RULEBOOK

Welcome, Spies,
to VIENNA CONNECTION.
In this cooperative campaign game of deduction, you delve into Cold War era
Europe and lead a CIA Special Activities Division team.
The SAD team carries out four covert missions by collecting evidence and analyzing data to achieve their goals. At the end of each mission, they submit
a final report and recommend further actions.

COMPONENTS
1 Lead card deck

Includes a Title card and 71 Lead cards
Note: Do not draw or read any card unless clearly instructed to do so!

1 Stack of Files

Includes 100 pages of Files.
Note: Do not draw or read any Files unless clearly instructed to do so!

4 envelopes

1 envelope for each Mission, marked I, II, III, and IV. Do notbrowse the contents of the envelopes before starting theMission.

15 Special tokens> 5 Money tokens:> 3 Contact with Local Press tokens:> 3 Contact with Criminal Underworld tokens:> 4 Contact with Foreign Intelligence Representatives tokens:
Note: Tokens are not limited. If, during thegame, the SAD team gains more tokens thanthere are available, you may use anything ofyour choice to substitute for tokens.

8 Mission sheets, marked with I, II, III, and IV

1 sheet for each Mission and 4 extra sheets for use in replaying
each Mission.

RulebookSETUP˃ GAMEPLAY˃ CAMPAIGN & MISSIONSVIENNA CONNECTION is a cooperative game in which
players lead the actions of an SAD Team to carry out a MISSION commissioned by the CIA. Every game begins by reading
the Mission Intro, which acquaints players with the plot of theMission, its goal, and provides the initial FURTHER LEADS for
players to follow in their investigation.

VIENNA CONNECTION is a campaign game and you must play each of the Missions in order (I-IV).

Players choose together which LEADS they decide to follow asa Team. There are no individual turns. Each player has a voice,and you must discuss the various facts and evidence of the plotin order to determine which of the available Lead cards you want
to resolve.
Every Lead card represents the actions of the SAD Team thatcan last many hours, or even days. All Lead cards have a ZONE
and an EXPOSURE. The Exposure indicates how visible theTeam’s activities are to foreign intelligence. The Mission sheet
has spaces for each Zone, which will be crossed out as you become exposed by drawing Lead cards. There is also a Man inBlack section as well, and once all the spaces in the Man inBlack section are crossed out, the SAD Team’s activities havebeen exposed and the Team is removed from the Mission,and must immediately resolve the MISSION END PHASE.
During the Mission End phase the Team recommends further
actions for the CIA, and influences the development of subsequent Mission plots.

˃ TO SET UP A MISSION:
1.
2.
3.
4.
5.

Log in to the antaresdatabase.com website and choose the Mission you want to play.

6.
7.

Prepare an area near the Mission sheet for a token Pool.

Place the corresponding Mission sheet in the middle of the play area within reach of all players.
Place the Lead deck next to the Mission sheet.
Place the Files next to the Mission sheet.
Open the Envelope corresponding to the Mission you are playing and take out its contents.
Read the Mission Intro and follow the instructions it contains.
Make sure you have paper and a pen ready for note taking. You are ready to play.

3.

2.

4.
§XXX

FILES

§

ACCESS ONLY AFTER FINDING A DIRECT
REFERENCE TO THE INDICATED FILE NUMBER.

VC/01/WB§XXX_Y/Z

5.

6.

2

˃

GENERAL OVERVIEW; HOW TO SET UP A GAMEBASIC RULES
˃ ZONESDuring the Mission, the SAD Team reveals Lead cards. Every Lead card has a
specific ZONE it applies to.
There are four Zones in the game:

WHITE ZONE>

Example:The BLUE ZONE has one space remaining. The SAD Team decides to visit a hotel in the centerof Vienna. They draw a Lead card and check the Exposure. It’s 2! The Team crosses out the final
space in the Blue Zone, and then they cross out the first space in the Man in Black section. From
now on, until the end of this Mission, every time the Team visits the Blue Zone they must crossout spaces in the Man in Black section.

WHITE: represents the CIA safe houses and places that are safe forBLUE ZONE

the Team.

1

BLUE ZONE>

BLUE: represents restaurants, hotels, and other public places.
YELLOW ZONE>YELLOW: represents areas that are influenced by the criminal underworld and the police.

RED ZONE>×××

EXPOSURE: +2

2

×

RED: represents places that are under control of foreign intelligences.

The Zones are represented on the Mission Sheet. Every Zone has a predetermined
number of spaces available to fill in during a Mission. When the SAD Team resolves a Lead card, they visit a Zone. When resolving a Lead card you must fill ina number of spaces for the specific Zone equal to the Exposure of the Lead card.

YELLOW ZONE#105
EXPOSURE:+1

Boltzmanngasse 16, Vienna - The US embassy
A picture of the young man with the bullet
wound to the head, taken in the garage at
Riglestraße 28, has been passed over to CIA
headquarters. Catherine Miller has issued anurgent request for Interpol’s support, andtwo days later, Evan Wright informs you thata folder with files is waiting to be picked
up at the embassy.
The victim’s name is Thomas Grum. He has acriminal record with the Vienna police department for assault and battery, robbery,
extortion, and several other crimes. He’s
known to fraternize with Lars Rutten’s gang.
Moreover, Wright informs you that he’s had
an unofficial meeting with inspector Kinwald
If all the spaces of a concerning
Zone havethebeencrossedout,investigation
then the SAD team’s activities
progressof thewherein he discovered that Lars Rutten is ahave been noticed bysuspectforeignIf yourequired
inintelligence.
the Werner case.
Thearepoliceclaim to fill in a space andthat Rutten vanished without a trace just a
all the spaces have been
filled,few daysago.you must instead fill in spaces in the MAN IN

×

BLACK SECTIONThe(seeTeam
ManGains
in Black,
page 7).
a Puzzle Fragment:› Code:1,4 (L•••••••••)

Note: The Mission sheets are different for each Mission and havea different amount of spaces for the different Zones.

˃

FOUR ZONES AND THE “MAN IN BLACK SECTION” ON THE MISSION SHEET3

BASIC RULES˃ GATHERING INFORMATIONTHERE ARE FOUR DIFFERENT WAYS THAT YOU GAIN INFORMATION THROUGHOUT THE GAME:

1) Lead Cards

2) FilesThe Lead card deck consists of 71 cards. Each Lead card represents crime scenes,
witnesses, evidence, and other information the SAD Team gains while carrying out
a Mission. Every Lead card in the game is labeled with a unique number marked
by a # (e.g. #103).

The Stack of Files consists of 100 pages of documents. Files represent the CIA’sintercepts of foreign intelligence, police reports, press clippings, and various othermaterials. Every page of a File is labeled with a unique number marked by a § (e.g.
§122) (1). Every File also has a number to indicate how many pages it consists of(2) and information on how players got to this File (3).

Every Lead card contains clues concerning the Mission and—in addition to its
unique number (1)—has a Zone (2), and an amount of Exposure (3).

1 #007EXPOSURE:

BLUE ZONE

+2

2

3

Lead cards may also contain Instructions listed on the bottom of the card such as
Files, Codes, etc., which you must carry out.
In order to draw a Lead card, the SAD Team must gain access to it through
FURTHER LEADS. Some Further Leads will require an additional cost that
the SAD Team must pay before drawing the Lead card.
› Listen to the current communicationsof Radio Free Europe - #004 - WHITE ZONE
› Follow the alleged KGB agent:
spend 1
- #007 - BLUE ZONEHOW TO FOLLOW A LEAD:

4

2

1

1.
2.

Draw the card with the indicated number from the Lead deck.

3.

If you are required to cross out spaces in a Zone that has no spaces left, crossout the amount of required spaces in the Man in Black section instead (seeMan in Black, page 7).

4.

Resolve the Instructions on the card in the order they are presented. Finish resolving the current Lead card completely before drawing another
Lead card (see Instructions o and Effects, page 7). Once you have drawn aLead card, it is available to all players, during every Mission, for the rest of
the campaign.

˃LEAD CARDS AND FURTHER LEADS; FILES

Cross out spaces in the designated Zone equal to the Lead card’s Exposure. You may never check the Exposure of a Lead card before you draw it.

3

1

WHITE ZONE

#112
browsing side

EXPOSURE:+1

front side

Kaiserstraße 64, Vienna - CIA safe house
Crane leads you to the archives. The shelves
are heavy with files and he pulls out a few
folders. He explains that these are the materials and reports from the last few weeks.
He lays the folders on the desk and starts
browsing, putting away anything not relevantto the case. The CIA monitors dozens of people in Vienna: citizens of Austria, the FRG,
In order to draw a File, the SAD Team
must gain access to it through Information
the GDR, Czechoslovakia, Yugoslavia, Poland,
provided by Lead cards or other Files.
will require an addiandSome
manyFurther
other Leads
countries.
A few
minutestional cost that the SAD Team must pay
beforedrawing later,
the Files.the list is narrowed
down to a dozen or so people who may haveconnections to the case.

3

Example: If you see
this instruction, draw File §112from the Stack of Files.

2› Files: §112

Note: Files may have more than 1 page. In this case, they aremarked accordingly on the back, in the upper right corner (seeexample above). When drawing Files, draw every page with thegiven File number.
Note: The numbering of Files is independent from the numberof the Missions (e.g. during Mission 3, the SAD team may gain
access to File §751).

#designersnote
The game uses the American format for dates: Month/Day/Year. This isdone to avoid any confusion that would arise between how the American CIA would have depicted dates versus how the European institutes
would have. It is a decision made to be more player friendly as opposed
to being historically accurate.

BASIC RULES
3) Operations4) Search

During every Mission, the SAD team has access to 3 Operations. The Team may perform them at any time during the Mission.

During the game, both Lead cards and Files will contain various keywords marked
with asymbol. These keywords indicate addresses, speeches, names, dates,
items, or other information you would be familiar with as an agent living during theCold War era. This information may be gained by players by using the Internet toresearch the given keywords. Gaining information on a specific topic is useful forunderstanding the Mission and the overall plot of the campaign.

Every Operation has a cost that is indicated by a number and a type of Contacts andMoney tokens that must be spent in order to perform the Operation. If the SAD
Team does not have the required tokens, it may not perform the given Operation.
TO PERFORM AN OPERATION:

1.

Spend the REQUIRED RESOURCES. Required Resources indicate
how many tokens of a given type you MUST spend.

2.

Spend the ALLOWED RESOURCES. Allowed Resources indicate thetypes of tokens you MAY use for this Operation.

3.

Resolve the Effect of the Operation.
Note: Even though you gain Operation cards at the beginning of
the Mission, we encourage you to wait to perform them. Operations represent actions and inquiries, and it is ill-advised topursue them while only having limited knowledge of the Mission.
Note: Not every Operation in the game ends successfully.

When researching information marked with acluding Wikipedia, Google, Google Maps, etc.

, you may use any resource, in-Note: Searchingfor information does not have an Exposurecost. You may perform this action even if you have crossed out
the last space of the Man in Black section.
Note: During the game, players may use available resources(such as books or the Internet) to gain knowledge about a given
issue, such as information on Morse code, areas of influence inBerlin during the Cold War, or Yugoslavia’s allies in 1977. Vienna
Connection is historical and it won’t hurt to have a knowledge ofthe history involved—quite the contrary, it may even provide a
better understanding of the events in the Mission.

Note: During the Mission, some of the Lead cards may unlock
more Operations.

Example: You decide to perform the Operation Toadstool. You must spend 4 tokens: 2 of them must be , and other 2 may be any combination of , , or
. You have: 3 , 1 and 2 . You decide to spend 3 , and 1 , because you
have a feeling that thetokens will be useful later.

Operation:
Toadstool
TYPE: PROVOCATIONGOAL:Finding a culprit.
Surveillance ofthe forest.
COST: 4,REQUIRED RESOURCES:ALLOWED RESOURCES: , ,tokens to change the ZONE color of
Effect: Spendthe nearest card to any other ZONE color.

˃

OPERATIONS;SYMBOL

5

MISSION END
˃ GAME END

Next Mission

The SAD Team has a limited number of actions to perform during each Mission. The
game ends once you cross out the last available space in the Man in Black section.
Once this happens, you may only perform actions that do not cause Exposure (Operations, Files, Searching), or choose to move on to the end of the Mission.

>

All Lead cards and Files revealed throughout a Mission remain available
for the SAD Team to review for the remainder of the campaign. Thesematerials are only for reference. Players cannot follow leads from previous
missions during the mission.

>

All of the remaining components relevant to a Mission. (Operation cards,
Local Agents, Mission sheet, and Code cards) are placed back in the box
and will not be used in future Missions.

Note: If there is only one available space in the section, and the
Exposure is greater than 1, you may still read the card.

To end a Mission, choose the Final Report from the menu on the Antares website.
The Final Report consists of two parts: a PUZZLE and FURTHER ACTIONS.

Puzzles
Every Mission has Codes for Puzzles that the SAD Team may discover and unlock during the game (see The Team gained a Puzzle Fragment, page 7). The Final
Report presents all the Puzzles that the SAD Team collected during their current
Mission. Every collected Puzzle gives the SAD Team access to a unique Mission
ending. Read the information provided by a Puzzle carefully, and then move on to
the Further Actions.

Further Actions
At the end of every Mission, the SAD Team chooses two of several recommended
Further Actions for the CIA. According to their choice, players redirect the progress of the campaign’s plot and unlock other events connected with subsequentMissions. In most instances, players also write additional notes in the Campaign
Journal (see Campaign Journal, page 7) that might be significant for subsequentMissions.
Note: None of the options in Further Actions are wrong or inadequate—every choice offers the players new insight and potential redirection of the plot. When choosing, remember the goal of
the Mission and consider which threads of the Mission are themost interesting and worth developing.
Note: When deciding what options to choose, remember that thegame is cooperative and every player at the table has important
insight to the Mission that deserves to be considered.

Replaying the Mission
The game provides you with two Mission sheets for each Mission just in case you
would like to play a Mission a second time.
If you want to brush up on a Mission you have already finished, arrange the Leadcards back into the Lead deck in order. Do the same with the Files.
Next, reset the Mission on the antaresdatabase.com website. Remember, if you
decide to reset the Mission on the website, all the information you have found,and all the progress you have made will be deleted from the Database, so makethis decision mindfully.

Solo Game and Difficulty Levels
The Man in Black section contains two spaces that are only available for the indicated number of players. If you play solo, both spaces are available (1). If you play
the two player variant, one of the spaces is available (2).

12Throughout the game are numerous mathematical problems that represent ciphersand codes. To play on an easier setting you may select the SKIP THE PUZZLE
option in the Antares menu to obtain the solution without having to solve the Puzzle.
Players may add 1 more space to Man in Black section to change the difficulty levelfrom Standard to EASY.
Players may deduct 1 space from Man in Black section to change the difficultylevel from Standard to HARD.

#designersnote
When ending a Mission, it’s good to spend a few minutes to take notes and summarize
the most important facts, names, and theories that emerged during the Mission. This information is useful, especially when you come back to play the game after a few days oreven weeks!

6

˃

ACTIONS TO PERFORM AFTER THE GAME AND BETWEEN THE GAMESAPPENDIX - INSTRUCTIONS AND EFFECTS#12
3RED ZONERECORDINGS
During the game, you will enEXPOSURE: +1

FILES §CAMPAIGN JOURNAL

The “Files” Instruction indicates that you
have gained access to Files. Draw the Filewith the indicated number from the Stack ofFiles. Some Files consist of multiple pages, sowhen you gain these Files you gain every pageof that File. On the back of every File is thenumber of the File as well as information on
how many pages it has and which Lead card
gives you access to it. Gained Files are available to all players for the rest of the campaign.

At the end of the Mission, the SAD Teamcounter asymbol in the Files.
recommends further actions for the CIA. The
Akademiestraße It52,
Vienna -the transcriptions ofrepresents
campaign develops in various ways depending
CIA counterintelligence officedispatches you intercepted fromon what the SAD Team recommends. VariAdam
Lonterasks
two ofagencies.
his menYou
to maygive listhe
#1
01
BLUE
ZONE
the
foreign
intelligenceous notes and the events are required to be
SAD the intercepts of the Soviets from the
ten
to
these
recordingsontheantaresdatabase.
middleofJanuary.
His
men
point
to
the
tapes
written downEXPOSURE:
in the Campaign+2 journal. The
in comthe corner.
website. There are hours of recordings,
Campaign Journal is included in the Stack of

MAN IN BLACK

The Man in Black section represents the
SAD Team’s activities that have been noticed
by foreign intelligence. Once this happens
you should prepare to conclude the Mission.
Once the last space of the Man in Black section is crossed out, even if there are empty
spaces left to cross out in the Zones, thegame ends (see Game End page 6). If you arerequired to cross out more than one space in
the Man in Black section, and there is only
one space left, cross it out and then the gameends. There are no additional consequences
for this.
Note: The last space of the Man
in Black section is available
only in a solo game. The second
to last space of this section isavailable only in a solo and two
player games.
Note: Recap. Once the first spaceof the Man in Black section iscrossed out, it is a good time
to brainstorm with your Team.
Each player should state theirideas and discuss possible solutions for the Mission’s goals.

FURTHER LEADS#110B

WHITE ZONEIntercepted Soviet messages of the past few
weeks have begun to use the word, “trader.”It’s unclear what it refers to.
Most
Lead16thcards
manyincrease
Files contain
January
saw anda markedin Soactivity
Vienna andthe interaviet
Further
Leadsin section
thatfrom
providesthecepted Soviet dispatches, it seems as though
SAD
Team
to carryoutthey’velostnew
somepossible
kind ofpaths
package.
CIA counterintelligenceis still
trying totheMission. Detailed
information
ondetermine
Furtherwhat the package contained.
Leads
can befoundCraneon page
4. up to the desk
A phonerings.
walks
and answers. CIA HQ has increased the budget
for operational contacts in Vienna. The SAD
may now use all available resources to resolve Werner’s case.

ADD TO THE POOL
› Add 1to the Pool

› Add 1to the Pool

Take the indicated token from the box and add
it to the token Pool available for the Mission.

› Meet with Evan Wright in regards
to Werner’s files- #103 - WHITE ZONE
› Run through the list of people who
are under the CIA’s observation in
Vienna - #112 - WHITE ZONE

some of them have already been examined andentered into files as transcriptions, someof them have been translated, but most ofthem are still untouched.

Riglestraße
28, Vienna
Files foundduring Setup.

DECIPHER- Dilapidated car repair shop

The
shop consists of three garages and a
CODE
CARD
› Decipher:
5 7 9 4 6 8 3 5 7 2 4 6 X 3
shed functioning as an office. In thedrivesit two
by a› Decipher:
2 2 2 2 8 8 8 24 24 Y
During way
the game,you old
may Volkswagens
receive coded coveredlayer
You liftthepolice the Z=(X+Y)*4
Duringgame, you will encounter ci› Decipher:messagesthickfrom theCIA. of
Theysnow.
are delivered
astape, open the gate, and walk inside.phered Files. Instead of numbers, they have
› Files: §Z
a Code withastringofvariousnumbers—itis
In one garage there’s a chair flipped onto
unknowns.
a secret its
Codeside.
that youdecipherusing standa Code out alongBloodstainsthe To gain access to these Files, youmust
deduce the rule that applies to thewalls
and floor.
the afact that
many
card. In each Mission
SetupDespite
you receivedays have passed, the crime scenestring
stillof numbers preceded by the word
Code cardwithacypherfor
readingthecodedstinks of urine. Cigarette butts are scat“Decipher,” and then guess the number
messages.
tered everywhere.
is missing. The discovered number inA gust of wind rams against the that
garageTo readdoor.
a CodeCode
A fromchain thefrom
thecard:rafters slips
andthe number of the File. Players may
dicatescrashes to the floor. The sounds arechoose
imme-the Skip the Puzzle option on theswallowed
by the1. Lookdiately
at the password
that upmatchesthe surroundings.
Antaresscreams
were card.
unheard by passers by. website to reveal the solution (seefirst Werner’s
row of letterson the CodeDifficulty Levels, page 6).
You move about the garage. On the ground,
2. If thenumbercarelessly,
has one digit, read
tossedliesthealetplank ofInmetal
the top left corner of every File is insiding
with holes cut
in in
it.
like
ter from
the corresponding
columntheThey lookformation
the perforations on the code cards. You lift for which Lead card was used to
first therow with
letters.
plank
and find a body: a man—not
even
reach
the File. If you deciphered the Filehands tiedbullet incorrectly and tried to draw thenumber has twohis
digits—startingwith and a number
3. If thethirty—withwound, at least a few days old, to the backa 2—readthehead.
letter fromcorrespondwrongof his
You thetakephotos, cover up
yourFile, you may try again with a diftraces,
andsecondhead row.
out.
ing column
in theferent answer. If you are wrong again, you
The gate is covered with anti-gay slogans
must cross out a space in the Man in Black
4. If thepainted
numberhas
two digits—starting within red.
section and try again.
a 6—readthetheletterfromisthe acorrespondNear
gate
tossed newspaper. The
Washington
Post,yesterday’s issue. You rolling column
in the thirdrow.
it up, tuck it under your coat, andFLIP
leave
toward the street.
#121
BLUE ZONE

Example:On the poster in one of the adverts for freerooms in a guest house nearby, you noticea phrase, “Goodbye” signed with a strange
phone number: 61 64 29 29 2 65.
0

1

2

3

4

5

6

G

O

O

D

B

Y

E

7

8

9

2

A

C

F

H

I

J

K

L

M

N

6

P

R

S

T

U

V

Y

Z

§

X

You check the Code from your Code card:
first a two-digit number starting with 6, so
you look at the ‘1’ column of the fourth row.
Then again a number starting with 6, so the‘4’ column of the fourth row. Finally, a number starting with 2, the ‘9’ column of the third
row. After reading all the letters, you have amessage: RUN NOW.

LOCAL AGENTSMISSION 1.

Adds 1to the Pool.

The continuation of the Lead is on
the+1
back of the card—flip the card
continue
to resolve
Kaiserstraßeover
64, andVienna- CIA safe
house it.
EXPOSURE:

The embassy sends a note with a date,location, and time of the meeting.

OPERATIONS

The intro of each Mission contains 3 Operations cards for the SAD Team. EveryAhas
T a cost
O N toE be S
I withR various
Operation
paid
tokens. The SAD Team may carry out the
65 8 7 7 8 65 1 8 29 5 7 IV
Operations at any time during the Mission(see Operations, page 5).

READ› Read: #1X

This is different than when a card provides
you with Further Leads. You are not required to follow Further Leads, but when
Instructed to Read, you must read the indicated text before resolving a new Lead card.
The materials gained through the Read Instruction does not increase the Exposure.

THE SPY CHALLENGE
Local Agent cards represent people cooperating with the CIA in the Mission. Every Local
Agent card adds one token to the Pool. Local
Agent cards have no other function in game.

STEFAN BLOME˃What kind of car was the woman in red driving?
A. Yellow cab
B. Black PorscheC. Green Volkswagen Beetle

While reading the text of a Lead card,
try to remember as many details as you can.

Some of the cards have a Spy Challenge on
the back. If you encounter a Spy Challenge,
you must answer the question without looking back at the front of the Lead card. Only
once you have made your choice can you
turn the card over to confirm your answer.
If you answered correctly, congratulations!
If the answer was wrong, you must cross out
one space in the Man in Black section.

#12
3
EXPOSURE
EXPOSURE: +1

RED ZONE

Akademiestraße
52, the
ViennaExposure
represents
visibilityof the SAD
CIA counterintelligence officeTeam’s activity to foreign intelligence. Most of
Adam Lonter asks two of his men to give thethein the game
+1 Exposure,
SADLeadthecards
interceptsof havethe aSoviets
from themiddleof January.
His mento space
the tapes
which
means
that you mustcrosspointout onein the corner. There are hours of recordings,
onthe Mission sheet in the indicated Zone.
some of them have already been examined andSomeLeadinto
cardsfiles
have aas+0 transcriptions,or a +2 Exposure. someenteredof them havebeentranslated,most ofOccasionally,
the
SAD
Team
might but
also enthem are still untouched.
counter Files that have a +1 Exposure.
› Decipher: 5 7 9 4 6 8 3 5 7 2 4 6 X 3› Decipher: 2 2 2 2 8 8 8 24 24 Y
THE
TEAM GAINS› Decipher: Z=(X+Y)*4
A› PUZZLEFRAGMENT
Files: §Z

The Team gains a Puzzle Fragment› Code:13 (P••T••)
Players gain Fragments of information concerning individual threads throughout thegame and you use this information to complete Puzzles for Missions. Every Puzzle
represents one thread of the Mission.
Once you gain a Puzzle Fragment, choose
a Puzzle tab on the antaresdatabase.com
website and enter the gained Fragment
there. Every Puzzle has two sections: Letters, and Numbers.
First, you check the number of letters in agained Fragment and find the Puzzle withthe same number of letters. Every Fragment of information has one or two lettersand a string of unknown letters, marked as•. Enter the known letters into the Puzzle.
You may enter more letters than there arein the Fragment if you’re able to guess what
password the Puzzle will create.
Next, enter the gained numbers to the Puzzle. Depending on the Puzzle type, there are
four or five spaces to enter the digits. Enterthe digits in the spaces indicated by the Puzzle Fragment. Completing all the spaces inthat section means that you have matched
the threads and can connect them together.
This unlocks unique Mission endings—youractions influence the proceedings of other agents. Incorrect entry of a digit will be
communicated by the Antares website. Inthat case, the SAD Team must cross out one
space in the Man in Black section.
Note: There are two types of the
Puzzles: 4-digit, and 5-digit ones.
4-digit Puzzles apply only to specific Missions, and if they are notsolved by the end of a Mission,

INSTRUCTIONS AND SYMBOLS THAT MAY APPEAR ON THE LEAD CARDS, FILES, ETC.

Wiener Zeitung journalist

7

APPENDIX & CREDITS
they are gone. 5-digit Puzzles
apply to the overall campaign
and remain throughout every
Missions—it is impossible to complete them during one Mission!

THE TEAM WRITES IN
CAMPAIGN JOURNAL
The Campaign Journal is one of the Files. This
is where you will write down unlocked eventsat the end of Missions. The things that you
write in the Campaign Journal influences
the progression of the plot. In subsequentMissions, you may encounter an instruction:“If the SAD Team wrote in the Campaign
Journal…” the SAD Team gains the indicated bonuses if it has the required entry in theCampaign Journal.

TOKENS
There are 4 types of tokens in the game. The
tokens represent resources of the SAD Teamduring the Mission. They represent money(that can be used, for example, to bribe someone, rent a hotel room, etc.) as well as local
contacts and agents that may aid the SAD
Team. The SAD Team gains tokens during theMission Intro and, occasionally, while resolving
Lead cards. The tokens are used to pay the costof Operations or to follow some Further Leads.
Used tokens are discarded. Unused tokens are
discarded at the end of the Mission.

UNIDENTIFIED PERSON
During the game, you may encounter theterm “NN” (e.g. NN01). The abbreviation NN
means an unidentified person (Nomen Nescio:
Name Unknown).

We aimed to create a spy story so believable that players could feellike they’re taking part in authentic events from the Cold War era.
For the sake of players’ entertainment, Vienna Connection represents
fiction, heavily inspired by history, intertwining facts with imaginary
events. Nevertheless, please remember that it was by no means ourintent to infringe upon the reputation of people referenced in thegame. Moreover, all the depictions, especially those of the characters,
used in terms of CC by 2.0 license, are in fact not related to theplot of the game, and appear only as a portrayal for the atmosphere andreality of the times in which the game is set.

=========================================================================CREDITSGAME DESIGN: Ignacy Trzewiczek, Jakub Poczęty
GAME STORY: Przemysław Rymer, Jakub Łapot
GRAPHIC DESIGN: Mateusz Kopacz, Rafał Szyma
RULEBOOK: Joanna Kijanka
EXECUTIVE PRODUCER: Grzegorz Polewka
ENGLISH EDITOR: Tyler Brown
The authors thank the testers and editors for their help in developing the game. Special
thanks to: Joanna Kijanka, Joanna Wareluk, Grzegorz Polewka, Michał Kulasek, Rafał Szyma,
Olga Nowak-Zawiślińska, Iwona Idec, Marzena Trzewiczek, Patryk Pajgis, Aleksander Jarasz,
Piotr Skupień, Agnieszka Mazur, Aneta Góralska, Aleksandra Jabłońska-Jaksik, Dawid Jaksikoraz Tomek, Farindel, Jaca, Imre, Michel Huhardeaux. Very special thanks to Marek Spychalski and Damian Mazur© 2021 PORTAL GAMES Sp. z o.o.
ul. H. Sienkiewicza 13, 44-190 Knurów, Poland.
All rights reserved. Reprinting and publishing of game rules, game components or illustrations
without the permission of Portal Games is prohibited. The story, all names, characters, and incidents portrayed in this production are fictitious. No identification with actual persons (living
or deceased) or products is intended or should be inferred.
Dear Customer, our games are assembled with the greatest care. However, if your copy lacks
anything, we apologize. Please, let us know through the Customer Service form on our website:
portalgames.pl/en/customer-service

BIBLIOGRAPHYBOOKS:

by John le Carré
1. The Spy Who Came in from the Cold, 1963,w
Suvoror
Wikto
2. Aquarium, 1985, byan
3. The Last Frontier, 1959, by Alistair MacLe
Grady
James
by
1974,
r,
Condo
the
4. Six Days ofForsyth
5. The Fourth Protocol, 1984, by Frederickof the Nation and
Name
the
In
e:
Europ
rn
Weste
in
ism
6. Terror
wicz
Groto
r
Wikto
by
,
the Good Cause, 2000

MOVIES:wski
1. Jack Strong (2014), dir. Władysław Pasiko
2. Funeral in Berlin, 1966, dir. Guy Hamilton
3. Munich, 2005, dir. Steven Spielberg
n Henckel von
4. Das Leben der Anderen, 2006, dir. Floria
Donnersmarck
5. Argo, 2012, dir. Ben Affleck
6. Spy Game, 2011, dir. Tony Scott

8˃

OTHER RECOMMENDATIONS:t
The Eye of the Needle, 1978, by Ken Follet
The Key to Rebecca, 1980, by Ken Folletth
The Day of the Jackal, 1971, by Frederick Forsyt
ForsythThe Devil’s Alternative, 1979, by Frederick
le Carré
Tinker, Tailor, Soldier, Spy, 1974, by John

RECOMMENDED WEBSITES:

digitalarchive.wilsoncenter.org
ybrane-publikacwww.abw.gov.pl/pl/pbw/publikacje/304,W
tml
je-Agencji-Bezpieczenstwa-Wewnetrznego.h
ome
oom/h
dingr
ry/rea/librawww.cia.gov
9
digitalarchive.wilsoncenter.org/document/11199
66
/1652
ument
g/doc
ter.orsoncendigitalarchive.wil

PHOTOGRAPHIC MATERIAL

The photographic material used in the game is under public domain license, bought, or under the
CC-BY-2.0 license. Photos under the Attribution
2.0 Generic (CC BY 2.0) license by: Box - Hunter
Desportes, Cards: Cover - Chris Lovelock, Robert
Rynerson; #103 - Robert Rynerson; #104 - MatsÖnnestam, #109 - Paul Argoud; #110 - Dave Conner;#112 - Sgt. Pepper 57, University of Wolverhampton;#114 - Andy Eick, Cangul; #124 - Alan Light; M1
Back - Robert Rynerson, Andy Eick, Chris Lovelock,Mats Önnestam; #111B Hunter Desportes; #203 Sgt. Pepper; #210 - Sgt. Pepper; #211 - Barbara Ann
Spengler; #212 - Chris Lovelock; M2 Back - Hunter
Desportes, Chris Lovelock, Ken Meyer, Sgt. Pepper;#305 - Seattle Municuipal Archives; #308 - Ivan
Pavlovskyy; #311 - Stuart Health; #312 - Michel Huhardeaux; M3 Back - Michel Huhardeaux, Ken Mayer,#302B - Morten Kerr Municipal Archives of Trondheim; #303B, #304B - Michel Huhardeaux; #402 AFL-CIO America’s Unions; #403 - skin-ubx; #404
- Francisco Gonzalez; $406 - Mats Önnestam; #407
- Michel Huhardeaux; #408 - Francisco Gonzalez;#415 - Seattle Municuipal Archives; #417 - CometStar Moon; #401B - CeriC, Francisco Gonzalez; M4
Back - Francisco Gonzalez, Robert Rynerson, #405B- Tiare Scott; #407B - Turalbus; #409B - Mike Brand;
Rulebook: s2 - Naturhistorisches Muzeum; s3 - CeriC;s5, s8 - Michel Huhardeaux; Agents: Blome - MatsÖnnestam; Fritt - Alan Light; Doch - Mats Önnestam;
Suchy - Barbara Ann Spengler; Hanz - Mats Önnestam; Mikulas - Mats Önnestam; Lehner - Andy Eick;
Siffling, Bela - Michel Huhardeaux; Zsolt - Euro Asia
Vision; Wolski - Seattle Municuipal Archives; Files:§103 - Xinem; §106 - Eric Daugherty; §115 - Michel
Huhardeaux, Hunter Desportes, Toa Heftiba; §151
- Mitchell Or; §200 - Barbara Ann Spengler; §201
- Spaztacular; §203 - Robert Rynerson, Pietro Zanarini; §204 - Hunter Desportes; §205 - Danis Harper;§208 - Henry Lawfort; §209 - Alan Light, Hunter
Desportes; §211 - Mats Önnestam, §212 - Mats Önnestam, Alan Light, Xinem; §213 - Sgt. Pepper; §221
- Per Egevad; §223 - Mats Önnestam; §224, §225,§227, §229 - Barbara Ann Spengler; §302 - MatsÖnnestam; §307 - USMC Archives; §309 - Alan
Light; §319 - Henry Lawford; §401 - Francisco Gonzales; §402 - CeriC; §445 - Mats Önnestam; §446
- Francisco Gonzales; rewers - Mats Önnestam; Intro
m1 - Founding an Attic, Barbara Ann Spengler; Robert
Rynerson, Naturhistorisches Muzeum, Chris Lovelock;
Intro M2 - Chris Lovelock; Intro m4 - Francisco Gonzales; Operations: Fisherman - Michel Huhardeaux;
Yoyo 1 - Hunter Desportes; Interview - Henry Lawford; Human Rights - Mats Önnestam; Yoyo 2 - Peter
Stevens; Wallpaper - Ken Mayer; Anthill - Euro Asia
Vision; Fishing Trip - Barbara Ann Spengler; Race David Howard;

INSTRUCTIONS AND SYMBOLS THAT MAY APPEAR ON THE LEAD CARDS, FILES, ETC.; CREDITS