Cards

When you start the game, you get the opportunity to discard all your cards from your hand. Cards can either be played or played. Cards are always hidden from the view of opponents, except for team matches, where you can see the hand of an ally.
To walk, it is necessary to highlight the card that the player wants to walk and indicate which cell the player wants to stand on. Immediately, while the player moves across the field, the player receives a new card, and the old one goes to the discard.
To play a card, you need to look at which location the card is being played in. Then look at its value, if it is present, the property of the card, if it is present, and what the card gives for playing.

### Common Cards

There are several types of cards in the game. One of the types of ordinary cards. When someone opens the player hand, no cards can be discarded. As a rule, these are cards that require a lot of resources during their game or the amount of resources donated does not equal the number of gears received .

### Secret cards

The next type of card is secret. When someone opens the player hand, the cards are sent to the discard and new ones immediately come in their place. The difference between a secret card and a common one is the presence of a blue rectangle where the name is located. As a rule, these are strong cards that can provide a large amount of resources for mere pennies or teleport the player around the map.

### Crime cards

The next type of card is criminal. When someone opens the player hand, the cards are sent to the discard and new ones immediately come in their place, and the owner of the hand goes to The Jail. The difference between criminal cards and common ones is the presence of a red rectangle where the name is located. How correctly - these are cards that dirty other players or receive a large amount of resources for free or a few votes. All crime cards have a move point of 1 or 2. Also, when playing a crime card, maliciousness is given.
### Active cards

The next type of card is active. They can be as secret, as common, as well as criminal. When you play a card, you get an active property of the card, which is observed either until the end of the match, or until it has to be discarded or transferred. To find out the active player cards, click on  next to the player's avatar. Active cards can be different. Instead of getting into misfortune, discard a card before playing two cards in the same location.

### Chaos Cards

The next type of card is Chaos cards. They can be turned on or off, depending on the match settings. With the cards turned on, a new slot opens under all your cards below. This new slot contains six cards, three played in The Inferno, two cards in The Astral Plane and only one in The Plant. The difference between Chaos cards and common cards is that they are available to all players in a match and can be played only once per match. Also, they are very expensive, but despite their cost, they provide enough gears for you to have a chance to win. All Chaos cards give malignancy and when played, they are the only cards that have animation with sound.

## Cards played

### The Astral Plane

A Fortunate Encounter

 +8
 +2

The Presidential Suite

Move Point:

Cost:   300

You get:

 +5
 +5

 Special Rule:
If you're the Governor, get 300
 and 3

A Quest from Beleth

Move Point:

Cost:  7

You get:

 +7

A Quest from Oinor

 +5
 -1

A Quest from Adrageron

 +200

 +6
 +4

A Quest from Vianta

Move Point:

Cost:   300

You get:

 +8
 -2

A Quest from Stenya

Move Point:

Cost:   250

You get:

 +4
 +7

Well-deserved Holiday

A player with highest  lost: 3 , 2, 150  and teleport to the Inferno, where change their cards. If you remained in the Astral Plane, you can play one more card.

A Quest from Dorikos

Move Point:

Cost:   500

You get:

 +9
 +3

 Special Rule:
All players pays you 1

A Quest from Dariol

Move Point:

Cost:  7

You get:

 +7
 -4

 Special Rule:
All players lost , equal  \*20

Amulet of Do-Gor

 +4
 +4

 Active Rule:
Every time, you participate in a Player Conflict, get 1 .

To the Table of Contents

### The Bank

Old Debts

 + 200

Banker's Benefit's

Move Point:

Cost:  2

You get:

 +1

 Special Rule:
Everyone pays you 100

The Inheritance

 +1

 Special Rule:
 + 10

The Secret Society

 +5
 +2

 Active Rule:
Whenever you play a secret card, you get 1

Dividends

Get double

A Fraudulent Transaction

 +50

 +1

 Special Rule:
 your chosen opponent decreases by 10, yours  increases by 10

Robbery

 + 300

 +2

 Special Rule:
The  of all players fall by 10

The ATM

Move Point:

Cost:   300

You get:

 +3

 Active Rule:
 +10.Whenever you're visiting the Bank, get your

The Automated accountant

Move Point:

Cost:   400

You get:

 +4

 Active Rule:
 + 20

A sound investment

Move Point:

Cost:   250

You get:

 +1

 Active Rule:
 + 30

Eternal Mortgage

 + 300

 Special Rule:
Pay of this card by discarding one of your active permanents card

The Automated Banker

Move Point:

Cost:   500

You get:

 +7

 Active Rule:
You get the , that others spend on increasing their  in the Bank

Charity

 -5

 Special Rule:
 - 10

To the Table of Contents

### The Officeс

Persuasion

Move Point:

Cost:   50

You get:

 +3

 Special Rule:
An opponent of your choice loses 1

Spin

Move Point:

Cost:   70

You get:

 +5

 Special Rule:
Get extra turns

A Day at the Office

Get . You can play another Office Card in this turn.

Custom Order

Instead of drawing one new card from the desk, draw ten and choose one to keep. Discard the rest.

Good Deal

 +200

 +1

A Moonlight job

 +20

 +1

The Benefactor

 +150

A Friendly Bailiff

Move Point:

Cost:  2

You get:

 +1

 Special Rule:
A player of your choice pays you 250

Promotion

 +50
 +1

Undercutting the Competition

Move Point:

Cost:  3

You get:

 +1

 Special Rule:
A player of your choice gives you 3

Redistribution

Move Point:

Cost:  1

All players pays you  and loses 1 . If you have the least money you're paid double

The Excuse Generator

Move Point:

Cost:   400

You get:

 +5

 Active Rule:
You have 50% change of-avoiding

Buisness development

Move Point:

Cost:   300

You get:

 +3
 +3

 Special Rule:
 +10. Instead of taking one card, take three from the desk and choose the one to keep ( discard others )

To the Table of Contents

### The Plant

A Coutraption

Move Point:

Cost:   200

You get:

 +3

An Artifact

Move Point:

Cost:   300

You get:

 +5

The Golly Gosh Machine

Move Point:

Cost:   400

You get:

 +7

Perpetuum Mobile

Move Point:

Cost:   1000

You get:

 +15

 Moving Rule:
If you use this card to move lost 20

A misfortugun

Move Point:

Cost:   350

You get:

 +6
 +1

 Special Rule:
A player of your choice get one Misfortune

The Most Helpful Apparatus

Move Point:

Cost:   550

You get:

 +8
 -4

 Moving Rule:
If you use this card to move get 1

The First Class Teleporter

Move Point:

Cost:   600

You get:

 +7

 Special Rule:
Teleport to any spot or location

The Megaphone of Democracy

Move Point:

Cost:   500

You get:

 +7
 +6

 Moving Rule:
If you use this card to move lost 1

Political Shopping

Move Point:

Cost:   30

You get:

 +3

 Special Rule:
You can play another Plant card in this turn

The Runner Bomb

Move Point:

Cost:   400

You get:

 +6
 +3

 Special Rule:
You must discard one currently active permanent card ( of any player, including you )

Кладоискатель

Move Point:

Cost:   400

You get:

 +6

 Active Rule:
if you visit The Treasure, get 70

The Automated Helper

Move Point:

Cost:   700

You get:

 +9

 Active Rule:
If you cannot play a card for action upon arrival on a spot or location, you can discard one card from your hand.

The Automated Worker

Move Point:

Cost:   350

You get:

 +5

 Active Rule:
Get 50  each time you visit The Plant

The Astral Elevator

Move Point:

Cost:   800

You get:

 +10

 Active Rule:
You can move to theThe Astral Plane straight from The Bank.

 Moving Rule:
When you use this card to move, skip turn.

The Accelerator

Move Point:

Cost:   700

You get:

 +6

 Active Rule:
After playing one card, you can play another (on the same spot or location).

The Decelerator

Move Point:

Cost:   250

You get:

 +4
 +1

 Special Rule:
A player of your choice skips turn

 Moving Rule:
When you use this card to move, skip turn

The Automated Warden

Move Point:

Cost:   450

You get:

 +6
 -2

 Active Rule:
When you are arrested, your sentence is shortened by 1 turn. When your opponents are arrested, their sentence is increased by 1 turn.

Misappropriation

 +100

 +2
 +2

 Special Rule:
Roll the dice. If you roll 3 or less, you are arrested.

Perestroika

Move Point:

Cost:   300

You get:

 +4
 +1

 Special Rule:
A player of your choice loses 10  and 1

Fairy-swatter

Move Point:

Cost:   200

You get:

 +4
 +2

 Special Rule:
An opponent of your choice loses 3

Ancient Mechanism

Move Point:

Cost:   600

Get 1  at the beginning of each round.

Slow moving vehicle

Move Point:

Cost:   350

You get:

 +5

 Active Rule:
Get 50  every time you use a card with 1 move point to move.

To the Table of Contents

### The Dump

An Interesting Find

Pick one of the ten recently discarded cards.

Note that the cards discarded prior to the deck reshuffle are removed from the discard pile."

The Jumponator

Move Point:

Cost:   100

You get:

 +2

 Special Rule:
Teleport to the Plant or the Marketplace.

The Stash

Teleport to the Treasure (you can use the general mechanics of the Dump prior to the move).

A Secret Project

Move Point:

Cost:   600

You get:

 +11

Pittance

Move Point:

Cost:   10

You get:

 +2

 -2

A Gadget

Move Point:

Cost:   80

You get:

 +2

Second-hand

 +60

 Special Rule:
You can play another Dump card in this turn.

 Moving Rule:
When you use this card to move, draw a random card off the hand of any player of your choice. Move according to the card drawn.

A Knick-knack

Move Point:

Cost:   30

You get:

 +1

Lucky Dice

Move Point:

Cost:   200

You get:

 +3
 +1

 Active Rule:
You can re-roll the dice when gambling in the Casino.

The Recycler

Move Point:

Cost:   300

You get:

 +4

 Active Rule:
Get 40  from every player who visits the Dump.

The Counterfeit

Move Point:

Cost:   150

You get:

 +1
 +1

 Active Rule:
Choose an opponent; they must give you one of their active permanent cards in exchange for "The Counterfeit".

Toxic Waste

 +250

 Special Rule:
Get extra turns

To the Table of Contents

### The Marketplace

An Auction

 +70

 Special Rule:
Every player makes a bid. The highest bidder pays the bid and receives 3

Guild Services

Move Point:

Cost:   150

You get:

 +2

 Special Rule:
A player of your choice gives you 2

An Honest Exchange

Move Point:

Cost:   100

You get:

 +1

 Special Rule:
Look at the cards of any opponent of your choice. Swap any number of your cards with the same number of the opponent's cards. The opponent pays you 30  for every card swapped.

Indulgences

A player of your choice pays you  equal 10 \*

A Curio

Move Point:

Cost:   50

You get:

 +1

Fast and Fair

Move Point:

Cost:   100

Teleport to any spot or location.

 Moving Rule:
When you use this card to move, you can increase its move points from 3 to 4 by paying 20

A Fence

 +200

 +1

 Special Rule:
An opponent of your choice loses 2

Slander

 +3

 +1

 Special Rule:
An opponent of your choice loses 5

A Bag of Money

Move Point:

Cost:   50

You get:

 +2

 -4

Racketeering!

 +200

 +1

A Rare Find

Move Point:

Cost:   150

You get:

 +2

A Lucrative Deal

 +100

 Special Rule:
+ 10

Clearance!

Discard any number of cards from your hand, get 40  for each card discarded

Contraband

 +1

 Special Rule:
Show your cards to everyone. Get 2  for every criminal card and 50  for every secret card on your hand

 Moving Rule:
Использовав карту для перемещения, получите  и 1

The Automated Merchant

Move Point:

Cost:   450

You get:

 +5

 Active Rule:
When any player (including you) sells  on the Marketplace, your  increases by 5.

To the Table of Contents

### The Jail

Kingpin

 +100
 +3

Jailbreak

 +1

 Special Rule:
Teleport to the Dump. Get extra turns

A Deal with the Prosecution

 +2

 Special Rule:
An opponent of your choice goes to the Jail to serve your term. Teleport to the Court.

A Snitch

Look at the cards of any player of your choice. If any criminal cards are discovered, your jail sentence is cancelled.

Coup d'état

Move Point:

Cost:  2

You get:

 -1

 +1

 Special Rule:
You become the Governor. Teleport to the Office.

The Common Fund

 +1
 +1

 Active Rule:
If a player is arrested, at the beginning of their turn they get 25 . If they are the owner of this card, they get 50 instead.

To the Table of Contents

### The Inferno

A Dangerous Artifact

 +5
 +4

Devil's Due

 +3

 Special Rule:
Выбранный оппонент теряет или или

A player of your choice loses 400  or 3  or 12  . You make the choice.

The Usurper

 -5

 +1

 Special Rule:
Become the Governor.

From Inferno with Love

 +150

 +1

 Special Rule:
An opponent of your choice gets a Misfortune of your choice (from the currently available).

A Deal with the Devil

 +4

 Special Rule:
Choose what you get: 500  or 15  or 4 .

Forbidden Knowledge

 +50

 +1

 Special Rule:
Instead of replacing all cards as usual, get 12 cards – then choose the 6 that you wish to keep.

An Award Ceremony

 +2

 Special Rule:
Distribute 3 awards among any of your opponents (one player can get more than one): - 200  , -2 , an arrest.

A Tribute to Chaos

 +2

 Special Rule:
Everyone (including you) discards one of their active permanent cards. You get 100  for each card discarded.

The Armageddon Clock

Move Point:

Cost:   900

You get:

 +13
 +6

 Active Rule:
Every sixth round of the session, every player except for you loses 1

Diablerie

 +2

 Special Rule:
Your  rises by 20. A player of your choice loses 50% of their

Demon'stration

Every player gives you 1 . Get 50  and 1  for every  that you received.

Spire of Gremlins

Move Point:

Cost:   650

You get:

 +8
 +2

 Special Rule:
Every opponent loses 3 . Teleport to the Astral Plane.

To the Table of Contents

### The Casino

Opening Day Gift

 +100

 +1

The Jackpot

 +250

Easy Gamble

Gamble in the Casino. If you win, your winnings triple. The amount that you can win is not limited by how much  you currently have. Get extra turns

A Bucket of Quarters

 +150

Everybody Dance!

Move Point:

Cost:   100

You get:

 +7

A Second Chance

 +100

 Special Rule:
Gamble in the Casino. You can roll the dice up to 2 more times. Only the results of the last roll are taken into account.

Cheating!

 +300

 +1

 Moving Rule:
You can move against the arrows if you use this card to move.

One-Armed Bandit

Move Point:

Cost:   200

You get:

 +2

 Active Rule:
Get 25  each time any player visits the Casino (including you).

The Promobot

Move Point:

Cost:   350

You get:

 +5

 Active Rule:
Get 1  each time any other players visit the Casino.

Riskomatic-40

Move Point:

Cost:   300

You get:

 +4

 Active Rule:
Get 40 every time you use the Gamble spot.

Prize fund

Choose what you get: +100  or +4  or -4

Cold deck

 +1

 Special Rule:
Look at 6 new cards. You can swap any of them with any cards on your hand. You can play another Casino card in this turn.

To the Table of Contents

### The Court

A Tip-off

An opponent of your choice pays  \* 20 to the bank. If the payment cannot be made in full, the opponent is arrested.

A Rigged Election

 +7

 +1

An Unmasking

 +3

 Special Rule:
The player with the highest  (including you) loses  and shows their cards to other players

A Compromising Document

The Governor loses 2  and gets 2 . Snap Elections begin.

Impeachment!

Move Point:

Cost:   50

The Governor is arrested. Snap Elections begin.

An IOU

Move Point:

Cost:  1

A player of your choice pays you 150

An Alibi

 +3

 -2

 Special Rule:
Everyone but you gets 1

Damage and Legal Costs

Move Point:

Cost:  1

A player of your choice pays 200 . You get half of what is actually paid. If the payment cannot be made in full, the player is arrested.

A Confiscation

Move Point:

Cost:  2

Choose any currently active permanent card. Its owner either gives it to you, or pays you 3  to keep it.

Personal Search

Move Point:

Cost:  1

Look at the cards of any player of your choice. Swap 1 of their card(s) with the same number of cards from your hand. The player pays you 100  for each secret or criminal card discovered.

Justice is Served

Move Point:

Cost:  1

A player of your choice gives you 1 . If that player has the highest , they are arrested.

Property Tax

Every player pays you 50  for every permanent card that they currently have active.

The Automated Bureaucrat

Move Point:

Cost:   400

You get:

 +6
 +1

 Active Rule:
The  increases by 10 for every player except for you.

False Testimony

Move Point:

Cost:  3

You get:
 +100

 +2

 Special Rule:
The player of your choice gives you 2 . If their  is higher than yours, they are arrested.

The Automated Traffic Policeman

Move Point:

Cost:   550

You get:

 +8
 +1

 Active Rule:
When an opponent uses a card with 5 or 6 move points to move, they pay you 20

Jurors for hire

Move Point:

Cost:  3

You get:
 +300

Judgement Day

Move Point:

Cost:  1

Choose an opponent that teleports to the Court, pays you 100  and skips a turn.

To the Table of Contents

### The Treasure

A Magic Trinket

 +1

 Special Rule:
You can re-roll the dice while searching for treasure.

 Moving Rule:
+ 20  when you use this card to move.

A Voodoo Doll

 +1

 Special Rule:
An opponent of your choice loses 3

An Accursed Sword

 +3
 +3

 Moving Rule:
When you use this card to move, skip turn

The Ring of Charm

 +4

 Special Rule:
Players with  higher than yours, pay you 50

Ancient Scriptures

Look at 5 new cards. You can swap any of them with any cards on your hand.

Hidden Treasure

 +300

A Shaman Staff

 +2
 +1

 Special Rule:
A player of your choice gets one Misfortune.

The Genie in the Lamp

Choose what you get: 150  or 1  or 5

A Lucky Potion

 +1

 -2

 Active Rule:
Instead of getting a Misfortune you must discard this card.

The Evil Statue

 +3
 +3

 Active Rule:
Get 40  when you play a card that gives you .

 Moving Rule:
If you use this card to move, lose 50  and 1

A Secret Passage

Teleport to The Astral Plane.

The Magic Trunk

 +10. All other players lose 50

Ancient Detail

 +1

 Active Rule:
In case of a Player Conflict against the owner of any active “Ancient Detail” cards, the winner takes 1 of them.

To get active “Ancient Mechanism”, collect and discard active “Ancient Detail” cards: 3.

To the Table of Contents

### Misfortune

Karma!

The player with the highest  (including you) gets one Misfortune. Misfortune cards to choose from: 2. The Misfortune spot does not affect you.

Framed!

 +1

 Special Rule:
A player of your choice gets one Misfortune. Misfortune cards to choose from: 2. The Misfortune spot does not affect you.

An Insurance Policy

 +200

The Lesser Evil

Instead of getting a random Misfortune, you get to choose the one that befalls you from all the Misfortunes currently remaining in the deck.

Fortune

Get . The Misfortune spot doesn't affect you.

To the Table of Contents

### Police

Operation Cleanup

Move Point:

Cost:   50

Look at the cards of any opponent. You can discard any number of their cards, getting 1  for each card thus discarded. The policeman ignores you.

A Set-up

Move Point:

Cost:   50

You get:

 +2

 Special Rule:
A player of your choice is arrested. The policeman ignores you.

An Inspection

Move Point:

Cost:   30

Name a spot or location, take a look at the hand of any opponent. For every card that can be played in that spot or location, the opponent pays you 50  or discards that card. The policeman ignores you.

Investigation

Move Point:

Cost:   75

You get:

 +1

 Special Rule:
Look at the cards of any opponent of your choice and discard 1 of their cards. Teleport to the spot or location that this card can be played on.

The Police Dirigible

Teleport to the Court or to the Office.

An Honest Crook

 -2

 Special Rule:
Show your cards to other players. Get 1  for every secret card, get 2 for every criminal card. You are not arrested for having any criminal cards. The policeman ignores you.

Honorary escort

Move Point:

Cost:   150

You get:

 +1

 Special Rule:
Choose an opponent. Teleport to their spot or location.

To the Table of Contents

### Gamble

The Poseur

Gamble, and in addition to the usual spot mechanics get as many  as the score on your dice.

 Moving Rule:
To use this card to move, roll the dice and move accordingly.

A Prank

Trade places with any player of your choice. The spot or location you land on does not affect you and you cannot use its mechanics.

A Somersault

 +50

 Special Rule:
Teleport to any Gamble spot.

 Moving Rule:
If you use this card to move, lose 50  and get extra turn

A Ramp

Get extra turn

 Moving Rule:
If you use this card to move, get 50

Dice-roller

Move Point:

Cost:   50

Roll the dice. Get100  for each in your hand that has the same number of move points as the number on the dice.

To the Table of Contents

### Tribune

Advocating Rebellion

 +8

 Special Rule:
Roll the dice. If you roll 3 or less, you are arrested.

A Touching Speech

Move Point:

Cost:   20

You get:

 +4

Election Campaign

Move Point:

Cost:   100

You get:

 +5

 -1

 Special Rule:
Every opponent loses 1

Visiting the voters

 +2

 Special Rule:
Teleport to any Tribune spot.

To the Table of Contents

### Bribe

The Miracles of Bureaucracy

The player of your choice pays x2 of their  instead of you (the Governor never pays).

If the player cannot pay in full, they are arrested.

The Right Connections

Instead of paying , get

Properly Placed Bribe

Move Point:

Cost:   50

Teleport to any Bribe spot.

 Moving Rule:
Pay x1  when you use this card to move (Governor doesn't pay bribes).

A Governor for an Hour

Move Point:

Cost:  1

Become the Governor until the end of your turn (the current Governor loses their governorship for that turn). All other players pay you x1 .

To the Table of Contents