Heimlich & Co / Undercover: Rules

How about a game? "HEIMLICH & CO", perhaps?

"SECRET & CO" - An Amusing and Exciting Spy Game for 3 to 7 Players

In the course of an espionage story, things mostly are in turmoil and confusing. You never know how the parts of the individual agents are allocated. Only at the end of the story you are able to understand the actions - and the solution of the mystery very often is a great surprise.

The same goes for "HEIMLICH & CO": The player knows neither the agent of his partners, nor the so-called "blinds" ("blinds" are agents that belong to none of the players!).

Each player has one agent whose task is to gain information on a completely new type of safe. This safe belongs to the world-famous company "HEIMLICH & CO".

Each player is able to move all agents. In the starting phase, you should avoid to betray your own agent by favoring him too much. Winner will be the player whose agent is able to gain all information on the new safe in the shortest time. However, it is possible that a foreign agent - one of the agents who belongs to none of the players - will be the winner of the game.

Game instructions, 7 agents in 7 colors, counting stones in the same colors, 7 agent-cards, 1 dice and 1 safe.

With three players participating in the game, the game will be played with six agents, with four to seven players, the game will be played with seven agents. The agents will be put onto the "church" (start field) and the counting stones will be put at the outer field (edge).

The agent cards belonging to the agents will be mixed and dealt out to the players. Each player receives - covered up - one card. The remaining cards have to be put aside, also covered up. Nobody is allowed to throw a glance at these cards - because these cards are the foreign agents, the so-called "blinds", they belong to none of the players.

Now, the player looks at his own card. Only at this time, the player sees which figure is his own agent. The player puts his own agent card – covered up - in front of himself. It is important that none of his partners is able to throw a glance at this card.

 The safe will be put onto the house No. 7. The players discuss who of them will open the game.

Course of the game:
The first player throws and is allowed to distribute the points to the agents. There are no restrictions. The agents move clockwise from one house to the other house. The individual houses have the numbers 1 to 10, the ruin and the church have no number. (It is advisable to memorize yourself the house numbers before the game begins).

A player throws five points. He has now the possibility to move five agents one house further along. However, he is also allowed to move one agent five houses further along or to distribute his points just as he likes. The most important thing is that the player observes the playing rule and moves his agent only forwards.

Meaning of the house numbers:
The house numbers indicate how much information you can find in this house. In the church, however, there is no information. In case, you move an agent into the ruin, you get caught in a trap. In this case, you must give away three points.

Information Finding:
When an agent arrives at a house which contains the safe (at the beginning of the game this will be House No. 7) there will be an evaluation; this means that - actually by all agents - information will be found. Each agent obtains information. The number of the information the agent will obtain is the same as the number of the house, which presently is his location. Accordingly, the counting stones at the edge of the game field will be advanced from field to field. If one agent is in the ruin - in the trap – he must move three fields backwards (when he is already in the possession of information).

As soon as all counting stones have been advanced, the player initiating the evaluation is allowed to put the safe onto a new - presently - empty house. Here, the next evaluation will be initiated. The new house can also be the church or the ruin. In case a player makes with his agent an advance beyond the house containing the safe, then no evaluation will take place.

The game now proceeds as follows: throwing - advancing/moving of the agents - conducting the evaluation, as soon as one agent arrives at a house containing the safe - moving of the counting stones - then, the safe has to be put into a new house.

In the course of the game, the counting stones move forward more and more - towards the objective. Now, each player must stand for his color and support his agent intentionally. The game ends as soon as one agent was able to gain all information on the safe, which means, when his counting stone has reached or crossed the target field. In case two or more agents simultaneously arrive at the objective, winner will be the agent who overshoot the mark the furthest. Only now, the players are allowed to turn the agent cards.

It is important to misinform your partners as long as possible, to talk very much, to put the partners onto the wrong track, to give advises, to support the "wrong" color etc. The tactical possibilities of this very thrilling game are inexhaustible.


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This site is created and maintained by: Carl-Gustaf Samuelsson