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Contents
Victorian Masterminds Game Rules
Hello there! Welcome to Victorian Masterminds, an exciting game that lets you become a master villain during the Victorian era. I’m here to take you through the rules and help you get started on your path to world domination. So, are you ready to embrace your inner villain?
The objective of Victorian Masterminds is simple: you, as a mastermind, will compete against other masterminds to see who can construct the most devious and destructive steampunk invention while amassing the most power. The villain with the highest score at the end of the game will be declared the winner and earn the title of “Supreme Mastermind.”
Now, let’s dive into the gameplay mechanics. The game is played over several rounds, each consisting of four phases: Action Phase, Event Phase, Renown Phase, and Cleanup Phase.
During the Action Phase, you’ll have the opportunity to send your loyal henchmen to different cities across Europe to gather resources, construct parts for your invention, or unleash devastating attacks on your opponents. Each action you take will cost you a specific number of action points, so use them wisely!
Next comes the Event Phase, where unforeseen events may occur that affect all masterminds. These events can either work in your favor or hinder your progress, so stay vigilant and adapt to the ever-changing circumstances.
After the Event Phase is the Renown Phase. This is where you showcase your cunning skills and earn points for your accomplishments. You can gain renown by completing parts of your steampunk invention or by controlling important areas across Europe. Remember, the more renowned you are, the closer you are to victory!
Finally, we have the Cleanup Phase. Here, you’ll tidy up the game board, reset certain aspects of the game, and prepare for the next round. Make sure to remove any unwanted henchmen, resolve ongoing effects, and conquer the world one step at a time!
As you play Victorian Masterminds, you’ll encounter various cards, tokens, and game mechanics, all of which add depth and excitement to your villainous journey. From special abilities and gadgets to secret missions and alliances, every decision you make will shape the course of the game and determine your fate as a mastermind.
So, what are you waiting for? Dive into the world of Victorian Masterminds, gather your loyal henchmen, and show the world your brilliant villainy. The age of steampunk domination awaits, and it’s up to you to seize the opportunity. Allons-y!


- 1 Secret Service Board
- 48 Machine Segment Pieces
- 6 Machine Sheets
- 12 Scientist miniatures
- 1 Central Board
- 20 Agent Gears
- 48 Da Vinci Codex Tokens
- 24 Mission Cards
- 4 Firepower Markers
- 30 Mayhem Tokens
- 85 Part Tokens
- 1 Monocle of Forgetfulness Token
- 20 Building Miniatures
- Instructions
How to Win
Welcome to Victorian Masterminds! In this game, your goal is to collect as many Mayhem Points as possible. You can earn these points in various ways. Will you build your own evil machine? Or maybe try to capture magnificent buildings across Europe? You could also collect brilliant scientists and precious Codex Tokens. However, be prepared to face challenges along the way!
Hey there! Ready to embark on some thrilling missions in the capitals of different nations? Well, you’re in for an exhilarating ride, my friend! With your trusty Agents by your side, you’ll be able to carry out your plans anywhere in the world. But be cautious of the ever-watchful Secret Service. They’re getting stronger, and they won’t make it easy for you to execute your flawless schemes…unless you have some serious firepower, of course!
Getting Started
The Headquarters
The Central Board showcases the 5 major cities that serve as the center of your global intrigue. It’s where the action happens. Within each city section of the Board, there’s a spot for you to deploy your Agents, along with a depiction of the valuable spoils your Agents can collect. Take a look at page 8 for more details.
Each city also boasts 4 different types of buildings: a Factory, a Furnace, a University, and a Monument. Your Agents have the power to Capture these buildings. It’s like a game within a game. And each building comes with its own designated spot on the Board.
But that’s not all. Every city also provides a space for a face-up Mission Card. These cards hold secret tasks that your Agents can complete to gain an advantage. Keep an eye out for them. They could be your secret weapon.
Now let’s move on to the Secret Service Board. It’s filled with covert operations and hidden information that can change the tide of the game. Stay tuned.

This Board shows how much the Secret Service knows and how powerful they are. Every time you take control of a building, the Secret Service finds out and gets stronger. They move up one level on the scale. There are also spaces on the board for your firepower markers. Your firepower is measured against the Secret Service’s level for certain actions. Let’s not forget about the Machine Sheet too!

When you’re on your quest to become a villain, you’ll have to create your very own wicked Machine. These Machines are illustrated on Machine Sheets, which display a plan of all the different Machine Segments 1 you’ll have to gather and put together.
Every Segment of your Machine needs a certain amount of Bolts 2 and Copper Plates 3 to be finished. Whenever you acquire these resources, grab a Parts Token from the collection and place it right on top of the slot for either the Bolt or Copper Plate.

When playing this game, you’ll notice that every segment has a Segment Icon 4. These icons play a crucial role in completing specific Mission Cards.
Furthermore, each Machine in the game possesses its own Machine Power, which is displayed in its Engine Room Area 5. At the beginning of the game, your Machine starts with a basic Power, but as you progress, you’ll be able to unlock 2 additional Bonus Powers.
Additionally, your Machine Sheet is equipped with Cells to accommodate Scientists 6, as well as a Library where you can store your Da Vinci Codex Tokens 7.
Setup
To set up the game, follow these steps:
First, get the play area ready:
1. Put the Central Board in the middle of the table.
2. Set the 20 Buildings in the specified spaces on the Board.
3. Place the Secret Service Board next to the Central Board and adjust the needle based on the number of players.
4. Put all the Parts Tokens, Da Vinci Codex Tokens, Mayhem Tokens, and Scientist Miniatures near the Central Board in separate piles.
5. Mix up the 5 Basic Mission Cards and place one face up in each City on the Mission Card slot.
6. Shuffle the 19 Advanced Mission Cards and place them in a facedown deck near the Central Board.
7. Take one Machine Sheet, either randomly or by choice, and its 8 corresponding Machine Segment Pieces.
For this task, let’s start by taking 1 Scientist and putting it in the very first Cell on your Machine Sheet.
Then, grab the 5 Agent Gears in your favorite color and give them a good shuffle. After that, make a Pile of Agents, placing them face down right in front of you.
Now, it’s time to grab a Firepower Marker, also in your preferred color, and place it on level 1 of the Secret Service Board.

Here’s what you need to do to play the game:
- Put the Monocle of Forgetfulness Token near the Central Board.
- Determine who goes first. The player with the best evil laugh gets to start!
How to Play
When it’s your turn to play, you’re the Active Player. Take the top Agent Gear from your Agent Pile and look at its Ability. Then, put it facedown on one of the 5 city slots on the Central Board – London, Moscow, Washington, Paris, or Rome.
If there’s already 1 or 2 Agents in that slot, place your Agent on top of the others to form a Stack of Agents.
When you place your Agent on the Central Board, there are 2 possibilities:
- The chosen location now has 1 or 2 Agents. It’s now the next player’s turn.
Alright, so here’s the deal. The place we’re in now has got three Agents. But we gotta take a break, ’cause the Active Player needs to deal with a bunch of Agents. It’s called “Resolving a Stack of Agents,” which basically means they gotta handle all the Agents in one pile (check out the next page for more info on that).
Oh, and listen up, ’cause this is important. If the Active Player can’t put down an Agent Gear, they gotta choose a pile of Agents that has one or two Agent Gears. And here’s the catch – the pile’s gotta have one or more of their own Agents in it. Once they’ve picked the pile, they gotta deal with it.
Here’s a handy tip – you’re always allowed to take a peek at the top Agent in your pile and put it back face-down.
But wait, there’s more! Before we start resolving a pile of Agents, we’re not allowed to see what Agents are in there. It’s a surprise until it’s resolved. So, keep your eyes peeled and be ready for anything!
Paris is empty, so I decide to put my Agent there. Now it’s Philippe’s turn, and he decides to place his Agent in London. But wait, there’s already an Agent in London! No problem, Philippe just puts his Agent on top of the stack.
Next up is Patricia, and she follows my lead. She puts her Agent in Paris, right on top of my Agent.
Vincent is the last one to go, and he’s curious about what’s happening in Paris. He decides to join the party and puts his Agent on top of the stack.
Now that there are three Agents in Paris, Vincent, as the Active Player, has to pause the game and resolve the stack!
When you place the third Agent in a city, it’s time to resolve that city. As the Active Player, you take the Monocle of Forgetfulness Token. This token is a reminder of where the game will continue once the resolution is done.
Alright, here’s the deal. When it’s your turn to play, you become the Active Player. And as the Active Player, you’ve got an important task ahead of you. You need to turn the entire Stack of Agents faceup. Yep, all of them. But hold up, there’s a twist. The first Agent that was placed is now the Agent at the top of the faceup Stack. Got that? Good.

To complete each Agent’s turn, follow these steps for every Agent, in the order chosen by the Agent’s owner, until all Agents have been resolved:
- The owner of the Agent receives the specified rewards for the city;
- The owner of the Agent attempts to use their Agent’s special ability.
After these steps, the owner of the Agent places the Agent face-up next to their Machine Sheet, creating a Discard Area.
Once all 3 Agents have been resolved, the game continues. If you have the Monocle of Forgetfulness Token, return it to the Central Board and play moves clockwise.
Exception: When playing Victorian Masterminds with 2 players, cities are resolved after the second Agent is placed in a Stack instead of the third Agent.
City Rewards
London


So here’s what you do: you get yourself a Copper Plate. It’s not that hard, really. Just take a Parts Token from the reserve and plop it right onto your Machine Sheet. Now you’ve covered one of those Copper Plate slots.
Moscow


Hello there! I’ve got something exciting to share with you. It’s all about gaining some extra firepower. Trust me, you don’t want to miss out on this! Let me explain.
So, picture this: you’re playing a game and you need a boost. That’s where the Firepower comes in. When you gain 1 Firepower, it’s like unlocking a hidden power-up!
Ready for Action in Washington
Now, let’s talk about the magnificent city of Washington. It’s no ordinary place. In fact, it’s known as one of the most influential cities in the world. When you’re in Washington, you have the chance to really elevate your game.
When you gain 1 Firepower, something amazing happens. Your Firepower Marker on the Secret Service Board actually moves up. It’s like your power level just skyrocketed!
Imagine the possibilities this extra firepower brings. You’ll be able to tackle challenges head-on, leaving obstacles in your dust. It’s a game-changer, my friend.
So, how do you gain this incredible Firepower? It’s simple! By following the rules of the game and making strategic moves, you’ll unlock this hidden power. Are you ready to take on the challenge?


So here’s what you do: You grab a Parts Token from the special stash and slap it right on your Machine Sheet, covering up one of the Bolt slots. Simple as that!
Rome


When you collect the Da Vinci Codex Token, you get one step closer to unraveling the mysteries of Leonardo da Vinci’s brilliant mind. It’s like opening a door to a world of knowledge that only a few have access to.
The Library is the perfect place to store and study the Codex. Think of it as a treasure trove of wisdom, waiting for you to explore. Just imagine the possibilities! You can dive into the intricate drawings, decipher the cryptic messages, and uncover the secrets hidden within.
As you progress in your journey, your Codex Level will increase. This means you’ll gain a deeper understanding of Leonardo’s genius and unlock new insights. Each level is like a stepping stone, guiding you towards a greater enlightenment.
Paris


In this action, I get to add a new Scientist to my team. It’s a great opportunity to expand my knowledge and skills. I can place the Scientist on an open spot on my Machine Sheet. But if I don’t have any available spots or there are no more Scientists available, I won’t be able to add a new Scientist.
An Important Detail:
Whenever I earn a Bolt or a Copper Plate, I also receive a Parts Token. I must place this Parts Token in one of the available slots on my Machine Sheet. Once I place it, I can’t move it anymore.
Whenever I collect all the necessary parts for a Machine Segment, I can complete it. I return the Parts Tokens to the general pool and place the corresponding Segment Piece in its slot. It’s like solving a puzzle!
By completing a Machine Segment, I earn a Bonus. This is an exciting reward for my hard work and dedication.
Special Agent Skills
All of us have the same set of 5 different Agent Gears. On the front, our Agent shows a cool picture and an icon that tells us what they can do. On the back, it just has our color. Keep your Agent Gears in a pile, face down, near your Machine Sheet.
Take control of your Agent Pile & Discard Area
When you use a group of Agents, put the ones you used face up next to your Machine Sheet. This becomes your Discard Area for the Agents.
When you put your last Agent from the pile into a city, you have to mix up the Agents in your Discard Area and make a new Agent Pile right away.
Watch out: If you put your last Agent as the third one in a city, you have to resolve that group of Agents first before mixing up your Discard Area!

Number 2
Imagine this – I have a special Agent on my team who has the ability to collect spoils from our city not once, but twice! It’s like hitting the jackpot! Let me explain how it works.
Let’s say my Agent, Philippe, decides to use his Number 2 ability in London. Normally, the city’s spoils would be just 1 Copper Plate. But because Philippe’s Number 2 ability doubles the spoils, he gets a whopping 2 Parts Tokens from the reserve!
Excitedly, he immediately places those 2 Parts Tokens on his Machine Sheet, specifically in the slots designated for Copper Plate. This is a huge advantage for him, allowing him to gather resources more quickly.
Once he’s done, Philippe places his Number 2 card faceup in his Discard Area, ready to be used again in the future.
Henchman

When I’m trying to complete a mission in my city, I have to make sure I have the prerequisites listed on the mission card. If I do, I can take the card and put it in front of me. Then, after the stack of agents is resolved, I add a new card from the mission deck to the mission card slot on the central board. It’s important to remember all of these steps and follow them carefully.

When you’re playing the game, each Mission Card has two important parts: the Prerequisite 1 and the Reward 2. Remember to check the Mission Card in the active city when you use your Henchman’s Ability to deal with a group of Agents.
If you meet the requirements listed in the Mission Card’s Prerequisite, you can take it and put it next to your Machine Sheet. It’s like a special achievement that you’ve earned!
Example: So, when I’m playing the game “Saboteur” in Paris, I encounter an interesting situation. One of my henchmen, let’s call him Patricia’s Henchman, suddenly appears while I’m resolving a stack of agents. But here’s the catch – the current Mission card in Paris requires me to have already captured a building.
Thankfully, Patricia has a University in front of her. She managed to capture it on an earlier turn. And guess what? Her Henchman fulfills the prerequisite for the Mission card.
Excitedly, she claims the Mission Card from Paris and receives its reward. Wow! In this particular case, the Mission card will be worth 2 Mayhem Points at the end of the game.
It’s moments like these that make playing “Saboteur” so much fun!

Your Saboteur is a special Agent in the Stack of Agents. When your Saboteur is activated, it prevents the Agent directly beneath it from using their Ability. However, the Agent below still gets to claim the city’s spoils.
It’s important to note that your Saboteur will never sabotage your own Agent.
Let me give you an example: I’m the first player to Resolve the Stack of Agents in Rome, and I activate my Saboteur, Vincent!
In Rome, I’m able to take 1 Da Vinci Codex Token. After I claim the city’s spoils, I use my Saboteur to sabotage the next Agent in line (the one directly under my Saboteur).
Now, if the next Agent is also a Saboteur, their Ability is canceled (but they still get their Da Vinci Codex Token from the city’s spoils!). This means that the third and final Agent can still go ahead and use their Ability as usual.

Gunner
Hey there! I’m the Gunner Agent, and my specialty is taking over buildings in your city. As long as you’ve got enough Firepower, I’ll give it my best shot!

Example: So, here’s what happens: I’m Stella, and I’m in Washington. I take this cool thing called a Parts Token and put it on my Machine Sheet. Then, I check out my Firepower, which is a solid 7. Next, I take a look at the Secret Service Level, which is currently at 5. Since my Firepower is higher than that, I get to grab one of the Buildings in Washington. Pretty cool, right?

The Engineer
The Engineer is the Agent who activates your Machine Power and, if unlocked, the Machine Bonus Powers.
For example: I resolve my Engineer in Moscow!
I increase my Firepower by 1. Then, I activate my Machine’s Power. I’m playing with C.L.A.W.S, the Steam Mole, and I can, therefore, place my next Agent under another Agent alone in any city on the Central Board.
Right now, I haven’t built the Segments of my Machine yet, so I can’t unlock the Bonuses for my Machine Power.
Capturing a Building
When I resolve my Gunner, I have a chance to capture one of the Buildings in that city.
First, I need to check my Firepower. If it’s lower than the current Secret Service Level, nothing happens.
If my Firepower is equal to or greater than the current Secret Service Level, I get to pick 1 of the remaining Buildings in that city and put it next to my Machine Sheet. When I Capture the Building, I collect the Spoil listed next to the Building slot. At the end of the game, each Building is worth 2 Mayhem Points.
Finally, the Secret Service Level goes up by 1. (But, remember, if there aren’t any Buildings left or if I don’t have enough Firepower, a subsequent Gunner in the same Stack of Agents won’t be able to Capture a Building!)
Buildings
In each city, there are 4 types of Buildings: Factories, Furnaces, Universities, and Monuments. Each city’s Monument has a different miniature (Big Ben, Eiffel Tower, White House, Colosseum, and Saint Basil’s Cathedral), but they all do the same thing.

So here’s the deal: When you Capture a Building, you wanna put it right in front of you. This is important because, at the end of the game, every captured Building is gonna earn you 2 Mayhem Points. Sounds pretty sweet, right?
But here’s where things get even better. Each captured Building also gives you Spoils. The type of Building determines what kind of Spoils you get. How cool is that? It’s like a little bonus on top of the Mayhem Points.

Unlocking the Secrets of the Da Vinci Codex
Hey there! Have you ever heard of the Da Vinci Codex? It’s this ancient, mysterious document that has perplexed historians and art enthusiasts alike for centuries. The Da Vinci Codex is like a treasure map filled with Leonardo da Vinci’s thoughts, ideas, and sketches. It’s a fascinating glimpse into the mind of one of history’s greatest geniuses, and it offers an incredible opportunity for us to understand his creative process.
So, what makes the Da Vinci Codex so special? Well, let me tell you. One of the key things that make it unique is its handwritten nature. Back in da Vinci’s time, books were rarely written by hand, especially ones of this magnitude. Most manuscripts were created by scribes or printing presses. But da Vinci took the time and effort to record his ideas and observations in his own handwriting, making the Codex a personal and intimate piece of his work.
Another remarkable aspect of the Codex is its sheer breadth and depth. It covers a wide range of topics, from anatomy and engineering to art and philosophy. It’s like a melting pot of da Vinci’s interests and curiosities. Can you imagine having such a thirst for knowledge and creativity? I find it mind-boggling!
Now, here’s where things get even more interesting. The Da Vinci Codex is written in mirror writing. Yep, you heard that right! Instead of writing from left to right like we do, da Vinci would write in reverse. Why, you ask? Well, nobody knows for sure. Some historians think it was a way for him to prevent others from easily reading and understanding his ideas. Others believe that da Vinci was simply left-handed and found it more comfortable to write this way. Whatever the reason, it adds another layer of intrigue to this already enigmatic document.
If you’re wondering how we were able to unlock the secrets of the Codex, technology played a significant role. Thanks to advances in imaging techniques, scholars were able to digitally enhance the pages of the Codex, making the mirror writing legible. This breakthrough has allowed us to study and interpret da Vinci’s words in ways that were previously impossible.
So, why is the Da Vinci Codex so important? Well, besides giving us a glimpse into the mind of a genius, it also provides valuable insights into the Renaissance period and the development of various scientific and artistic fields. It’s like a time capsule that takes us back to a transformative era in human history.
In conclusion, the Da Vinci Codex is a truly extraordinary artifact. It’s a testament to da Vinci’s brilliance and curiosity, and it continues to inspire and captivate people around the world. So, if you’re as intrigued by this remarkable piece of history as I am, I encourage you to dive into the world of the Da Vinci Codex. You never know what wonders you might discover!

Did you know that each Da Vinci Codex Token has two sides? That’s right, they have values of 1 and 2. These tokens are pretty special because they count as Mayhem Points when the game is over.
When the game starts, you can only gather Da Vinci Codex Tokens with a value of 1. But here’s the cool part: if you manage to build the Codex Segment of your Machine, you can start collecting Tokens with a value of 2 as well. How awesome is that?

Did you know that each Machine can only hold a maximum of 10 Da Vinci Codex Tokens? It’s a pretty cool fact! Whenever you receive a Da Vinci Codex Token, you have to put it in an empty slot on the Machine. But here’s the catch: if you get a Token and there are no more empty slots, you have to get rid of it. Just throw it back in the general pool.
Guess what? There’s a special action you can take!
Once you collect your fifth Da Vinci Codex Token, something awesome happens. You get a new Ability for the rest of the game! Instead of just taking the top Agent from your Pile during your turn, you can now look at your whole Agent Pile and choose whichever Agent you want. How cool is that?

Note: When you get the Da Vinci Codex ability, the Agents you used will still be discarded as usual.
The People Who Study the World

When it comes to Machine Sheets, there are a few important things to keep in mind. Most Machine Sheets start with 2 unlocked Cell spaces, and each space can hold 1 Scientist.
If you want to expand your Machine and have more Scientists, you can unlock up to 2 additional Cells by constructing specific Segments. This means you can have a total of 4 Scientists on your Machine.
During your turn, you have the option to discard 1 or more Scientists to perform a Special Action. Don’t worry, the discarded Scientists will go back to the general pool and can be used again later.
Special Actions
Recycle
(Use 1 scientist before playing an Agent):

Hey there! Did you know that instead of using the Agent card at the top of your Agent Pile, you can choose to use a faceup Agent card from your Discard Area? Yep, that’s right! It’s a nifty little trick that can come in handy during your game.
Want an Extra Turn?
Well, if you’ve got 2 scientists in your hand, you can play them after using an Agent to earn yourself an extra turn! Pretty cool, huh?

When I play as an Agent and deal with any outstanding Agents in my Agent Pile, I have the opportunity to play another Agent. This essentially allows me to take an additional turn, which can be quite advantageous!
Capture
(To use this ability, I need to have 3 scientists available after playing an Agent):
After I play an Agent and handle any other Agents that were in my Agent Pile, I have the option to Capture a Building on the Board. I can do this regardless of its location, ignoring any obstacles that may be in my way. It’s a great way to gain control and further my objectives!

Increase the Secret Service Level by 1 by placing the Building next to your Machine Sheet and taking the corresponding Building’ Spoils. Additionally, use more than one Scientist Special Action in a single turn, such as “Extra Turn” and “Recycle”.

The End of the Game
Once it’s my turn, if any player finishes building their Machine or the Secret Service Level reaches the last space (12) of its track, that’s when the final round begins.
I finish my turn, and then all players (including me, since it was my turn that triggered the final round) get one more turn. After that, the game is over.
Now it’s time to resolve any Agent Gears left on the Board. We do this in the following order: London, Moscow, Paris, Rome, and Washington.
Once we’ve resolved all the remaining Agents, it’s time to calculate our Mayhem Points. We do this by adding up the following things:
- The Mayhem Points on completed Segment Pieces on my Machine;
- 2 Mayhem Points for each Building I’ve captured;
- 2, 3, or 4 Mayhem Points for each completed Mission Card, depending on the Card’s Reward.
In the game, you can earn Mayhem Points by collecting Mayhem Tokens and Da Vinci Codex Tokens. Each Mayhem Token is worth 2 Mayhem Points, while each Da Vinci Codex Token is worth either 1 or 2 Mayhem Points.
The player who has the most Mayhem Points at the end of the game is the ultimate mastermind and wins! But what if there’s a tie? Well, in that case, the player with the most completed Segments on their Machine becomes the winner. And if there’s still a tie after that, the tied players share the victory.
So, to come out on top, you need to strategize and collect as many Mayhem Tokens and Da Vinci Codex Tokens as you can. It’s a game of cunning and wit, where every decision counts. Will you be the one to achieve ultimate mayhem and claim victory? Play and find out!

In the game, we’ve all just finished our last round. It’s time to deal with the remaining Stack of Agents on the Board.
First, in London, we flip over the Stack of Agents and handle it as usual. Then, we move to Moscow, Paris, Rome, and finally Washington.
Now that we’ve resolved all the Stacks of Agents on the Board, it’s time to tally up our Mayhem Points. These points come from our Machines, Buildings, Mission Cards, Mayhem Tokens, and Da Vinci Codex Tokens. So let’s see who has the most Mayhem!