The Main Phase of FENCE!

Once the Setup Phase is over, the Main Phase is a series of rounds.

In a round, each player takes a turn sequentially, starting from the First Player and moving clockwise. At the end of each round, the Hot Goods come up, and then the First Player marker moves one player counter-clockwise.

When it is your turn, you can either:

but not both.

Move Yourself

Old Town Sunnyside

Play and discard one or two cards to move your pawn. When you play a single card, you only change the coordinate associated with that color of card (and keep the other coordinate the same). So, for example, if you were in Old Town (⚀,⚂) and you played a blue Ace, you would move your pawn to Sunnyside (⚀,⚀). Some tiles have no coordinates. You cannot Move Yourself with one card from those tiles.

If you play two cards (one card of each color), move your pawn to that coordinate.

If you move to a tile that has more than one neighborhood, you can choose which neighborhood to move to.

You cannot Move Yourself into an already-occupied neighborhood.

Move Others

If you do not (or cannot) Move Yourself, you are Moving Others. Each player must move one other player's pawn, and the Cops .

A player moves one other player's token along a road to an adjacent neighborhood by road. This move must respect One Way markings .

A player can either move the Cops by road or by tipping them off. If you move the Cops by road, you do not need to respect One Way markings.

To tip off the Cops, play and discard one or two cards, and move the Cops' pawn accordingly. So if the Cops are in Downtown and you play a blue 2, move them to Four Points.

If you tip off the Cops to a tile that has more than one neighborhood, you can choose which neighborhood to place them in.

If you move another player into a neighborhood with the Cops, or you move the Cops onto a neighborhood occupied by a player, the player goes to Jail. Remove their pawn from the map, and place it in the Jail.

Life in Jail

On your turn, if you are in Jail and you have one red card and one blue card, you must Move Yourself; this gets you out of Jail. If you don't have both a red and a blue card, you Move Others as normal.

You can still get cards while you are in Jail, though: if you put someone else in Jail while you are in Jail, this is called Turning State's Evidence. If you do this by moving the Cops along a road, draw one card of your choice from The Stash. If you do this by moving the Cops with a card, draw the minimum number of cards from the Stash to have one red and one blue card in your hand. Draw these card(s) immediately upon moving the other player's pawn to Jail. If you can, you must use those cards on your next turn to get out of Jail.

Turning State's Evidence is only possible from Jail. If you are not in Jail already, you get no cards for sending another player to Jail.

Note that it's possible to Turn State's Evidence from Jail twice in one turn (first by moving one player onto the Cops, and then again by moving the Cops onto another player).

Hot Goods

At the end of each round, after each player has taken their turn, see who gets the Hot Goods. There should be half the number of Hot Goods per round as there are players (round up). So if you have 2 players, there will be 1 Hot Goods roll per turn. 3 or 4 players will see 2 Hot Goods come up per turn, and so on.

For each Hot Goods, roll the dice to find out what tile they show up in. Each player counts the number of tiles the Hot Goods have to traverse from any neighborhood on their tile to the player's own pawn. When travelling to the player, the Hot Goods must obey One Way signs.

The closest player is the one with the fewest number of tiles from the Hot Goods to their pawn. In case of a tie, there is no closest player.

Determine the number of tiles from the Cops to the Hot Goods. Note that Cops do not need to obey One Way signs. If the Cops are closer than the closest player, no one gets this set of Hot Goods. Otherwise, the closest player gets to draw a card from The Stash. The closest player gets to choose whether they draw a red card or a blue card from The Stash.

If The Stash is empty, no more Hot Goods come up.

Transfer First Player

After the Hot Goods have all come up, move the First Player token one step counter-clockwise around the table.