A Neo- noir Card Game of Survival and intrigue

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1 A Neo- noir Card Game of Survival and intrigue

2 I. Contents 8 Detective cards 32 Action cards (18 Clue cards & 14 Suspect cards) 8 Event cards 6 Case cards 1 Game Board 4 Detective markers 6 Victory point tokens 10 Life tokens 1 Rulebook 2. Overview In Gomora: Down Town players take on the role of a detective and attempt to investigate a case while avoiding getting killed at the same time. The city of Gomora is corrupt to the bone and dangers lurk at every corner. You gain victory points by killing other detectives or by solving cases. The winner of the game is the first player that will score three victory points or the player that will eliminate all other detectives. Gomora: Down Town can be played as Free for all (1-4 players against each other) or in Co-op mode (2vs2). 3. Setup Draft Pick: Players choose a token that represents their detective. They decide the first person that will choose a detective card. Then clockwise each player does the same. The last player picks a second detective. At that point players pick a second detective starting counter- clockwise from the player that picked last. Continue until all players have two detectives. You can decide this with the help of a dice or simply let the most corrupt person in the table pick first

3 Players pick secretly one of the two detectives and keep the other one as in reserve. The second detective can only enter play if the first one is killed. When all players are ready reveal your detective and put him face up in front of you Fast Start: Alternatively shuffle all detective cards and deal two cards face down to each player instead of doing the draft pick. 3.2 Put all detective markers on the Police HQ area of the board. 3.3 Deal one case card to each player. This card is kept secret for the rest of the game from your opponents. 3.4 Shuffle all the event cards and put them on the board next to the Red District area. 3.5 Shuffle all action cards and deal two cards to each player, one at a time. Now you are ready to start the game. Randomly determine who will play first and c ontinue clockwise

4 4. Turn Sequence In this section we will see how a turn is played: Phase 1. Draw an action card OR from your hand under your case. store any number of clue cards Phase 2. Your detective must move to a different a rea of the board. You can also play the basic action available on the area that the detective moved to. Phase 3. Play any number of cards from your hand and continue to do so until you pass. Only for Co-Op: Instead of playing cards or healing life you may alternatively give as many cards as you would like from your hand to your teammate and end your turn. Phase 4. You can discard 2 cards in order to heal one life. Phase 5. End your turn. If you have more than four cards in your hand, discard until he you have only four. 5. Goal of the game and Victory Point s (VP) A p layer can win via two conditions: 1. If a player has three victory points (Vps) he wins instantly. 2. If you have the only detective in play and all other detectives are dead, you win the game (the reserve detectives of all other players must also be dead to fulfill this victory condition). You gain one victory point (VP) when you kill another Detective. You gain two victory points (Vps) when you solve a case

5 What happens when a Detective is killed? When a detective is killed the player controlling him discards all cards in his hand. If the detective died during his own turn his controller ends his turn immediately. The player that killed the detective gains one victory point (VP). Remove the dead detective from the game and replace him with the reserve one. If the player has no reserve detective he is eliminated. The reserve detective is considered not in play yet. When the player's turn comes again he places his detective marker at the Police HQ area of the board and draws two cards. In this turn he is not allowed to store clues under his case. He can draw a card and proceed with his turn phases. What happens when a Detective solves a case? When a Detective solves a case the player controlling him gains two victory points (VPs) and draws two cards. He removes the solved case along with its clues from the game. Then he draws a random new case and ends his turn. IMPORTANT RULES 1. If a player's Detective is killed by one of his own cards all opponents gain one victory point (VP). A player does not gain a Victory Point for killing his own Detective. 3. If a card's text conflicts with a game rule the card always overrides that rule. 4. Players are not allowed to look through any discarded cards. 5. Each case only allows specific types of clues. Players cannot store clues that are not relevant to their case. 6. You can still take actions that require you to discard cards if you have no cards in your hand. (You are considered to have discarded zero cards). 7. If there are no new cases left to solve, you continue the game without one. 8. All cards can be played only once during a turn. Repetitive actions during the same turn are not allowed

6 6. Type of Cards Only cards in the Action Deck are considered cards for the game's terms. For example when an action from a clue card indicates that you must draw a card you cannot draw an event card because events are not considered to be cards in the game. DETECTIVES: Players are represented by the detective cards in the game. Each detective card has the Eagle of Justice on the upper right corner of the card, indicating that this card is a detective. Detectives have two abilities, a trait, and a once per game special action (Gold Star). The number inside the white heart indicates the starting life of a detective. It can never be more than that. If this number is reduced to zero or less the detective is killed. CASES: These cards are kept face down and are only revealed when you have three clues stored under your case. When this happens the case is solved

7 EVENTS: When players move their detective onto the Red District area on the board they can play the area's basic action, which is to open an event. After an event resolves discard it by putting it on the side face-up. When the last event on the board resolves shuffle all events and put them again face down next to the Red District area. CLUES: Clues are a type of action card. They have a white symbol on their upper right corner (all symbols are different). This symbol indicates that the card is a clue. If a clue is relevant to your case you can store it by placing the clue card under your case at the start of your turn during Phase 1. A clue card can also be played for its action. If it is played for it's action, it is discarded

8 SUSPECTS: Suspects are a type of action card. These cards are marked with a grey symbol of a man and a woman in the upper right corner. This symbol indicates that the card is a suspect card. A suspect card can be played only for its action and then it is discarded. 7. The Board The Board consists of four areas. Each one has its own basic action. As we said in phase two of the turn sequence, detectives can optionally use this action when they enter these areas. A detective can move to any of these areas without any restriction during phase two

9 - The cards with the Blood stain (1) and Dot (2) symbols before a sentence are basic a ctions and can be played only during your turn. The blood stain is used to indicate that the card is a hitjob and produces life loss. - The cards with the lightning symbol (3) can be played as a reaction to an action OR simply as an action at any time. Even during another player's turn. - All detectives have a special action that can be played once per game. It is indicated by a gold star (4). 9. Co-op Mode The Co-op mode can be played with four players: Make two teams each with two players. Follow the regular rules for the setup. Teammates sit opposite to each other in order to allow a team by team play each turn. Teammates share the same case. They can both store under it during their own turns. If a player loses both of his detectives and his teammate still has a reserve detective available, he can bring into the game his teammate's reserve detective instead of being eliminated. Teammates are not allowed to reveal information about their cards to each other or to coordinate their play. During Phase 3: Instead of playing cards or healing life you may alternatively give as many cards as you would like from your hand to your teammate and end your turn

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