Inkognito
Summary by Philippe Wyns and Sheila Davis
Game for 4 players.
Setup
Put the Man in Black in the lagoon area of the board and
the Amabassador (the black pawn) at the embassy (area
marked with a top hat).
Each player chooses a color and receives the 4 pawns of that
color, 1 passport, and 8 cards (4 cards are identity cards--
1 for each role, and 4 cards are aspect cards--1 for each
type).
Put the the pawns on the matching colored areas (1 each).
Set up your passport to screen your notes, and record who
is which color.
Taking the remaining 13 noncolored cards, 1 player mixes
the identity cards and places one in each envelope, 1 mixes
the aspect cards and places one in each envelope, 1 mixes the
mission cards cards and places them, and also places the
start card in one envelope. The fourth player distributes
the envelopes.
Each player now has an envelope with cards identifying the
player's role (e.g. Mr. X), his aspect (e.g. thin) and his
mission (this is 1/2 of the assignment needed to win the game.
Your partner has the other half).
Keep these cards secret until you wish to share them.
Goal
By landing on other player's pawns, each player gains information
as to the player's identity through cards displayed. Each player
tries first to determine who his partner is, and then after
learning from his partner the mission to be completed, attempts
to complete that mission.
The partners are always Lord Fiddlebottom and Col. Bubble
vs. Agent X and Mme. Zsa Zsa
Start
The player with the start card begins and then play proceeds to
his left.
Play Method
The player whose turn it is shakes the Man in Black (MIB). The
color of the marbles that appear determines the movement of the
pawns.
- Red
- The player may move one of his pawns on a road (red line).
- Blue
- The player may move one of his pawns on a waterway (blue line).
- Yellow
- The player may move one of his pawns on either road or waterway.
- Black
- The player may move the ambassador one square.
- White
- No move.
The above moves can be distributed among the pawns in any
method desired. A pawn can move more than one space.
Meeting Other Figures
Only one pawn can land on another pawn in a turn. When a player
moves the ambassador, he can move it onto one of his own pawns.
When a player lands on the pawn of another player, the player
whose turn it is can request to see cards. The player may ask
one of the following:
- Ask for identity cards.
- The respondent must show 2 identity and 1 aspect card. One of these must be true.
- Ask for aspect cards.
- The respondent must show 2 aspect and 1 identity card. One of these must be true.
Near the end of the game, the information on the cards may not
be useful. Therefore the player whose turn it is may instead
of asking for cards, move his pawn one square on land or water.
This square to which he moves, however, must be vacant.
When the player is in the same square as the ambassador he may
ask any player for either 2 identity or 2 aspect cards, one of
which must be true.
Recording Info
Keep track of the cards shown on the record sheets provided.
End of Turn
After looking at cards and recording the info, the player whose
turn it is may move his opponent to any unoccupied, non-numbered
location. The ambassador may be move to any unoccupied colored
square or to the embassy.
Identity
It is important to keep one's role and aspect a secret until
you discover who your partner is, and then you must let him
know as quickly as possible.
When showing cards, a player should not show another player the
same three cards twice. If he does, the player being shown
the cards marks the fact on the back of his record sheet. If
a player shows the same three cards for a third time, he must
indicate to the other player which card is the true one.
Looking for your Partner
As soon as you discover your partner, try to make your identity
known to him. This can be done in 2 ways. Either display your
habit to your partner (the habits of the 4 roles are noted
below), or show him one of the noncolored cards from your
secret envelope. Before you can win the game, you must land
on one of his figures to learn his half of the secret mission.
Habits
- Lord Fiddlebottom winks with his left eye.
- Col. Bubble pulls his left ear.
- Agent X raises his eyebrows.
- Mme. Zsa Zsa purses her lips (blows kisses).
Secret Mission
As soon as your mission is known, cross-reference your half of
the mission with your partner's half on the passport. This
will tell you what you and your partner must do to win the
game.
For example:
- Lord Fiddlebottom has mission Bravo
- Col. Bubble hsa mission Delta
Thus they must bring the one figure representing Col. Bubble
to the arsenal (place 1) to complete their mission.
They also know that their opponents have either Charlie/Alpha
(interrogate Bubble) or Alpha/Charlie (arrest Bubble).
In any case they must protect Bubble.
Winning the Game
When a team meets their mission criteria, they announce "Mission
Accomplished" and reveal the contents of their secret envelopes.
If they are correct they have won the game. If they made a mistake
their opponents have won the game.
Strategy Notes
You can show the contents of your secret envelope at any time to
throw off your opponents and possibly make them think they are
your partner.
You can also display "habits" at any time. It is only necessary
to display the true habit when showing cards.
Inkognito for 3 Players
Although designed for 4 players, Inkognito can also be played
with 3. What has gone before: The police have arrested the
mystery figure and are looking for his partner...
Play Method
Remove the cards and pawns of one color. Distribute the
secret cards for 4 players, but make sure that the start card
does not go into the envelope of the missing player.
Play as usual trying to determine your partner. When 2 players
realize they are partners, they must complete their mission
as normal, but they may consider their lone opponent to
represent both partners on his side (e.g. if Col. B./Lord F.
must interrogate Ag. X, but their opponent is Mme. ZZ, they
may interrogate her instead).
The player without a partner must get out of town as soon as
he realizes he is alone. For Lord Fiddlebottom or Col. Bubble,
this means escaping to the Yacht (place 5) or the Balloon
(place 1). Mme. Zsa Zsa or Agent X must go to the Freighter
(place 4) or the Submarine (place 6).
As with the 4 player version, verify the win by checking cards.
The Game Cabinet
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- Ken Tidwell