1. [Game Setup]
All players are distributed with role cards consisting of INMATES, GUARDS and SNITCHES (counted as part of the INMATES).
GUARDS show their role to all players while others are given character cards representing individual INMATE characters.
GUARDS are given 5 action cards while the rest are provided with 3.
2. [First Morning Phase - GUARDS’ Turn]
In first Morning Phase, GUARDS appoint 1 INMATE as a TRUSTY.
End this phase immediately afterwards.
3. [Day Phase - INMATES’ Turn]
All INMATES SET 1 usable action card face down.
4. [Night Phase – TRUSTYS’ Turn]
A TRUSTY INMATES selected this morning have privilege of using 1 SECURITY action card.
TRUSTYS are also given privilege of removing 1 of their cards and replacing it with a new card.
5. [Event Phase]
Draw an EVENT card from the EVENT deck and place it face up on the middle.
The effects of that EVENT card span from next Morning to Night Phase.
Since Underbelly is a prison, majority of the EVENT cards are designed to assist the GUARDS who are always outnumbered by INMATES.
6. [Regular Morning Phase – GUARDS’ Turn]
Starting from the second Morning Phase, GUARDS can remove 2 cards in hand and draw 2 cards to replace it.
also, GUARDS can activate 2 action cards while they cannot activate identical cards in 1 turn.
If GUARDS manage to find an INMATE’S Gambit action card by their own action card’s effect, called SWEEPING, GUARDS can give that INMATE a WARNING.
INMATES with 2 WARNINGS is immediately CONFINED, which means they can no longer play the game.
7. [Victory Conditions – INMATES]
If INMATES manage to collect 4 TUNNEL POINTS immediately after GUARDS activate their action Card during Morning Phase, the INMATES achieve BREAKOUT.
BREAKOUTS results in INMATE victory excluding the SNITCH.
8. [Victory Conditions - GUARDS]
GUARDS and SNITCHES win if all INMATES fail to achieve BREAKOUT by being CONFINED or if the number of remaining INMATES becomes equal to that of the GUARDS.
This is how the average day goes in Underbelly.
Repeat these procedures excluding the first Morning Phase until INMATES finally achieve BREAKOUT or GUARDS manage to prevent it by CONFINING them.
These rascals and heroes will be present as playable characters, part of the illustrations as well as background lore.
Whatever the role the player is assigned, the INMATES always outnumber the guards, making it a role most players ultimately interacts in-game.
Each INMATE has a unique backstory as well as talents, and the players are to use such talents, or KNACKS, to their advantage to achieve BREAKOUT or other, more sinister goals.
Players may assume the role of a GUARD, an opposing role of the INMATES who are supposed to prevent their BREAKOUT at all costs.
The GUARDS must use all their expertise as well as the SECURITY action cards to prevent any INMATES from doing anything suspicious that may sabotage the UNDERBELLY’S vigilant surveillance.
Also, GUARDS must cooperate with the SNITCH among the INMATES who are preventing their escape as well and should bestow the TRUSTY status to the trustworthy INMATE who have been of least trouble.
Although the GUARD characters are only portrayed within action and event cards, there are recurring characters among them worthy of mention.
An enigmatic figure at best, the SNITCH hides among the INMATES to expose their plot to BREAKOUT from the Underbelly. The SNITCH usually wins when the GUARDS does. But if there is a special condition…
Risks and challenges
..Learn about accountability on Kickstarter
- (45 days)