The game will be played with two standard decks of cards. All Jacks and Queens are removed from the first deck, and this deck is placed on the “Main Deck” spot on the board. Players will draw these cards to move around the board. The other deck is left untouched and is placed on the “Game Deck” spot on the board and will be used to play Duels and Firefights. A single die is also required.
Each player is assigned a color (red, green, blue, or yellow) based on the colored rectangle displayed on their side of the board. Once the reset button on the Arduino is pressed, the LCD display will show the randomly generated order of colors. This sequence corresponds to the order of play and the selection of characters.
At the beginning of each turn, the player will draw a card from the “Main Deck” to determine their movement. If, by chance, this player draws a “Power Card” (King or Ace), they will be able to utilize their character’s power. After any card is played, it is placed on the “Discard” spot on the board. Once there are no cards left in the "Main Deck," the cards are shuffled and used again.
Base Movement Cards:
2 – 6: Move forward the number of spaces corresponding to the number on the card multiplied by 3
Special Movement Cards:
7: Wild card! Choose to move a number from 1 to 10 spaces
8: Lose your turn
9: Move ahead eight spaces or move someone back eight spaces
10: Switch spaces with the person of your choice
Power Cards:
If a player draws a King or Ace, they will be able to use their character’s power (see Characters)
When a player reaches the end of the board (either by landing on or surpassing the last space), they will receive the opportunity to crack the safe with the “Safe Crack” minigame on the Arduino board. Should that player manage to open their safe, they are declared the winner and the game immediately ends. If they fail to open the safe, they are forced to flee the scene and must move back to the safe house on the purple space.
If a player lands on a “Duel” space, they must choose another player to contest with in a game of their choice. If a player lands on a “Firefight” Space, they will choose an all-player game for all players to compete in. These games are initiated immediately after landing on the space. The winner of the game draws one card from the “Main Deck” to play on their next turn (in addition to drawing a card for their turn). The order of play resumes as it was before the game. Duels and Firefights cannot be engaged when moving backwards or switching spaces. All Duels/Firefights must be played before playing a Duel/Firefight for the second time.
Blackjack Blitz: At the same time, both players frantically draw cards to get close to a sum of 21 without going over. Number cards are used as their corresponding number, face cards are used as 10, and aces can be used as either 1 or 11. The player to get closest to 21 without going over wins. If both players stop on the same number, the player who reached that value first is declared the winner. If both players go over 21, a new round is played. If there is no winner after two rounds, both players lose the challenge and move back three spaces.
With The Brute having laid claim to the title of “Strongest Felon in the Tri-State Area,” players contest in a bout of muscle to determine where they stack amongst their peers.
Brute Strength: The player who lands on the Duel space may challenge another player to an arm wrestle. If there is no winner after 30 seconds, both players lose the challenge and move back three spaces.
Keeping their skills sharpened and their association with modern trends intact, players stop in at an axe-throwing bar to engage in their newest game mode:
Lumberjack Tic-Tac-Toe: The player who lands on the Duel space may challenge another player to a game of Tic-Tac-Toe. If there is no winner after three games, both players lose the challenge and move back three spaces.
Having severely mistaken the criteria of a “Hangman Tournament” in Central Park, players reluctantly participate to vie for the grand prize: A half-used Metro card.
"Hangman": The player who lands on the Duel space may challenge another player to a game of Hangman, and they can choose whether to create or guess the word. The word must be a maximum of 6 characters, and only 6 body parts can be drawn.
Spoons for Sinners: The Game Deck is shuffled and used to play a round of spoons with all players: Players sit in a circle and each player is dealt three cards. The number of spoons used is determined by one less than the number of players. The objective is to collect three-of-a-kind. The player who landed on the Firefight space draws a card from the top of the Game Deck. This player can choose to swap the drawn card with a card in their hand or pass the drawn card to the next player. In either case, a card is always passed. The subsequent players repeat this process with the card passed to them. After the last person receives the card, they choose to switch this card or place it in a “trash” pile. Immediately after passing the first card, the initial player draws another card from the Game Deck. This process repeats until one player collects three-of-a-kind. This player will grab a spoon from the center of the circle. After seeing one player grab a spoon, all players are now eligible to grab a spoon. The player left without a spoon is eliminated. All spoons, except one, are placed back in the middle of the circle and the game is played again. The last player standing wins.
Racing to catch the next subway, players sprint over to booths and attempt to input their payment information as quickly as possible (they might be criminals, but they still respect the Metro).
Button Click: Players will initiate the “Button Click” minigame on the Arduino board. The player who landed on the Firefight space goes first, followed by the others in turn order. Each player has 5 seconds to click the red button as many times as possible. The LCD Screen will display the winner of the game.
After a car accident stops the flow of traffic, players hop out of their automobiles and proceed to scale across the roofs of civilians’ vehicles.
Parkour: All four players will stand on one foot and try to balance for as long as they can. Players can push other players. The last person standing, or the last person to touch both feet to the ground, wins the game.
After a serious traffic jam on the bridge, one player attempts to gain an advantage over the others by swimming across the river. However, to reach the river, they must first swim through a narrow, completely submerged pipeline. Fearing they will fall behind, the other players reluctantly decide to follow suit.
Danger Dive: Each player will pinch their nose, close their mouth, and hold their breath for as long as they can. The last person still holding their breath wins the game.