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Game Objective
- Faussaire (Angela): Cash a total of ≥ $1,000,000 in checks.
- Agent (Jessah): Capture Angela 3 times (the first 2 captures cost her one identity each; the 3rd capture wins Jessah).
Quick Overview
Planning → Reveal Markers → Perform Actions → Switch Initiative.
Angela hides and collects money, while Jessah blocks, tracks, and hunts.
Round Flow (Each Round)
Each round consists of 3 phases:
1. Programming
- Lay out 4 action cards face up.
- Each player draws 3 face-down action markers.
- Alternately (starting with Initiative), place 1 marker on an action card.
- Maximum of 2 markers per card (1 per side).
- No player may occupy both sides of the same card.
2. Action Resolution
Resolve cards one after the other (starting with the Initiative side):
0 markers: Ignore the card.
1 marker:
- The owner performs both actions on the card (first their own side, then the other).
2 markers:
- The higher value wins → performs both actions.
- The loser performs only the action on their side.
Tie:
- Each player performs only their own action (Initiative first).
POW! marker:
- Picks up the opponent's marker → counts as "alone on the card".
The 4 Actions
1. Check
- Draw checks into your hand according to the symbols.
- Maximum 5 in hand.
2. Bank (Cash Check)
- 1 check may be cashed in a city matching your color.
- The bank's position is revealed.
Effects:
- $100,000 → Move 1 immediately.
- $200,000 → Agent receives an upgrade (or later: 1 Security + 1 Movement).
3. Security (Agent only)
Per Security symbol:
- Place Radar on a continent (monitors Angela).
- Or place Barrier on a route.
Additionally:
- Security marker moves up on the track.
- Spend 2 Security → Remove 1 Radar or Barrier.
- Maximum 4 Security can be stored.
4. Movement
- Move 1 city per symbol.
Agent:
- When she enters a city, it checks:
- Is Angela there? → Capture.
- Angela loses 1 identity and flees immediately.
- Is Angela there? → Capture.
Faussaire:
- Movement is secret.
- Radar: Upon entering a monitored continent → Radar is triggered and removed; the agent learns which continent (order if multiple).
- Barriers: Block routes.
Identities (Angela only)
Upon capture:
- Angela loses 1 identity and performs its effect (flight, special movement, etc.).
- After 2 lost identities, the 3rd capture is final.
End of Round
- Initiative changes.
- Discard played action cards and markers.
- After every 3 rounds:
- All markers and action cards are reshuffled.
End of Game
Immediately if:
- Angela has redeemed $1,000,000 or more → she wins.
- Jessah has captured Angela 3 times → she wins.
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