CLOU Roll&Heist - Complete - English - Inkfriendly - 0 - 9
CLOU Roll&Heist - Complete - English - Inkfriendly - 0 - 9
CLOU Roll&Heist - Complete - English - Inkfriendly - 0 - 9
Highlander Games
Spielkultur Münster Bremen
Spielbrett Köln Voyager Bonn
Brettspielheld Anspieler Ennepetal
Brettspielkiste Ahrweiler
Dinslaken
Osnabrett Capito
Osnabrück Würfelbecher FUNtainment Spielbar Spielzeit Dresden
Fugio Bonn Erlangen Berlin P3 Comix Krefeld & Leipzig
Trier Salzburg
1. Goal of the game The game is played in rounds (a summary of the
In "Clou" you play a skilled thief or even a whole game round can be found on the thieves' sheets).
gang of thieves in the 1960s London. A round is divided into 4 phases:
For each game you choose a scenario, in which Throwing the dice
you try to get as much loot as possible and leave Use dice
as few traces as possible. Also be careful not to Time passes
take too much time or set off alarms in any Are you running away?
other way, so that you don't have to escape from Once you've played through these phases, a new
the police. round begins.
If you're caught , you'll immediately lose together.
However, if you succeed in the breakin, you can Throw the dice: first you throw the 3 dice and
celebrate your joint success and calculate your display the result for all players to see. The three
points for this heist. dice rolled are for all players everyone must use
all three.
2. Game sequence
"Clou Roll & Heist" is a Roll and Write game. This Use dice: here you write down the rolled numbers
means, that you need one pen per player and a on your thief sheets. You can do this in any order
total of 3 sixsided dice. You print out the game and you can sum up the dice results. But you may
plans yourself and mark things on them with your not divide the numbers on the dice. When writing
pens. For each game you need a burglary plan of down numbers on your sheets, you must always
your target and for each player a thief sheet. If you meet the conditions required by the box or circle.
want to save ink, you can laminate the game plans This may activate an ability indicated by a symbol.
or put them in transparent foil. This way you can You may now cross out this symbol on the burglary
clean them and use them several times. plan or on your thief sheet if it is currently needed.
In this example, the side door needs a "Cunning" You always start your breakin at the arrow, that's
symbol and you have a 1, a crossed out and you can continue your work from
3 and a 4 available. there. If you have overcome a challenge from which
You can now write a "4" in an arrow starts, you can cross out the
the first box. In the second corresponding diamond and may now enter the next
box you have to write the room. There you can now work on all things in that
same number as in the first room at once. If an arrow has no
one. You can sum up the diamond, you can work directly
rolled 1 and 3 and write the on it. In this example you have
resulting "4" in the second overcome the window and can
box. As there is a symbol under this box, you work on the camera and the door
activate it, the moment you in room A. To get into room B
write a number in it. you have to overcome the door.
Because it is a "Cunning"
Symbol, you can use it to To overcome a challenge (doubleframed boxes)
cross out the "Cunning" on and get loot, activate the required symbols on your
the side door. thief sheets. Once you have activated a required
Each player will do so until everybody has used all symbol, you can cross it out on your burglary plan.
the dice (don't forget: You may choose the order in Often there are several ways to get to your goal.
which you want to write down which dice and These options are always separated by a horizontal
when). line. You only have to complete either the upper or
Beware: If you cannot use a die, you will receive the lower part.
a trace for each unused die of each player. Here the thieves have successfully activated a
Cross out a trace symbol on the burglary plan. "dexterity " on their thieves' sheets, so they can
If you have crossed out all the trace symbols that cross out the symbol (upper part of
are available to your number of players, you have the challenge). Because of the
been tracked down. The police tracks you down horizontal line, this is enough to
and you lose the game. overcome the challenge. If they
had solved the task by a " strength
Time passes begins as soon as all players have " (lower part of the challenge), they would have had
used their dice or traces have been crossed out. to cross out an additional trace on the trace bar.
Cross out a time symbol on the burglary plan. If Because of the arrow they are allowed to cross out
there is no time symbol left for your number of the loot directly. Loot always consists of a picture of
players, you have taken too long and triggered the the loot in a circle and a box with the value below.
alarm . You will have to escape from the police in You always have to work along these arrows. If
order to flee (see 7.) there are no arrows between the symbols, the order
does not matter.
Finally, you may run away voluntarily, if you think,
that there is nothing left to get. The game ends If there is a number of players above a symbol, you
immediately and you can enter your points. If you only have to complete the symbols with your
stay, a new round begins. number of players and smaller. For this window,
you need 1 dexterity and 1 strength alone. In a
3. Game setup team of two you need 1 dexterity
Each player chooses a thief and receives a and 2 strength. And if there are 3
corresponding thief sheet. Choose your target and players, you need 1 dexterity, 2
provide the corresponding burglary plan. Now cross strength and 1 cunning symbol.
out all symbols to the left of your number of players
in the box in the top right corner. Take 3 dice and 5. The thieves
one pen for each one of you. You activate symbols by using the dice results on
your thief sheet. The following applies:
4. The burglary plan In boxes you write a number that meets the
Here you can see the target of your breakin. The conditions of the box.
plans are always structured in the same way. In the Circles are crossed out, if you meet the condition (a
top left corner you will find a short description of the number or symbol) in the circle.
scenario. In the top middle you will find the special
rules that apply to this game. In the top right corner If a symbol is under a box/circle, you activate it by
there are bars from top to bottom for your time , writing something into the box or by crossing out the
traces and a possible escape . circle. Here you have to roll a 15, so that you can
On the bottom right you will find a scoring box, cross out the circle for the dice and
where you can write down your points and names at immediately get an electro.
the end of the game. If there is a symbol at the
end of a line, you must
The actual plan shows you the rooms (single have fulfilled all the conditions of
frame) and challenges (double frame), you will find the line to activate the symbol. Here you would
in the building. In addition, arrows show you, how have to cross out 2 Dexterity in order to get 1 Lock.
the individual rooms are connected and which You have to use activated symbols immediately
challenges your thiefs can work on. and cannot keep them. For more overview you can
also cross out activated symbols,
On the thief sheets you will find summaries, a So you can only use one path of the tree
description of the thief and always 3 categories of per game. Next, you could cross out the 2
things that characterize him/her: or 13, not the 4 or 9.
Abilities, tools and specials.
∙ The pyramid: consists of boxes in which
Abilities are structured the same way for all you have to write numbers. Some of these
characters. There is always a bar of boxes (see have conditions. Start in the bottom
above) for strength, one for dexterity and one for row. A box in one of the upper rows
clever. must fulfill its condition compared to
You always start by writing a number in the box on the sum of the 2 connected, lower
the far left and then go box by box from left to right. ones. The 5 here must be exactly a 5
You have to follow the conditions of each box. A ("=" condition), the 6 could also be a
condition can be in one box or between two boxes. larger number (">" condition)
In the first box, you must write a number that is less
than 3, i.e. a 1 or 2 (this will Specials. Here you will always find circles with
activate a "Cunning"). If you have symbols in it on the left. If you have activated such
entered a number there, the a symbol, you can cross it out here instead of the
number in the next box must be burglary plan. If you have crossed out all circles on
higher. (And also there you activate a special one line, you activate the symbol at the end of it.
symbol) You will also see dice results that will give you
special bonuses. Each time the shown result is
Tools. Here are 4 different possibilities, of which rolled during the game, you will automatically
every thief has 3: activate the symbol indicated.
The dice results can also be combined.
∙ The grid: always consists of circles on lines. You
may cross out a circle, if you use the number rolled 6. Symbols
on the dice that corresponds to the number in the The symbols are explained on the left side of the
circle. You can cross out any circle you want and thief sheets. If there are several symbols in
you don't have to start somewhere. If you cross out a single box, you only need 1 of these
the third circle on a line, you activate the symbol at symbols. The 3 special white symbols are
the end of the line. This way you may activate more only valid for yourself, when activated, and have to
then 1 Symbol simultaneously. Here, the 5 and the be used at any time during this round!
8 have already been crossed Number +/ X: You may use a die as it would be up
out in the game. If a player now to X higher or lower.
has a 6, he/she can cross out If you activate the left circle with the 6, you
the circle with the 6 and thus activate a dexterity. can then cross out the circle with the 2 by
using the rolled 1 and the +1 symbol.
∙ The circle boxes: always consist of a box Extra die gives you a virtual die with the
surrounded by a circle. First a number, which meets shown number, you can additionally use.
the condition in the box, must be written in the box. Any number/circle allows you to write any number
Afterwards it is considered a normal circle with the in a box or to cross out any circle you want on your
newly written number as a condition for being thief sheet. If you have just written the 3,
allowed to cross it out. Again, all circle boxes on a you can write a 4 next to it or any other
line must be crossed out, to activate the symbols at number in any other box.
the end of a line.
The first row shows the situation at 7. End of game
the beginning of a "Use Dice" phase, The game can end in 3 ways: 1. If you run away at
including the available dice numbers. the end of a round, the heist is successful. Enter
You can now use the 5 and write it your points.
down in the first circle box (since it is 2. If you have at any time too many traces , the
greater than 3). In a second step you game ends immediately and you lose .
use the 4 and the 1 to cross the circle with the 5. 3. If you activate the alarm , you will at once have
This crosses out all the circles on the line and to escape. You will find an escape bar on the
activates a lockpick and a safecracking. burglary plan. Choose a driver. This person
Writing down and crossing out can, but does not rolls one die, compares the result with the escape
have to, be done in the same turn. value on the thief sheet and crosses out the cor
responding arrow(s). Repeat this. At some point all
∙ The tree: always consists of circles with the police symbols are crossed out. Then you spend
required numbers in them. These are connected the next years behind bars and you lose.
and always activate a symbol as soon as they are But if all car symbols are crossed out before or at
crossed out. the same time, you have just escaped and can write
You start on the left and can only cross out 1 of the down your points.
circles connected to the last crossed out circle. A score > 9 is ok, > 14 is a real clou.