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EUROHIT ’98 (aka ASSASSIN from Avalon Hill)

Eurohit, first designed in April 1992 by Chris Baylis of Games Gazette, was the first game to feature the Channel Tunnel. The game sold just under 1000 copies before Avalon Hill took it over and changed it into ASSASSIN (or, as my wife calls it from the picture on the front of the AH box, the “Kill the Pope” game). On changing the name AH also changed the rules and lost the original game in a confused mess. What AH did do right though was produce a fine set of cards. Therefore if you have the AH version of Assassin you can use the map board and the cards with the following revised “original” rules and hopefully you will discover the game that has given us a lot of enjoyment over the years.

ASSASSIN 2000

Revised Rules by Chris Baylis (the original game’s designer)

The Cards:

 23 specials   13 Hazards   93 distance (KMs)  52 Transport (various)  54 Destinations

The Playing Pieces:

6 tokens (one per player) in different colours.

The Object of the Game:

To score the most points and have the highest total at the end of play.

Getting Ready To Play:

You will need a pen and paper to keep a tally of each player’s score during the game.

1). Each player selects a token of their choice

2). Separate the cards into two packs as follows. 

Deck One:  54 Destination Cards.  Deck Two: All other cards (exception: remove the Hit-Man (Assassin) and Machine-Gun cards to begin with.

3). Shuffle each deck separately. Deal 2 Destination cards and 5 cards from the Main deck to each player.

4). The dealer takes one extra card from the Main deck. Each player now has 7 cards (exception: the dealer has 8)

5). Shuffle the Destination cards and include ONE of the Machine-Gun cards in with this deck.

6). Cut the main deck into two roughly equal halves. Place the Hit-Man (Assassin) in one half and the remaining Three Machine-Gun cards in the other half. Shuffle each half separately and then place the two halves together to form one single deck. Ensure that the half with the Hit Man card is placed on top of the half with the Machine-Gun cards.  Place the single deck face down on the table in reach of all players.

7). Beginning with the dealer each player places their token in one of the cities on the board. This will be your setting-off point and so it is generally preferable to have at least one Destination card in your hand that is within a single journey’s reach of your starting City.

More than one player may start in a city.

Playing the Game:

The Dealer begins the first turn and then play continues clockwise.

On a players turn:

A).  they take 2 cards from either the Main deck, the Destination deck, or one from each deck, making their hand up to 10 cards. 

Note: As play progresses it is allowable to also take cards from the top of the Main deck Discard pile, but never from the Destination discards.

B). The Player may now trade with another player (see Trading)

C). The player now plays 2 cards from his hand. They can be put into play or discarded (i.e. play both, discard both, or play one discard one)

D). The player then passes one card from his hand, face down, to the next player (the player on his left)

E). The players turn ends with the passing of the card. Each player repeats steps A – D.

Note:  A Turn must be played in the correct order; A then B; then C then D.

Playing the Cards:

All cards, except Destination cards, are played face up on the table. Cards played out in front of you are no longer considered to be part of your hand.

Destination Cards:

These are played face down in front of the player.  Players may only ever have one Destination card face down in front of them (i.e If you are building up a continuing journey from City to City you only play one Destination card from your hand at a time. When you have reached the Destination on the card then you may play another, new, destination).

The card in front of  each player represents the next city on their journey. This city may be no further than one stop away from the city currently occupied by the player. (eg. If the player is in Prague, the next destination can only be Berlin, Vienna, Munich or London). There is an exception to this rule: If the player uses a Europlane he can fly to any destination on the board. However if the plane for some reason cannot fly then the player has to miss a turn and wait until the plane can fly or replace the destination card with one from their hand – this of course being one they can reach by other transport – and the first destination has to be discarded as one of the two cards played by the player that turn.

Transport Cards:   (Bicycles, Cars, Trains etc.)

One of these must be played face up on your (face down) destination card before you can begin your journey. With the exception of the Europlane, all Transport cards require KM cards to be played on them. Each Transport card can only use certain value KM cards. The Europlane never requires a KM card.

KM Cards (Distances in Kilometres)

These show how far you have travelled in a turn. They are used face up on Transport cards. Once you have played KM cards that total up to an equal (or greater) number of Kilometres for the required distance between your current City and your Destination you arrive at the Destination and turn the card over to declare where you are. All Transport, and KM cards are then discarded – you decide the order in which they are placed on the discard pile.  Your next journey begins from the new City.

Note: Until you have played a face down destination card, placed a transport card on it and played at least one KM card you are still in the city.  Even if you have played a destination card and a Europlane you are still in the city until you arrive at your new destination. The plane is deemed not to have taken off and you can be affected by hazards etc.

Hazard Cards:

These are generally played  to hinder an opponent. They often affect ALL players and when they say ALL this even means the person who played the card.

Example: If a hazard card that affects a certain type of transport is played then all of that type of transport is affected, even if no KM cards have currently been played on it.

Note: Once played, hazard cards are out of the game. If they have been played they are not placed on the Main Deck Discard pile. They CAN be discarded and NOT played.

Special Cards:

These cards may be played out of turn to cancel or counter the effects of a hazard card. The player of a Special card then refills their hand to 7 at the end of the current players turn. If the “I’m not here, I’m in Vienna” card is played the person who plays it immediately moves his token to Vienna on the map, scores 50pts (as a New City visited) and discards any face down Destination cards along with any Transport oand KM cards currently in front of him (this journey is now cancelled).

I’m Not Here, I’m In Vienna: This special card may only be played to prevent a “Hit”

The Hit-Man (ASSASSIN) Card:

The player who holds this card should keep it secret. They have the opportunity to gain additional points by making “Hits” on the other players. This card MAY NEVER be discarded but it may be passed on.

Making A Hit:

The Player holding the Hit-Man card should try to manoeuvre himself into a position where he can land in the same City as another player. He may also be lucky and find another player arriving in the city he (the Hit-Man) is already in. Declaring you are making a “hit” can score you points as follows:

1.       You must be in the same city as an opponent. (If you or he has already played a destination, transport and at least on KM card then you/he are no longer in the City and the “Hit” cannot be made.  The Hit Man player may only make one attempted hit in a city therefore if more than one other player is in the city the Assassin has to decide which of then he will attempt to Hit.

2.       The Hit-Man card holder declares a Hit. He shows the Hit-Man card.  This scores him an immediate 100 points.

3.       The Hit-Man holder can then declare (and discard) any Legitimate Target cards that he holds in his hand. Each of these scores him an extra 50 points.

4.       The “targeted player” can then declare (and discard) any number of Innocent Bystander cards from his hand. Each of these is a 50pt minus to the Hit-Man player. (It is possible for the Hit-Man to actually score negative points whilst attempting a Hit.)

Note: Once a Hit has been attempted, whether successful or not, the Main deck should be halved and the Hit Man/Assassin card shuffled into the top half. The two halves are then placed together to form one draw pile. Then the players involved may make their hands back up. (It is important that the Hit Man card is shuffled back into the deck before the players make their hands up.

Scoring Points:

Players also score points for visiting Cities. Each time a player arrives at a destination – even one they have visited before – they place the destination card face up in front of them and score 50 points (marked on the score sheet).  When the game ends players score Bonus points depending on how far away from the city where the Hit Man is when the game ends they are. Players should agree the shortest route and then divide the distance (KMs) by 10 and that is the number of Bonus points awarded.

Example: If you end the game in Warsaw and the Hit Man is in Kiev the shortest distance is 700KM. You would score an extra 70 points.   The distance is measured from the City to the position of each players token (taking into account any distance travelled away from the last city visited.

Additional Bonus Points:

The player holding the Hit Man card at the end of the game scores an additional 50 points.

Each Legitimate Target card in any players hand is worth 25 points.

Note: If the Hit Man card is not held by anyone (i.e. it has been shuffled back into the deck) then no Bonus Points at all are awarded (none for distance, none for the Hit Man card and none for Legitimate Target cards).

Trading With Other Players:

The player whose turn it is may ask the other players if they are willing to trade one or more cards with him. The in-turn player may only trade with one other player per turn – the other players may not trade with each other – and trades must be for an equal number of cards. (i.e one for one or three for three etc.) All deals must be truthful – you may not say a card is something it isn’t – but there is no requirement for the truth to be specific (i.e.  as examples; you can state that the card being traded is a Transport card or perhaps a KM card but you need not tell what form of Transport or number of KMs). Once the in-turn player has chosen to trade with someone a trade must occur with that player. Neither player may back out.

Ending the Game:

When a player draws a Machine-Gun card from either deck they must immediately declare and show it. The Machine-Gun is placed in the centre of the table. The player then draws another card to replace the Machine-Gun card drawn. When all Four Machine-Gun cards are drawn the game ends immediately. The player does not finish his turn.

Reshuffling Cards:

The destination deck may be reshuffled (but not with a Machine-Gun card in it).

The Main deck is never reshuffled.

© Chris Baylis 2011-2015