Noir is a mafia story set in the USA in the 1920s. As a result of the Prohibition, between 1920 and 1933, organized crime grew at a rate that the world had perhaps never witnessed before.
In NOIR, players take on the role of legendary mob bosses of this period, such as Al Capone and Dutch Schultz.
While reading the game rules, keep in mind that each rule is inspired by a mafia movie. If you interpret a rule and the result fits a movie scene, you're probably on the right track.
Number of players: 3-6
Age range: 13+
Game time: 30-60 minutes
Box Content: 90-card deck (card quantities are given in the relevant sections below), 25 metal chips worth "1", 11 metal chips worth "5", 4 quarter-circle metal countdown tokens.
To win, players try to achieve one of three goals;
Removing two players from the game by destroying their Hideouts,
Having more than half of the money in the game at the end of their round (this win condition can be disabled for a more competitive game),
If no player can fulfill these two conditions, having the largest mafia at the end of the game.
I. Setting up the game:
Each player places one Hideout in front of them. The remaining Hideouts are removed to the box.
In NOIR, just like in a real city, the amount of money that can be made from crime is limited. The amount of money used in the game is determined by the number of players:
3 Players: 50
4 Players: 60
5 Players: 70
6 Players: 80.
After the specified amount is placed on the table and the rest put back into the box, each player takes three coins from the table.
When the money runs out during the game, the 4-round countdown described below will begin.
The deck of cards is placed face down in the middle of the table.
The player who had the most glasses since 00:01 that day starts the game. If no one has drunk anything, the players roll the dice among themselves to find out who will start.
Players take turns taking the top card of the deck until they each have six cards. Players cannot have more than six cards in their hand, except after destroying another player's Hideout.
II. Gameplay:
The rounds in the game are divided into three phases. Each player, plays all three phases in the order specified below before the turn passes to the next player.
First (Half) round: In the first round of the game, only the deployment phase of the three phases is played.
Only in the first round, players can discard one or two cards from their hand and draw new cards from the deck without paying any money. Discarded cards are left face up.
Following rounds:
1. Preparation Phase:
All the actions except attack and deploy is taken in this phase.
a) Collect money equal to the total income of your deployed businesses and Hideout. If the money in the middle runs out, the countdown is triggered.
b) Gangsters are placed in open businesses as desired.
Gangsters who are not in any building because of an attack or a "POLICE" card are considered "AWAY" and are turned sideways on the table.
Gangsters who are "AWAY" can be placed in buildings. If all workplaces are occupied, the gangsters who are "AWAY" shall be discarded before those already placed on a building.
c) Player can Discard up to 4 cards. Discarded cards are left face up.
d) After discarding, player decides how many cards will be drawn, without exceeding 6 card limit and pays "number of cards - 1" money. All the cards are drawn at once without looking at the cards.
e) Hideout can be moved under another building or in the open.
2. Attack Phase:
Only Gangsters that are deployed can be used to attack. It is possible for a building to be attacked by more than one gangster. Gangsters can leave different buildings and attack to the same target.
During the attack round, the player can make any number of attacks.
A building can only be attacked once. For this reason, the player whose target is a Hideout must plan the attack strongly for this purpose.
Attacking gangsters deal damage equal to their strength, the damage is distributed starting from the weakest defending gangster. After all the gangsters in the building are dead, the remaining damage is inflicted to the building.
The damage dealt by defending gangsters is calculated in the same way. The damage caused by attack and defense is considered to occur simultaneously.
If the total damage of the attacking gangsters is equal to or greater than the total power of the gangsters in the building and the total income of the business, the business is destroyed.
If the business is destroyed, money equal to the income of the business is stolen from the player.
Attacking Gangsters are considered "AWAY". They return during the attacking player's next preparation phase.
3. Deployment Phase
At this stage, money is paid and new cards are opened on the table. The value of each card is one less than the number written on it.
III. Cards:
Gangsters:
Gangsters are the firepower of the mafia. Attack can only be done with Gangsters. In attacks on buildings gangsters are the first to take damage and they inflict damage on the attacking gangsters.
All Gangsters have firepower and health equal to the number written on them. Gangsters who do not run out of health after a firefight are considered to have full health. So the gangsters won't be left injured.
Gangsters can only be deployed on businesses and player's hideout.
Every Gangster costs one less from the number on them. In this way, gangsters with a strength of "1" are free.
Every gangster needs as much income as his own power in a building. The total power of gangsters in a building cannot exceed the income of the business or hideout. For example, two "2" power gangsters, one "3" power and one "1" power gangster can be deployed on the Casino that provides 4 income.
The gangsters who went to attack or were removed with the Police card are in an unknown place in the city. Therefore, they remain in the "AWAY" state until the player's next preparation phase. Gangsters who are AWAY are turned sideways to show this.
Gangsters who are "AWAY" are considered not to take up space in the building.
If the player does not have enough buildings for gangsters at the beginning of the preparation phase, the gangsters that cannot be placed will be discarded, starting with those that are AWAY.
Gangster numbers in the deck
1 strength: 14 pieces
Strength of 2: 10 pieces
Strength of 3: 8 pieces
Strength of 4: 4 pieces
Businesses
Businesses both provide income to the mafia and house gangsters.
Businesses do not have firepower, so the attacker does not take any damage in attacks against Businesses that do not have Gangsters on them.
Each Business generates income, has health, and hosts gangsters according to the number on it.
Businesses cost one less from the number on them. This way Moonshine is free.
If a business is destroyed as a result of an attack, the attacking player steals money equal to the income of the business from the defending player.
Business numbers in the deck:
Moonshine Still: 10 pieces
Bootlegger: 8 pieces
Speakeasy : 6 pieces
Casino: 4 pieces
Reactions:
Reaction cards can be played at any time, even on another player's turn, with one exception noted in the card descriptions below.
Poker Night: 3 pieces - Each player with two or more coins places two coins on the Poker Night card. Players with less than two coins cannot participate. The player who plays the card is the host player, and therefore, thanks to the "preparations" he made beforehand, he rolls two dice and uses the greater. Other players roll one dice and the player with the highest roll gets the money in the middle. If more than one player rolled the highest dice, these players roll one dice until the tie is broken.
Poker Night cannot be used in the first round.
Police: 4 pieces
Police card can be used in two different ways:
a) To remove gangsters from a business and put them in "AWAY" state, making the place defenseless.
b) To prevent an attack on a business or a Hideout. When used for this purpose, attacking gangsters do no damage but remain in the "AWAY" state.
Police card cannot be used on Hideout.
Bribe: 4 pieces
Bribe is used to neutralize the Police card. A Bribe card can be neutralized with another Bribe card.
Drive-by: 5 pieces
Drive-By symbolizes a car full of Gangsters passing by the business and showering it with bullets.
Each Drive-By card deals d6 damage to a business. Damage is distributed starting with the weakest Gangster.
Multiple Drive-By cards can be used simultaneously by one or more players. Before the dice are rolled, it must be determined how many Drive-by cards will be used. In this case, the total damage from the dice thrown is dealt at the same time.
With Drive-By, money is not stolen even if the building is destroyed.
Hideouts can not be targeted by Drive-By.
Turncoat: 3 pieces
The player playing the Turncoat card can take any of the gangsters opened on the table that are not on the Hideouts, but in order to take a gangster with a strength of "4", the player playing the Turncoat card must have opened the "Casino" card.
Any of the attacking gangsters can be taken with "TURNCOAT".
D.Hideout
This card symbolizes the basement office where the mafia boss and his safe are located.
The Turncoat card cannot be used on Gangsters placed in the Hideout.
Drive-By cannot be made to Hideout.
The Police card on the Hideout is only used to block an attack.
The player must open the first workplace he opens above his Hideout. During the preparation phase, players can move their Hideouts under or outside an open workplace.
Hideout is the only card that provides both income and inflict damage.
Attack on Hideout:
If the total power of the gangsters attacking to the Hideout is equal or greater than the total hit point of; the business above the Hideout, any gangsters deployed on that business, Hideout itself and the gangsters deployed on the Hideout, attacker rolls a dice and steals money equal to the Dice plus excess damage plus income of the business deployed on the Hideout if there was any.
If the defending player cannot pay this money, his Hideout is destroyed and the player is eliminated
IV. Win the Game
NOIR can be won in three different ways:
A. The player who removes two players from the game by destroying their HIDEOUTs wins the game.
B. The player with the most points at the end of the countdown wins the game.
In the following two cases, a 4-round countdown starts.
1. The first time a player destroys another player's Hideout
2. The first time a player gets the last coin on the table
3. When a player accumulated one third ( roll up) of money on the table.
The player who triggers one of the above two conditions puts 4 countdown tokens on the table and takes one token from the table at the end of each of his turns, starting from the end of his next turn. When the last token on the table is taken, the game ends and the points explained below are calculated.
If the player who started the countdown leaves the game, the previous player continues the countdown.
Point calculation:
Hideout destroyed by players is worth 10 points.
Each card deployed on the table is worth points equal to the number on it.
The money in the player's treasury is also added to the point total.
The player with the most points wins.
C. The player with more than half of the money in the game at the end of his round wins the game.
(It is an optional win condition, players must decide whether to use this rule at the beginning of the game.)
If there is any ambiguity do not hesitate to ask
Dr. İsmail Yuksel, Attorney at Law
+90.541 262 16 63
At the end of a very long road from 2020 to today, NOIR has been released.
There are many whom I owe my thanks; to Dr. Hale Akdağ as always was my biggest support from the beginning; to my dear friends Onur Bıçakçı and Koray Bilgin, with whom we started this work together and who could not continue due to their workload; to professionals of this field who supported me with their opinions and suggestions; Onur Şencan, Doruk Kıcıkoğlu and Tunca Zeki Berkkurt, to Kule Residents Role Playing and Strategy Games Association; finally, I would like to thank my players who took the time to share their valuable ideas in numerous trial games.
Of course, this doesn't mean the work is over.
Telif Hakkı © 2024 NOIR - Tüm Hakları Saklıdır.
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