WARUMONO 2 Handbook ENGLISH
ll players show their Contents Card to everyone of ENG One fateful night, a secretive crime syndicate themselves are the victims of a crime - their stockpile of ill-gotten gains are swiped. The perpetrators of this crime? Wiseguys from within the organization itself. Grabbing the loot, the wiseguys look to make their getaway overseas. Thinking it better to split up and avoid the ever-present gaze of the syndicate, they make their getaways separately, divvying up the loot between them in their suitcases. But there is one among them, a true scoundrel among scoundrels, who decides to try and take the small fortune all for himself. He places all of the loot in to just one of the suitcases that each of the wiseguys carry. In the other suitcases...fake money. But not only that, this rat has also placed tracking devices into all the suitcases carrying fake money, so that the wiseguys carrying suitcases with fake money will be chased down and snatched by syndicate cronies. 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: Barricades: 2 Die: 1 Scenarios: 21 (7 varieties x 3 languages) Original Scenario Forms: 3 Counter: 1 Instruction Manual: 1 Identity Cards Gameboard Markers Die LOCKDOWN OF THE DOCKS Barricades AIRPORT LOCKDOWN And so the scramble for the loot begins, as each wiseguy also looks to avoid the syndicate enforcers. As the drama unfolds, from amongst the wiseguys the shady figure of an undercover operative, looking to bring down the syndicate, also appears from time-to-time. Profession Cards Wiseguy Undercover Operative Boat Tickets So will you be the one who grabs the loot and makes their getaway? Or will you end up in the big house eating prison food? Don t even think about what will happen if you get snatched up by the syndicate... Let the drama begin! Contents Cards The Loot Fake Money Passports Counter Plane Tickets SCENARIO 1 Beginner s luck no longer possible 11 Display Contents Back Alley Cards Scenarios 3
ENG i Each player selects a Marker, and takes the Identity Card that is the same color as their Marker. 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) ii iii iv v 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.) The Identity Card is used for confirming the color of your marker during the game or (Use the Plane Ticket or Boat Ticket) vi Shuffle the Back Alley Cards well, and place them face down adjacent to the board. Getaway (Take The Loot and flee) Getaway Accomplished - "It s all mine!" vii Place the Passport, Plane Ticket and Boat Ticket cards adjacent to the board. Undercover Operative Role Objective: Arrest the Wiseguy carrying The Loot. Game Flow Wiseguy Hideout (Start) Infiltrate the group and investigate the other Wiseguys viii ix 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.) Make arrests within the period(s) allowed x The game starts with the Starting Player s turn. 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. Counter Scenarios Back Alley Cards Shuffle well and place face down Passports Plane Tickets Boat Tickets 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. SCENARIO 3 City-wide lockdown Th no longer possible reopened The player holding Tracking Device drops out All players check th Th All players lose of possib Given to each player Profession Cards Identity Cards Contents Cards Each player checks the content of their Profession Card and Contents Card. 4 5
ENG 1 HIDEOUT (Start) The space where all players start. This is where the drama begins. 1 HIDEOUT Start: Wiseguy Hideout 5 BACK ALLEY 2 FORGER The first step you take when making your getaway. You must come here first and obtain a Passport. 3 FACILITATOR 6 THE BIG HOUSE 3 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 a used a ticket once, you must return to the Facilitator to obtain another ticket. 4 TRADER You can exchange your Plane Ticket or Boat Ticket here when you want to change your getaway route. 8 7 THE DOCKS 8 BOARDING GATE 7 AIRPORT 5 6 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.) 9 4 TRADER 2 FORGER 9 7 AIRPORT / THE DOCKS In order to make your Getaway, you can escape by plane or boat. In order to carry out customs procedures when you enter the or, you must stop at the first space. Anyone can enter the or, however to proceed past the Boarding Gate, you must use your Plane Ticket or Boat Ticket during your next turn or in subsequent turns. You may enter and leave the and area as much as you like, however, once a player has gone to the Getaway space they cannot return, regardless of whether they are a Wiseguy or Undercover Operative. Dependent upon developments that occur in the Scenario, Barricades may be placed on these locations, locking them down. 8 BOARDING GATE To go through the Boarding Gate, you must use a Plane Ticket or a Boat Ticket. (Plane Tickets and Boat Tickets are returned to the original pile after use.) If an Undercover Operative displays their Profession Card and reveals to everyone their true identity, they may enter the or without a Plane Ticket or Boat Ticket and proceed further past these spaces. The player announces that they have successfully made their Getaway, and displays their Contents Card. If the player is a Wiseguy and is carrying The Loot, the player wins. If the Wiseguy carries with them Fake Money, they drop out of the game. If an Undercover Operative goes to the Getaway space without arresting a Wiseguy, the Undercover Operative drops out of the game. 6 7 9
ENG All players may 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. Tracking Device A Barricade is placed across the Entrance of the or The Docks (depending upon the directive given), and from that point in the game the (or ) are locked down, and players may not enter. When a occurs, players who are in the (or ) are forcibly moved to The Big House. AIRPORT LOCKDOWN Barricades are placed across the (the Docks) to initiate a. 11 The green player goes to The Big House no longer possible The blue player goes to The Big House The player holding Tracking Device drops out The player holding Tracking Device drops out The player holding Tracking Device drops out of Special Rules In this scenario, Tracking Devices placed in suitcases with Fake Money are activated. TRACKING DEVICE - TRACKING DEVICE FAKE MONEY 1) 2) 3) 4) 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 staking 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.) Reopened Barricades placed over the Entrance of the or are removed (depending upon the directive indicated). After removal, the (or ) can be entered once more. 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.) Counter The green player goes to The Big House The player holding Tracking Device drops out The player holding Tracking Device drops out Betray Display Contents The Undercover Operative may look at one other player s Contents Card. Contents Cards must be displayed. The player holding Tracking Device drops out Display Professions Profession Cards must be displayed. no longer possible of possible The Undercover Operative can arrest the Wiseguy carrying The Loot only during the period. no longer possible can no longer be performed from this point in the game onwards. Game Over When the Counter arrives at this point, the game is finished. All players display their Profession Cards. Determine which players have won or lost in accordance with the directives given by the Scenario. * 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. 8 9
of Special Rules In this scenario, Tracking Devices placed in suitcases with Fake Money are activated. TRACKING DEVICE - TRACKING DEVICE FAKE MONEY ENG 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 ii iii iv v Move Move and Switch Contents Cards Look at your own Contents Card If you are an Undercover Operative, Arrest a Wiseguy If you are an Undercover Operative, Move and Arrest a Wiseguy 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. Switch Contents Cards Players may swap Contents Cards with another player in the following circumstances. A B C D 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 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. 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.) 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 Actions 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. FORGER Obtain a Passport. (You may only possess one Passport) 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. 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) 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. can be carried out on other players who are along the path of movement of the Undercover Operative. are possible only during periods indicated by blue in the Scenarios. The player holding Tracking Device drops out The green player goes to The Big House The player holding Tracking Device drops out TRADER BACK ALLEY You may exchange a Plane Ticket for a Boat Ticket here, or vice versa. 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. 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. 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. 11 A B C D E 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. 11 no longer possible The blue player goes to The Big House The player holding Tracking Device drops out
If you know youve got The Loot in your suitcase, keep your poker face on. Chumps that walk around with big grins on their faces never last long. Dont immediately make a break for it just because you get your hands on The Loot. When youve 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 theyre cops. Guys that keep their distance from everyone are a pretty sure bet to have The Loot. Sometimes, you gotta bluff. Even if you dont have The Loot, hit the - see what happens. Chumps without any green, or the cops, will come chasing after you. Guys that dont come after you are shady. 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 theyre quick to pick up on funny business, so be careful if youre 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, its 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 youre the one holding The Loot, hand it to a suspect and arrest him. Don't be picky about how you get the job done. http://www.grapac.co.jp Printed in Japan