checkpoint charlie
3 - 5 players
In the 1960s, at the height of the Cold War tensions,
K-Nine Hound Dog
I'm watching Checkpoint Charlie.
each of them
other investigative agencies,
And they all want to be first.
to find the spy chief.
What kind of K-Nine investigator could you be?
catch the spies
Get his organization's recognition?
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Also available on mobile!
<Components>
- 32 Cat Suspect Cards
- 5 Hound Investigator cards
- 5 Hound Investigator Counters
- 1 Stacey Officer card
- 5 clue counters
- 30 score markers
(5 of them are optional)
<Settings>
each player chooses
Hound Investigator Card
And place it fully visible in front of them.
Each player also
Matching investigator counters.
Place all score marker counters.
Face down and blend.
If the optional "Stasi Officer" rule is used,
Then place your cards near the suspects deck.
Replaces 1 black -1 score marker.
With the sheriff's score display.
If you use the optional "Cafe Adler" rule,
Then all the corresponding substitutions
Score markers as shown below.
The first player to wake up in the morning
You will be the first player in the first round.
Put 5 clue counters in a cloth bag.
Each player takes a clue from the bag.
Place it under the investigator card.
After looking at it,
It is to prevent others from seeing it.
The player chooses the desired face.
And that's an important clue.
In a 5 player game,
Shuffle 32 suspect cards.
And place the deck face down.
in the center of the table.
In a 3-4 player game
Divide the suspect deck
Two similar half decks.
Shuffle the investigator cards
not selected
(2 of them are for 3 people, and 1 is for 4 people)
to the first deck.
Place the half deck on top.
The other is to build a whole deck of suspects.
The player who caught the spy leader
You will be the new first player in the previous round.
If no one found him,
The first player remains.
Same as previous round.
<Game Progress>
Each round has two stages.
character in the first stage
Revealed in Suspect Deck
whether they are accused or not,
Suspected of being a spy.
In the second step,
round is over
Each investigator receives
The score markers they earned.
Stage 1
: Suspects and accusations
clue counter
Each clue counter shows a characteristic
on both sides of the counter
they are opposite to each other.
The player will learn a clue
At the start of each round.
Each clue represents one of the following:
Characteristics of a spy
Who is hiding among all the other suspects:
- whether he is wearing a hat
- With or without glasses
- Whether he wears a raincoat or a sweater
- whether he is gray or orange
- Whether or not there is a newspaper under the arm.
reveal the suspect
Proceed in turn, starting with the first player
and moving clockwise
Each investigator draws a card
on the suspect's deck
Show all players at the same time.
Then the inspector will check.
Whether the displayed characters match
The clue below that player's investigator card.
(For example, he is wearing glasses).
If there is a match, that character is considered.
Become a suspect and place it face-up in front of the player,
near the center of the table.
Another suspicious card
already placed there,
A new one is placed with them.
Make them all appear on one line.
If the characters do not match
player's hidden clues,
he is not considered a suspect
It is placed in a waste pile.
(Each investigator has his own discard pile).
Players will continue to play.
In this way, in turn,
Suspects are revealed until all players have been identified.
Except one person raised their accusation.
In a 3 or 4 player game,
When you have an investigator card
pulled from the deck,
clue counter
Put it in a cloth bag and toss it like a coin.
face that rises when you fall
Another clue to the suspect
It will be published and made known.
From then on, all investigators.
Even if public clues appear
Each player must track their own clues.
when considering whether
The character is suspicious or not.
you can see yourself
Hidden clues whenever you want.
And two things that aren't
Depending on whether they match the clues or not.
Suspect accusation
Based on the identified suspects,
Each investigator will reason
Hidden clues from other investigators
They are looking at their suspect lines.
They must follow these assumptions.
with their clues
And public clues to find out
The intelligence chief
and choose him
All cards shown on the table so far.
when the player thinks
I found out who the captain was.
They must place an investigator counter.
On the card of the suspect who became the accused.
This is their accusation and can
Anytime during the game,
Even if it's not the player's turn.
each investigator
One accusation per round,
And you can't accuse the suspect.
I have already been accused by another investigator.
even an investigator
made a complaint,
Players must keep pulling cards.
Playing on questionable decks
Suspect or not, on the table.
The player must continue until the next.
All but one of the investigators
accused the suspect.
may not be able to put
All the clues are together in time,
and another investigator
The suspect you believe in is the chief of espionage
before taking a chance.
Your rivals will get more points as they get smarter,
But you can still catch the chief's assistant!
Assistant matches 4
Five clues pointing to the chieftain.
If you can catch this lesser spy on time,
You can still win a few points.
round is over
all investigators
One accused the suspect.
For example if you have 4 players
The round ends when there are 3 players.
They were to blame.
Can force end of round
When the suspect's deck runs out of cards.
In this case, all investigators
complain immediately
(And pay attention to your order.
The players are accusing them!).
Laces and Colombini have already chosen the blame.
Laces blame Nils and Colombini blame Lash.
Step 2
: to score
First, each player lifts up.
their investigator card
You can see their clues.
Confirmation of the suspect against the accused
the five revealed clues
(the clues of each of the players
and the public ones).
Distribution of the Score Markers
The investigator who accused the suspect
matching the five revealed clues
(thereby catching the chief of spies)
gets a random gold marker.
- The investigators who accused
a suspect matching four
out of the five revealed clues
(who catch the assistants)
get a random white marker.
- The investigators who accuse innocent cats
(suspects who match three or fewer clues)
get a black marker.
- The last investigator, who did not get to
make his or her accusation,
also receives a black marker.
- In case that one round ends
and the chief of spies hasn’t been
revealed because its card is still
in the deck of suspects,
but the players have cast
their accusations already,
then the player that did not get to make
his or her accusation receives
a white marker instead of a black one.
This is the advantage of being
wary about being too eager to cast accusations.
The markers players get are kept hidden
until the end of the game,
so that only their color can be seen.
The golden markers have 3, 4 or 5 points.
The white ones have 1 or 2 points
and the black ones have 0 or –1 points.
Some markers may allow
for special actions in this phase,
as explained below in the optional rules.
After revealing the public clue (the chief of spies does not use glasses),
Britton draws the Fleming card and chooses to accuse Boris.
At this moment the round is finished and Lansbury misses his chance to accuse.
Everybody reveals their hidden clues.
Nils matches the five clues and the chief of spies is revealed.
Laces gets a gold point marker.
Lash matches four of the clues, making him an assistant spy.
Colombini gets a white marker.
Britain blamed the innocent cat.
Lansbury didn't blame anyone.
So they each get a black score marker.
<How to end the game>
The game ends on either side.
Out of these three situations:
- Announced by the investigator
Sum of all score markers
You have reached 10 points.
- Show score to anyone
The color runs out.
- The fifth round has been completed.
If there is a score mark for any color
will be exhausted soon,
Then they always have to draw
In the order of prosecution of the round,
Some players may not receive markers.
an investigator who couldn't
make their accusations in that round
Finally, we draw the markers.
Finally flip all hidden markers.
The points earned are summed up.
player who achieved
The most points are the best investigators.
In case of a tie,
The player with the most gold markers wins.
If there is still a tie,
Victory is shared and both win.
<selection rule>
Star City Manager
Stasi was a secret cop.
German Democratic Republic (DDR)
and one of the most famous
The world's effective intelligence agency.
in your game they will see
Keep a close eye on all suspects and exercise extreme caution.
to foreign investigators
approaching the border.
There is a black score marker
For the Stasi officer.
If you decide to use this special rule,
When setting up the game,
Replace with black -1 score marker
Along with the corresponding marker of the Stasi officer.
Leave the replacement marker in the box,
Because it is deprecated in that game.
This marker is marked by Officer Stasi.
I'm chasing you and this limit
your research activities.
If you get this marker at the end of the round
show immediately,
Then put the Stasi Officer cards together.
your investigator,
When all players collect score markers
Return the marker down.
Go to the score marker pool.
You must play the next round.
With the clue counter exposed
for everyone to see.
Once all charges are
made in the next round
But before scoring
Place the Stasi Officer card
Then again in the suspect deck.
You rocked him now.
get this marker
last scoring stage,
you keep it with your other markers
The value is -2.
Cafe Adler
Berlin's Café Adler
only 5 meters from the wall
And it quickly became a den of spies.
Popular with Allied officers,
Army and appearance.
Cafe Adler gives players a unique stake.
point to monitor checkpoint charlie
while eating delicious snacks.
There are 4 Cafe Adler score markers.
One gold, one white, one black.
If you decide to use this special rule,
When setting up the game,
replaced with a 3-point gold marker,
2 1-point white markers
and one -1 point black marker
With Cafe Adler markers
It corresponds to each color.
leaving a replacement marker in the box,
you no longer
Use it in this game.
one of the players
Get a Cafe Adler marker.
That player can trade it
For other investigators' markers
(without seeing what the others are),
if it's the same color.
He or she can do so right after.
drawn or in a later round
(but only in the scoring phase).
In the latter case, the markers are kept.
Face down until use.
receiving investigator
Cafe Adler marker behind it
It must be exchanged.
And they are not interchangeable.
exchanged player
As usual, keep the new marker facing down.
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