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?






If you scan the QR code above,

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.



Two suspicious cards,

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!).



Players are marked as suspects for this round.

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.