provisional rulebook

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Sirens define the danger level, level 2 at this moment, so ... In Narco Empire, each player controls a small drug traffi
provisional rulebook

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QUICK BRIEF In your turn, draw cards and place them on the table one by one to get actions on the second phase. GUN cards are good, your side - SIREN cards are bad for you.

Phase 1: draw cards from the Narcos deck.

Pay 1 million to this military, your danger level is 2

crop

Improved transport, buy it for 2 millions and change your card

drug

transpo

Phase 2: produce and sell your merchandise. Your drug trafficking network is composed by 4 type cards face up on the table. These are the set up cards, but you can improve them. Each card performs a different action (crops in the plantation, cocaine in the laboratory, transport to move your merchandise and storage limit in the USA). Plantation, place crops

Laboratory, transform to cocaine

Transp move to

ort

port, o USA

Sirens define the danger level, level 2 at this moment, so some dangers are activated (military in this example)

Decide to drop or keep playing. If you reach the danger level 3 (3 sirens) you run away and you lose your actions.

You will perform one action on your network (phase 2) for each card you draw on the table.

move your drug from the storage to a dealer…

…to sell and get the money

Phase 3: improve your network by purchasing cards from the table. In this example, you can buy the boat for 2 millions, so you will be able to move 6 merchandises in one single action, instead of 3.

You can use the Cartel cards to attack other players and produce special events in the game.

Storage, hide your merchandise

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INTRODUCTION In Narco Empire, each player controls a small drug trafficking network from Colombia, with the aim of selling their merchandise in the USA and amassing a fortune. You will manage your own production, supply and sales network to make money, improve your network and become the most infamous drug lord in all of history. Goal The game ends when the cards used in the Second Round runs out. When this happens, the player with most money on the board wins. Game Components • 16 setup cards (1 plantation, 1 laboratory, 1 transport and 1 storage each player, —up to 4 players—) • 68 Narcos cards > 4 x laboratory > 8 x transport > 12 x dealer > 12 x storage > 5 x press > 8 x informant > 10 x police > 7 x military > 2 x DEA

• 92 wooden cubes: > 50 white cubes (drug/merchandise) > 20 green cubes (million dollars) > 10 golden cubes (gold, 1 gold stands for 5 millons) > 12 brown cubes (crops) • 8 hitmen meeples • 20 Cartel cards • 4 event tokens • 20 workers (advanced) • 1 board (advanced) • 1 rulebook

Narcos deck

crop

Cartel deck

drug / merchandise

money

hitmen

HOW TO PLAY Set up Each player is dealt the following cards: • 1 Plantation card, 1 Laboratory card, 1 Transport card and 1 Storage card. These initial cards can be distinguished from the rest because they are marked with the icon of a pistol in a different colour. • 3 million dollars (3 green cubes) placed in front of each player. • 2 hitmen to be placed in front of each player. • 1 crop supply (a brown cube) to be placed on the Plantation card. • 1 consignment of cocaine (one white cube) placed in the player’s laboratory. Also: • Take one dealer from each city, mix them up, and place them randomly next to the Narco deck of cards, face up. Return the rest to the Narcos deck. • Remove all the cards from the Narco deck marked with two circles on their right side. These will only be used in the Second Round of the game. Shuffle the rest of the Narco deck, and place the pack in the middle of the table. • Shuffle the Cartel deck of cards, deal one to each player, and place the rest of the pack on the board.. The player who has most recently seen a film, documentary or TV show related to the world of drug trafficking gets to start the game.

Narco Decks and Each Player’s Turn At their turn, each player will pick up cards from the Narco deck, allowing them to carry out activities in his drug-trafficking network, or improve it so that it becomes more productive. The more risk the player takes, the more activities he can carry out later. Through these activities, merchandise is produced and then sold in the USA to earn money. The used cards will be left in a separate pile at the end of each turn. The Narco deck consist of two types of cards: • Narcos (Drug Trafficking Gang) cards, indicated by a gun on the upper right corner. • Law and Order cards, indicated by a siren on the upper right corner. Every card a player gets during his turn gives him the chance of carrying out an action in his drug trafficking network. The Law and Order Cards, by contrast, represent danger, they can lead to paying a fine and if a player draws 3 Law and Order cards, then that player is forced to flee, limiting his actions. The game is divided into 2 different rounds. The first round involves less danger, whereas in the second round of the game, your network activity leads to the intervention of the military and the DEA. To set up the first round of the game, take the Narco deck of cards, remove all the cards marked with two circles on their right side, which are the cards reserved for Round 2 (1 DEA agent, 7 military, 4 transport planes and 4 storage facilities). When the First Round cards have been used up*, the Narco deck of cards is formed again, shuffling the used cards with those reserved for the Second Round, shuffling the pack well, and placing this new pack on the table for Round 2. When this deck is used up, the second round will conclude and the game is over. *If a player has fewer than 7 cards available to choose from at his turn in the First Round, he can decide whether to play with those cards, or else not do so and move on instead to the Second Round of the game.

An example of how the first stage of the game is played now follows: cards will be picked up one at a time and placed face up on the table. Each player will decide when to stick or hold, unless the maximum danger level of 3 sirens is reached. In our case, if the first card is a military, nothing happens because the danger level is only 1 (1 the military equals 1 siren). We pick up the second card which is a Narco’s Transport Card (one pistol). We decide to keep playing and we get the Informant, causing the danger level rise to 2 sirens. When this happens, the danger of the Military is activated and the player must pay 1 million dollars (we can’t eliminate the card with the hitmen because more cards have since been played). The Informant has the ability to allow us to take a look at the next card, and when we do so, we see that it is a Narco Card and so decide to play it too. We could stick at this point, which would give us 4 actions (1 for each card played on the table) for the next phase of the game, the Network Management Phase. If, on the other hand we decide to play again and we get a third siren card, we will reach danger level 3 and will be forced to flee, allowing us only one action in the Network Management phase.

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TURNS Each player’s turn consists of 3 phases or stages: 1. Actions 2. Network Management

3. Improvements

1. Actions phase Cards mean actions The first phase of each player’s turn consists of taking cards from the main card deck, and then placing them face up on a rack which represents your time line, where events happen which will either work to your advantage or else against you. You can pick up as many cards as you like, until either a) you decide to hold or stick, b) you reach the maximum of 7 cards allowed in your turn, or c) you go over the danger limit for each turn, which happens when you draw 3 cards marked with 3 sirens, otherwise said, 3 Law and Order cards. Depending on the cards you get, you will gain advantages or else be confronted with dangers. The object of this phase of the game is to obtain activities for the Second Stage in which you manage your drug-trafficking network, with one activity for each card. So, if you hold or stick with 4 cards in the first stage, you will be able to carry out 4 activities in you drug-trafficking network. Obtaining Advantages Drug-trafficking group cards offer advantages: • If you accrue 3 Pistols, you will get one Cartel card when you finish this stage of the game. • If you accrue 4 Pistols, you get to choose between 1 Hitman cards or two Cartel Cards when this phase of the game ends. • If you exceed your danger level (if three sirens appear) you will not obtain any advantage, independently of however many pistols you might have.

POLICE You can avoid a police if it is the only danger on the board at the time, but as soon as two sirens appear, one consignment of drugs* will be seized from you (or one million dollars if you don’t have any merchandise) for each police. Place either the drug consignment or the money on each police card. When this stage of the game is over, place the seized money or drugs to the police compound. t

MILITARY The military come into play in the Round 2. You can avoid a military card if it is the only danger on the board, but if the danger level increases and two sirens appear, one million dollars for each military card will be seized from you. If so, place the money on the card and when this stage of the game is over, remove it from the table. t

• If you can pay, you can count this as an activity for the Managing stage. Paying does not reduce your danger level. • If you can’t pay, this card will NOT be counted for your activities phase and you won’t be able to carry on picking up new cards. • You can ELIMINATE the police card by using a hitman when the card appears. In this case, remove the hitman and the card, which then do not count as activities. * players can pay with drugs from any position on their network, that is, either from the laboratory or storage.

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Dangers Law and Order Cards spell different dangers for your organization. There are three levels of danger: 1 siren, 2 sirens and 3 sirens. When a siren card turns up, you have to be on the alert, because if the danger level rises to 2 sirens, some cards such as the Police or the Military will come into play and these come at a cost. If you end up with 3 sirens, you will be forced to flee and are only allowed to carry out one activity in the Managing Phase. Picking Up Cards You will not pick up new cards when: • 7 cards are accumulated on the board*. • 3 dangers – “sirens” - are accumulated on the board**. • You decide to hold, without either of the two above situations applying. *If the seventh card is a Press Card and is not eliminated with a Hitman card, you will be obliged to pick up an additional card which only counts if it is a Law and Order card; if not, it will be eliminated and no additional cards will be picked up. **As soon as three sirens appear, you lose; you won’t have the chance of eliminating this third siren card with either a Hitman or by any other means.

Once the Activities phase is over, the game moves on to the management phase .

INFORMANT He plays both sides of the game: he raises your danger level but at the same time he also gives you a tip-off about what might happen next, allowing you to take a peek at the next card in the deck, and decide whether you want to take it or not.

DEA DEA agent cards spell danger for your

network; there are two DEA agents, one who follows your movements, and the second who goes after your money.

The agent who follows your moves begins the game in Round 1. Once he appears he will be pending on every drug-trafficking move you make, and if a player carries PRESS Pressure from the out 5 or more Press trigger events in such a moves, he will way that you are obliged to realize and follow pick up a new card whether him. When that happens, the DEA you like it or not, unless you agent is handed to eliminate the Press with one the player and he will Hitman, following the same start his next turn procedure for eliminating Police with one siren of or Military. danger, before picking up any more cards. The DEA agent will go after the said turn, until the moves of another player attract his attention. The DEA agent who goes after the money comes into play in Round 2 of the game. Once he appears, he will automatically go to the player with most money permanently, amounting to one siren of danger in each following turn, unless another player accumulates more danger/sirens. In any case, the second DEA will go after the player with most money and so on successively. A player can even end up with two DEA agents hot on his heels . DEA agents increase the danger level and count as actions, but they do not exempt the player from picking up at least one card at each activity phase.

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2. Management Phase The actions obtained in the first phase will allow you to start work on managing your drug-trafficking network. There is a limit of 7 actions obtained with cards from the first phase of the game, but this limit can be increased by using Cartel Cards or Workers Cards. Your drug-trafficking network Your network consists of four essential cards: Plantation (crops to produce cocaine in the laboratory), Laboratory (where you will produce your merchandise), Transport (to ship your merchandise to the USA) and Storage (limiting the amount of merchandise available to sell). Producing and selling your merchandise You can use the actions obtained by any of your cards with the intention of producing and selling your merchandise. You can carry out more than one action on each card. Additional Actions You can carry out more actions using the back of Cartel cards (place them on the table face down and instead of the event of the card, you can carry out any activity in your network). You can also use Worker Cards for additional moves if you so wish.

PLANTATION

This card is a fixed value and represents the crops you have available to produce drugs. Depending on the amount of crops you have, you will be able to produce more or less merchandise in the laboratory. The crop is placed at the beginning of the game (placing a brown cube on the first plant icon), and any additional ones paying the corresponding improvement price at the Improvement Stage of the game. Crops are not used up (the amount will remain fixed for the rest of the game), but other players might attack them. The more crops you have, the greater the production capacities of your Laboratory.

LABORATORY

In the Laboratory, you can produce merchandise depending on the crops you have and your production capacity following the indications of the appropriate table. For example, if you have one crop and one basic laboratory, an indicator of 1-1 applies, meaning that 1 crop produces one consignment of merchandise, hence you will need 3 moves to produce 3 merchandise consignments which come in the shape of small white cubes placed on the card. If, on the other hand, you have a value of two crops on the Plantation card, the relation of 2-2 applies, meaning that 1 move would produce 2 consignments of merchandise. An improved Laboratory would see 2-3 relation apply, so that with 2 crops you will be able to produce 3 merchandise consignments in just one move.

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Collecting your earnings Sales of merchandise take place one by one, so if you send your consignment of merchandise to a dealer and you want to sell more at your turn, you will need to find another one to send him new merchandise before finishing your activities and collecting your earnings. Once you have finished your available activities, you go on to collect your sales earnings. You will earn one million for each consignment of merchandise placed with a dealer. Remove the merchandise from the dealer and collect your money (1 million for each consignment). Each player will collect his sales in order. 3. Improvement Phase The third stage of each player’s turn consists in carrying out improvements, if you so wish, in your drug-trafficking network. You can improve your Plantations card adding one crop for the price indicated on the card, or else you can buy a card for your laboratory, transport or storage which is on the board paying the

TRANSPORT

Transport represents your capacity to ship your merchandise from your laboratories to your hide-outs in the USA before selling it. In each move, you can ship as many consignments of merchandise as indicated on the card, straight from the laboratory into storage. For example, the Truck Card can move three consignments of merchandise from the laboratory to storage in one move, while a Light Aircraft Card will move 9 consignments in one move.

STORAGE

This card indicates the quantity of drugs which you can keep stashed away in the USA before handing it over to your dealer. You cannot store more consignments than indicated on your card, so that if you cannot hand it on to a dealer, you won’t be able to transport any more consignments to the card in question.

DEALERS

The dealers are not on your network, they turn up randomly on cards selected which appear on the board. When your Activity Phase ends you can move all of your merchandise from storage to a dealer without additional cost in moves. Nevertheless, if you want to empty your storage so as to be able to carry out more activities in your network and free it up so as to transport more merchandise, you can move it to a dealer, using up one move. If dealers appear on the board when it is your turn, and you don’t send them merchandise, other players will be able to use them when it is their turn, until the dealers are withdrawn. If there are no dealers available at your turn, you can sell the merchandise to the dealer placed on the board next to the main deck of cards, with a penalty of 2. Remove your merchandise from the game and be paid for everything, except these penalty points.

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corresponding price. In any case, only one investment can be made per turn. If you buy one improvement card, you substitute it for the old one, maintaining the merchandise which you had on old card, in the event. So, for example, you have a basic laboratory and on the board there is an improved Laboratory. You have a capacity of three consignments on the Laboratory. Buy the Improved Laboratory card paying the corresponding price, withdraw your merchandise and your old laboratory card, and then add it to the pile of discarded cards. Then place your new Laboratory card on your network, along with any merchandise you previously had.

Once this phase of the game is over, there might be some other improvement cards left on the board. If that is the case, other players may purchase them in the order of their turns, paying an additional one million to carry out that operation when it is not their turn. When this stage of the game is over, all the cards are collected and moved to the discarded pile, moving on to the next player’s turn.

CARTEL CARDS Cartel cards are obtained when you assume enough risks and you pick at least three drug trafficking cards (3 with the icon of a pistol), although you also get these cards at the beginning of the game. These cards can be used in two ways: on one side of the card there is an event, and on the other side an action icon. You can use the cards to carry out additional activity at any time in the second phase of the game, even if you have “lost” by drawing three siren cards. The Cartel card can be used at any time if the indicated ability allows it (even if it’s not your turn), paying the cost indicated in the card in that event (some require hitmen or money to be used).

ADVANCED MODE In the set up, add: • 5 workers (employees) for each player, to be placed in front of each player (advanced mode). • 1 board to be placed on the left of the Narcos deck. • 4 tokens to be placed randomly on the board (one on each city) GAME BOARD In the advanced mode, you will play with the board, employees and Police Compound. In this game mode, you can send your employees to the city where you are selling your drugs. If a player try to sell on a city with other player workers, he will be forced to give one merchandise unit for each worker, to each player with more workers than he. For example, player 1 have red workers, player 2 have green workers, player 3 have yellow workers and player 4 has blue workers. In Chicago there are 2 green workers and 1 yellow worker. You (red) have no workers there yet, but you are selling in Chicago. Then, you will move 2 merchandise units to the green player storage, and 1 merchandise unit to the yellow player, from the Dealer card you are using to sell from (a Chicago dealer card). Let’s say you had 9 merchandise units there. Then, before selling, you distributed 3 units to the other players on Chicago, so you now can sell 6 units to get 6 million dollars. At this moment, you can place 1 of your workers (red) on Chicago, so next time you won’t pay to the yellow player because he has no more workers than you there. If in another turn the blue player try to sell on Chicago, he will pay you 1 merchandise (he has no workers and you have one) and to the other players on Chicago.

EMPLOYEES Each player has a number of employees available from the beginning of the game. These workers can be used in three different ways: • Place them on a city when you are selling on this city (one worker each time). • Turn them into hitmen by paying them 2 million dollars. • Use them to get additional activities in the second phase of your turn (1 activity for each worker you use up). • Send them to a city during a sale to earn more money (obtain 1 million for every employee you send to sell merchandise, eliminating them from the game). Your number of workers is limited and you won’t be able obtain any more during the game.. TOKENS There are different tokens to be placed on the board at the start of the game, one on each city, randomly. One token is the «-2» which means that you can always sell your merchandise to this city even when there are not dealers on the table, but you have to pay 2 merchandise (out of the table) as a comission to sell without a direct contact. The other tokens will give you extra incomes if you accomplish the goal indicated on the token: to sell using the plane as a transport, to sell using the boat or to sell a high quantity of merchandise in one single action. POLICE COMPOUND This is where merchandise or money confiscated by Police during the game will be deposited. If you have the Cartel card which plans the robbery and the hitmen necessary, you can rob the compound and take the merchandise back to your Laboratory.