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Escape Plan

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Details

Sourced from: https://jmo.name/games

Player Aid Author: Jarrod Moore

Description

Escape the city, but don't forget to grab your loot on the way out!

Expansions in Use

  • Upgrade Pack

  • Place game board in middle of table
  • Place 2 starting city tiles randomly on marked starting spaces:
    • Place face-down and ensure both arrows on backs either both point down or both point up
    • Flip both over to face-up side
  • Separate remaining city tiles by letter and shuffle stacks
  • Reveal top city tile on each stack
  • Shuffle patrol cards, place 5 of them in stack on board
  • Add 2 random police officers from bag to each of revealed city tiles on top of stacks
  • Place 2 random police officers on starting tile that does not have a hospital on it
  • If any stacks/tiles have 2 police officers of same colour, return of them back to bag
  • Place business tiles and safe house tiles on game board
  • Randomly place 9 Key tiles at random in 9 spaces of safe houses
  • Place fixer tiles in face-up stack next to safe houses
  • Separate locker tiles by colour, shuffle each stack and place in convenience store locker spaces
  • Separate equipment tiles by type, place them near convenience store
  • Place 6 gas can tokens near equipment tiles
  • Separate exit tiles by their backs, shuffle each stack and place near game board
  • Shuffle contact cards and place face-down on board
  • Reveal top 7 cards to form display
  • Place 6 gang members on their place on game board
  • Place 2 remaining gang members on HQ of starting tile
  • Place time marker on starting space of time track
  • Place extra action discs, money, handcuffs supply near board

Player receives:

  • 1 player aid
  • 1 exit cost card
  • 1 player board
  • 1 player screen

Player receives and keeps behind player screen (and should keep secret during whole game):

  • $9k in money
  • 1 random Escape Plan card

Select a starting player:

  • Official method: Player who last robbed a bank

Place the following on the game board:

  • Player pawn on hospital
  • Turn order marker (in player order)
  • Notoriety marker (in any order)
  • 2P: Place the following pieces from an unused colour's pieces for Sandra:
    • Player pawn on hospital
    • Turn order marker on space 3
    • Notoriety marker on one of the bottom spaces
    • 4 notoriety cubes and 9 income cubes next to game board
    • Shuffle inspector deck and place them face-down near game board

Place the following on your player board:

  • 9 income cubes
  • 3 asset tiles showing police shields in item spaces (in any order)
  • 1 asset tile showing extra action icon in $5k unlocked asset tile space
  • 3 remaining asset tiles on indicated contact card spaces (in any order)
  • 2 gang members in gang area
  • 1 first aid token on its space
  • 3 wound cubes in green wounds box
  • 1 rest token with the sun face up
  • 4 notoriety cubes in space below red/blue notoriety spaces

Gameplay takes place over 3 rounds representing 3 days. On a player's turn, they will perform 3-5 actions

Each round consists of 6 phases:

  • Income
  • Patrol
  • City
  • Turn Order
  • Player Action
  • Change of Day

Note: Skip this phase on Day 1

Each player receives number in money equal to lowest showing number All players with notoriety of 1 or 2 may spend $3k to unlock an asset tile

2P: Sandra does not receive income

  • Reveal top 2 cards of patrol deck and place on game board
    • On Day 3: draw the remaining card
  • If 2nd card is placed on patrol space, that exit is now blocked
  • If city tile depicting that exit is on board or face-up on top of stack:
    • Take one stack of exit tiles and place on that tile, covering the exit space
  • If city tile depicting exit is not yet visible:
    • Place one stack of exit tiles on top of patrol cards for that exit
    • When city tile becomes visible, place that stack of exit tiles on revealed exit space

Each player receives number in money equal to lowest showing number All players with notoriety of 1 or 2 may spend $3k to unlock an asset tile

  • In turn order, each player takes turns placing all city tiles from display:
    • 2P: Sandra is not considered a player for this step
    • When placing a tile:
      • Must be adjacent to at least 2 already placed city tiles
      • Must be rotated such that one land type on new tile is connected to same land type of already placed tile:
        • Land/locations touching only by a corner are not considered connected
      • All police officers on a tile are moved with the tile
      • If the tile has a business on it:
        • Choose any available business tile and place it on the business space
      • If the tile has a safe house on it:
        • Choose any available safe house tile and place it on the safe house space
      • If the tile has a gang space on it:
        • Place 2 gang members on the location
  • After all 4 tiles in display have been placed, flip top tile of each stack to form new display
  • Add 2 random police officers from bag to each of revealed city tiles on top of stacks
  • If any stacks/tiles have 2 police officers of same colour, return of them back to bag

  • Set turn order based on notoriety, highest going first, etc.
  • If any players are tied, the relative positions are reversed
  • 2P: Adjust Sandra's turn order according to her notoriety as well

This phase is broken up into 5 parts:

  • Morning
  • Afternoon
  • Evening
  • Night
  • Dawn

In each part of the day, players take a turn in turn order and then all players update their notoriety in turn order:

  • If your notoriety would go below 1, then it stays at 1
  • If your notoriety would go above 7, you take 1 wound for every step above 7 you would go

Actions:

  • Rest
  • Move

All players must take an action during the first 3 parts of the day, except in day 3 where you can choose to escape the city early if you wish

During the night and dawn of each day, each player can choose to discard an extra action tile to take an action

2P:

  • Sandra takes an action in turn order as normal
  • For the purposes of a player avoiding police officers, Sandra counts as another Police Officer of any type:
    • This type is chosen by the player avoiding her:
      • This means that 4 police officers could end up being on the same tile
  • At night and dawn, Sandra uses extra action discs if she has any
  • The order of contact cards in the display is very important in 2-player games:
    • When taking a contact card:
      • Slide all contact cards to the right to fill any gaps
      • Draw a new card to place in the leftmost position of the display
      • Also do this process when Sandra takes Contact cards
  • On Sandra's turn:
    • Rest:
      • Sandra never rests
    • Travel:
      • Reveal cards one-by-one from the inspector deck until you reveal one showing a location currently in the city
      • Move Sandra there immediately:
        • Sandra has unlimited movement points
      • Ignore Exit cards from open exits on days 1 and 2:
        • Draw a new card
      • If Sandra reveals the opened exit on day 3, she moves there but does no action there
      • Cards skipped in this phase are shuffled back into the deck at the end of her turn
    • Avoid:
      • Sandra is a police officer, and so she ignores this step
    • Visit:
      • If one or more other players are at her location, her notoriety increases according to the normal rules:
        • Gains notoriety => place cube above her notoriety marker
        • Loses notoriety => place cube below her notoriety marker
      • Follow instructions on Sandra's card
    • After all steps have been performed, remove that card from the game:
      • Sandra never visits the same location twice
      • Cards that were skipped in the Travel phase then get shuffled back into the deck
    • When adjusting Sandra's notoriety:
      • If she passes a threshold:
        • Each player with less notoriety moves an officer in her direction following the normal rules
      • If any other player passes a threshold and Sandra has less notoriety:
        • The other player moves one police officer on her behalf
      • The same rules for moving police officers apply as usual

Note: Skip this phase on Day 3

  • All players with rest tokens that are moon-side up flip them back to sun-side up
  • Reset the time marker to start space on time track

At the end of the third day, or after all players have escaped, the game ends

Only players who managed to escape the city are eligible to win the game.

Before final scoring:

  • Each player must discard one contact card from their player board for each handcuffs card they have
    • You can discard a contact card which is underneath a handcuffs card

Then final scoring commences

All players who are still eligible to win gain money in the following categories:

  • Total money collected from visited buildings in first group (check Escape Plan card)
  • Total money collected from visited buildings in second group (check Escape Plan card)
  • Total money collected from safe houses (check Escape Plan card)
  • Money behind your player screen
  • $10k per used asset tile (i.e. flipped face down)
  • Collect money based on contact cards on your player board:
    • 0-1 contact card => 0
    • 2 contact cards => 10
    • 3 contact cards => 30
    • 4 contact cards => 60
    • 5 contact cards => 100
  • Total money from collected Locker and Exit tiles

Players then lose money from the following:

  • Your position on the notoriety track
  • -$20k for each wound cube in your red wounds box

The player with the most money wins

Tiebreakers:

  • Player with most money behind their screen
  • Player with least notoriety
  • Player with least wounds

Otherwise, the victory is shared

  • Note:
    • You can only rest once per day, but you can still use executive actions
    • You cannot rest if your rest token is already moon-side up
  • Flip your rest token to the moon side
  • Flip back all contact cards, your first aid token and all equipment tiles you have on your board:
    • You can now use these again
  • Unlock any one locked asset tile from your board:
    • Move it to the most expensive empty asset space on your board
    • If you have no empty spaces, just discard the tile instead

Moving is carried out in 3 steps:

  • Travel
  • Avoid
  • Visit

When you move, you can take any number of executive actions

  • You must move from one location to another by spending 1, 2 or 3 movement points
  • You must always end your movement on a different location to the one you started on
  • You may never end on streets or water
  • Each movement point you spend can be used to do one of the following:
    • Leave a Location
    • Enter a Location
    • Crossing Land
    • Move Between Locations
  • For every gas can token you return to the convenience store, gain 1 extra MP for that turn
  • Water can only be crossed using normal movement if there is a ferry icon on the water space:
    • A ferry icon on the tile indicates that the whole body of water the tile is connected to
    • You do not have to start or end your turn on the tile that has the ferry icon on it to cross this way
  • If you enter a subway location, you can move directly to another subway location on a different tile without spending movement points
  • Using a subway on your turn earns you one extra movement point
  • If you enter a heliport location (or start your turn there), you can spend 1 movement point to move to any land or location on a tile either 1 or 2 city tiles away

Note: This is only able to be done on Day 3

During the travel step of your turn, you can choose to use the only available exit to leave the city:

  • You must still do the Avoid Phase of your turn as normal:
    • You must avoid any officers on the tile containing the exit since you are leaving that tile
  • You are allowed to visit the location containing the exit without exiting, in which case you treat it like a normal location and then escape through the exit in the Travel phase of another turn

On the turn that you exit the city, you do not perform the Visit Phase.

Leaving the city costs a certain amount of money depending on how many other players have escaped already:

  • 2P:
    • 1st player: Free
    • 2nd player: $10k
  • 3P:
    • 1st player: Free
    • 2nd player: $5k
    • 3rd player: $10k
  • 4P:
    • 1st player: Free
    • 2nd player: $5k
    • 3rd player: $10k
    • 4th player: $10k
  • 5P:
    • 1st player: Free
    • 2nd player: $5k
    • 3rd player: $5k
    • 4th player: $10k
    • 5th player: $10k

When you do escape, remove your pawn from the game board

As soon as the first player escapes, all other players must spend $1k before each of their turns before they can take an action

If you do not have enough money to escape the city or to pay this $1k cost, you are arrested and you are out of the game immediately

Note: Skip this step if you only moved from one location to another location on the same tile

If you ended on a different tile to the one you started on, you must try to avoid the police on:

  • The tile you started on
  • All tiles you moved through
    • unless you used the subway or heliport
  • Not the tile you finished on

For each police officer that you are unable to avoid:

  • Move 1 wound cube from the green wounds box to the red wounds box

When your green wounds box is empty and you take another wound:

  • Take a handcuffs card and place it on the rightmost space of the bottom of your player board that does not have a handcuffs card on it:
    • This space is now blocked for the rest of the game, you cannot place a contact card on it:
      • If the space had an asset tile on it, discard it
      • If the space had a contact card on it, cover it with the handcuffs card
    • Note: remember that you can rearrange your assets at any time, so you basically can choose which asset to lose
  • Move one of your cubes from the red wounds box to the green wounds box

If you take multiple wounds, resolve each sepearately

Note: Skip this step if you end your movement on a subway or heliport

When you visit a location, you must perform a series of steps in a very particular order:

  • Ensure all steps are followed unlesss they are explicitly marked as optional

You may spend a key to visit a business that has been closed:

  • Flip the key over and carry out the visit
  • The location remains closed for all other players

  • Note: You may only visit each business once per game When visiting a business:
    • Gain 1 notoriety
    • Take the uppermost cube from your income track and then look up the business on your Escape Plan card:
      • An amount of money is listed => place cube inside business's white hex without income symbol in business's display space
      • Income symbol is listed => place cube inside hex with income symbol in business's display space, then take income
    • Take a contact card

After a certain number of visit, the business will be closed:

  • 1-3P: After 2 visits
  • 4-5P: After 3 visits
  • To close the business, flip its tile face down on the board:
    • This location cannot be visited unless you use a key

When you have visited all businesses in a group:

  • Take an extra action disc
  • Unlock an asset tile
  • Lose 1 notoriety

  • Note: You can only visit each safe house once per game

To visit a safe house:

  • Gain 1 notoriety for each other player at location:
    • 2P: Sandra is considered another player for this check
  • Take the uppermost cube from your income track and then look up the safe house number on your Escape Plan card:
    • An amount of money is listed => place cube inside red hex in safe house's display space without income symbol on it
    • Income symbol is listed => place cube inside hex in safe house's display space with income symbol on it, then take income
  • Lose 1 notoriety
  • Take a key (if any) from safe house's display space and place it on player board in key slot matching safe house number
  • Optionally, you may buy a fixer tile

When you have visited all safe houses:

  • Take an extra action disc
  • Unlock an asset tile
  • Gain income

  • Note:
    • You can only visit a gang location if all conditions below are true:
      • No other player is at that location
      • No gang control markers are present on the locations (yours or another player's)
      • You have at least $5k

When you visit a gang:

  • Pay $5k
  • Take both gang members from the city tile and place them on your player board
  • Place 1 of your gang control markers on the location

When you visit a store:

  • Gain 1 notoriety for each other player at location:
    • 2P: Sandra is considered another player for this check
  • Optionally, you may take 1 gas can token from the store and place it on your player board:
    • You can only hold up to 2 gas can tokens at a time
  • Optionally, you may buy up to 2 pieces of equipment:
    • For each piece of equipment you buy:
      • Pay the cost depicted on the board below the tile being purchased
      • Place it on an available item space on your board not containing an asset tile
      • If you place an equipment tile on a space already containing another non-asset tile (fixer, equipment, exit or locker tile), gain 1 notoriety and discard the replaced tile from the game
  • Optionally, if you have the right key, you may open one locker

To be able to open a locker:

  • You must have one of the following:
    • the key tile matching the colour of the locker
    • the master key asset tile
  • The sum of your notoriety and the number of contact cards on your board must be no less than the number printed on the locker tile
    • For this check, both face-up and face-down contact cards count, but not cards covered by handcuff cards

To open a locker:

  • Flip the key tile used face-down
  • Secretly draw a number of tiles from a stack corresponding to the colour of the locker:
    • Green locker: draw (number of contact cards on player board + 1) tiles
    • Black locker: draw (numbor of contact cards on player board) tiles
    • Brown locker: draw (number of contact cards on player board - 1) tiles
  • Choose one of drawn tiles, place it face-down on empty item space on player board (one not containing asset tile):
    • If you place tile on space containing another non-asset tile, gain 1 notoriety and discard replaced tile to box

  • Gain 1 notoriety for each other player at location:
    • 2P: Sandra is considered another player for this check
  • Optionally, you may unlock an asset tile
  • Optionally, you may move 1 wound cube from red wounds box to green wounds box
  • Take a contact card

  • Gain 1 notoriety for each other player at location:
    • 2P: Sandra is considered another player for this check
  • Optionally, you may $1k to lose 1 notoriety
  • Optionally, you may unlock an asset tile
  • Take a contact card

  • You may pay money to heal wounds:
    • $1k: 1 wound cube
    • $3k: 2 wound cube
    • $6k: 3 wound cube
  • Gain 1 notoriety

  • Gain 1 notoriety
  • If the exit is open (fewer than 2 patrol cards on exit's patrol space):
    • Optionally, you may receive income
    • Take a contact card
  • If the exit is closed (2 patrol cards on exit's patrol space):
    • Optionally, you may do one of the following:
      • Receive income
      • Take a contact card
  • If you choose to take an exit tile:
    • Draw a number of exit tiles from the appropriate stack equal to the number of contact cards you have on your player board:
      • For this check, both face-up and face-down contact cards count, but not cards covered by handcuff cards
    • Choose one of them secretly and place it face down on one of your empty item spaces:
      • If you do not have an empty item space, you must replace a previous non-asset tile:
        • If you do this, gain 1 notoriety
    • Return all other tiles face down to stack and shuffle stack

During your turn, you may do any number of executive actions that you wish. Some components are marked as only being able to be used for executive actions during a particular step of your turn:

  • The two footprints icon => only usable in the Travel step
  • The gunshot icon => only usable in the Avoid step
  • No icon => usable at any point during your turn
Police Officers
  • When moving a police officer:
    • An officer can be moved from one tile to any other tile, there is no distance limit
    • No more than one of each type of officer can be on a single tile
    • No officers can ever be on the hospital tile

  • Pay the cost written on the card
  • If a red star with a plus on it is shown, gain 1 notoriety
  • Use the card's benefit
  • Flip the card face-down

  • Flip the tile to use its benefit

  • Flip the tile to use its benefit

  • Flip the first aid token to heal one wound

Return one gang member to a gang space where you have a gang control marker to do any one of the following things:

  • Lose 1 notoriety
  • During the Travel step:
    • If you are on a tile with a helipad:
      • Spend 1 movement point to move to any location or land space on a city tile that is 1-2 tiles away from your current tile
      • If you move 2 tiles away, ignore the police officers on the tile you move through
      • You still need to avoid the ones on the tile you left
  • During the Avoid step:
    • Ignore all police officers on a tile of your choice

Once both gang members have been returned, take back your gang control marker. The gang member is now able to be taken by any player

Each unlocked asset tile can be used once per game

To use an unlocked asset tile:

  • Pay the value indicated below the tile
  • Gain the benefit of the tile
  • Flip the tile over

Thumbnail courtesy of BoardGameGeek and the respective publisher.