Escape Plan Actions

By: Dennis B. B. Taylor

Escape Plan Actions


Hey there! Ever been in a tough spot and needed a way out? Well, let me tell you about escape plans. When you find yourself in a tricky situation, having an escape plan can be a lifesaver. It’s like having a secret weapon that helps you get out of a tough spot. Here, I’ll walk you through some important things to keep in mind when creating your own escape plan.

The Power of Planning

Now, there’s something really special about having a plan. It’s like having a roadmap that leads you to safety. When you have a plan, you’re not just guessing what to do. You have a clear idea of the steps to take to get out of the situation. It’s all about being prepared and ready to face whatever comes your way.

Creating Your Escape Plan

So, how do you go about creating an escape plan? Well, let’s start by thinking about the different aspects you need to consider:

Knowing Your Surroundings

First things first, it’s crucial to know your surroundings. Take a good look around you and identify the potential exits. Is there a door nearby? Can you find a window to climb out of? By understanding your environment, you can figure out the best route to safety.

Preparing Ahead of Time

It’s always a great idea to prepare ahead of time. Think about what you might need in an emergency situation. Do you have a flashlight handy? How about a first aid kit? By having these items ready, you’ll be able to handle any unexpected twists and turns that come your way.

Communicating with Others

Communication is key! Make sure to let someone know about your escape plan. It could be a family member, a friend, or even a neighbor. This way, if something goes wrong, they’ll know what to do and how to help you. Remember, you’re not alone in this journey!

Staying Calm and Focused

Now, when the going gets tough, it’s important to stay calm and focused. Take a deep breath and remind yourself that you have a plan. Panic can cloud your judgment, so stay cool, collected, and believe in yourself. You’ve got this!

Taking Action

Finally, it’s time to put your plan into action. Remember, making an escape plan is just the first step. You need to follow through with it. Trust in your instincts, move quickly but cautiously, and keep your eyes on the goal. You’ll be out of that tough spot before you know it!


So there you have it – the power of escape plans! Remember, life can throw unexpected challenges at us, but with a well-thought-out plan, you can navigate through any situation. Stay prepared, stay safe, and always remember that you have the power to escape and overcome!

When you play a game, like the one you’re about to learn, there are different things you can do to take your turn. In this game, you have two options for what you can do during the first part of each turn: Rest or Move.


When you decide to take a break, just follow these steps:

  1. Turn your Rest token over to show the moon side. You can’t take a break if the token is already showing the moon side.
  2. Flip over all the Contract cards and Equipment tiles you used, as well as your First Aid tile. They are now ready to use again.
  3. Choose one locked Asset tile on your board and unlock it. Move it to the most expensive empty space on the left side of your Player board. If there are no empty spaces, discard the tile in the box.

Note: You can only take a break once per day (a maximum of 3 times in the whole game). But don’t worry, you can still use Executive actions.


When you decide to Move, just follow these steps:

#image.jpgAvoid It
#image.jpgVisit It

So, when I move, I can also take some special actions. They’re called Executive Actions, and they let me do extra things on my turn besides moving.



During my turn, depending on what I do, I’ll either gain or lose Notoriety. It’s like a score to keep track of how famous or infamous I am. I use Notoriety cubes to keep track of it. Red cubes mean I gain Notoriety, and blue cubes mean I lose Notoriety.

The Notoriety track doesn’t change until halfway through each part of the day. At that point, my Notoriety marker will go up by 1 for each red cube I have and down by 1 for each blue cube I have.

We’ll talk about Notoriety in more detail later, but for now, let’s focus on tracking notoriety gains and losses during my turn.

If I gain Notoriety, I move 1 red cube from the bottom part of my Notoriety box to my Red Notoriety box.

If I lose Notoriety, I move 1 red cube from the bottom part of my Notoriety box to my Blue Notoriety box.


Example: It’s my turn as Scar. First, I use my Informer card as an Executive Action. That lets me lose 1 Notoriety, so I move one of my cubes to my Blue Notoriety box. Then, I go to the Gallery, where Mr. Bones and Ruby are already.

Because of that, I gain 2 Notoriety, so I move 2 of my cubes to my Red Notoriety box.

When it’s time to adjust Notoriety, I’ll move my Notoriety marker up 1 space on the Notoriety track.

Special Cases in Notoriety

Having an infamous reputation can be quite intriguing. However, it’s not always as straightforward as it seems. Let’s explore some interesting aspects of notoriety that you might not be aware of.

One thing to consider is the concept of public perception. People often have preconceived notions about individuals who are widely known for negative reasons. This can sometimes lead to misjudgments or prejudices against those individuals, even if they have changed and are striving to improve themselves. It’s essential to recognize that people can evolve and that their past actions don’t define their entire being.

Another factor to keep in mind is the media’s role in perpetuating notoriety. The media often emphasizes sensational stories and scandals, which can overshadow a person’s other qualities or accomplishments. It’s crucial to remember that media portrayal is not always an accurate representation of someone’s character.

Moreover, the double-edged sword of notoriety can affect different aspects of life. While it can provide visibility and opportunities for some, it can also lead to isolation and judgment. Individuals with a notorious reputation may find it challenging to regain trust or find acceptance in society. It’s important to consider the impact that notoriety can have on a person’s well-being and mental health.

It’s also worth noting that notoriety doesn’t always align with personal values or intentions. Sometimes, individuals become notorious unintentionally, as a result of circumstances beyond their control. It’s essential to approach the topic of notoriety with empathy and an open mind, understanding that there may be more to the story than meets the eye.

In conclusion, notoriety is a complex concept with various nuances. It can have profound effects on individuals and society as a whole. By recognizing the complexities of notoriety and avoiding snap judgments, we can create a more understanding and compassionate world.

If you become famous and your Blue Notoriety box is empty, put one of your Blue Notoriety cubes back in the box. If your Blue Notoriety box is also empty, you can’t get any more famous this turn.

If you become less famous and your Red Notoriety box is empty, put one of your Red Notoriety cubes back in the box. If your Red Notoriety box is also empty, you can’t become less famous this turn.

Example: So far, I’ve managed to gain 4 Notoriety and haven’t lost any. As a result, all of my Notoriety cubes are currently in my Red Notoriety box. I’ve decided to pay a visit to a Safe House, which means I’ll have to say goodbye to 1 Notoriety.

Since I don’t have any cubes in the lower part of my Notoriety area, I move one of the cubes from my Red Notoriety box back down. When the Notoriety track gets updated, I’ll get an additional 3 Notoriety.

#image.jpgStep 1: Travel

When you’re moving around the city, you need to spend 1, 2, or 3 Movement Points (MP). Make sure you always end up in a different Location than where you started, and never on a Land space (that’s streets or water).

Each Movement point can be used for one of the following things:

    When you’re playing the game, there are a few different ways you can move around. First, you can leave a Location and move to an adjacent Land space. Or, you can enter a Location by moving from a Land space to an adjacent Location. If you want to cross from one type of Land to a different type of Land, that’s called crossing Land. Another option is to move between Locations, which means moving from one Location to an adjacent Location where the two Locations are touching.

    Here’s a tip: you can move across any number of City tiles with the same Land type without using up any Movement points.

    Now, let’s talk about Locations. They’re pretty important in the game.

    A Location refers to any area on a City tile that is not considered Land. These areas are found next to Land spaces, touching any part of the Location.

    When you’re moving and you have some Gas Can tokens, you can return them to the Convenience Store for an extra MP during your Move action. This means you can move a bit farther than usual. To learn more about how to get Gas Can tokens, check out page XX.


    Water can only be crossed normally if there’s a Ferry icon on a City tile in the same body of water.

    The Ferry icon means there’s a Ferry for the whole body of water. You can use it, even if you don’t start or end your movement on the Ferry tile.

    Use this: You have Fran, who is a character in the game, and now it’s Fran’s turn. Fran decides to leave the store where she was last turn and head to the industrial area (the black spaces). She moves through the interconnected industrial spaces effortlessly, as they don’t cost any movement points (MP). After that, Fran uses her second MP to change to a residential land type. Finally, Fran enters the Safe House, using up her last MP for the turn.

    Example: I’m hanging out at the Business in the water. Since this tile has the Ferry icon, you can move across other Water spaces on City tiles connected to this body of water like normal.

    I’ll use one Movement point to leave the Business and glide over the water, freely traveling across it. Then, I’ll spend another Movement point to transition from the water to the Commercial area, and finally, I’ll use my last Movement point to enter the Convenience Store.

    Getting Around

    You have two additional ways to travel in the city: the Subway and the Heliport. These special Locations have their own rules. You can only utilize their abilities during your TRAVEL step, whereas the other Locations are solely visited during step 3 (VISIT) of your turn.

    If you start your turn on a Subway or Heliport (meaning you were there at the end of your last turn), you can either use its ability or leave as you would normally.


    Have you ever taken the subway? It’s an amazing way to get around the city quickly and easily. When you’re in a subway location, you can instantly move to another subway location without using any of your movement points. It’s like teleportation!

    And here’s the best part. When you use the subway, you get an extra movement point for that turn. That means you can spend four movement points instead of the usual three. It’s like getting a bonus!

    Let me show you an example featuring SUBWAY: Claws can be found at a Gang Location in the south-western part of the city. I spend 1 MP to go to the Industrial area and then another 1 MP to get to the Subway Location.

    Right after that, I swiftly go to another Subway Location and use my remaining 2 MP (including the additional one for using the Subway) to travel to the Residential area and then to the Store.

    Behold, the magnificent Heliport!

    If I’m at the Heliport Location, I can use 1 Movement point to move to any Land or Location on a City tile that’s either 1 or 2 tiles away.

    Here’s an example of how a heliport works: Let’s say I’m playing as a character named Scar. I’m currently at a Safe House. I decide to use 1 movement point (MP) to go to the Residential area. Then, I spend another MP to reach the Heliport Location. Finally, with my remaining MP, I board the Helicopter and travel to the Hospital.

    #image.jpgStep 2: Avoid

    If you moved from one Location to another Location on the same tile, you can skip this step. That’s because you weren’t out in the open long enough to attract attention.

    On the other hand, if you ended your move on a different City tile than the one you started on, you’ll need to be careful. You must try to avoid the Police Officers on each tile that you passed through during your movement. However, you don’t need to worry about the Police Officers on the tile where you ended your movement.

    Example: When I play the game, I start at the Safe House and move through the Industrial and Commercial areas until I reach the Store.

    I have to be careful not to be spotted by the Police Officers. There is one federal Police Officer at the tile where I start, and there are federal and county Police Officers on the tile I pass through. However, I don’t have to worry about the Police Officers on the tile where I end my movement.

    If I use the Subway or Heliport to move (and end up on a different tile), I only need to avoid the Police Officers on the tile where I started. I don’t have to worry about the Police Officers on any tiles in between since the Subway or Heliport takes me directly to my destination.

    For example: I spent 2MP to move to the Heliport Location, and then I used my remaining MP to fly to the Subway. Using the Subway gave me an extra 1 MP this turn, and I also used a Gas can token to get another 1 MP. This allowed me to move to the Exit.

    Now I need to make sure I avoid the county1 and the SWAT1 Police Officers from the original tile I left (with the Helicopter), and then the federal2 Police Officer from the first Subway (for leaving the tile). I don’t have to worry about any other Police Officers.

    Every time you come across a Police Officer and can’t avoid them, you’ll get a Wound. Just move one of your cubes from the Green Wounds box to the Red Wounds box.

    If you already have no cubes in the Green Wounds box and you get another Wound, do the following:

    1. Take a Handcuff card and put it on the rightmost space at the bottom of your Player board that doesn’t already have a Handcuff card. You won’t be able to use that space for the rest of the game, so you can’t place a contact card there.
      1. If there was an Asset tile on that space, get rid of it and put it back in the box.
      2. If there was a Contact card on that space, cover it with the Handcuff card.

    If you get multiple Wounds at the same time, handle each Wound one by one.

    Note: At the end of the game, any cubes in your Red Wounds box will lower your final score.

    #image.jpgStep 3: Explore

    When you move to a new Location, you have the opportunity to Explore it. Exploring a Location allows you to uncover valuable information and discover useful items that can aid you in your escape.

    Exploring is a crucial step in the game. It not only helps you progress, but it also enables you to collect essential resources and gain knowledge about the environment around you.

    As you step into a new Location, take a moment to observe your surroundings. Look for clues, hidden compartments, or anything that stands out from the ordinary. Remember, sometimes the most insignificant detail can hold the key to your escape.

    Search every nook and cranny, open drawers, and rummage through shelves. You never know what you might find. It could be a tool to unlock a door, a map to guide your way, or a valuable piece of information that unravels the mysteries of the place you’re trapped in.

    But exploring comes with risks. Every action you take can trigger an alarm or alert the guards, making your escape even more challenging. So, be discreet and careful in your search. Move quietly, avoid detection, and leave no trace behind.

    Remember, time is of the essence. Every second counts. Don’t waste it, and keep a clear goal in mind. Stay focused on finding the necessary clues and items that will lead you closer to freedom.

    So, step into the unknown, embrace curiosity, and unravel the secrets that lie within each Location. Your escape depends on your ability to explore and uncover the hidden treasures that will pave the path to your liberation.

    When you visit each Location, there are certain steps you need to take. Think of it like following a recipe.

    These steps must be done in order, unless you see the word “may,” which means it’s optional.

    But sometimes, there are situations where you can’t go to a Location. You can’t stop your movement there.

    Picking Up Contact Cards


    Now, let’s talk about contact cards. They’re basically services offered by other criminals that can help you escape. Sounds handy, right?

    At some Locations, you can take a Contact card if you want.

    When you decide to take one, you need to choose a card from the display. There are usually three choices.


    When you play the game, there’s one important step you need to take. You have to return the card you chose back to the box A.

    After that, you have a few options for what to do with the card. You can take the chosen card and put it in the leftmost empty spot on your Player board, where you can store Contact cards. Of course, if there’s already a card in that spot, you can’t choose this option B.

    Another choice you have is to take the chosen card and replace any existing Contact card you already have on your Player board. If you go with this option, you’ll gain 1 Notoriety, which can be useful. Just make sure to return the replaced card to the box C.

    Once you’ve made your decision and taken the card, there’s one more step. You need to draw a new card from the top of the Contact deck and place it face up in the display. It’s always good to have new options to choose from. However, if the Contact deck is empty, there won’t be a card to draw.


    You’ve done a great job in investing the stolen money. You’ve put it into various businesses all over the city. This is an important part of the game and can help you on your path to victory.

    Your Escape Plan card keeps track of how much money you have in different businesses. Each business can only be visited once in the game.

    When you go to a business, here’s what you do:

    So here’s what happens when you gain Notoriety:

    1. Each player in your current Location gets 1 Notoriety.
    2. Grab the top cube from your Income track, and check your Escape Plan card to see which Business it corresponds to. There are two possibilities:
      1. If there’s a money amount listed, put the cube in the white hexagon without the Income symbol on the matching Business display.
      2. If there’s an Income symbol listed, put the cube in the hexagon that has the Income symbol on the matching Business display. And, of course, get some Income right away!
    3. Get a Contact card as well.

    Just a quick reminder: When you receive Income, you’ll take money from the general supply. The amount you take will be the lowest number you see on your Income track. In this example, that’s $5k.

    How to Close a Business

    When you visit a Business a certain number of times, it gets closed and you can’t go there unless you have a key. That means you can’t stop at that spot if you can’t get inside.

    The number of visits required to close a Business depends on how many players are in the game:

    • If you’re playing with 1-3 players, the Business closes after 2 visits.
    • If you’re playing with 4-5 players, the Business closes after 3 visits.

    Remember: Any key can open any closed Business. You can use a master key from an Asset tile or any locker key. Once you use a key, flip it face down.

    Visiting all Businesses in a Group

    When I finish my turn and I’ve been to all the places in a group of businesses, I can choose one of these bonuses:

    • I can take an Extra Action disc and put it where it belongs on my Player board.
    • I can lose 1 Notoriety and unlock an Asset tile.

    Remember: I can only get this bonus once per group of Businesses. It happens at the end of the turn when I visit all the businesses in that group for the first time.

    Escape Plan Cards

    Each Escape Plan card is special and shows different values for each Business. But the total is always $450k. I only see these cards at the end of the game.

    There are three groups of Escape Plan cards. The top two groups are for the Businesses, and the bottom group is for the Safe Houses. Each group has two cards showing an amount of money (and together they add up to $150k), and one card shows the Income symbol.


    If I go to a Business that shows an amount of money, it adds to my final score if I manage to escape. But I don’t get that money right away.

    If I go to a Business with the Income symbol, I get money right away.

    For example: If this is my Escape Plan card, I get money for going to Safe House 1, the Bar, and the Art Gallery. All the other places only give me money at the end of the game.


    Safe Houses: A Sanctuary for Your Money

    Hey there! You know those Safe Houses I mentioned earlier? They’re like little pockets of security where your money can rest easy. On your Escape Plan card, you’ll see how much money you’ve stashed away in each Safe House. The catch is, you can only visit each Safe House once, so choose wisely!

    So, when you decide to pay a visit to one of these Safe Houses, here’s what happens:

    1. When I activate this action, all the other players at my Location will gain 1 Notoriety.
    2. Next, I will take the top cube from my Income track and refer to my Escape Plan card to determine the number of the Safe House.
      1. If the Escape Plan card shows a monetary value, I will place the cube in the hexagon that does not have the Income symbol on the corresponding Safe House display.
      2. If the Escape Plan card shows the Income symbol, I will place the cube in the hexagon that has the Income symbol on the corresponding Safe House display. And of course, I will immediately receive some Income.
    3. Now, it’s time to lose 1 Notoriety.
    4. After that, I will take one of the available keys shown above the Safe House display and put it face-up in the key slot on my Player board that matches the number of the Safe House.
    5. Lastly, if I want to, I have the option to purchase a Fixer tile.

    The Fixer

    You have a choice to make. See that stack of Fixer tiles? It’s time to pick one. Just pay the price on the tile and find an empty space on your Player board to place it. Make sure it’s not next to another Asset tile. If you put the tile on a space that already has a non-Asset tile, you’ll gain 1 Notoriety and the old tile goes back in the box.

    Remember: Taking advantage of a Fixer tile’s power is an Executive Action.

    Checking Out All Safe Houses

    When you finish your turn and visit all of the Safe Houses, which means you have a cube on each Safe House display, you get to choose one of two bonuses:

    • You can take an Extra Action by placing a disc in the corresponding space on your Player board.
    • You receive income and unlock an Asset tile (for information on unlocking Asset tiles, check page xx).

    Note: This bonus is only available once during the game, at the end of the turn when you visit all of the Safe Houses for the first time.


    Hey there! If you want to visit a Gang Location, you’ll need to make sure no one else is there and there are no Gang Control markers around, either yours or someone else’s. Here’s what you do when you visit a gang:

    1. You gotta pay $5k. But if you don’t have that much, sorry, you won’t be able to visit this spot.
    2. Get both Gang members from the City tile and put them in your own Gang members space on your Player board.
    3. Put one of your Gang Control markers on the location.

    Remember: You can use Gang members for Executive Actions, too. Handy, right?

    #image.jpgConvenience Stores

    When you visit a store, here’s what you do:

    1. Whenever someone hears about you, you gain 1 Notoriety for each person at your Location.
    2. You can take 1 Gas Can token from the store and put it on one of the Gas icons on your Player board. You can keep up to 2 Gas Can tokens.
    3. You can buy up to 2 different pieces of Equipment. For each piece of Equipment you buy, you have to pay the cost shown on the board below the tile. Then, you place the tile on an available Item space on your Player board, as long as it doesn’t already have an Asset tile. If you put the Equipment tile on a space that already has another non-Asset tile (either a Fixer or Equipment tile), you gain 1 Notoriety and return the replaced tile to the box.
    4. If you have the right key, you can open one locker.

    Just a friendly reminder: You can spend Gas Can tokens during your TRAVEL step to get extra MP.


    So, here’s the situation. You’ve got some money stashed away in safety lockers. Sounds pretty good, right? Well, getting your hands on that cash won’t be a piece of cake, let me tell you.

    Now, on the back of those locker tiles, you’ll find some numbers. Those numbers tell you how many tiles of a certain value are in each stack. Oh, and by the way, every stack has at least one tile worth zero dollars. Gotta love those zeros, am I right?

    But let’s get down to business. To open a locker, you’ve gotta meet a few requirements. Here’s what you need to do:

    So, let me break it down for you.

    If you want to open a Locker, you have to do two things:

    1. The Key tile you use must have the same color as the Locker you want to open. If you don’t have a matching Key tile, you can use the master key Asset tile instead.
    2. You need to meet a certain total. Add up your position on the Notoriety track and the number of Contact cards you have on your Player board. It has to be equal to or higher than the big number shown on the bottom of the Locker tile. Keep in mind that both face-up and face-down Contact cards count, but any covered by Handcuff cards are excluded.

    If you meet these requirements, here’s what you do:

    1. Flip the Key tile you used or the master key Asset tile face down.
    2. In secret, draw a number of tiles from the corresponding stack. The number of tiles you draw depends on the locker. You can find the specific number below each set of lockers. For example, for a Green locker, you’ll draw a number of tiles equal to the number of Contact cards you have on your Player board plus one.

    Black locker: I’m going to draw a few tiles that equal the amount of Contact cards I have on my Player board.
    Brown locker: I’m going to draw a few tiles that equal the amount of Contact cards I have on my Player board, minus one.

    I’ll choose one of those tiles and put it face down on an empty space on my Player board that doesn’t already have an Asset tile. If there’s already a non-Asset tile in that space, I’ll replace it with the Equipment tile and gain 1 Notoriety.

    Then, I’ll put the rest of the tiles back into the stack of Locker tiles and mix them up.

    Example: In the game, there are 5 Locker tiles that are black. Out of these, 2 have a value of $70k, 2 have a value of $100k, and 1 of them is worthless.


    When you go to the Clinic, here’s what you need to do:

    When I visit the Clinic, some interesting things happen. First, I gain 1 Notoriety for each person there. It’s like they all know me or something. Then, I have the opportunity to unlock an Asset tile. These special tiles can be really helpful on my escape plan. Next, I can heal myself by moving a Wound cube from my Red Wounds box to my Green Wounds box. It’s like magic! Finally, I get to take a Contact card. This card might come in handy later on. All of these things make visiting the Clinic an important and exciting part of my escape plan.


    When you visit the Church, here’s what you should do:

    1. Every time you go to the Church, you’ll gain 1 Notoriety for each player who is also there.
    2. If you want, you can pay $1 to reduce your Notoriety by 1.
    3. You have the option to unlock an Asset tile. Check out page 19 for more information on Asset tiles.
    4. Don’t forget to take a Contact card before leaving.


    So, when you step into the Hospital, here’s what you need to do:

    1. Pay a small fee of $1, $3, or $6, depending on how many Wounds you want to heal. For each Wound healed, move a cube from your Red Wound box to your Green Wound box.
    2. Gain 1 Notoriety because, you know, doctors have a duty to report bullet wounds to the police.

    Note: Unlike other Locations, the amount of Notoriety you gain when visiting the Hospital doesn’t depend on how many other players are there.


    Now, when you go to an Exit, here’s what you need to do:

    1. Every player in your current Location will know about your actions and they will see you differently.
    2. But if the Exit is open and there are fewer than 2 Patrol cards on the Patrol space for that Exit, you have an opportunity:
    3. You can receive income and also take a Contact card.
  • However, if the Exit is closed and there are 2 Patrol cards on the Patrol space for that Exit, you have a different choice:
  • You can either receive income or take an Exit tile. Afterward, you also get to take a Contact card.
  • If you decide to take an Exit tile:

    1. Take the same number of Exit tiles as the number of Contact cards you have on your Player board.
    2. Choose one of the Exit tiles secretly and put it face down in an empty space on your Item board. If there are no empty spaces, you have to replace one of your existing tiles.
    3. If you replace a tile, you gain 1 Notoriety.
    4. Put all the other tiles back in the stack and shuffle it.

    Note: If you reach the open Exit on Day 3 and it only has 1 Patrol card on the corresponding space, you can choose to escape the city instead of getting any of the benefits mentioned above.

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