Game Components. 16x Hero Cards. 18x Quest. 9x Double-Sided Weapon Reference Cards. Cards. 1x Bag of Holding. 8x Loyalty.

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Game Components 16x Hero Cards 18x Quest Cards 9x Double-Sided Weapon Reference Cards 8x Loyalty Cards 60x Item Cards 1x Double-Sided Animal Card 1x Bag of Holding 25x Damage Markers 8x Exhaustion Markers 20x Re-roll Markers 2x White Dice 3x Black Dice 6x Light Tokens 6x Darkness Tokens 1x Party Leader Token 8x Shield Tokens

I m telling you something isn t right... whined the rogue. "Shut it Tanlyn. And keep your mind on the Quest before us. No more talk of 'seeing a doppelgänger.'" Bogrim the barbarian readied his great sword for the encounter ahead as the rest of the party drew close. "This will not end well." Tanlyn replied. She kept her hand resting on the familiar weight of her dagger's pommel. Someone here was a traitor... if only she knew who. Doppelgänger is a hidden role game for 4 to 8 people where each player takes on the role of an intrepid adventurer. Most are Loyal Adventurers, whose hearts are filled with good intentions, but some are secretly conniving doppelgängers, who want only death and destruction. Game Overview Each round, the players confront a new Quest that requires teamwork, and a rotating Party Leader selects which adventurers go on that Quest. Every player selected contributes one Item card to a common pool, and other items are added randomly from the draw pile. These cards can be helpful, non-helpful, or even harmful. The Party Leader distributes one card to each party member, and the Quest commences, with each player taking a turn using the item they were given, if able. If the party succeeds, the Party Leader may search for an Artifact of Light. Find three of these, and the loyal adventurers win the game. However, if a Quest fails, an Artifact of Darkness may be found, and if three are uncovered, the doppelgängers win. Players must also take care to watch their health, because if any player dies, the game ends, and the dead player's loyalty determines the winners and losers. Set Up DoppelgängeR Choose a Party Leader randomly. Then, each player starting with the Party Leader, and moving clockwise, selects 1 Character card from the 16 available. The Party Leader takes the Party Leader token, and places it on their Character card. IMPORTANT: These cards must be selected in order of Weapon type listed on the top of each card in the following order: Sword 1. Bow 5. Staff 2. Repeat, in this order, until all players have a character. Each Character card is placed face-up in front of the player that selected it. These cards will remain in place for the whole game, and they show the type of Weapon the character can use, 1 5 2 the amount of Damage the character can Hit Points (HP) Type of Weapon Special Ability 1

take,, `and the special ability the character possesses. Each player should take a Weapon Reference card that corresponds to the Weapon type they can use, as indicated by the matching icon. On the back of each Weapon card is a Dagger reference card. Note: All characters can use a dagger. The Party Leader should take the Bag of Holding, and place 2 black dice, and 1 white die into it. Put the remaining dice aside, players may be instructed to use them during the game. In a 4 player game, the Party Leader should also take the War Bear card, else leave it in the box. The War Bear may be taken on any Quest, and does an automatic 5 Damage. He has 4 hit points. If killed, the game continues, but the War Bear is gone for the rest of the game. In a 5 player game, the Party Leader should also take the Battle Dog card, else leave it in the box. The Battle Dog may be taken on any Quest, and does an automatic 3 Damage. He has 4 hit points. If killed, the game continues, but the Battle Dog is gone for the rest of the game, Please Note: Animals are not allowed in the tavern, they must wait outside if not on a Quest. So they may not heal, draw cards, or take Re-roll Markers. Shuffle the Item deck, deal 4 cards to each player (5 cards for 4, 5 and 6 player games), and place the remaining pile face down, in the center of the table where all players can reach. Shuffle the Quest deck and place it face down in the center of the table. Place the Shield tokens off to the side. Players should take one, and place it on their Character card only when they are on a Quest. They should return them on Quest completion (success or failure). These are included just to make it easy for players to identify who is on a Quest. Place the Re-roll Markers (white cubes), Damage markers (red cubes) and Exhaustion Markers (black cubes) in the center of the table in separate piles. 2 Shuffle the Darkness tokens (Marked with the word Lose and a Doppelgänger s face on the back) and place them randomly, face down, in a row on the table. Shuffle the Light tokens (Marked with the word Win and a Knight s face on the back) and place them randomly, face down, in a row on the table.

There are 4 types of Darkness/Light tokens: 1. Artifacts: (Amulet, Scepter and Spellbook): Recover all 3 Artifacts of Light and the party wins. Recover all 3 Artifacts of Darkness and the Doppelgängers win. 2. Blank: These do nothing. Light Artifacts 3. Heal 2 or Take 3 Damage: The party may heal two Damage or must take three Damage. The distribution should ping-pong per the rules outlined in the How Does Damage Work? section of the rules. 4. Peek (eye): The Party Leader may secretly look at any remaining face down Darkness or Light token, then put it back as it was without showing it to anyone. Heal 2 Damage Darkness Artifacts Take 3 Damage Peek The Party Leader should shuffle the Loyalty cards based on the following table. Deal one out face down to each player. These should be kept secret for the entire game. They will show each player if they are a Loyal Adventurer or a conniving Doppelgänger. Number of Players Number of Doppelgängers Number of Loyal Adventurers How To Play 4 1 3 5 1 4 6 2 4 7 2 5 8 3 5 The following rules are written as a walkthrough as it is the easiest way to learn the game. We recommend jumping right into the gameplay. Just follow these instructions step by step, and you ll have it down after a couple quests! 1. The Party Leader flips the top Quest from the Quest deck, and reads it aloud to all players. It will show the Damage required to succeed, as well as the reward for succeeding, and the penalty for failing. Please note, Subdue quests require the party to do an exact amount of Damage within a range. Special Condition Damage Required Reward Penalty 3

So for example, if a Subdue Quest lists 7-10, the party must do 7, 8, 9 or 10 Damage, else the Quest fails. There may also be special rules for a Quest which will be written on the top of the card. Read the quests carefully, and do as instructed by the card. 2. After the Quest is revealed, the party prepares for the adventure! All players pick one Item card from their hand, and pass it face down to the player on their left. Use this as an opportunity to earn trust by passing needed items along. If you do not have any cards to pass, draw 3 cards to your hand, and then pass one. 3. Once cards are passed, the Party Leader must build a team to complete the Quest. The Party Leader must go on the Quest, and must pick at least one other player to come along. The Party Leader may pick as many players as they wish to join the Quest, but remember, the more players you bring, the higher the chances you are including a Doppelgänger! Just be careful who you trust! All players selected as Quest members must take a Shield token and place it on their Character card. 4. Once the party is selected by the Party Leader, the players are separated into two groups. The questing party (with Shield tokens), and the group staying back at the tavern (without tokens). Players then may speak freely about what items they have to contribute to the Quest, and may lie, but each questing player must throw in only ONE (1), whether they can use it or not. So for example, if a character uses Swords 1, but only has Bows 5 in hand, they may contribute a Bow for another player on the Quest who can use it. 4 Each player in the questing party throws in ONE (1) Item card, face down to contribute to the Quest, including the Party Leader, then the Party Leader draws TWO (2) more Item cards randomly, from the top of the Item deck, and adds them to the contributed cards. The Party Leader then shuffles all of these cards, discards ONE (1) randomly, face-down to the Item discard pile, looks at the remaining cards, and gives one to each player (not animals) on the Quest, including themselves. Each player should place the card they received from the Party Leader face-up in front of themselves. The remaining card not handed out must be discarded facedown to the Item discard pile, without showing it to any other player. Tip: Place the Item discard pile in a different orientation and/or far from the Item draw deck so as not to confuse the two.

If the Party Leader gives a POISON to any player on the Quest, the Quest automatically fails! The Party Leader should flip over ONE (1) Darkness token, and the questing party must take the penalty for failure listed on the bottom of the Quest card. Skip to step #8. Poison 5. If no POISON was revealed, the Quest continues! Each character can only use either a Sword 1, Bow 5 or Staff 2 per the icon on the top of their Character card. However, any character can cast any Spell 3, use a dagger 4, or use an Elixir. Any player who ends up with a Weapon they can t use does no Damage, but can still Elixir take Damage. All Spells given to a player go into effect immediately, except Fireball. All players with Spells should read them aloud before the battle begins. If a player receives the Fireball spell, they must decide to use it, or not, on their turn. Fireball s effect is automatic if cast. No roll is required. A Magic Bow, Staff or Sword counts as a normal Bow, Staff or Sword, but does +1 Damage. Note on Spells: Spells are items that are identified by the Spell icon 3 and can be scrolls, rings, or potions. 6. Once all questing players have their items, the Party Leader passes the Bag of Holding to the first questing player to their left. This player should verify that the bag contains 2 black dice and 1 white die (unless some effect has caused this ratio to be different). If the player has a spell other than Fireball, or a Weapon they cannot use, they pass the bag to the next adventurer in clockwise order. If the player has an Elixir, they draw ONE (1) die, roll it, and execute the effect printed on the card. If the player has a Weapon they can use, or a dagger, they shake the bag, reach in, and secretly draw TWO (2) dice, being sure not to let the other players see what has been drawn. They then pick ONE (1) of the two dice drawn, and return the other die to the bag. They should then roll the die selected. If it is a white die, they compare the number rolled to the GOOD side of the matching Weapon card in front of themselves, and execute the result. If they roll a black die, they compare the number rolled to the CURSED side of the matching Weapon card in front of themselves, and execute the result. If Damage is done, mark the amount of Damage on the Quest card (or Character card if friendly fire) with the Damage markers. If damage was mistakenly done to a party member with friendly fire, the player may pick any player on the Quest to take the damage, including themselves. Please Note: When adding bonus damage, (Character Abilities, Magic Weapons, Spells) you may only apply the bonus one time at the end of an attack. 5

7. In clockwise order, each member of the questing party takes their turn with the Party Leader going last. If the Quest is defeated before all questing players have gone, they may still take their turn if they wish, or they may pass. Please note: Characters must be on the Quest to use their special ability, but may wait until all questing players have taken their turn before they choose to use their special ability or not. Special abilities are always optional. Also, characters who must discard an item or spell to activate their special ability, must discard from their hand, and these discarded items or spells never trigger. Some character abilities have specific times they can be used: Rogue: Can only be used after Item cards have been shuffled, before one is discarded. If the Rogue s ability is used, the Party Leader DOES NOT randomly discard an item as usual. Knight: Can only be used immediately after any player shows the die they will roll on a Quest. This ability can only be used once per Quest. All other Characters may execute their ability on their turn during a Quest, or after all players on the Quest have taken their turn. How Does Damage Work? Damage works a bit different in Doppelgänger. When the party takes damage for failing a Quest, the Party Leader takes Damage markers equal to the total amount to be taken into their hand, and then puts one Damage marker on any player s Character card who was in the failed Quest (including themselves). The Party Leader then puts the remaining Damage markers in the same player s hand (if the Party Leader damaged themselves, they must give the remaining Damage markers to another player). The player who now has the Damage markers then does the same thing, and this repeats until all the damage is distributed. The key points to remember are that only players who were on the Quest may take damage, and no player can take 2 Damage markers in a row. A player can take more than 1 damage, but there must be a different character who takes damage in-between any assignment of multiple damage to the same player. 6 If at anytime the amount of Damage on a character equals their hit points, that character dies. Reveal the character s loyalty. If a Loyal Adventurer dies the Doppelgängers win, or if a Doppelgänger dies, the loyal adventurers wins.

8. If the players completed the Quest, the Party Leader should hand out any rewards listed on the Quest card. Rewards should pingpong just like Damage does. The Party Leader then picks one Light token to flip face-up. If the questing party fails, they take the penalty listed, and the Party Leader flips one Darkness token face-up. If all THREE (3) Artifacts of Light are flipped up the Loyal Adventurers win! If all THREE (3) Artifacts of Darkness are flipped up the Doppelgängers win! 9. Any player that was part of the Quest that has an Exhaustion Marker takes ONE (1) Damage. 10. All players who were on the Quest add ONE (1) Exhaustion Marker to their Character card if they do not have one. 11. The Party Leader token and Bag of Holding is then passed to the player on the Party Leader s left, and this person becomes the Party Leader for the next Quest. All Shield tokens should be returned for the next Quest. Damage Ping-Pong Example: Kate is the Party Leader, and she chooses Nate and Mike to come with her on the "Escape The Bloodthirsty Minotaur" quest, which requires them to do 10 or more damage. After each of them has taken their turn, they do a total of 9 damage, which is not enough to kill the Minotaur. This means they fail the quest. Kate informs the party that they must now take 4 damage as a penalty, which is listed on the bottom of the Quest card. Kate takes 4 Damage Markers into her hand, and decides to give herself the first damage by placing 1 Damage Marker on her Character card. Kate then gives the remaining 3 Damage Markers to Mike. Mike keeps the damage markers in his hand, and then applies the next damage to Nate by putting 1 Damage Marker on Nate's Character card. Mike then puts the remaining 2 Damage Markers into Nate's hand. Nate puts the third Damage Marker on Mike's Character card, and puts the final Damage Marker into Mike's hand. Mike places the final Damage Marker on Nate's Character card. Note: If you choose to apply damage to yourself, you can give the remaining Damage Markers to any other player who was on the quest. If you choose to damage another player, you must give that player the remaining damage. 7

Friendly Fire When a party member rolls a 1 with a Good Weapon, or a 1, 2 or even a 3 with a Cursed Weapon the result may be friendly fire. This means you have hit a fellow party member, and do damage to the party member of your choice, instead of the enemy. However, a Staff s automatic damage always hits the enemy, and is not added to the damage done to a party member by friendly fire. Bonus damage gained by Spells or character abilities should not be applied to friendly fire. The only bonus damage that applies to friendly fire is +1 Magic Weapon damage. The Tavern What happens if you re not picked for a Quest? Lucky you! You won t be dying today! You get to hang out at the tavern where you can gossip, eat, drink and more importantly, do the following: All players not on the Quest remove any Exhaustion Markers from their characters. You are refreshed! And then each player in the tavern may execute ONE (1) of the following actions: Heal 1 Damage on your character Draw 1 Item card from the top of the Item deck (hand limit of 6) Take 1 Re-roll Marker Re-roll Markers Players can earn Re-roll Markers by being included on a successful quest, or by resting in the tavern. A player may re-roll 1 die, 1 time, if they spend 1 Re-roll Marker. A Re-roll Marker may only be spent by the player who owns it, and they may not be traded or given away. There is no limit to how many Re-roll Markers a player can own, or how many can be spent on a turn. 8

How To Win If you are a Loyal Adventurer you will be working as a team for a shared victory. In order to win you must accomplish one of the following: Ensure 1 of the Doppelgängers die Recover three of the Artifacts of Light by completing quests successfully If you are a Doppelgänger, you will be working as a team for a shared victory, or solo in 4 and 5 player games. In order to win you must accomplish one of the following: Ensure 1 of the Loyal Adventurers die Recover three of the Artifacts of Darkness by ensuring that quests fail Tip: Watch your health, if someone dies, the game is over! Credits Designers: Steve Avery & Robert Burke Illustrations: Nicoleta Stavarache Graphic Designer: Luis Francisco Many thanks to our fantastic playtesters: Aiden Burke, Al Ross, Bobby Burke, Brian Fiore, Chris Gaston, Chris Hawkins, Don Riddle, Jesse Birnstihl, Joe Burke, Kate Shelton, Ken Shannon, Laura Gifford, Lee Shelton, Mark Kale, MaryCharles Burke, Nathan Bivins, Patrick Siebert, Peter C. Hayward, Quin Burke, Randal Lloyd, Rob Ross, Shane Becker, Stephen Speers, Travis Chance, Zev Shlasinger 2018 WizKids/NECA LLC. WizKids and related marks and logos are trademarks of WizKids. All rights reserved. www.wizkids.com

Quest Order Game Aid All All party members must pass 1 item card to the player on their left. Party Leader Selects players to go on the Quest - The Party Leader places a Shield token on the Character card of each player they choose to bring on the quest, and any animal they choose to bring. (The War Bear may be included in 4 player games, the Battle Dog may be included in 5 player games). All players on the Quest Openly discuss what item they will contribute to the Quest. Pitch in one item card face down to an item pile. Party Leader Draws 2 more item cards from the top of the item deck and adds them to the item pile without looking at them or revealing them. Shuffles the item pile, and randomly discards one item card face down to an item discard pile. Looks at the remaining item cards, gives one to each player on the Quest face up, and discards the remaining item face down to the item discard pile. He may say what he is discarding, but may not show it. Poison automatically fails the Quest if given to a party member. Skip to the FAILED QUEST step if a Poison is revealed. First Player to the left of the Party Leader who is on the Quest takes their turn Takes the Bag of Holding. If they can attack with a weapon they can use, or a dagger, they secretly draw 2 dice from the bag, puts one back secretly, and rolls the remaining die. They resolve the action using their weapon card. *All spells except Fireball are automatically activated immediately, but players with spells will not take an action. Every other player on the Quest Any All players who did not go on the Quest Party Leader: SUCCESSFUL QUEST In clockwise order, every other player takes their turn as the first player did, with the Party Leader going last. If using the War Bear or Battle Dog, they can attack at any time during this phase. Any player on the Quest who can activate a special ability may do so after all players on the Quest have taken their turn. Players not on the Quest are in the tavern. They may now remove any Exhaustion Marker AND may also choose to remove 1 damage, draw 1 item card, or take 1 Re-roll Marker. The party leader distributes rewards listed on the Quest card to the questing players in ping-pong fashion if multiple rewards are listed. The party leader chooses 1 WIN token and flips it over. Party Leader: FAILED QUEST The party leader distributes penalties listed on the Quest card to the questing players in ping-pong fashion if multiple penalties are listed. The party leader chooses 1 LOSE token and flips it over. Any: Exhaustion Damage Any player on the Quest who has an Exhaustion Marker, must take 1 damage. All players on the Quest Any player on the Quest who does not have an Exhaustion Marker, must place 1 Exhaustion Marker on their Character card.