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YohaveiiyusghtthededdrpYovemsaedbak
tHedquresthayumsinhabenacmplshedad
nwyuaeawatnnwodesMocwLodoBegade
wheeveiithersndigyuyuknwyulbeprpaed
YolbeiadotbeoeaynknwsyurcmnYoae
aspespyYoaeudecveYoaeCOVERT
Covert is a game where players take on the roles of spies working covert-
ly to accomplish missions. Over several rounds, players will collect the
equipment needed and deploy their agents all across Europe in an eort
to complete these missions. Utilize your assets. Make your move. Don’t
let anyone stand in your way.
Copoet
1 Board
20 Dice (5 of each of the 4 player colors)
12 Agent Pawns (3 of each of the 4 player colors)
60 Intel Cubes (15 of each of the 4 player colors)
48 Agency Cards
60 Mission Cards
6 Character Cards
4 Player Screens
4 Turn Order Tokens
4 Reroll Tokens
12 Cipher Tokens
40 Code Cards
16 Special Operations Tokens
1 Bag
1
3
5
6
7
7
8
10
MXW’C CADBC
JWHXWN.
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Stp
1. Place the board in the middle of the table.
2. Each player is dealt a random Character Card (or players can
choose if they all agree). This shows the leader of their group of
spies, and will give each player a special ability that only they
possess. Each player takes a Player Screen, and the following in
their chosen color: 5 Dice, 3 Agent pawns, 1 Reroll Token, and 15
Intel Cubes.
3. Shue the Agency Cards. Each player, in turn, will draw three
cards and place an Agent in the matching city.
This is their starting position.
TWO-PLAYER GAME ONLY: Take six Intel Cubes of each of the
unused colors. Next, draw 12 Agency Cards, one at a time, and
place one of these cubes in the matching city, alternating colors.
4. Once all players have placed their Agents, reshue all of the
Agency Cards together and deal each player two cards (which
they keep secret in their hands).
5. Deal six face-up Agency Cards, one at a time, in the Region Spac-
es along the edge of the board. Place the remainder of the deck
face-down near these six cards as a draw deck.
6. Shue and deal each player three Mission Cards. Each player
chooses two of these, places them behind his screen, and returns
the remaining card to the bottom of the deck. Place the deck
face-down near the board. Flip the top three cards face-up next
to the draw deck.
7. Shue the Code Cards and deal two to each player. Split the
remaining cards into two decks of approximately equal size,
and place them face-down (Equipment side up) near the board.
Players keep their Code Cards hidden behind their screen (Code
side up).
8. Shue the Cipher Tokens and randomly place them in two lines
of six tiles each.
9. Place the Turn Order Tokens next to the board. You will need
one for each player in the game (i.e., in a three player game, use
numbers one through three). Return the remaining tokens to the
box. Stack the tokens in numerical order, so that the number 1 is
on top of the stack.
10. Put all of the Special Operations Tokens into the bag. Place the
bag on the table, near the Special Operations folder shown on
the board.
To determine the start player, all players roll their dice in front of them,
and the player who rolled the most dice of a single number goes first.
If there is a tie, the tied player with the highest total value of dice goes
first. Alternatively, the player who says “I am a super secret super spy”
in the best Sean Connery voice goes first.
2
4
6
9
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4
Plyrrldieadlntheupviibltal
plyr
ReolTkecnbeuedocaytmithegm
Satnwihtheplyrlsitrodethe
prviurudcniucokwieplcnoedi
aatm
PlcofuAcinCiceSpeilOpeain
fldeoDeode
If placing on one of the four Action Circles, a die must be placed on
an open space and the face of the die must match the space where it is
placed. If there is already a die on that Action Circle, then any new
dice placed must be adjacent to a die already on the circle.
Example: Sam wants to move his
Agents this round, so he needs to
place a die on the Movement Ac-
tion Circle. Since a 2 has already
been placed here, he would need
to place a 1 or a 3.
Any die can be placed on the Special
Operations folder. The number on the
die does not matter, and any number of
dice can be placed on this space.
When a player places a die on the Special
Operations folder, they immediately
draw one Special Operations Token from
the bag and place it behind their screen.
The player will be able to activate its
special ability on a future turn.
When used, return the token to
the bag. See Special Operations
for more information.
Dice placed on the Decoder will be
used in order to break a Code. See
Break Codes for more information.
NOTE: If this is your first time playing Covert, you should read the entire
rulebook, but you can ignore the attached white notes on each page.
These attached white notes are a summary of the game rules and are
meant to help refresh your memory on the rules and as an aid when
teaching the game to new players.
Gaeply
The game is played over multiple rounds, and each round is played in
the following order:
* Roll and Place Dice
* Break Codes
* Dice Resolution
InCovetyucnrlataospisYowil
erponsbycmpltnMisosadbrakig
Code
Thegmiplydovemliplruds
Echrudhathrephae
• RoladPlcDie
• BrakCode
• DieReouin
RoladPlcDie
All players simultaneously roll their dice in their play area, and place
them so they are visible to all players. (It is helpful for each player to
then line up their dice in numerical order.)
NOTE: Each player has one Reroll Token that can be used at any
time during the game. To use it, the player discards the token from
the game and rerolls as many of their dice as they would like.
Starting with the player who was last in turn order the previous round
(or the start player in the first round), and continuing clockwise around
the table, each player will place one die at a time onto the board. Dice
are placed on the spaces on the four Action Circles, the Special Opera-
tions folder, or on the Decoder.
OR OR
5
6 and 1 in the top row of the below example could be swapped). Al-
though the numbers on the ends of rows can be swapped, they are
not considered adjacent for the purpose of breaking a code.
- If they had placed any dice on the Decoder, they may place them on
top of Cipher Tiles, thus changing the number to whatever the die
shows.
- If they were able to break a Code, they place the completed Code
Card (Equipment side up) next to their Character Card.
Whether they were able to break any Codes or not, any dice placed here
are taken back into their play area for use in the next round.
NOTE: Each die can only be used to break a single code.
- Lastly, they draw new Code Cards to replace any that were complet-
ed and place them behind their screen. When drawing new Code
Cards, they may choose from either of the decks.
Example: Carrie has a Code Card showing 1 6 4. During the Roll and
Place Dice phase she had placed a die showing a 1 on the Decoder.
The Cipher Tokens currently show the following:
After all players have had a chance to Break Codes, move to the Dice
Resolution phase.
On her turn, she swaps the
positions of the 5 in the top row
and the 6 in the bottom row.
She then places her 1 die that
she had placed on the Decoder
on top of the leftmost 4 in the
top row, thus changing it to a 1.
DieplcdotheAcinCicemsbeadjaet
tprviulplcddie
AndicnbeplcdotheSpeilOpeain
fldeImeditldrwaSpeilOpeain
Tke
DieplcdotheDeodewilbeuedtBrak
Code
When it is a player’s turn to place a die, if they have no dice to place or
do not wish to place any more dice, then they instead take the Turn Or-
der Token with the lowest number available. This will be their position
in turn order for the Break Codes phase and the Dice Resolution phase.
Once a player takes a Turn Order Token, they can no longer place dice
this round.
After all players have taken a Turn Order Marker, then move to the
Break Codes phase.
Aplyrdrpsototherudbytkigthelwet
avalblTrOdeTke
ThideemnstrodefrBrakigCodead
DieReouin
BrakCode
Starting with the player with the #1 Turn Order
Token, and continuing in turn order, each player
tries to break the codes shown on their Code Cards.
Each player has two Code Cards, each with a series of numbers on them.
In order to break a code, the player needs to get the Cipher Tiles into the
correct order. In turn order, each player will attempt to break their codes
in the following way:
- They may swap the position of two adjacent Cipher Tiles one time.
Tiles are adjacent if they are next to each other in the same row, or
if they are directly above and below each other in separate rows.
The numbers on the ends of each row can also be swapped (i.e., the
She now has 1 6 4 in order and breaks her Code Card as described above.
6
* If the Mission requires certain Equipment, the player must discard
the needed Agency Card(s).
* If the Mission shows a city name, then the player must have an
Agent in that city.
* If the Mission shows a Region symbol, then the player must have
an Agent in any city in that Region.
* If the Mission shows an Agency Card icon, then the player must
discard any Agency Card.
Example: Nick is completing the
Mission Card shown. To do so,
he shows that he has an Agent in
the city of Venice, an Agent in a
city in the orange Region, and he
discards an Agency Card with a
Recording Device on it.
ACTION: Completing a single Mission is considered an Action.
FrechdiotheCopltMisoAcinCice
aplyrcncmpltoeMiso
Tdosthemsstsythecndiino
thecrdDicrdAgnyCadswihthecret
EqupmnhaveAgnsithecretctead/o
ReinodicrdayAgnyCad
CopltnasnlMisoicnideeda
Acin
MisoCads
A player may take one face-up or face-down
Mission Card for each die they have in this
Action Circle.
Mission Cards are kept hidden behind the player’s screen. A player
can have three Mission Cards at any one time. If a player draws a new
Mission Card when they already have three, then they must discard one
of their Mission Cards.
CITY NAME
EQUIPMENT
REGION
SYMBOL
AGENCY CARD
SYMBOL
Introdeechplyrbraksupttwocdeo
therCodeCads
Aplyrmyswapadjaettlsotlsothe
edsorwsoetm
DieplcdotheDeodecnbepuotpo
CipheTlstchagthernmbes
CopltdCodeCadsaeplcdtettthe
plyrsChaatrCadEqupmnsdeup
DrwnwCodeCadstrplccmpltdoeDrw
foethedek
DieReouin
Starting with the player with the #1 Turn Order Token, and continuing
in turn order, each player performs one Action on their turn. Dice can be
resolved in any order. To track Actions, simply remove your dice from
the Action Circle as you take an action. Actions can be a single die, or
multiple dice, depending on where they were placed (see below). This
continues until all players have resolved all of their dice.
IntroderslvedieoeAcinaatm
rmvigdiefotheAcinCiceathe
Acinaepefred
TheAcinCice
CopltMiso
A player can complete one Mission Card for each
die they have on this Action Circle. To complete
a Mission Card, the player must satisfy all
conditions on the card:
7
FrechdiotheAgnyCadAcinCicea
plyrmytkeoefc-upAgnyCad
TheplyrmshaveaAgniactmthigthe
Reinwheethecrdi
AplyrcnuetwodieaocttkeayAgny
Cadethefc-upofc-down
Replcfc-upcrdsimditlfothedrw
dek
TkigasnlcrdiaAcin
Agency Cards taken are kept secret in a player’s hand. Players have a
hand limit of seven Agency Cards, and must discard down to seven at
any time that they exceed the limit.
Agency Cards show three dierent pieces of information: a piece of
Equipment, a flight tag for a specific city, and a Special Ability. Each
Agency Card can be used as one of these things.
* Equipment: Discarded to complete
a Mission (see Complete Mission)
* City: Discarded to fly an Agent
to the city shown on the card
* Special Ability: Discarded to
activate the Special Ability
(see Special Operations)
Whichever way an Agency Card is used, it is discarded immediately. Fly-
ing to a city and the Special Operations are done on a player’s turn, and
are in addition to their normal turn of placing or resolving dice. There is
no limit to the number of Special Operations and Fly Actions that can be
performed.
HadlmtosveAgnyCads
AgnyCadsaeuedaEqupmntcmplt
MisosPlnTckestfyaAgnoaa
SpeilAbiiy
Inaycsthecrdidicrdedwheued
FyntactaduigSpeilOpeainii
addiintaplyrsnratrwihnlmt
ACTION: Drawing a single Mission Card is considered an action.
FrechdiotheMisoCadAcinCicea
plyrcndrwoeMisoCadethefc-upo
fc-down
HadlmtothreMisoCadskeptbehid
sreIftkigafuthcrddicrddownt
thre
DrwigasnlMisoCadiaAcin
AgnyCads
For each die in the Agency Card Circle, a play-
er can take one face-up Agency Card. In order
to take an Agency Card, the player must have
an Agent in a city matching the Region Space
where the card is.
Example: Sam has one die in the Agency Card Circle. He has agents
in London, Bonn, and Rome, so he could draw the card from either the
Purple or Green Region Spaces.
A player may instead choose to use two dice on the Agency Card Circle
in order to draw any one face-up Agency Card, or one from the face-
down draw deck.
ACTION: Drawing a single card is considered an Action. Based on
which card is drawn, the Action could use either one or two dice, as
described above.
After drawing a card, immediately replace it with the top card from the
draw deck. If the draw deck runs out, shue the discard pile and form a
new draw deck.
8
Moveet
For each die on the Movement Action Circle,
a player can move each of their Agents one
space (connected city). When an Agent leaves
a city, they place one of their Intel Cubes in
that city. If a player does not have any Intel Cubes left, then they do not
place any cubes at this time. NOTE: There can never be more than one
Intel Cube of a color in the same city.
Example: Carrie has two dice on the
Movement Action Circle. When she
chooses to move, she will be able to
move all of her Agents up to two
spaces on the board. She moves her
first Agent from Berlin to Prague and
then Viennac, placing an Intel Cube
in both Berlin and Prague.
ACTION: A player can resolve any number of dice as a single Action.
For example, if Kallen had three dice on the Movement Action Circle,
on his turn he could move all of his Agents up to three spaces, or move
them one or two spaces and resolve the remaining dice on a future turn.
NOTE: Any number of Agents can be in the same city at the same time.
These are big cities, and I trust that you can keep yourself hidden.
FrechdiotheMoveetAcinCiceaplyr
cnmveechotherAgnsoespae
WheaAgnmvehelaveaIneCubebehid
ithecthelf
AplyrcnrslveamnMoveetDieathe
wataoeAcin
GaheigIne
When a player moves into a city with any Intel Cubes that are not their
own, they pick them up and place them on their Character Card. (Players
never pick up Intel Cubes of their own color.)
If a player collects their second Intel Cube of the same color, they imme-
diately return those two cubes to the appropriate player (or discard them
in a two-player game if they do not belong to their opponent), and take
the Agency Card from the Region Space matching the city where they
are, or draw one random Agency Card from the draw deck.
Example: Nick already has one green Intel Cube on his Character Card.
On his turn he moves one of his agents to Kiev and picks up a green Intel
Cube. He returns these cubes to the green player and can now take one
free Agency Card. He can choose to either take the card in the red Region
Space (since she is in Kiev), or take a face-down Agency Card.
EQUIPMENT
REGION
WheaplyrmveitactwihIneCube
fooheplyrthepiktheup
Ifthehavetwoothesmclrtheimditl
rtrthettheapprpraeplyradgta
feAgnyCad
TheAgnyCadwilethebefotheRein
wheethepikedupthescndIneCubeofo
thedrwdek
CopltdMisosadCode
Completed Mission Cards are placed face-up and tucked partially be-
neath the player’s Character Card and previously completed Missions,
and will score points at the end of the game. They may also provide an
in-game benefit (shown at the bottom of the card).
* If a completed Mission Card shows a piece of Equipment at the bot-
tom of the card, then this piece of Equipment can be used to satisfy
future Mission Cards instead of discarding an Agency Card.
* If a completed Mission Card shows a Region icon at the bottom of
the card, then this Region icon can be used to satisfy needing an
Agent in a matching city or Region on future Mission Cards.
9
Completed Code Cards are placed Equipment side up to the left of
the player’s Character Card. Completed Code Cards show a piece of
Equipment that, like completed Mission Cards, can be used to complete
future Missions. However, if Equipment from a completed Code Card
is used to complete a Mission, it is discarded and shued back into the
Code Card draw deck, and is therefore a one-time benefit.
Instead of using a completed Code Card to complete a future Mission, a
player can instead keep the Code Card in their play area, and this will be
worth two points at the end of the game.
NOTE: If a Mission Card shows the icon requiring any Agency Card,
the player must discard an Agency Card and cannot use symbols from
completed Missions and Codes to satisfy that condition.
CopltdMisoCadssoeponsatheedo
thegmadmygveai-gmbeei
EqupmnathebotmoacmpltdMiso
alwsaplyrtuethiEqupmntcmplt
ftrMisos
AReinsmboilkehavigaAgniay
ctithiReinfrthepupoeocmpltn
ftrMisos
CopltdCodeCadsshowEqupmnwhihcnbe
uedtcmpltftrMisos
IftheEqupmnoaCodeCadiuedtcmplt
aMisoiishufedbakittheCodeCad
dek
CopltdCodeCadssiliaplyrspossin
atheedothegmaewothtwopons
TheEqupmnshownocmpltdMisosoCode
cnobeuedtstsyaMisorqurntha
aAgnyCadbedicrded
SpeilOpeain
ocrdsadtkes
Agency Cards and Special Operations Tokens can be discarded in order
to activate their Special Abilities. Special Abilities can only be activated
on a players turn, either when placing or resolving dice (exceptions:
Espionage and First). Activating a Special Ability is in addition to a
players normal turn. There is no limit to the number of Special Abilities
a player can activate on their turn.
+1: Add one pip to a die when placing dice on the Action
Circles or the Decoder. (6+1 = 1)
-1: Subtract one pip from a die when placing dice on the
Action Circles or the Decoder. (1-1 = 6)
Move x3: Up to three movement points to be used between
one or more of your Agents.
Espionage: When any player (including yourself) uses an
Agency Card for any reason (complete a Mission, fly to a
city, or Special Ability), you may take one of the used Agen-
cy Cards into your hand.
Sneak Attack: You may place two dice this turn instead of
one.
First: This allows a player to resolve a single Action be-
fore the normal turn order begins in Dice Resolution, or to
Break Codes first. If multiple players want to activate this
ability, the player closest to first in turn order is the player
who gets to activate the ability first. If, after that player
does his action, the other player(s) still want to use the
ability, they may.
Code Breaker: One additional Cipher Tile swap during the
Break Codes phase.
Search: Draw the top three cards from the Agency Card or
Mission Card deck. Keep one and put the other two on the
bottom of the deck.
SpeilAbiiiscnbeatvaedoaplyrs
trethewihSpeilOpeainTkeso
AgnyCads
TheeinlmttthenmbeoSpeil
Abiiisthacnbeatvaedbyaplyro
thertr
TheSpeilOpeainadIcnaeshownothe
isdeothePlyrSres
10
After all players have activated all of their Actions for the round (i.e.,
they have all of their dice back), player return their Turn Order Tokens,
and a new round begins with all players rolling their dice. The player
who was last in turn order the previous round will place a die first in the
next round, and then play proceeds clockwise around the table. This
process continues for the remainder of the game.
Whealplyrhavealotherdiebakthe
rudedsadanwoebeis
ReuntheTrOdeTkes
Theplyrwhowalsitrodetheprviu
rudbeisthenwrud
Plytheprcedscokwieaondthetbl
GaeEd
When a player completes their sixth Mission, finish the current round.
After the final round, each player has the opportunity to complete one
last Mission Card if they are able. No other Actions are taken, and dice
are not placed, but Special Abilities from Agency Cards and Special Op-
erations Tokens may be activated. These final Missions are completed
in the same turn order as the final round. After the final Missions have
been completed, the game ends.
NOTE: When completing the final Missions, character abilities cannot be
used. Players score points as follows:
* Points on Completed Missions
* Two points per Code Card they completed and still have in their
play area
2+2+8+6+13+15+11+9 = 56
The player with the most points is the winner.
In the case of a tie, the tied player who completed the most Mission
Cards is the winner. If there is still a tie, the tied player who completed
the single highest value Mission Card is the winner.
WheaplyrcmpltsthersxhMisofnsh
thecretrud
Echplyritrodethehatheoppotnt
tcmpltoelsMisowihottkigay
Acin
SpeilAbiiisfoAgnyCadsadSpeil
OpeainTkesmybeatvaedicudiguig
aAgnyCadtfytact
ChaatrAbiiismyNObeued
Thegmedsadplyrsoeponsfrther
cmpltdMisosadtwoponspecmpltd
CodeCadthesilhaveitherpossin
Crdis
Game Design: Kane Klenko
Art Direction: Kane Klenko
Lead Developer: Carrie Klenko
Cover Illustration: Chris Ostrowski
Character and Item Illustrations: Hokunin
Graphic Design and Cards Layout: Luis Francisco
Board Design: Scott Nicely and Luis Francisco
Rules Proofreading: Dustin Schwartz
ReeadeGaeSudis
President & Publisher: Scott Gaeta
Controller: Robyn Gaeta
Director of Sales & Marketing: Sara Erickson
Customer Service: Jenni Kingma
Demo Team Manager: Julia Smith
The designer would like to thank: My amazing wife, Carrie. Love and stu. My boys,
Carter and Kallen. All of the people who tested Covert, including: Sam Bottoni, Jen-
ny Bottoni, Chelssey Klenko, Sandy Klenko-Blackmon, Caleb Klenko, Keith Matejka,
Steve Kukasky, Pete Cymbalak, Enrique Gandara, Nick Neumann, Morgan Neumann,
Brett Myers, Laura Holmes, Chad Krizan, Caylyn Krizan, Eric Jome, Ed Marriott, Mitch
Zuleger, Ben Kopp, Cole Busse, Eric Schlautman, Marissa McConnell, Aaron Anderson,
Jonathan Goetz, Julie Fromm, Kyle Fromm, Chris Strum, Erica Larson, Aaron Hendon,
Nate Hendon, Kevin Byrnes, Matt Loomis, James Mathe, Stacci Barganz, Todd Barganz,
Mark Bazata.
11
12
3

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