-player game: Both players have three (3) spies each.
3-player game: Each player has two (2) spies each.
With the Spy Net optional rules, players can divide their die roll to move one or more of their spies on
the game board.
Playing the Game
Decide by any means which player will go first; then play will continue in a clockwise manner; on a
players turn he/she does the following:
1] The player rolls the die (6D).
2] The player moves his/her spy the total number shown (clockwise direction) on the die.
3] When a player moves his/her spy onto a building containing the safe, he/she creates
a scoring situation:
a) Move Scoring Markers.
b) The player who Cracked the Safe, now moves it to a different location.
4] The player whose turn it is, now gives the die to the next player on his/her left.

1] The player rolls the die (6D)


The die determines the number of movement points the player has to move his/her spy. You must
use the full amount on the die (you have to have the exact number to land on the building with the
safe).
Optional Rule:
No exact die roll is needed to enter the building with the safe to create a scoring situation.
Remember:
If a player controls more than one spy, (in Spy Net optional rule variant) he/she can divide the
number on the die rolled to move one or all of his/her spies, if he/she wishes.
2] The player moves his/her spy the total number shown (clockwise direction) on the die
The player MUST move his/her spy the total number shown on the die, by moving the spy from
building to building, (in a clockwise direction).
Please Note:
In a 2 or 3 player game, (in Spy Net optional rule variant) the players can choose to leave his/her spy
in a building and move any other spy under his/her control; and can also divide the number rolled to
move more than one (1) spy, if the player wishes. But remember you MUST move at least one (1)
spy.
3] Creating a Scoring Situation
A scoring situation only occurs when a player moves his/her spy into the building containing the safe.
Scoring Markers
Information learned by a spy is indicated by the movement of his/her Scoring Maker on the Scoring
Track. The amount of information a spy receives is by the number shown on the building in which he
is in, when a scoring situation occurs.
Example:
A Spy is in building 5, therefore the Scoring Marker is moved 5 squares forward on the Scoring
Track.
The Church
If any spy is in the church, when scoring occurs, there is no number to add on the Scoring
Track. The church is considered neutral (no number, no information found).
The Ruins
If any spy is in the ruins, when scoring occurs, there is no number to add on the Scoring
Track. Instead the player must minus three (-3) points from the Scoring Track, by moving its
Scoring Marker back 3 squares. (In Spy Net optional rule variant, every spys Scoring
Marker is moved back 3 squares)
Special Note:
Select one player to move all Scoring Markers for the game.
Cracking the Safe
The player who Cracked the Safe, now moves it to a different location. This can be any building,
including the church or the ruins, or on any occupied building with spies,(in this case, no scoring
situation occurs).

Please Note:
A scoring situation happens when a spy moves into the building where the safe is located.
Special Note:
A scoring situation does not happen, if a spy passes the building where the safe is located.
Remember:
Scoring Markers on the Scoring Track do not go past the Start/Finish square, if a Scoring Marker
is moved back beyond the Start/Finish square, it is placed on the Start/Finish square in stead.
4] The player whose turn it is, now gives the die to the next player on his/her left
No Scoring Situation: After the current player has moved his/her spy, and there are no spies on the
building with the safe; it is the turn of the next player to roll the die to move his/her spy.
Scoring Situation: If the current player creates a scoring situation by moving his/her spy onto a
building with the safe, follow Step 3 above. Once scoring has been completed, play continues with
the next player.
End of the Game
The game ends when one spy earns or exceeds 42 points on the Scoring Track.
Optional Rule:
In a 2-3 player game (in Spy Net optional rule variant); add all the numbers on the Scoring Track
that the spies occupy for each player for a grand total-the highest wins.
Example:
Player 1 controls yellow spy (which is on the start square, gaining 42 points) & blue spy (which is on
the 29 points square), thus the total equals 71 points. Player 2 controls red spy (which is on the 37
points square) & green spy (which is on the 27 points square), thus the total equals 64 points.
Therefore Player 1 wins the game.
Remember:
1] Spies can occupy the same Scoring Track square.
2] Scoring Track squares after square 41, have increased numerical value, 42 (1), 43 (2), 44 (3) etc.
Meaning of the Building Numbers
The building numbers indicate how much information you can find in this particular building. In the
church, however, there is no information, (no number). If you move your spy into the ruin, (located
beside the church) you get caught in a trap (of misinformation). In this case, you must minus three
(-3) points, from the Scoring Track.
Square 29 - Optional Rule:
If any spys Scoring Marker lands on square 29 on the Scoring Track that players spy Scoring
Marker gains 5 points, and moves immediately forward 5 squares, (onto square 34).

Master Spy - Optional Rule:


Select one unused spy token to become a Master Spy; place the spy token in the ruins; also place
the corresponding scoring marker on the start/finish square.
1] When all the players have finished moving their scoring markers; select a player to roll the die for
the Master Spy, move the master spy token forward the number shown on the die. If it lands on a
building with another spy on it, that spy moves back 3 building spaces, (if more than one spy on the
building, they all move back 3 building spaces, this could be advantageous as the safe could be in
that building).
Remember:
To move the Master Spys Scoring Marker as well, when the Master Spy lands on a building. (But
only if a scoring situation occurs).
2] Square 13 - If the Master Spys Scoring Marker ever lands on square 13, all Spy Tokens return
to the ruins and all spy Scoring Markers move back three (3) squares.
3] The Safe is safe If the Master Spy is on the building where the safe is located, and another spy
lands on that building, two things happen:
1) No Scoring Situation occurs.
2) The spy has been caught, and is out of the game, (the spy token & scoring marker are
removed). If a player has only one spy in play, and is caught-the player is out of the game. In
the Spy Net optional rule variant, this may not happen, as a player may control more than
one spy.

----------THE INTERMEDIATE GAME---------All rules in the Basic Game are followed in the Intermediate version of the game, but with the
following exceptions and adjustments for clarification.
In this version the seven (7) Spy cards are used.
Spy Cards
1] Before play begins, players choose which spies, will be used in the game.
2] Shuffle the Spy cards being used and deal one (1) to each player face-down. The players secretly
look at their own Spy cards and place them face-down in front of them on the table (playing area).
The colour of the players Spy card indicates which spy he/she has.
Example:
If a player has the red spy card, he/she has the red spy and the red scoring marker.
3] Each player knows his/her spy, but not the identity of his/her opponents spies, or the identity of
the free spies, (the ones not used by players). The identity of a players spy is a state secret (only
known by that spies Network) and must be kept secret from all the other players until the end of the
game.
Remember:
Players may not share any secrets and or any information they find.

Number of Players
2-Player game: Use five (5) Spy cards.
3-Player game: Use six (6) Spy cards.
4-7 Player game: Use all Spy cards.
Please Note:
The Spy cards not dealt to the players represent free spies. Place them unseen face-down beneath
the board. The players can move these spies, but they do not belong to any player.
Special Note:
With seven (7) players, there are no free spies.
Remember:
Place any unused spies, spy cards and scoring markers back in the box, out of play.
The Player Moves at Least One (1) Spy
1] Once a player rolls his/her die for spy movement, he/she may move any spy and may move
several spies in his/her turn.
2] He/she must always move spies in a clockwise order from building to building.
3] Moving one (1) building clockwise costs one (1) movement point, thus several spies may occupy
the same building.
4] The player can use all his/her movement points to move his/her spy, but he/she can also divide
them among several spies.
5] He/she can also choose to leave his/her spy standing and move only other spies.
6] He/she must use all movement points he/she has on their turn and may not save them for later
use/turns.
Please Note:
A player can move a free spy (not under the players control) if he/she wishes.
Special Note:
The game is the most fun, when the players use comments and bluffs to fool their opponents as long
as possible. The best players will offer their opponents advice and speculation that leads them to the
wrong conclusions.
Moving a spy that is far behind is likely to generate conjecture as to the players motive.
Players should try to trick and mislead their opponents into moving their spies to valuable buildings.
Such tactics will be employed to great success by the best secret keepers, but all will have fun
playing the game.
Remember:
After the player has finished moving any spies, there may be a scoring situation.
End of the Game
The game ends, just as in the basic game, but this time when one or more spy scoring markers
passes the start/finish square (between squares 1 & 41, located on one of the corners of the game
board). When done, to determine the winner, all players now reveal their secret spy cards. Including
the free spy cards.

Please Note:
If more than one spy scoring marker reaches or passes the start/finish square, the player whos
spys scoring marker has moved the farthest is the winner.
Special Note:
It can also occur that a free spy wins. In this case, the players may want to play again to find a
winner.
Remember:
The winner is the player whose spys scoring marker has reached or passed the start/finish square.

----------THE ADVANCED GAME---------All rules in the Basic and Intermediate Game are followed in the Advanced version of the game, but
with the following exceptions and adjustments for clarification.
In this version the Top Secret and the seven (7) Spy cards are used.
Special Note:
When playing with seven (7) players, remove the Top Secret card that shows the Spy card from the
game, the one that says - Take one of the face-down free spy cards from beneath the board and look at it.
and place it back in the box.
The Top Secret Cards
Shuffle all 30 Top Secret cards and place them face-down in a pile in the centre of the game board.
Any used Top Secret cards will be discarded face-up in a pile next to the face-down Top Secret
pile.
Please Note:
Re-shuffle the Top Secret discard pile for use when all the Top Secret cards have been
played/used and or there are no more new Top Secret cards to draw on; to create a new pile of Top
Secret cards
On a Players Turn He/She Does the Following:
1] The player rolls the die (6D).
2] The player moves his/her spy the total number shown (clockwise direction) on the die, or
not at all (see Number 1 - Optional Rule).
3] Players may play their Top Secret cards, in their hands.
4] When a player moves his/her spy onto a building containing the safe, he/she creates
a scoring situation:
a) Move Scoring Markers.
b) The player who Cracked the Safe, now moves it to a different location.
5] The player whose turn it is, now gives the die to the next player on his/her left.
Number 1 - Optional Rule:
When a player rolls his/her die for movement, and rolls a one (1); then he/she may move his/her spy
that one (1) movement point or choose not to move any spies at all.

Receiving Top Secret Cards


After each player has their spy card, in clockwise order, each player draws two (2) Top Secret cards
from the pile, and holds it secretly in their hand.
During the game, a player may draw another Top Secret card ONLY on his/her turn, when the below
occurs:
1] He/she moves one or more spies to the Ruins, with his/her movement points.
2] He/she moves one or more spies to the Ruins with a Top Secret card (the player draws
the card immediately and may draw several cards on a turn, but he/she draws just one (1)
card for each occurrence, not for each spy).
3] He/she rolls a 1 on the die and chooses not to move any spy.
(see Number 1 - Optional Rule).
A player may have a maximum of four (4) Top Secret cards in his/her hand, and thus can not draw a
fifth Top Secret card.
The player may play a Top Secret card in the Top Secret part of this turn or in a later round.
Number of Top Secret Cards Per Player
2-Player game: Maximum Top Secret cards in hand is 6.
3-Player game: Maximum Top Secret cards in hand is 5.
4-7 Player game: Maximum Top Secret cards in hand is 4.
Playing Top Secret Cards
Top Secret cards may only be played in the Top Secret part of the turn. After the player, whose turn it
is, moves his/her spies or has chosen not to move any spies to draw a Top Secret card, he/she asks
if any player (including him/herself) wants to play a Top Secret card.
A] If no player wants to play a Top Secret card/s, there is no Top Secret part of the turn.
Thus the turn continues as normal with scoring, if appropriate, and then the passing of the
die to the next player.
B] If one player wants to play a Top Secret card/s, there is a Top Secret part of the turn.
Thus this player plays a card and takes the action on the card.
C] If more than one (1) player wants to play a Top Secret card/s, there is a Top Secret
part of the turn. Thus beginning with the player whose turn it is (if he/she indicated he/she
wanted to play a card) and moving clockwise around the table (playing area).
After the first player, who wanted to play a card, (and takes the action), each player, in clockwise
order from this player, may either play a card in response or pass, regardless of whether they
indicated they wanted to play a card or not.
The opportunity to play cards continues clockwise, until all players, in order, pass, (playing no more
cards). Then the Top Secret part of the turn ends and the turn continues as normal with scoring, if
appropriate, and then the passing of the die to the next player.

Rules for Playing Top Secret Cards


1] A player, who indicated he/she did not want to play a card, may choose to play one on his/her clockwise
opportunity (after the first player who wanted to play a card has done so). In this way, every player may
respond to the new situation.
2] a player may play several cards at a time; if he/she does, he/she then decides the order of the actions on
the cards played.
3] After playing a card and taking its action, the player discards it face-up on the discard pile.
4] If a player uses a Top Secret card to move one or more spies into a building with a Safe, he/she may
create a scoring situation. This scoring situation may be cancelled if a Top Secret card moves the spy/s from
that building.
5] A scoring situation occurs during a turn if, after the Top Secret part of the turn is complete, one or more
spies have been moved into the building with the safe and they are still there after the Top Secret part of the
turn.

Optional Variant Cracking the Combination of the Safe


With this variant, you can use it on any level of play.
Firstly, write on a piece of paper any one combination from the 12 Safe cards, and fold it up, then
put the folded paper in an envelope, and leave it beside the game board.
Secondly, shuffle the 12 Safe cards, and give one (1) face-down to each player, participating in the
game. The remainder are put aside out of play.
All players may look at their Safe card and keep it hidden from other players till the end of the game.
The Safe card shows a 3-number combination to open the safe.
When the game is finished, open the envelope and read out the 3-number combination; if a player
has that 3-number combination on his/her Safe card, he/she gains 5 points, to add to their score on
the scoring track, (this may give them enough points to be the new winner of the game, or extend
their score if they are the outright winner to begin with).
Special Note:
The numbers must be read in order from left to right.

Top Secret Cards


Move one spy of your choice
one or two buildings
backwards.

Move one spy of your choice


to the location of another spy.
This may create a scoring
situation.

Move one spy of your choice


one two, or three buildings
forward.

Two spies of your choice


trade places. This may create
a scoring situation.

Move one spy of your choice


one building forward or
backwards.

Place the safe in the building


of your choice. This does not
create a scoring situation.
That occurs only when a spy
moves to the building with
the safe.

Move two spies of your


choice one building
backwards. They need not be
in the same building.

Move one spy, who is in the


building with the safe, one
building forward or
backwards.

Move two spies of your


choice one building forward.
They need not be in the
same building.

Move a spy of your choice to


the safe regardless of where
he/she is. This will create a
scoring situation if the spy is
still in the building with the
safe at the end of the Top
Secret part of the turn!

Move a spy of your choice to


the ruins. It is unimportant
where he/she is before the
move.

Move all scoring markers


back one space on the
scoring track.

Move one or two spies of


your choice from the ruins to
the church.

All players return their Top


Secret cards to the deck for
re-shuffle. Must be played
when a player receives this
card. When deck has been
re-shuffled, all players
receive four new Top Secret
cards.

Move two scoring markers of


your choice three spaces
forward, but not pass space
40. A scoring marker that has
reached or passed space 40
may not be moved.

Blank Top Secret card, to be


used to make other various
Top Secret cards.

Move all spies to the church.

Take one of the face-down free


spy cards from beneath the
board and look at it. For the rest
of the game you play with two
secret spies. At the end of the
game, return the card of the spy
that is behind the other on the
scoring track. If there are no
more free spy cards under the
board, discard this card from the
game and draw a new Top
Secret card. Note: This card is
not used with seven players.

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