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Subject: Dirty Cop rules – Designer’s variant rss

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Ole Steiness
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People have been posting questions about how to setup and reveal the Dirty cop (the rule book might not be clear on this). So I decided to post some clarifications, as well as a house rule :-)

Also see Karl's post here:
Typo on Page 12 Regarding Dirty Cop...

Dirty Cop – Complete rules:

INTRODUCTION:
I highly recommend playing the game involving a Dirty cop, once you are familiar with the rules (or if you have played games with “traitor” mechanics before). The Dirty cop adds another layer to the game.

In games that involve a Dirty cop, players are allowed to discuss ideas, give advice and tell if they can help in some areas, or not, as long as they don’t reveal specific details. For example, players are not allowed to show cards to each other, or name a specific card as it would make it very hard for the Dirty cop to play. Players are allowed to lie, to accuse each other, to point fingers, etc. Actually, it is encouraged in a game session with at least one possible Dirty cop!

SETUP:
First, your group should agree if you want to play with the Dirty cop. If not, ignore the rest of this document You can play with a Dirty cop in any type of game but the solo variant, but I would recommend using the Dirty cop element in games with three or more players. You might even want to use TWO Dirty cops in a game with six players (if you have a lot of faith in the skills of your police force – things are going to get tough!).

If so, take as many Loyalty Cards as the number of players, and make sure that ONE of them has the Dirty cop loyalty (and the pictures of one guy bribing another). The rest of the cards should be Good cop cards. Shuffle these cards (Loyalty side facing down) and hand one out to each player.

If you want to make things even more interesting, add one EXTRA Good cop card to the stack. This means that there MIGHT be a Dirty cop in the game (it is very likely), but nobody knows for sure. Once each player has received one Loyalty Card, discard the surplus Loyalty Card, without looking at it. For example, you might want to use four Good cop and one Dirty cop Loyalty Card in a four player game, adding up to a total of five Loyalty Cards.

Once the cards are shuffled and dealt to the players, you will have one left, which you must then discard.

Each player now reads the front side of the Loyalty Card – it is the same for all players. It will tell you what an EXPOSED/REVEALED Dirty cop can do in the game. Once everybody have read this, player secretly look at the back side of the Loyalty Card, to see if they are the Dirty cop, or not. Take a few seconds to look at it, to make sure that everybody has read the text (which is about same length for both Good cops and Dirty cops, anyway).

Players now place their Loyalty Cards in front of them on the table, with the side with the hidden Loyalty facing down.

As final preparation, look at the set-up chart on page 1 in the rule book. Check how many Police Cards to deal to each player, how many Street Punks and Patrol Officers to use in this game, and where to place the Turn Marker on the time track.

PLAYING WHILE THE DIRTY COP IS HIDDEN:
Once the game is underway, the Dirty cop should try his/her very best to hamper the progress of the Good cops while not exposing himself/herself: Make good use of your special Character Skills and Police Cards, take less optimal actions on the board, or carry out Investigation without revealing any (many) Evidence Cards.

A note about Investigation: You are allowed to place Evidence Cards back at the bottom of the stack and claim that you did not find any Evidence Card(s). However, you will also have to discard a truly useless card from the stack, which can NEVER be an Evidence Card. Therefore, if you are “lucky” and only draw Evidence Cards during Investigation, you will have to reveal those as Evidence (since you cannot discard any of them from the game).

ACCUSING ANOTHER PLAYER OF BEING DIRTY:
You may accuse any other player (only one per turn) of being the Dirty cop (even if you yourself are the Dirty cop, to divert the attention of other players, or try to remove Donuts from the player’s hands).
To accuse another player, first discard a total of three Donuts (they may come from any player; it is up to you to convince them that this is not a waste of donuts).

The accused player must then reveal his/her Loyalty card to everyone:
If the accused player is the Dirty cop, his/her car and Character Card are removed from the game and the Dirty cop immediately goes underground. He/she also discards any Donuts and Police Cards he/she might have. The accusing player (and nobody else) also receives a Donut for exposing the Dirty cop.
Here is our house rule, if you want to punish the Dirty Cop for exposing himself/herself through careless actions: The Dirty cop does not get to use or collect ANY Donuts for the remainder of the game, if he/she is rightfully accused by another player .

If the accused player is NOT the Dirty cop, you (the accusing player) must still discard the three Donut Tokens – they are lost. Additionally, you must immediately discard ALL Police Cards from your hand, and end your turn.

REVEAL YOUR (LACK OF) LOYALTY:
If, and ONLY if, you are an unrevealed Dirty cop, you may reveal your loyalty as your action on your turn – but only if you have at least two Donuts. To do so, flip your Loyalty card, discard two Donuts (keep the rest, if any), and discard all of your other possessions (Police Cards, Character Cards, and Upgrade Tokens), and then immediately take the turn of a Dirty Cop as instructed on your loyalty card. From now on, you will spend your turn each round to take one of the actions shown on the Loyalty Card.

I recommend that you try to stay hidden for as long as possible, as a team of Good cops who KNOWS who the Dirty cop is will work together much better.


Have fun gaming!

Best,
Ole Steiness,
Game Designer
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Greg
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Re: Dirty Cop rules – Designer’s Pick!
If that's the way it was intended to be in the original rules Ole, this version is much, much clearer.

I was having problems understanding what the "special ability" was that the involuntary revealed Dirty Cop was losing, but now that you specify that the special ability is collecting and using Dirty Donuts, that's a lot clearer for sure. Also, specifying they need to have 2 donuts to reveal themselves is clearer, as while that's what the card says, it was saying in the rules to keep all your donuts. We knew to have to use 2 donuts to reveal on their own, but this change above helps for clarity and consistency.

Thanks for clearing those up
 
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KRAMPUS
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Re: Dirty Cop rules – Designer’s Pick!
Any chance you can post a pdf of these rules in the files section?
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Common Man Games
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Thanks for sharing the Fun House Rules Ole!!!!



Very cool!

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Markus Weihrauch
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Thanks, this really makes the Dirty-Cop-Variant MUCH clearer for me!
 
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Jeff Davis
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steiness wrote:
You can play with a Dirty cop in any type of game but the solo variant,


Has anyone here actually played this with 2 players (2 cops)? I assume you would have at least 1 more card to chose from so there would be no way to KNOW if the other player was a bad cop if you weren't. Maybe add in TWO cards (for a total of 4)?

I am eager to see how good this 2 player-possible-dirty-cop game is.

- SK
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Jeff Davis
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sargonkid wrote:
steiness wrote:
You can play with a Dirty cop in any type of game but the solo variant,


Has anyone here actually played this with 2 players (2 cops)? I assume you would have at least 1 more card to chose from so there would be no way to KNOW if the other player was a bad cop if you weren't. Maybe add in TWO cards (for a total of 4)?

I am eager to see how good this 2 player-possible-dirty-cop game is.

- SK


No one?
 
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