CHECKMATE!! CHECKPOINT CHARLIE

 




Checkpoint Charlie


3 - 5 players








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In the 1960’s, at the height of Cold War tensions,

the K-Nine hound dogs

are watching Checkpoint Charlie.

Each of them is part of

a different investigation agency,

and they all want to be the first

to find the chief of spies.


Which K-Nine investigator will be able to

catch the chief of spies and

earn the recognition of his organization?








<Components>



- 32 cat suspect cards


- 5 hound dog investigator cards


- 5 hound dog investigator counters


- 1 Stasi officer card


- 5 clue counters one cloth bag


- 30 score markers

(5 of which are optional)








<Set Up>



Each player chooses

a hound dog investigator card

and places it in full view in front of themselves.

Each player also takes

the matching investigator counter.

Place all the score marker counters

face down and shuffle them.

If the optional “Stasi Officer” rule is to be used,

then leave his card near the deck of suspects

and replace one black -1 score marker

with the Stasi Officer’s score marker.

If the optional “Cafe Adler” rule is to be used,

then substitute all the corresponding

score markers as indicated below.

The player that woke up first in the morning

will be the first player of the first round.


Put 5 clue counters in the cloth bag.

Each player takes a clue from the bag

and places it under their investigator card

after having looked at it,

without letting the others see it.

The player chooses the face they want up

and that is the clue that counts.


In 5 player games,

shuffle the 32 suspect cards

and place the deck face down

in the center of the table.


In 3 or 4 player games,

split the deck of suspects into

two similar half decks.

Shuffle the investigator cards

that have not been chosen

(two of them with 3 players and one with 4 players) 

into the first deck.

Place the first half deck on top of

the other to make the full deck of suspects.

The player who captured the chief of spies

in the previous round will be the new first player.

If no one discovered him, 

the first player will remain

the same as the previous round.







<Game Progress>



There are two phases in each round.

In the first phase the characters

from the suspect deck are revealed

so that they can be accused, or not,

of being under suspicion as spies.

In the second phase,

the round comes to a close and

each investigator receives

the score marker they have earned.



1st Phase

: Suspect and Accusations


The Clue Counters

Each clue counter shows a characteristic

on each side of the counter

that are opposites of one another.

Players will learn a single clue

at the beginning of each round.

Each clue indicates one of the following

characteristics for the chief of spies

who is hiding among all the other suspects :


- whether he is wearing a hat or not

- whether he uses glasses or not

- whether he is wearing a raincoat or a sweater

- whether he is grey or orange

- whether he has a newspaper under his arm or not.



Suspects Revealed

Taking turns, starting with the first player

and moving clockwise,

each investigator takes a card

from the deck of suspects and

shows it to all the players at the same time.

Then, the investigator checks

whether the character shown matches

the clue under that player’s investigator card

(for example, he is wearing glasses).

If there is a match, the character is considered

a suspect and placed face up in front of that player,

near the center of the table.

If other suspect cards

have already been placed there,

the new one is placed with them

so that they are all visible in a line.

If the character does not match

the player’s hidden clue,

he is not considered as a suspect

and is placed in the discard pile

(each investigator has their own discard pile).

Players will continue playing

in this way in turns,

revealing their suspects until all the players

except one have placed their accusations.


In a 3 or 4 player game,

when an investigator card

is pulled from the deck,

a clue counter is taken from

the cloth bag and tossed like a coin.

The face that is up when it falls

shows another clue about the suspect

that will be public and known to

all the investigators from that point on.


Even if there are public clues shown,

each player must keep track of their own clue

when considering whether

a character is suspect or not.

You can look at your own

hidden clue any time you want.



Accusing a Suspect

Based on the revealed suspects,

each investigator will deduce

what the other investigators’ hidden clues

are by looking at their line of suspects.

They must follow these guesses,

together with their own clue

and the public clues to figure out

what the chief of spies looks like

and choose him from out of

all the cards shown on the table so far.

When a player thinks they

have figured out who the chief is,

they must place their investigator counter

on top of the card of the suspect being accused.

This is their accusation and it can be made

at any time during the game,

even it is not that player’s turn.

Each investigator can only make

one accusation per round,

and cannot accuse a suspect that

has already been accused by another investigator.

Even if an investigator

has made an accusation,

the player must continue pulling cards

from the suspect deck and playing them

on the table either as suspects or not.

Players must continue to do so until

all but one of the investigators

have accused a suspect.

You may not be able to put

all the clues together in time,

and another investigator may accuse

the suspect you believe is the chief of spies

before you get the chance.

Your rival will get more points for being smarter,

but you can still catch the chief’s assistants!

The assistants coincide with four

of the five clues that indicate the chief.

If you can catch these lesser spies in time,

you will still be able to win some points.

The round comes to an end

when all the investigators but

one have accused their suspects.

For example, if there are 4 players,

the round is over when three of them

have made their accusations.

The end of the round can be forced

if the suspect deck runs out of cards.

In that case all the investigators must

immediately make their accusations

(and be sure to pay attention to the order

the players make their accusations!).



2nd Phase

: Scoring


First, each player lifts up

their investigator card so that

their clue is visible.

Check the accused suspects against

the five revealed clues

(the clues of each of the players

and the public ones).


Distribution of the Score Markers

The investigator who accused the suspect

matching the five revealed clues

(thereby catching the chief of spies)

gets a random gold marker.


- The investigators who accused

a suspect matching four

out of the five revealed clues

(who catch the assistants)

get a random white marker.


- The investigators who accuse innocent cats

(suspects who match three or fewer clues)

get a black marker.


- The last investigator, who did not get to

make his or her accusation,

also receives a black marker.


- In case that one round ends

and the chief of spies hasn’t been

revealed because its card is still

in the deck of suspects,

but the players have cast

their accusations already,

then the player that did not get to make

his or her accusation receives

a white marker instead of a black one.

This is the advantage of being

wary about being too eager to cast accusations.


The markers players get are kept hidden

until the end of the game,

so that only their color can be seen.

The golden markers have 3, 4 or 5 points.

The white ones have 1 or 2 points

and the black ones have 0 or –1 points.

Some markers may allow

for special actions in this phase,

as explained below in the optional rules.








<How to Finish the Game>



The game finishes in any one

of these three situations :


- an investigator announces that

the sum of all his or her score markers

has reached 10 points.


- the score markers for any one

of the colors runs out.


- the fifth round is completed.


If the score markers for any color

are about to run out,

then they are always to be drawn

in the round’s accusation order,

and some players may not receive a marker.

The investigator who was unable to

make their accusation in that round

is the last one to draw a marker.


Finally, turn over all your hidden markers

and sum up the points you have obtained.

The player who has achieved

the most points is the best investigator.

If there is a tie score,

the player who has the most gold markers wins.

If there is still a tie,

the victory is shared and both win.








<Optional Rules>



THE STASI OFFICER

The Stasi were the secret police

of the German Democratic Republic (DDR)

and were known as one of the most

effective intelligence agencies in the world.

In your games, they will watch

all the suspects closely and pay special attention

to the foreign investigators

that get near their borders.

There is a black score marker

for the Stasi officer.

If you decide to use this special rule,

when setting up the game,

substitute a black –1 score marker

with the corresponding marker of the Stasi officer.

Leave the substituted marker in the box,

as it will no longer be used in that game.

This marker indicates that a Stasi officer

is tailing you and this limits

your investigative activities.

If you get this marker at the end of a round,

immediately show it,

then place the Stasi officer card together

with your investigator and,

once all players have collected their score markers,

return the marker face down

to the score markers pool.

You will have to play the next round

with your clue counter uncovered,

so that everyone can see it.

Once all the accusations have

been made in the next round,

but before the score markers are taken,

place the Stasi officer card

in the next suspect deck again.

You have shaken him, for now.

If you get this marker in

the last scoring phase,

you keep it with your other markers

and it has a value of –2.



CAFE ADLER

Berlin’s Cafe Adler was located

just 5 meters from the wall

and it quickly became a den of spies.

It was popular among the allied officers,

armed forces and looky-loos.

Cafe Adler offers players a unique stake out

point to monitor Checkpoint Charlie

while enjoying a tasty snack. 


There are four Cafe Adler score markers:

a gold one, two white ones and a black one.

If you decide to use this special rule,

when setting up the game,

substitute a 3 point gold marker,

two 1 point white markers

and one –1 point black marker

with the Cafe Adler markers

corresponding to each color.

Leave the substituted markers in the box,

since you will no longer

use them in this game.

When one of the players

gets the Cafe Adler marker,

that player can exchange it

for another investigator’s marker

(without seeing what the other is),

so long as it is the same color.

He or she can do so right after

it has been drawn, or in any later round

(but only during the scoring phase).

In the latter case, the marker is kept

face down until it is used.

The investigator who receives

the Cafe Adler marker after it

has been exchanged must leave it face up,

and cannot exchange it.

The player who did exchange it

will keep the new marker face down, as usual.








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