# Illegal ## General Info - **Year Published**: 2000 - **BGG Rating**: 4.3 - **BGG Rank**: — - **Players**: 2-6 - **Duration**: 30 min - **Weight**: 1.33 / 5 - **Designers**: Martin Drewes, Michael Palm - **Artists**: Christiana Hasenfuß - **Publishers**: Ars Ludi - **Categories**: Card Game ## Verdict Perfect for those who love bluffing and intense social interaction. The courtroom dynamic is the highlight.Frantic and fun social interactionFast-paced and dynamic matchesIronic and engaging themeSimple rules to learnHeavily dependent on group energyCan be too chaotic for quiet playersFOR GENRE FANS ## Description Ever thought about building your own criminal empire without the boring part of actually going to jail? In Illegal, you step into the shoes of a dealer of... shall we say... 'questionable' merchandise. The goal here is simple and straightforward: make as much cash as possible, by any means necessary. It's the kind of game where ethics are left at the door and cunning is your best tool. The dynamics revolve around buying and selling dangerous and illicit products, but there's a crucial detail: you must operate in the shadows. The challenge is to negotiate your items without tipping off your opponents, keeping your preferences and your stock a secret. If you're careless, your rivals will figure out exactly what you're holding and use that information against you. But the real fun begins when the law comes knocking. The game features a courtroom system where things get heated and betrayal is the rule. It's that chaotic moment where everyone starts pointing fingers at their neighbor, trying to save their own skin while sending everyone else behind bars. It's a game of bluffing, deduction, and heavy social interaction, perfect for those who enjoy laughing at others' misfortunes while trying to get rich illegally. With fast-paced matches and accessible rules, Illegal transforms the table into a true black market, where trust is a luxury you simply cannot afford. If you enjoy party games with a touch of irony and plenty of player provocation, this title is the right choice to energize your group. ## How to Play Game Objective In Illegal, your objective is to collect as many resource cards as possible of the type indicated on your buyer role card, while trying to keep your dealer and buyer roles secret. The player with the highest number of victory points at the end of the game wins. Preparation (Setup) The Game Master (GM) is responsible for preparing the game in secret, away from the players' sight. Choose resources: The GM chooses as many resource types as there are players. In an 8-player game, all cards are used. In games with fewer players, the GM removes the excess resource types from the game, along with the corresponding dealer, buyer, and suspect cards. The removed cards are placed back in the box, face down. Prepare resource packs: The GM prepares 4 resource packs, each containing one resource card of each type in play. These packs will be used to introduce new resources into the game during Phase 1 - Transactions and Negotiations. Keep them aside, face down. Build player packs: The GM creates a pack for each player. Each pack contains: One buyer role card and one dealer role card of their choice. 5 resource cards of the type mentioned on the dealer card. One additional resource of their choice. Each pack will have a total of 8 cards. The following restrictions apply to each pack: The dealer and buyer cards cannot match the same resource. The additional resource cannot match either the dealer or the buyer present in the pack. Two packs cannot be "mirrors" of each other (e.g., if one pack has Arms Dealer and Hollywood Star, another pack cannot have Alcohol Dealer and Guerrilla General, as the resource combinations would be reversed). Pair suspect cards: Once all player packs are created, the GM takes the suspect cards in play and assembles pairs of dealer suspect and buyer suspect cards corresponding to the double roles they created in each player pack. These card pairs are kept separate, face down, out of sight. The GM will reveal the suspect card pairs during Phase 2 - The Court. Choose player packs: The GM lays out the player packs face down on the table and calls the players. Each player randomly chooses a pack and secretly consults its 8 cards. You should never reveal your role cards to another player. It is recommended to keep these cards in a pocket or a secret location in the room where you are playing. Game Flow The game progresses in three main phases: Phase 1 - Transactions and Negotiations After each player chooses their pack and sees their cards, the GM grants 3 minutes for negotiations and transactions. Use the 1-minute hourglass (flipping it 3 times) or a cell phone timer. During these 3 minutes, players can talk and exchange cards freely. Exchange Rules: Players who wish to exchange cards must first show them openly to each other. If both agree, the exchange occurs. Otherwise, it is canceled. Resource cards cannot be exchanged randomly or face down. Exchanges cannot happen publicly around the table. Players must move away from the table, form pairs or groups, and go to other rooms, quiet places, dark corners, etc., to conduct their negotiations. These pairs and groups must change during the negotiation session. While exchanges usually involve the same number of cards, it is possible to offer 2 resource cards for one, or more. There is no limit to the number of cards one can hold in hand. It is not allowed to reveal or exchange your dealer and buyer role cards. New resources arrive: After 3 minutes, the GM calls the players back to the table. They take one of the previously prepared resource packs, shuffle it, and reveal the cards one by one, face up, until all are visible and accessible on the table. As soon as the last card is revealed, players rush to grab one of them with one hand. Each player is entitled to one and only one resource card. New round of negotiations: The GM restarts the timer for a new 3-minute session of transactions and negotiations. This process repeats until all resource packs are distributed. The phase ends with a final 3-minute negotiation session before starting Phase 2 - The Court. Phase 2 - The Court After the last negotiation session, the GM invites players to sit around the table. They will now act as jury members, witnesses, suspects, and judges of the Court. Each player places their resource cards and their two role cards in a face-down pile in front of them. The GM reveals the first pair of suspect cards, placing them face up on the table, and distinctly announces the dealer and buyer roles indicated on the cards. Then, they start a 1-minute timer. During this minute, players speak freely, share information, accuse, deny, report facts, or lie. The debate is open to try to determine which player holds the suspect roles. Voting: After the minute, the GM calls for a vote: they ask players to raise an arm and count to 3. All players lower their arm simultaneously and point a finger at a player of their choice. If a player does not want to vote, they keep their arm raised. You cannot vote for yourself. The GM identifies the player with the highest number of fingers pointed at them. This player receives the two suspect cards, placed face up in front of them. For now, nothing else happens. If two or more players tie in the number of votes, no one receives the suspect cards; they are removed from the game. The same player can be suspected more than once and therefore receive more than two suspect cards in total. The GM continues in this manner with each pair of suspect cards, with a 1-minute debate each time, until all pairs of suspect cards have been debated and voted on. Phase 3 - Revelations and Scoring After Phase 2 - The Court, players enter Phase 3 - Revelations and Scoring. Refer to the manual for details on this section. Actions and How to Play Transactions and Negotiations During Phase 1 - Transactions and Negotiations, players can: Talk and exchange cards: Players are free to talk and exchange resource cards at will. Show cards for exchange: Players who wish to make an exchange must first show the resource cards they propose to exchange, face up. If there is an agreement, the exchange can occur. Otherwise, the transaction is canceled. Resource cards cannot be exchanged randomly or face down. Negotiate in secret: Exchanges cannot occur publicly around the table. Players must leave the table, form pairs or groups, and go to other locations (rooms, dark corners, etc.) to conduct their negotiations. These pairs and groups must change during the negotiation session. Take a new resource card: After each 3-minute negotiation period, the GM reveals a resource pack. As soon as the last card is revealed, each player rushes to grab one and only one resource card with one hand. Restrictions: It is not allowed to reveal or exchange your dealer and buyer role cards. There is no limit to the number of resource cards one can hold in hand. The Court During Phase 2 - The Court, players act as jury members, witnesses, suspects, and judges. Debate: After the GM reveals a pair of suspect cards, players have 1 minute to freely debate, share information, accuse, deny, report facts, or lie, trying to determine which player holds the suspect roles. Voting: After the debate, players vote by pointing to a player of their choice. You cannot vote for yourself. End of Game and Scoring The game ends after Phase 2 - The Court, when all suspect cards have been debated and voted on. Then, players enter Phase 3 - Revelations and Scoring. Starting with a player chosen by the GM and continuing clockwise, each player reveals their card pack: first their roles, then their resources. The GM tallies the player's score as follows: 1 VP (Victory Point) for each resource card matching their buyer role. 1 VP for each suspect card that wrongly accuses them. -5 VP for each suspect card that correctly accuses them. The player with the highest number of victory points wins the game. Players who end with a negative score are advised not to engage in illegal activities of this kind! Tips for Winning Investigation Skills: Develop your detective skills to discover the roles of each of your opponents. This will allow you to better accuse them during the Court Phase. Charisma: It is crucial to be able to convince other players of the validity of your investigations and to follow you in your voting choice. Your persuasive ability can influence the outcome of votes in the Court. ## FAQ ### Is the game complex? Not at all! It's a party game with simple rules, focusing more on player interaction than long manuals. ### How long does a game last? Matches are quite fast, around 30 minutes, making it great for playing multiple rounds in one night. ### How many people can play? From 2 to 6 players. The more people, the more chaotic and fun the courtroom becomes! ### Is it recommended for casual gamers? Absolutely. Being a casual card game, it's an excellent entry point for those who enjoy party and bluffing games. ### Is there a language barrier? No, the mechanics are based on cards and negotiation, so the language doesn't hinder the gameplay.