Ludexv2026.11.01-65114139Escape PlanOfficial rulebook ↗

Visitors

Loading…

Travel, Police and Locations

Move through the city, avoid the officers you leave behind, and use the destination.

Travel

Move through connected city spaces and locations using movement points. Leaving a location costs one point; entering a different land type can cost another. Use the Subway for a free transfer between Subway locations and gain one movement point this turn. From a Heliport, spend one point to move to any space or location on a city tile one or two tiles away.

Avoid

If you finish on a different city tile, resolve officers on every tile you left, including your starting tile, but not your destination tile. A direct Subway or Heliport move skips the tiles crossed by that transfer. Use an Executive Action to avoid each officer. Each officer left unavoided causes one Wound. When no green Wound cube remains, take a Handcuffs card: it blocks the rightmost contact space and can cover its asset or contact card.

Visit a Location

You normally visit only the endpoint of a Move. Follow each location’s steps in order; a required step still applies when it cannot benefit you.

Businesses

Gain one Notoriety per other player there. Remove the top Income cube and use your secret Escape Plan card to decide whether that visit produces immediate income or money for final scoring. Take one Contact card. A Business closes after two visits in a 1–3 player game, or three in a 4–5 player game. A key can be spent to enter a closed Business. Visiting every Business in one group gives a one-time choice of an Extra Action disc or an Asset tile plus a Notoriety loss.

Safe Houses

Gain Notoriety for other players present, remove an Income cube and follow the amount on your Escape Plan card. Lose one Notoriety, take the key at that Safe House if available, and optionally buy a Fixer tile. Visiting all three Safe Houses gives a one-time Extra Action disc or an Asset tile plus income.

Gangs and stores

A Gang location must have no other player or Gang Control marker. Pay $5,000, take its two members and place your marker there. At a Convenience Store, buy the available equipment or locker options and resolve its specific steps; lockers can hold immediate or end-game money. Equipment and Fixer tiles are one-use actions until refreshed by Rest.

Other locations

The Clinic and Church heal or unlock an Asset and change Notoriety as printed. The Hospital heals Wounds but raises Notoriety. At an Exit, you may collect its tile while the exit remains open. Subway and Heliport abilities happen during Travel, not Visit.

Executive Actions

Contacts, Equipment, Fixer tiles, Assets, Gangs and First Aid provide extra effects during a Move. The icon on the component sets timing: footprints for Travel, a bullet for Avoid, or no timing mark for use at any point in your turn. Resolve each physical card or tile once before turning it facedown.

Rules

↑↓ to move · Enter to open · Esc to close

Drag to move · tap to close