Variants for Inkognito

By: Dennis B. B. Taylor

Inkognito Variant Rules

Welcome to the world of Inkognito! In this game, you’ll explore a mysterious setting, embodying spies with hidden identities. Your mission is to uncover the truth while deceiving others. Let me guide you through some variant rules that will enhance your Inkognito experience.

Variant Rule 1: Disguise Extraordinary

In the original game, each spy has a unique disguise. However, with this variant, you may add a twist by giving your spy a special ability tied to their disguise. For example, if you’re the Red Spy disguised as a chauffeur, you could move an extra space on your turn.

Variant Rule 2: Double Agents

In this variant, there are two teams of spies instead of individual players. The catch? You won’t know who your teammate is until you meet face to face in the game. Work together and navigate the board strategically to achieve your common goal.

Variant Rule 3: Secret Missions

Inkognito becomes even more captivating with secret missions. At the start of the game, assign each player a hidden mission card. These missions could involve actions like eavesdropping, collecting clues, or eliminating certain characters. Accomplish your mission without revealing your intentions to others!

Variant Rule 4: Espionage Items

Add an extra layer of tension and strategy by introducing espionage items. These items can be collected throughout the game and provide unique abilities or advantages. For instance, a hidden camera might let you secretly view a character’s identity.

Now that you’re familiar with these variant rules, I encourage you to try them out in your next game of Inkognito. Feel free to mix and match these variants or create your own! Embrace the thrill of deception, strategy, and uncovering the truth in this immersive spy adventure. Have a blast, and may the best spy prevail!

Hey there, guess what? The police just made a super exciting announcement – they’ve got a spy in custody! How crazy is that? The thing is, they’re being all secretive about it and haven’t revealed the person’s identity yet. They’re interrogating the spy at some top-secret location.

But wait, there’s more! The Ambassador, upon hearing this shocking news, declared in a dramatic fashion, “I won’t rest until I find out who’s been leaking information!”. Talk about intense!

Now, let’s talk about Inkognito. It’s this really cool game that’s meant for four players, but you know what? It’s still insanely fun even with just three people playing. Here’s the deal: one of the agents’ partners has been captured, and if that happens to be your partner, well, you’re in trouble. You won’t be able to complete your mission and time is of the essence, my friend. You need to escape the city before it’s too late!

On the other hand, if your partner is safe and sound, you better hurry up and finish your mission because the police aren’t going to sit around twiddling their thumbs. They’ll be hot on your trail in no time, and you definitely don’t want that.

Here’s how it goes down:

  • If your mission involves the missing character, just pretend like it’s talking about you instead. Easy as pie, right?

Example: My task is to place one of my figures on a space with Colonel Bubble (mission C-A) but he’s not in the game. So, I have to move my figure to the space with Lord Fiddlebottom instead.

If you’re playing alone, your goal is to escape Venice as quickly as possible and make your way to the designated space on your passport.

Now, let’s talk about the variant for 5 players. In this version, the Ambassador is concerned about the suspicious activities of the spies in Venice. He wants to uncover their true identities and hand them over to the police. The twist is, he has to do all of this while pretending to help them!

This new edition of INKOGNITO introduces a 5-player variant, which adds an exciting twist to the game.

The rules for the 5-player game are similar to the 4-player version, but with one important difference: the Ambassador is controlled by the 5th player.

During each turn of the game, players will take their actions and make strategic moves to achieve their objectives.

When I play as the Ambassador, I don’t get to use the Phantom of Prophecy like some of the other players. But don’t worry, I still have some cool abilities!

During my turn, I can move my figure once or twice, using any of the land or sea routes. It’s like having a superpower that lets me travel around the game board!

Here’s where it gets really interesting. If I move my figure into the same space as another player’s figure, I can ask that player to show me two cards. It could be two identity cards or two build cards, but at least one of them has to be true. Then, I get to choose where their figure goes. I can send them to any unnumbered and unoccupied space on the board. It’s like playing a little game of hide and seek!

But what about when it’s not my turn? Well, the black ball, which represents the other players, still has its usual effect. They can move my Ambassador figure one space on land or water. So it’s kind of like I have a team working with me!

Now, here’s something to keep in mind. If I’m an agent player and I want to ask another agent player for information, I have to give my chosen cards to the Ambassador’s player first. It’s like making a trade before getting my answer.

When I play as the Ambassador, I get to take a close look at the cards. Then, I hand them over to the player who asked the question. This way, I gather information about the other players every time I use my figure, not just when it’s my turn.

The Game Ends

My goal as the Ambassador is to figure out the identities and build types of all the other four players before any team finishes its mission.

Once I’m certain I have all the information, I confidently declare, “I know who you are!” and jot down the identities and builds of each player on my note sheet.

So here’s how it goes: The game keeps going on like usual, and then one of the two teams of spies says, “Mission Accomplished!” That’s when the player who’s the Ambassador reveals their notes. If they can correctly say who each of the four players are and what kind of build they have, they win the game. If they get it wrong, we just follow the normal rules for a 4-player game to figure out who the real winner is.

In a game with 5 players, if your mission says you need to “Move the Ambassador to” a place, well, you can just switch it up a bit. Instead, your mission becomes “Move one of your agents to…” that place. And remember, you can use either figure from your team, as long as they have the right build, to get the mission done.

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