Mole in the Crew Español

Printable rules sheet

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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.

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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

  1. The Boss proposes a team (may include self).
  2. Talk, then everybody votes at once, by name. More than half approves; a tie rejects. Three rejections in a row: the lock blows (Patrol).
  3. The team secretly plays Clean or Sabotage; the Crew only Clean.
  4. Cards are shuffled and revealed one by one. A single Sabotage blows it. How many is announced, not who.
  5. The Boss role passes to the left.

Deal (classic game)

Pl.MolesDoublesDecoyTeams 1-5Sab./MoleVotes
520no2-2-2-3-323
621no2-3-3-3-424
731no2-2-2-3-314
831yes3-3-3-3-415
931yes3-4-4-4-515
1031yes4-5-5-5-616

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.

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