Contents
Welcome to Covert Game Rules
So you’ve heard about Covert, and you’re curious to learn more. Well, you’ve come to the right place! I’m here to break down the essential rules of this exciting game for you in plain and simple terms. No need to worry, I’ve got you covered.
First things first, let’s talk about the objective. In Covert, the goal is to complete missions and earn points. But it’s not as easy as it sounds. You’ll need to strategize and outsmart your opponents to come out on top. It’s all about using your skills and making the right moves at the right time. So buckle up, because it’s going to be a thrilling ride.
Now, let’s dive into the gameplay. Covert is a game of deduction and covert operations. Each player takes on the role of a spy, trying to gather intelligence and complete missions. You’ll have a special code sheet that you’ll use to record your actions and keep track of your progress. It’s like having a secret agent’s notebook!
The game is played over multiple rounds, and each round is divided into two phases: the planning phase and the action phase. In the planning phase, you’ll need to carefully plan your moves. You’ll have a set of dice that you’ll roll and use to determine your options. But here’s the catch – you won’t be the only one rolling dice. Your opponents will be rolling dice too, so you’ll need to adapt your strategy on the fly.
Once the planning phase is over, it’s time for the action phase. This is where the real excitement happens. You’ll take turns using your dice results to perform actions like moving, gathering intelligence, and completing missions. But be careful, because your opponents will be trying to thwart your plans and steal your valuable intel. It’s a game of cat and mouse, where every move counts.
As you play, you’ll start to uncover hidden information and piece together the puzzle. You’ll need to be observant and think strategically to stay one step ahead. The game is all about making calculated risks and seizing opportunities. It’s a delicate balance between being aggressive and playing it safe.
So there you have it – a brief overview of the Covert game rules. I hope this has given you a good sense of what to expect. Remember, the key to success in Covert is strategy and cunning. With a little bit of luck and a whole lot of skill, you’ll be on your way to becoming the ultimate spy. Good luck, agent!
- 1 Board
- 20 Dice
- 12 Agent Pawns
- 60 Intel Cubes
- 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
- Instructions
Getting Ready
Alright, let’s dive into this crazy game of espionage! Just so you know, here’s what you’re gonna need:
– 1 Board
– 20 Dice
– 12 Agent Pawns
– 60 Intel Cubes
– 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
– Instructions
Now, let’s get everything set up for an adventure you won’t forget. Are you ready? Let’s go!
- The first step is to place the board right in the center of the table.
- Now, it’s time to choose your character! Each player will receive a random Character Card that represents the leader of their group of spies. This card also grants each player a special ability that only they have. If everyone agrees, players can also choose their own characters. Each player gets a Player Screen and, in their chosen color, 5 Dice, 3 Agent pawns, 1 Reroll Token, and 15 Intel Cubes.
- Now, let’s set up the game board. Start by shuffling the Agency Cards. Take turns drawing three cards, and for each card, place an Agent pawn in the corresponding city. That’s where your spies will begin their mission.
For Two-player Games Only: Grab six Intel Cubes of each color that wasn’t chosen. Then, one by one, draw 12 Agency Cards and place a cube in the matching city, switching colors each time.
To figure out who goes first, we all roll our dice. Whoever has the most dice showing the same number starts. If there’s a tie, the person with the highest total number on their dice goes first. Or, if someone says “I am a super secret super spy” in the best Sean Connery voice, they go first.
By the way, if this is your first time playing Covert, read the whole rulebook, but you can ignore the white notes on each page. Those are just summaries of the rules to jog your memory or help you teach new players.
Now, let’s talk about the game. In Covert, you’re in charge of a team of spies. Your goal is to earn points by completing Missions and cracking Codes.
I’m going to explain how the game is played. Pay attention now, because it’s really quite interesting!
- First, everyone takes turns rolling their dice. We all do it at the same time! Then we place our dice on the table for everyone to see. It’s important that everyone can see the dice, so try to keep them in order!
- Next, we have to break codes. This is where the real challenge begins! We use our dice to try and figure out the secret codes. It’s like being a detective, but with dice. Cool, huh?
- Finally, we resolve the dice. This means we figure out what our dice mean and how they affect the game. It’s like solving a puzzle, and it’s the last step before starting a new round.
Now let’s break it down even further:
First, we all roll our dice. No need to take turns, we do it at the same time! Then we place our dice on the table. Make sure they’re visible to everyone and try lining them up in order.
Next comes the code-breaking part. Using our dice, we try to crack the secret codes. It’s like playing detective, but with dice as our tools. So much fun!
Finally, we resolve the dice. This means we figure out what the dice are telling us and how they impact the game. It’s like solving a puzzle or putting together the final pieces of a jigsaw.
Note: Hey there! Just wanted to let you know that each player has a cool Reroll Token that they can use whenever they want during the game.
To use it, you just have to get rid of the token and then you can reroll as many of your dice as you want.
Now, let’s talk about placing those dice. It starts with the player who was last in turn order in the previous round (or the start player in the first round), and then goes around the table in a clockwise direction. Each player puts one die on the board at a time.
Remember, you can place your dice on the spaces in the Action Circles, the Special Operations folder, or on the Decoder.
If you want to put a die on any of the four Action Circles, it has to go in an empty space. And not only that, but the number on the face of the die has to match the space you’re putting it in. If somebody already has a die on that Circle, then any new dice you put down have to be next to that die.
Example: I want to move my character during this turn, so I have to put a dice on the Movement Action Circle. Oh no! There is already a 2 there! So I can only place a 1 or a 3.
Hey there! Let me tell you about a cool feature in this game called the Special Operations folder. It’s a special spot where you can put any die you want, regardless of the number on it. You can even put multiple dice on this space if you’d like!
So, when you decide to place a die on the Special Operations folder, something awesome happens. You get to draw a Special Operations Token from the bag and keep it secret behind your screen. This token has a special ability that you can use on a future turn to give you an advantage in the game.
Once you’ve used the special ability, just put the token back in the bag. Easy peasy! If you want to learn more about Special Operations, check out the section in the rulebook that goes into more detail.
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Hey there! Let me tell you about how we use dice to crack codes with the Decoder. It’s super exciting, so hang on tight!
So, imagine it’s your turn to place a die on the Decoder. But here’s the thing – if you don’t have any dice left or you simply don’t want to place any more, no worries! In that case, you get to take the Turn Order Token with the lowest number. That’s your new spot in the turn order for the Break Codes phase and the Dice Resolution phase. And once you take a Turn Order Token, you can’t place any more dice this round. But don’t worry, because you’ll still be part of all the code-breaking fun!
Once everyone has chosen a Turn Order Marker, we can move on to the Break Codes phase.
II. Break Codes
Starting with me, the player with the Number 1 Turn Order Token, and continuing in order, each of us will try to solve the codes on our Code Cards.
We each have two Code Cards with numbers on them. To crack a code, we must arrange the Cipher Tiles in the right order.
In our turns, we will follow these steps to crack the codes:
- I can swap the position of two neighboring Cipher Tiles once. Tiles are considered neighbors if they are next to each other in the same row, or if they are directly above and below each other in separate rows. I can also swap the numbers at the ends of the rows if needed. (For example, I can swap the 6 and 1 in the top row of the example below). However, the numbers at the ends of the rows don’t count as neighbors when cracking a code.
If I had put any dice on the Decoder, I can now move them to the Cipher Tiles. This means I can change the number on the tile to match the number on the dice. This gives me more options to work with.
If I successfully break a Code, I take the completed Code Card and place it next to my Character Card. It doesn’t matter if I break one Code or several, any dice I used in the process go back to my play area for the next round.
Remember, each die can only be used to break one Code.
For example, let’s say my Code Card shows the number 164. Earlier, I placed a die showing a 1 on the Decoder. Now, during the Roll and Place Dice phase, I can move that die to a Cipher Tile and change the number on the tile to 1. This gives me more flexibility in my strategy.
Now, let’s see what the Cipher Tokens are showing.
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When I play, I like to mix things up and make strategic moves. It’s exciting to think about all the different possibilities and try to find the best move. Recently, I discovered a unique move that I call “The Swap.”
Here’s how it works: On my turn, I switch the positions of the numbers 5 and 6 in the top and bottom rows, respectively. This simple swap can have a big impact on the game. It creates new opportunities and changes the dynamics of the board.
Imagine this scenario: The game is evenly matched, and my opponent has a strong position with the 5 in the top row and the 6 in the bottom row. They’re feeling confident and ready to make their move. But then I make my move and execute “The Swap.” Suddenly, the game is turned on its head.
Now, I have the advantage. The numbers have been rearranged, and my opponent is left trying to figure out their next move. The tables have turned, and I have the upper hand.
With “The Swap,” I’ve discovered a powerful tactic that can change the course of the game. It’s a move that requires careful consideration and strategic thinking. When used at the right time, it can make all the difference.
So next time you’re playing, consider trying out “The Swap.” It may just be the move that elevates your game and leads you to victory. Give it a shot and see what happens – you might be pleasantly surprised by the results!
So here’s what happened. I was playing this cool game, and there was this really tricky part where I had to crack a secret code. I had this decoder with me, and I had already placed a die on it. That’s when I made a move that changed everything.
I took that die and put it on top of the leftmost 4 in the top row of numbers. Just like that, it turned into a 1! Can you believe it? So now I had the sequence 1 6 4 in the right order, and I did this thing called breaking my Code Card.
Once all of us have had a shot at Breaking Codes, we then move on to the Dice Resolution phase.
III. Dice Resolution
Now it’s time for each of us to take our turn and perform an Action. We’ll do this in the order determined by the #1 Turn Order Token. You can resolve your dice in any order you like. Just remember to remove your dice from the Action Circle once you’ve taken your action.
Depending on where you placed your dice, you can use a single die or multiple dice to take your action. We’ll keep going like this until everyone has resolved all of their dice.
The Action Circles
Goal: Complete the Mission!
You have a chance to complete a Mission Card for every die you have on this Action Circle. But before you do, you need to meet all the conditions listed on the card:
If you’re on a Mission and need specific Equipment, you’ll have to get rid of the necessary Agency Card(s). And if the Mission mentions a city, you’ll need to have an Agent there. But if the Mission refers to a Region, any city within that Region will do. Finally, if the Mission includes an Agency Card icon, you’ll have to say goodbye to any Agency Card. It’s important to keep these rules in mind while playing.
Example: I’m doing the Mission Card shown to you. To do that, I need to prove that I have an Agent in Venice, an Agent in an orange Region city, and I have to get rid of an Agency Card with a Recording Device on it.
Action: When I finish one Mission, it counts as one Action.
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Mission Cards:
Hey there! Did you know that in this Action Circle, you can grab a Mission Card for each die you have? It can be either face-up or face-down. Cool, right?
Now, Mission Cards are like your secret weapons. You keep them hidden behind your screen, so nobody knows what you’ve got up your sleeve. You can have up to three Mission Cards at a time. But beware, if you draw a new one when you already have three, you gotta ditch one of your existing Mission Cards. Tough choice!
Action: When I want to draw a single Mission Card, I take an action to do so.
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Get Your Agency Cards:
Guess what? You can get some awesome Agency Cards! You know those dice in the Agency Card Circle? Well, for each of those dice, you can grab one face-up Agency Card. But here’s the catch – to take an Agency Card, you’ve gotta have an Agent in a city that matches the Region Space where the card is.
Let me give you an example so it’s crystal clear. Meet Sam. He’s got one die in the Agency Card Circle. And get this, he’s got agents in London, Bonn, and Rome. So guess what? He’s in luck! Sam can draw a card from either the Purple or Green Region Spaces. Talk about scoring big!
When playing the game, you have a choice. You can use two dice on the Agency Card Circle to draw any face-up Agency Card or one from the face-down draw deck.
Here’s the important part: drawing a single card is an Action. The number of dice used depends on the card drawn.
Once you draw a card, immediately replace it with the top card from the draw deck. If the draw deck is empty, shuffle the discard pile and make a new one.
Keep the Agency Cards you take a secret in your hand. But be careful, there’s a limit! You can only have seven Agency Cards at a time. If you have more, you must discard down to seven.
Each Agency Card has three things on it: Equipment, a flight tag for a specific city, and a Special Ability. You can use the card for any of these things. It’s up to you!
When I use an Agency Card, I have to discard it right away. If I’m flying to a city, I can also do Special Operations on my turn. These Special Operations are extra actions that I can take in addition to my regular turn of placing or resolving dice. I can do as many Special Operations or Fly Actions as I want, there’s no limit.
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Movement:
When I play the Movement Action Circle, I can move each of my Agents one space to a connected city. Every time one of my Agents leaves a city, I need to put one of my Intel Cubes in that city.
If I don’t have any Intel Cubes left, I don’t need to place any cubes at that time. Just remember, there can never be more than one Intel Cube of the same color in the same city.
Let me give you an example: I have two dice on the Movement Action Circle. When I decide to move, I can move all of my Agents up to two spaces on the game board. For instance, I move my first Agent from Berlin to Prague and then to Vienna, and I place an Intel Cube in both Berlin and Prague.
Action: Whenever I want, I can use as many dice as I have on the Movement Action Circle. For example, if I have three dice there, I can use all of them to move my Agents. I could move them up to three spaces, or I could move them one or two spaces and save the remaining dice for later.
Note: You can have as many of your Agents as you want in the same city at the same time. These cities are huge, so you should have no problem staying hidden.
Gathering Intel
Whenever I move into a city that has Intel Cubes that don’t belong to me, I can take them and put them on my Character Card. But I can’t take Intel Cubes that match my own color.
If you collect two cubes of the same color, you have to give them back to the corresponding player or discard them if they don’t belong to your opponent. Then, you get to take an Agency Card from the Region Space that matches the city you’re in, or you can simply draw a random one from the deck.
Let me give you an example: Say you already have one green Intel Cube on your Character Card. When it’s your turn, you move one of your agents to Kiev and pick up another green Intel Cube. Now you have to return both of these cubes to the green player, and as a reward, you can take one Agency Card for free.
Here comes the interesting part – you get to choose where you want to take the card from. You can either go for the card in the red Region Space (since you’re in Kiev), or you can keep the excitement alive and grab a face-down card.
My Completed Missions and Codes
When I finish a mission, I put the completed mission card face-up. I tuck it partially under my character card and any missions I’ve completed before. These completed missions will score points for me at the end of the game. Plus, they might even give me some special bonus during the game.
In my quest to fulfill Mission Cards, I’ve discovered a few useful tricks. First, if a completed Mission Card displays a piece of Equipment at the bottom, I can save that Equipment for future use instead of discarding an Agency Card. It’s like having extra tools in my arsenal!
Another nifty technique is using completed Mission Cards with a Region icon at the bottom. This icon can come in handy when I need an Agent in a matching city or Region for future Missions. It’s all about making connections and utilizing my resources smartly!
When I complete Code Cards, things get even more interesting. Completed Code Cards are placed next to my Character Card, with the Equipment side facing up. Just like Mission Cards, these Code Cards can also be used to fulfill future Missions.
However, there’s a small catch. If I use Equipment from a completed Code Card to complete a Mission, that Equipment is discarded and mixed back into the deck. It’s a one-time benefit, so I need to choose my moves wisely!
Instead of completing a future Mission using a completed Code Card, you have the option to keep the Code Card in your play area. This will be worth two points at the end of the game.
Remember: If a Mission Card requires an Agency Card icon, you must discard an Agency Card. You cannot use symbols from completed Missions and Codes to fulfill this requirement.
Special Operations
You can discard Agency Cards and Special Operations Tokens to activate their Special Abilities. You can only activate Special Abilities on your turn, either when placing or resolving dice (with exceptions for Espionage and First).
Activating a Special Ability is an extra action on top of your normal turn. There is no limit to the number of Special Abilities you can activate on your turn.
- #image.jpg+1: Whenever I place a die on an Action Circle or the Decoder, I can add one pip to the value of that die. For example, if I roll a 6, I can make it a 7 by adding one pip.
- #image.jpg-1: Whenever I place a die on an Action Circle or the Decoder, I can subtract one pip from the value of that die. So if I roll a 1, I can make it a 6 by subtracting one pip.
- #image.jpgMove x3: I have up to three movement points that I can use to move my Agents. I can distribute these points between one or more of my Agents to strategically position them.
- #image.jpgEspionage: Whenever any player, including myself, uses an Agency Card for any reason, such as completing a Mission, flying to a city, or utilizing their Special Ability, I have the opportunity to take one of the used Agency Cards into my hand. This allows me to benefit from the abilities offered by those cards.
- #image.jpgSneak Attack: I can place two dice this turn instead of just one.
- #image.jpgFirst: Before the normal turn order begins in Dice Resolution, or before I Break Codes, I can resolve a single Action. If other players also want to use this ability, the player who is closest to going first gets to go first. If they are done and others still want to use this ability, they can.
- #image.jpgCode Breaker: I can swap one additional Cipher Tile during the Break Codes phase.
- #image.jpgFind: Take the top three cards from either the Agency Card deck or the Mission Card deck. Look at all three and choose one to keep. Put the other two cards on the bottom of the deck.
Once every player has used all their Actions for the round (their dice have all been used), they return their Turn Order Tokens and a new round starts. All players roll their dice.
The player who went last in the previous round goes first in the next round. Then, the game continues clockwise around the table. This pattern continues for the rest of the game.
End of the Game
When a player finishes six Missions, the current round finishes. After the final round, each player gets the chance to complete one more Mission Card if they can.
Alright, here’s the deal: no fancy business, just the facts. At this stage of the game, I can’t make any more moves and I definitely can’t roll any dice. But hey, don’t fret just yet, because there’s still something I can do. I have these special abilities from my trusty Agency Cards and Special Operations Tokens that I can activate.
Now, let’s talk about how these final Missions go down. They follow the same order as the final round, so it’s all pretty straightforward. Once we’ve completed all the final Missions, that’s it, game over. We can finally call it a day.
Hold up, before we get ahead of ourselves, I need to mention something important. When we’re wrapping up these final Missions, we can’t use our character abilities. They’re off-limits, sorry. Now, on to the good stuff. We score points based on the following:
- Points for the Missions we completed
- Two points for each Code Card we completed and still have in our play area
And here’s the main event: the player with the most points walks away with the grand prize. That’s right, they’re the winner of this whole shebang. But what if there’s a tie, you ask? Well, it’s simple. The tied player who completed the most Mission Cards takes home the glory. And if we’re still tied, then the player with the highest value Mission Card reigns supreme.