How to play Maquis Official Game Rules

By: Dennis B. B. Taylor

Welcome to the Maquis Game!

Today, I’m going to explain the rules of the Maquis Game. Now, you might be wondering, what is the Maquis Game all about? Well, I’m here to tell you all about it.

The Maquis Game is a strategy game that puts you in the shoes of a Resistance Forces Commander. Your mission, should you choose to accept it, is to lead your team to victory against a tyrannical regime known as the Empire. It’s a game that requires cunning, bravery, and a bit of luck.

So, let’s dive into the rules, shall we?

Goal of the Game

The goal of the Maquis Game is to complete three objectives and avoid getting caught by the Empire. These objectives can range from gathering resources to sabotaging the Empire’s operations. Each objective completed brings you closer to victory but also increases the Empire’s suspicion.

Game Set-Up

To play the Maquis Game, you’ll need the game board, objective cards, event cards, and character tokens. Place the game board in the center of the table and shuffle the objective and event cards separately. Randomly draw three objective cards and place them face-up on the board.

Next, each player chooses a character token and places it in a location on the board. Each character has unique abilities that can help you complete objectives. Take a moment to familiarize yourself with your character’s abilities.

Gameplay

Maquis Game consists of a series of rounds, each divided into two phases: the Day Phase and the Night Phase.

Day Phase

During the Day Phase, you’ll assign characters to different locations on the board to perform actions. Characters can be assigned to gather resources, complete objectives, or gain information about the Empire’s movements. Keep in mind that each action takes time and might make the Empire more suspicious.

At the end of the Day Phase, an event card is drawn. Events can have a variety of effects, from helping the Resistance to hindering your progress.

Night Phase

The Night Phase is when the Empire gets active. They will move and investigate different locations on the board. Your goal during the Night Phase is to avoid detection and suspicion. If the Empire catches you, it’s game over.

After the Night Phase, the next round begins, and the Day Phase starts again. The game continues until you either complete three objectives and win, or the Empire catches you and you lose.

Conclusion

And there you have it! The rules of the Maquis Game explained in simple terms. Remember, as the Resistance Forces Commander, it’s up to you to lead your team to victory. Plan your actions carefully, stay one step ahead of the Empire, and complete those objectives. Good luck, Commander!

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Hey there, soldier! Welcome to the Resistance, a group of freedom fighters dedicated to liberating France from the clutches of the German Occupation during World War II.

The government, under Axis control, has established a special force called Milice. They are responsible for enforcing the law and hunting down the members of our Resistance. If we become a significant threat, the government won’t hesitate to call in the powerful German Military to crush us entirely.

We have a limited amount of time – 15 days to be exact – to complete 2 crucial missions before the Occupation catches wind of our activities. If we succeed, we will have a shot at victory. However, if the Morale of the town drops to zero or if we run out of time, the Occupation will win, and our fight will be crushed.

So let’s get to work, my friend! It’s time to take on the German Occupation and wage our own little war to free our beloved homeland from oppression!

Components

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  • 1 Game Board
  • 5 White Resistance Worker pawns
  • 5 Blue Milice Patrol pawns
  • 5 Red Soldier Patrol pawns
  • 24 Resource tokens
  • 14 Mission cards
  • 1 Morale/Soldier Tracking board
  • 10 Patrol cards
  • 1 Quick Reference card
  • 6 Spare Room Action tiles
  • 3 Tracking cubes
  • 10 Yellow Action cubes

Let’s Get Ready!

Hey there! I’ve got everything we need to set up the game. Here’s what you’ll find in the box:

  • First off, we’ll have the game board itself. That’s where all the action will happen.
  • We’ll also get 5 White Resistance Worker pawns, which will represent us in the game.
  • To keep things interesting, there will be 5 Blue Milice Patrol pawns and 5 Red Soldier Patrol pawns.
  • Next, we’ll find 24 Resource tokens. These will come in handy throughout the game.
  • We’ll have 14 Mission cards to keep us on our toes and guide us on our journey.
  • There’s also a Morale/Soldier Tracking board. We’ll need that to keep track of our progress.
  • Don’t forget the 10 Patrol cards! These will keep us on our toes and challenge our cunning strategy.
  • For quick reference, we have a handy Quick Reference card. That will come in handy if we get stuck.
  • We will also have 6 Spare Room Action tiles. These will give us extra options and surprises.
  • To help us keep track of things, we’ll find 3 Tracking cubes and 10 Yellow Action cubes.

Now that we have everything laid out, it’s time to dive into the setup. Let’s get ready for a thrilling adventure!

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Hey there! Let me walk you through the setup process of this awesome game!

First things first, let’s get our game board ready. Place the boards in front of you.

Okay, now it’s time to form the Patrol deck. Take the ten Patrol cards, give them a good shuffle, and place them face down in a stack.

Next up, we need to set up the Main board and the Morale/Soldier board. Grab the three Tracking cubes and place them on the Start spaces of these boards.

Now, let’s get all the Resource tokens in one place. These tokens will form our Supply.

Keep the Spare Room Action tiles face up near the game board. You can check them out anytime you want.

Alright, time to introduce the Resistance Workers. Place three of them in the Safe House Location. These will be our initial pool of Workers.

There are two more Resistance Worker pawns. Put them next to the Cafe Location. We can recruit them later.

Last step! Shuffle the Mission cards, randomly select two, and place them above the two exits at the top of the board. Don’t forget to return the extra Mission cards to the box.

Okay, here’s what you need to do. Set aside all the pawns and tokens that are not being used right now. We’ll need them later.

How to Play

A game day is divided into different parts, and we do them in this order:

  1. Placement phase
  2. Action phase
  3. Upkeep phase

1. Placement Phase

First, take a look at the Morale track. This will tell you how many Patrol pawns you need to place during this day. Then, starting with you, you and the opponent will place your Resistance Workers and Patrols one at a time.

You should use all your available Resistance Workers, the ones that are at the Safe House. Once all the Resistance and Patrol pawns are placed, we move on to the Action phase.

Just keep in mind that each Location can only have one pawn of each type.

There might be times during the game where you have fewer Resistance Workers available than the number of Patrols that need to be placed.

So, here’s what you do. When this happens, just go back and forth like you normally would. Then, one by one, put down all the remaining Patrols. But, before you put each one down, draw a Patrol card.

Time to Check Morale

Take a look at the Morale track. Each space has two numbers: a black number that shows the town’s Morale, and a red number that represents the minimum number of Occupation Patrols for the Day.

The number of Patrols you put down today depends on which number is higher: the total number of Resistance Workers you have or the red Patrol number in the Morale space that’s currently occupied.

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If I have a Morale score of 3 and there are 3 Resistance Workers available, I will place 4 Patrols. This is because the red 4 from the Morale track is higher than the number of Resistance Workers.

On the other hand, if my Morale score is 7, I will only place 3 Patrols, which is equal to the number of Resistance Workers.

Placing Resistance Workers

To place my Resistance Workers, I simply choose a Location on the board and place one of my available Resistance Workers from a Safe House. If I leave Workers on a Location for multiple days, they still count towards my total available Workers.

I am not limited to placing my Worker only on Locations that I can trace a route to from a Safe House. I can place my Worker on any available Location.

Placing Patrols

Hey there! Let me explain how to play this game. First, I want you to draw a card from the Patrol deck. This card has a list of three different Locations on the board. These are the places where you can put a Patrol pawn. Now, here’s where things get interesting. If the first Location on the card is empty, meaning there are no Resistance Workers or Patrol pawns there, you can go ahead and place the Patrol in that Location for today.

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If the first spot is taken, I’ll move on to the second one. If the second spot is also taken, I’ll try the third one.

If all three spots are taken, instead of patrolling, I’ll go for an arrest. To do that, I’ll check the spots on my patrol card from the top again.

But this time, I’ll stop at the first spot where I find a Resistance Worker. I’ll arrest them, and they’re out of the game.

I’ll put myself in that spot. If all three spots listed on my card are occupied by other patrol pawns, I won’t show up today.

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When you’re playing the game, the first thing you do is discard the Patrol card face up. Feel free to check the discard pile whenever you want. If the face-down Patrol deck is empty when you need to draw, shuffle the discard pile and create a new deck.

Now, let’s talk about Soldier Patrol Pawns. By default, all Patrols are Milice Patrols. However, if the Soldier track moves past the 1st space, you have to replace some of those Milice Patrols with Soldiers. It’s a one-to-one replacement, and Soldiers are always the last Patrols to be placed.

For example, if you need to place 4 Patrols and the Soldier track is at 1, you’ll place 3 Milice and then 1 Soldier.

Now, let’s move on to the Action Phase, which is the second part of the game.

During this phase, you get to activate your Resistance Workers. You can activate them in any order you want, one at a time. Just keep in mind that each Worker can only be activated once per day and can only perform one action.

When you acquire resources during a day, you can save them for later use. You don’t have to use a worker just because it’s in a certain location.

Don’t forget: there are only a limited number of resource tokens.

Actions in Specific Locations

If your worker is in a location with an action, you can take that action.

Resource Icon: In certain locations, you can use an action to gather the resource shown in the top right corner of the location.

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Hey there! Let’s talk about arrows and resources in Locations.

So, in Locations, there are certain actions that require you to trade in some Resources. You give up Resources from the left side of the arrow, and in return, you get rewards on the right side of the arrow.

Now, don’t worry about losing your Resources because they all come back to you. These Resources are taken from and returned to the Supply.

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Slash: I have a decision to make; I can choose one of the actions.

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Airdrop: When you Airdrop, you have the option to choose either a Weapon, some Money, or three Food Resources. You can place your chosen item on any empty Field Location.

But here’s the catch: you can only put Resources in a Field that doesn’t already have any Resources in it.

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Get the Goods: If you’re a Resistance Worker, you can head over to a spot where Resources have been airdropped and grab them as your move.

You can’t grab the airdropped Resources right away though. You’ll have to wait until the next turn. And if a Field Location doesn’t have any Resources at the start of the Day, you can’t send a Worker there.

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Get a Spare Room: When you come across one of the three Spare Room Locations on the board – these are houses where the locals have a spare room they can offer to the Resistance – you have the option to choose a Spare Room Action tile to replace that Location.

Simply place the new Location action tile over the Spare Room Location. The newly built room will be a permanent addition.

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The Spare Room in the Safe House is like having a backup plan. It’s a place where Workers can go at the end of the Day if they can’t find their way back to the main Safe House.

When a Resistance Worker can’t find a route back to the Safe House on the bottom of the board, they can go to the Spare Room instead. It’s a different location within the Safe House that they can trace a route to.

Taking Action

If a Mission card has an action rectangle, it means that it’s a Location connected to the town through the exit on top of it. Just like any other Location, a Worker needs to be placed there to take the Mission action.

Every time you succeed in doing the Mission action, you should put a marker on one of the success squares on the Mission card.

You have to do numbered successes in order. This means that you need to complete all the successes marked with a ‘1’ before you can start marking any successes marked with a ‘2’.

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Hey there! I’m here to explain something really important – completing the Mission! It’s all about marking those success squares, so let’s dive in.

Imagine this, like a game. Think of a Sabotage card with three success squares. Two of them have the number ‘1’ and the other one has ‘2’. So, before you can do the second action to fill up that ‘2’ success square, you gotta do the first action twice to fill up both of those ‘1’ success squares. Remember, all success squares on the card need to be marked for the Mission to be complete.

Now, Let’s Check the Escape Route!

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Once I activate a Worker, I need to make sure they can find their way back to a Safe House. It’s important to follow the white road lines that connect Locations.

I can only pass through empty Locations or Locations where other Workers are. I can’t go through Locations with Soldiers or Milice.

If there’s a clear route, I’ll return the Worker to a Safe House that connects to the route.

Getting Arrested

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If I can’t find a clear path from the Worker to a Safe House, the Worker gets arrested. They’re out of the game for good. I can’t recruit them again!

If a Worker gets arrested, I only get the rewards if the Location has an orange shield with a star symbol. Otherwise, the Worker never makes it home and I don’t get the rewards.

Taking Down Milice

If I discard a Weapon Resource, I can remove a Milice patrol pawn from the board. I can only do this once a day. Soldiers can’t be removed this way, they’re too good at fighting back!

Every time I remove a Milice this way, the Soldier track goes up by one, and Soldiers replace the removed Milice on future days. Then, the Morale track goes down by one.

When playing the game, remember that you can only shoot Milice who are already on the board. Milice who are placed during Patrol Placement cannot be shot. Shooting Milice can be used to clear a path, but it’s not necessary. You can also shoot Milice in between performing actions and tracing your route home.

If a Worker collects a Weapon Resource, they can use that same Weapon to shoot Milice, as long as no shooting has occurred yet that Day.

During the Upkeep Phase, you need to remove all Patrols from the board. Then, increase the Day track by one. If the Day marker moves onto an orange space, decrease the Morale track by one.

The game ends immediately and you win if you complete your second Mission.

The game ends immediately and you lose if your last Worker is arrested.

Sometimes, life can really throw you for a loop. You might find yourself in a situation where everything seems to be going wrong, and your morale takes a steep nosedive. It’s like being stuck in a town where the atmosphere is just heavy with failure.

And then, to make matters worse, you realize that time is not on your side. The pressure starts to mount as the days go by, and you haven’t been able to achieve your goals. The clock is ticking, and the 15th day is approaching fast. If you haven’t won by then, well, it’s game over.

It’s important to remember that this game has different difficulty modes to choose from. Each mode comes with its own set of rules and challenges that you’ll have to navigate. These additional rules and overrides can sometimes contradict the main ones, so it’s crucial to keep that in mind.

Let’s start with “Very Easy” mode. It’s designed for those who prefer a more relaxed experience. In this mode, the game is, well, very easy. The challenges and obstacles you face will be much easier to overcome, giving you a greater chance of success.

Next up is “Easy” mode. As the name suggests, it’s a step up from “Very Easy,” but still relatively simple. You’ll face slightly more difficult challenges, but they should still be manageable with some effort.

Moving on to “Tricky” mode. This mode lives up to its name, throwing some curveballs your way. It’s designed for players who enjoy a moderate challenge. You’ll need to up your game and think strategically to overcome the obstacles that come your way.

Now, let’s talk about “Hard” mode. Brace yourself, because things are about to get tough. This mode is not for the faint of heart. The challenges will be much more difficult, and you’ll need to bring your A-game if you want to come out on top.

And finally, we have “Very Hard” mode. If you’re a glutton for punishment, this is the mode for you. It’s the ultimate test of your skills and perseverance. Be prepared to face incredibly challenging obstacles that may seem impossible to overcome. But hey, if you manage to conquer them, the feeling of victory will be that much sweeter.

Now, let’s talk about the difficulty of the mission cards. The difficulty setting you choose will also affect the difficulty of the mission cards you encounter. So, if you’re looking for an extra challenge, you can ramp up the difficulty of the mission cards to match the overall difficulty setting. But if you’d rather take it easy, you can stick with the default difficulty for the mission cards.

In conclusion, when it comes to choosing the right difficulty mode, it’s important to consider your own preferences and skill level. Each mode offers a different experience and level of challenge. So go ahead, pick the one that suits you best, and get ready for an exciting and challenging adventure.

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Mission cards come in different levels of difficulty. If you want to have control over the difficulty level, you can mix and match the cards instead of randomly drawing them.

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