Printable rules sheet
One A4 page, ready for the table
The rules of Mole in the Crew on a single sheet: goal, one lock, deal by players, roles, the Getaway and variants. Print it or download the PDF.
Mole in the Crew · rules on one sheet
5 to 10 players · 15-25 min · A crew opens 5 locks; the Moles sabotage from inside.
Goal
Crew: open 3 locks and keep the Moles from finding the Contact in the Getaway. Moles: blow 3 locks or find the Contact.
One lock
- The Boss proposes a team (may include self).
- Talk, then everybody votes at once, by name. More than half approves; a tie rejects. Three rejections in a row: the lock blows (Patrol).
- The team secretly plays Clean or Sabotage; the Crew only Clean.
- Cards are shuffled and revealed one by one. A single Sabotage blows it. How many is announced, not who.
- The Boss role passes to the left.
Deal (classic game)
| Pl. | Moles | Doubles | Decoy | Teams 1-5 | Sab./Mole | Votes |
|---|---|---|---|---|---|---|
| 5 | 2 | 0 | no | 2-2-2-3-3 | 2 | 3 |
| 6 | 2 | 1 | no | 2-3-3-3-4 | 2 | 4 |
| 7 | 3 | 1 | no | 2-2-2-3-3 | 1 | 4 |
| 8 | 3 | 1 | yes | 3-3-3-3-4 | 1 | 5 |
| 9 | 3 | 1 | yes | 3-4-4-4-5 | 1 | 5 |
| 10 | 3 | 1 | yes | 4-5-5-5-6 | 1 | 6 |
Roles
Mole (Moles): The other Moles (except the Snitch). Plays Clean or Sabotage. One Sabotage blows the lock. In the Getaway, marks the Contact.
Snitch (Moles): Every Mole. They do not know him and the Contact does not see him. Is one more Mole: sabotages and marks in the Getaway.
Contact (Crew): A shuffled set of suspects, with no labels. Guides the Crew with votes and proposals, without saying who is suspicious.
Double (Crew): Nothing. Knows he is on the Crew. Always plays Clean. Appears among the Contact's suspects.
Lookout (Crew): Gets an alibi after the 1st and 2nd lock that blows with cards. A team member who played Clean. A clue, not proof.
Driver (Crew): Nothing extra. In the Getaway protects one person (not himself). If accused, the accusation is void.
Crew member (Crew): Nothing. No powers. Votes, plays Clean and watches. His Getaway mark does not count.
The Getaway
With 3 locks open, the Driver protects one person and the Moles (and the Snitch) have one joint accusation: plurality of marks wins, a tie goes to chance. If the protected person is accused, the Crew wins; if the Contact, the Moles win; anyone else, the Crew escapes.
Variants
Quick game: 3 locks, first to 2 wins; each Mole sabotages once. Vault (7-10): lock 4 needs 2 sabotages. Advanced Snitch (5-6).
Reference sheet from https://mole-in-the-crew.web.app/en/how-to-play · Mole in the Crew is a game by TLL Developers. Print and share it freely.