Safe Millions

## Introduction

The player tries to crack the digital access codes of various safes digit by digit. But only if he finishes his turn at the right time, he cracks the safe and gets the millions inside.

In this game guide you can face 5 challenges of different difficulty. Of course, you can also create your own challenges (NOTE: If you build larger challenges then 12 safes, you need much more cubes for gold). New players are recommended to start with the challenges " Novice Crackers" and "Easy Mode". To master the challenges, the player has a certain number of turns at his disposal, depending on the difficulty level. Once these are used up, the game ends and the player counts the millions cracked.

As is often the case in a 1-player game, the goal of the next game is to break his last scoring record.

## Setup

1. Choose your challenge and create the visible access codes with the tiles and put the appropriate number of cubes ready (see details "Create your challenge").
2. Shuffle all the cards and form a face down pile.

## Gameplay

### Overview

At the beginning of each turn the player puts aside a green cube to mark a turn. If he has no more green cubes left, the game is over. Otherwise the player draws 5 cards. After that, at least 1 matching card **must** be placed in front of him. He **may** also place several matching cards. Not matching cards, he discards on the discard pile. If he does not have a matching card, his turn is **forced to end**, except he has a stored arrow card. Then he draws 2 cards, hoping to get a matching card. If not, his turn is forced to end definitely.

If the player was able to place a matching card in front of hem, he may voluntarily stop or draw again as many cards as he discarded non-matching ones. As long the players discards cards, he is able to draw new cards.

* **Voluntary stop**: The player receives the gold of one or more fully cracked safes.
* **Draw again**: After drawing new cards, the same applies again: place in front at least 1 matching card and stop voluntarily, or continue drawing cards, or stop by force if he cannot place a matching card in front of him (and has no more stored arrows available).

If the player has fully cracked all visible codes but still has cards in hand, the round automatically ends voluntarily. The player keeps the cards and in the next round draws only so many cards until he has 5 cards again.

A player's turn thus ends when he either cannot play a matching card (and also has no arrow to still draw cards) (means foced to end) or when he has played his last hand card matching, but is not entitled to draw new cards because he has discarded at least 1 card before, or if he fully cracked all visible codes (means automatically voluntary) or if he stops voluntary.

### Matching cards

Whenever a player places in front of him a card whose symbol matches a symbol still visible on the tile of a visible access code, that card is considered a match. Immediately after playing a matching card, the player turns over the matching tile of a visible access code. If the player turns over the last tile of an access code, the safe is cracked.

Among the cards there are also those with the symbol of the **arrow**. The player can decide to use it **immediately** or **store** it for later use.

* **Immediately use**: An arrow card counts as a matching card. The player can decide, which tile the card is matching.
* **Store for later use**: The player can store up to max. 3 arrow card at the time. If he already has 3 stored arrow cards and he draws a 4th (or more), he has to use it immediately. In case of a forced end, he can use 1 stored to draw 2 additional cards, hoping to get a matching card or again an arrow card to use immediately as a matching card (an arrow card drawn in this way cannot be stored). If he draws no matching cards, his turn is forced to end.

If the player is able to place in front of him his last hand card in his turn WITHOUT discarding one of them, he may directly draw another five new cards (thus extending his turn). A lucky player can do this several times in a row.

Note: If a player uses a stored arrow because of none matching cards, he discards the non matching cards and the stored arrow.

**IMPORTANT**: If the player is able to open a yet complete code at once with the cards (without drawing new cards in between), his turn ends **automatically voluntarily** (not forcibly) and he receives double the gold.

### Getting gold

Whenever the player stops voluntarily (self-decided or automatically) - and only then - he receives the gold of the cracked safe(s). The tiles are set aside for later access codes. In case of an "at-once-cracked", he receives double the gold.

If the player is forced to stop and there are fully cracked safes at that time, he will not receive the gold. Instead, the gold and the tiles are returned to the supply.

### End of turn

All access codes that have not yet been fully cracked will remain at the end of the turn.

If fully cracked safes were removed (regardless of whether the player received the gold or not), as many access codes will be built up open again according to the selected challenge (note the order in the challenge).

After that, the player returns one of his green game tokens. If the player still has at least 1 game token after this, the game continues, otherwise it is over.

## Create your challenge

### General Rules

* Each challenge needs a certain amount of the tiles. ***NOTE**: You never use the tiles with the “arrow”.*
* The tiles are subsequently arranged in a certain order each in a separate row. Since there are not enough parts in the game scope to build up all the access codes that are not yet visible in advance, an access code is always built up when it is required. So, reuse tiles you used in access codes you cracked.
* A new access code will be built up only after the player has managed to crack a visible access code (regardless of whether or not he has obtained the loot of the safe). **The player may only crack visible access codes** (the order does not matter). ***NOTE**: New access codes are built along the respective listing.*
* In each safe, which is secured with an access code, there is a certain amount of gold. The amount is represented with the number of cubes.
* To master the challenges, the player has a certain **number of turns** at his disposal (marked with green cubes), depending on the difficulty level. The number of these cubes is fixed. You cannot extend it.

### Challenge “Novice Cracker”

* 4 safes – all access codes revealed
* tiles needed at the beginning: 3 drops, 4 hammers, 4 three circles, 6 bricks, 2 wheels, 14 yellow cubes (gold), 12 green cubes

### Challenge “Easy Mode”

* 12 safes – first 3 access codes revealed
* tiles needed at the beginning: 3 drops, 2 hammers, 3 three circles, 3 bricks, 2 wheels, 20 yellow and 15 red cubes (gold), 20 green cubes

### Challenge “Medium Mode”

* 12 safes – first 3 access codes revealed
* tiles needed at the beginning: 4 drops, 4 hammers, 1 three circles, 1 brick, 2 wheels, 20 yellow and 19 red cubes (gold), 20 green cubes

### Challenge “Hard Mode”

* 12 safes – first 3 access codes revealed
* tiles needed at the beginning: 3 drops, 1 hammer, 4 three circles, 3 bricks, 2 wheels, 20 yellow, 20 red and 4 blue cubes (gold), 20 green cubes)

### Challenge “Master Cracker”

* 4 safes – first access codes revealed
* tiles needed at the beginning: 3 hammers, 4 bricks, 20 yellow cubes (gold), 9 green cubes
* For further games in this mode, you can change the order of the access codes, because you have to reveal one by one.