Red Notice
Отправляйтесь в захватывающую погоню по всему миру! Играйте за Анжелу Фарбанк, гениальную фальшивомонетчицу, путешествующую по миру_ обналичивая чеки на общую сумму $1 000 000, или за Джессу Хоуп, непреклонного агента ФБР, мечтающую посадить Фарбанк за решетку. Блеф и предвидение — ключевые слова в этой захватывающей погоне. Сможете ли вы сорвать планы противника и победить?
Игроков: 2
Длительность игры: 34 mn
Сложность: 3 / 5
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Сыграйте в Red Notice и 1316 других игр по сети.
Без скачивания, играйте прямо через ваш браузер.
С вашими друзьями и тысячами игроков со всего мира.
Играйте бесплатно.
Краткие правила
RED NOTICE: A Million or Prison
In this game, you play as Angela Farbank, a genius forger, or Jessah Hope, an unrelenting FBI agent. The game blends bluffing, deduction, and anticipation in an exciting global manhunt.
Goal of the Game
Over successive rounds, the two players compete to reach their personal objective first:
- Angela (The Forger): Must travel the world and cash forged checks for a total value of $1,000,000 (or more).
- Jessah (Federal Agent): Must track down Angela, burn her false identities, and arrest her for good. The goal is to capture her 3 times (the first two captures serve to burn her cover identities, the third guarantees victory).
Game Components
- 1 World Map Board
- 1 Action Board
- 12 Action Cards
- 1 Initiative Token
- 18 Check Cards
- Angela's Components: 9 Action tokens, 1 Character pawn, 1 Security pawn, 6 Identity tiles, 1 personal board (located on the back of the box, to be used with the lid as a screen).
- Jessah's Components: 9 Action tokens, 1 Character pawn, 6 Radar tokens, 4 Barrier tokens, 10 Upgrade cards.
Setup
Place the World Map Board and the Action Board in the center of the table. Form the shuffled deck of Action Cards. Shuffle the Check cards and secretly deal 3 to each player.
Angela's Setup
- Take your 9 Action tokens, shuffle them, and keep them face down in front of you.
- Draw 2 Identity tiles at random, place them face up behind your screen, and permanently remove the others from the game.
- Place the Security pawn on space "2" of the corresponding track.
- Set up your personal board behind the box lid, to hide your movements from Jessah.
- Choose one of your 3 starting checks and place your pawn (on the hidden board) in a city of the same color as that check. Show the check to Jessah (so she will know which continent you are on, but not which city) and put it back at the bottom of the Check deck.
- Keep the other 2 checks as your starting hand.
- Take the Initiative token, flip it to Angela's side, and keep it on your side.
Jessah's Setup
- Take your 9 Action tokens, shuffle them, and keep them face down in front of you.
- Form a reserve with the 4 Barrier tokens and the 6 Radar tokens, placing them in front of you with the white side visible.
- Reveal 2 Upgrade cards from the corresponding shuffled deck.
- Choose one of your 3 starting checks and place your pawn (on the main board) in a city of the same color. Show the check to Angela and put it back at the bottom of the deck.
- Keep the other 2 checks as your starting hand.
- Place 2 Radar tokens on 2 continents of your choice (white side visible).
Gameplay
The game is played over a series of rounds, each divided into three sequential phases:
1. Programming Phase
- Reveal the first 4 Action cards from the deck and line them up face up on the Action Board, starting from the space closest to the Initiative token.
- Secretly draw 3 of your face-down Action tokens.
- Taking turns, starting with the player holding the Initiative, place one token face down in one of the designated spaces next to the cards.
- Placement Rules: Each space can only hold one token. You are not allowed to place two of your own tokens on opposite sides of the same card.
2. Action Resolution Phase
Resolve the Action cards one by one, starting from the one closest to the Initiative token. Reveal the played tokens only for the card you are about to resolve.
- No Tokens: Ignore the card and move to the next one.
- 1 Token Only: The owner performs both actions illustrated on the card, always starting from the one printed on the side of their token.
- 2 Tokens (Different Values): The player with the highest value token performs both actions on the card first (starting from their side). Afterwards, the opponent performs only one action: the one printed on the side of their token.
- 2 Tokens (Tie): Each player performs only the action on the side of their token. The player with the Initiative acts first.
- POW! Special Token: It has no numerical value, but it cancels any opponent's token. It allows you to perform both actions by yourself. If both players reveal a POW! on the same card, it is resolved as a normal tie.
Action Details
All actions are optional. If there is a Joker (question mark) on the card, you can choose any of the following actions:
- Check: Draw one Check card for each icon and secretly add it to your hand (maximum limit: 5 checks in hand).
- Bank (Cash): Cash a single check from your hand, provided you are in a city of the same color. Doing so reveals your exact position to your opponent (Angela must state out loud the city she is in).
- If the check is worth $100,000: You can immediately make 1 extra Movement.
- If the check is worth $200,000: Jessah immediately gets an Upgrade card (chosen by the player who cashed the check). If the Upgrade deck is empty, Jessah gets 1 free Security action and 1 free Movement.
- Security (Jessah): For each icon, you can place a Barrier (on a line connecting two cities to block passage) OR a Radar (on an entire continent to monitor it).
- Security (Angela): For each icon, advance 1 point on your Security track (maximum 4). You can spend 2 points at any time to remove a Barrier or a Radar from the board (only if they show the white side).
- Movement: Move to an adjacent city following the lines on the board.
Specific Movement Rules:
- Jessah (Pursuit): Every time you enter a city, you must inspect it by asking Angela if she is there. If the answer is yes, she is captured. Angela must use the effect of one of her Identities (see Appendix) to escape and then discard it.
- Angela (Escape): Secretly move your pawn on your board. You can never cross lines blocked by a Barrier. If you enter a city located on a continent with a Radar, it triggers and is deactivated. You must communicate to Jessah which radars you triggered (and in what order) only at the end of your entire movement turn.
3. End of the Round
- Pass the Initiative token to the opponent.
- Discard the 4 used Action cards face up and leave the recently played Action tokens face up on the side.
- Every three rounds (when all 9 tokens and all 12 cards have been used), shuffle your tokens to restore them face down and create a new deck by shuffling the Action cards.
End of the Game
The game ends instantly when:
- Angela Wins: Successfully cashes checks for a total value of at least $1,000,000.
- Jessah Wins: Captures Angela for the third time, having already stripped her of her 2 starting Identities.
Appendix: Angela's Identity Tiles
When captured, Angela must choose one of her active Identity tiles, apply its escape effect, and then flip it, losing it for the rest of the game. (Rules on Barriers and Radars normally apply even during these escapes, unless otherwise indicated).
| Identity | Escape Effect |
|---|---|
| Lawyer | Remove 1 Barrier and 1 Radar (if on the white side), then make up to 2 Movements. |
| Journalist | Make up to 2 Movements. During this escape you can pass through Barriers and you do not trigger any Radars. |
| Secret Agent | Make up to 2 Movements, then immediately raise your Security track to the maximum (4). |
| Doctor | Draw 2 Check cards, then make up to 2 Movements. |
| Businesswoman | Choose one of Jessah's permanent Upgrade cards and destroy it, canceling its effects. Then make up to 2 Movements. |
| Pilot | Make up to 3 Movements. |
