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Bad Company

Bad Company

Aporta Games · 2021
1–630 min8+ yrs1.9/5 complexity7.2 BGG#1.297 BGG5,2 KFamily
short answer

How do you play Bad Company?

In Bad Company, you'll build and customize your own crew of criminals. Gather resources to plan heists and use the loot to recruit new members. But make sure the police don't catch you. The player with the most victory points at the end of the game wins.

To find the best price for Bad Company, howtoplay.ro compares deals from Romanian shops every day.

FromRON 219
Joculescu · How to play
Cum se joacă Bad Company? Zaruri, jafuri și fugă de poliție [#145]

Cum se joacă Bad Company? Zaruri, jafuri și fugă de poliție [#145]

Joculescu· 10 min· published Dec 17, 2025Partner
the rules in 60 seconds▶ auto · 1/6
🧩
01

Setup

Place the city and score boards, shuffle and place upgrade, loot, and heist decks, create a five-card heist display, place the police car on the space matching the player count, each player chooses a color and places their recruiter on the first space of the track and their score disc on zero, and places their car on the start space of the city board.

The rules, step by step

Setup
Place the city board in the middle of the table and the score board next to it. Shuffle and place the three decks of cards: upgrade, loot, and heist, face down. From the heist deck, create a five-card display: four face-down cards plus the first card of the deck. Place the police car on the space with a value equal to the number of players. Then, each player chooses a color and places their recruiter on the first space of the track and their score disc on the zero space of the scoring track. Also, take your car and place it on the start space of the city board. Draw one left and one right half of a character card to form your unique crew name. Take two coins and place the rest of the tokens in the general reserve. The last player to vandalize something takes all five dice and becomes the first chief. Finally, each player draws three initial heist cards, starting with the chief. Choose two to keep and put the third one back at the bottom of the deck.
Objective
In Bad Company, you'll build and customize your own crew of criminals. Gather resources to plan heists and use the loot to recruit new members. But make sure the police don't catch you. The player with the most victory points at the end of the game wins.
On your turn
In Bad Company, each turn, one player is designated as the chief. A turn consists of three phases: rolling dice, activating crew members, and end of turn. After step three, the chief passes all the dice to the player to their left, and they become the new chief and start their game turn. Let's discuss each phase separately. First, rolling dice. The chief rolls all five dice. If you, as the chief, don't like the result of the dice, you can pay $1 to reroll any number of dice. You can pay to reroll the dice as many times as you can afford. The chief uses the four yellow dice to form any two pairs. Separately add the values of each pair of dice and announce the results aloud to the other players. The two pairs can have the same value. The second phase in a player's turn is activating crew members. Players activate crew members to gain rewards. Players can perform this step simultaneously. However, if a player's decision depends on another player's, they can insist that players perform their actions in order, starting with the chief and continuing clockwise. The value of each pair of dice corresponds to a specific crew member, numbered from 2 to 12, on your crew board. In a chosen order, the chief activates both of their crew members corresponding to the two pairs of dice they formed in step one. Each of the other players activates a single crew member corresponding to one of the pairs of dice formed in step one. If the two pairs of dice have the same value, the chief activates the same crew member twice. When you activate a crew member, take all the rewards displayed on that crew member. At the start of the game, each member has a single reward symbol. Crew members gain more reward symbols when you buy upgrade cards. Common crew members, those from 3 to 11, offer the following rewards: coins give you the amount of money displayed. The steering wheel allows you to advance your car one space on the road. For every other symbol, you can cover an identical pictogram, either on a heist or on one of your tasks on your board. There are two special crew members: number 2 and number 12. Number 2, the Fixer, chooses one of the three displayed symbols. Count how many pictograms of the chosen type are visible on all your crew members. You can place that number of tokens on corresponding pictograms on heists or on tasks on your board. Unused tokens are lost. Note that you must choose the lock, glove, or mask. You cannot choose the flashlight. Number 12, the Chauffeur, moves your car two spaces on the road. On the city board, the car chase takes place. All players must stay ahead of the police car. Whenever your car passes a control point, you receive the displayed bonus if the police car has not already passed it. Bonuses for control points are as follows: this symbol you already know, take $2 from the reserve. When you pass this symbol, draw a loot card from the deck, look at it, and place it face down in your play area. Anytime during the game, unless otherwise specified, you can discard loot cards to apply their unique effect. For this symbol, you gain a number of points equal to the displayed value. When you move your car, you can choose to take a shortcut. When you do this, move to the next space after the arrow. Because each shortcut bypasses a control point, you lose the opportunity to gain that bonus. After all players have activated their crew members and gained corresponding rewards, the second part of phase two begins. In this part, each player can choose to resolve heists and/or tasks, or recruit new and better members for their crew. Players can perform these actions (resolving heists, tasks, and recruiting) in any order they wish. To recruit, pay the indicated value in coins to advance your meeple to the next space on the recruitment track on the score board. You can pay as many times as you can afford to advance in the same turn. After you advance your meeple to the next space, draw the first three upgrade cards from the deck, choose one to keep, and put the others in a discard pile. The chosen card, place it over the crew member with the corresponding number. If there are already upgrade cards on that member, place the new upgrade card on top of them so that all previous reward symbols remain visible. If you upgrade a crew member who holds a collar, place that collar on top of the uppermost upgrade card of the member. There is no limit to the number of upgrade cards a crew member can have. Once you reach the end of the recruitment track, you can no longer move your meeple and, implicitly, can no longer take upgrade cards. Instead, you can spend $5 to gain three victory points as many times as you can afford. Whenever you have two tokens on any of the four tasks on your crew board, you can complete them and return them to the general reserve to gain the indicated bonus. You can complete multiple tasks in the same turn, even the same task multiple times. Bonuses for completed tasks are as follows: gain and place a token on any symbol, even a task symbol. Take $2 from the reserve. Move the car one space. And draw a loot card from the deck, look at it, and place it face down in your play area. A heist is completed when all symbol spaces are covered with tokens. After completing a heist, return all tokens from the heist to the general reserve. Take any immediate bonus displayed at the bottom of the heist. Flip the heist face down and place it at the bottom of your crew board. You can complete both active heists in the same turn. Some heists have abilities marked in a red box. After you complete the heist, you have this permanent ability for the rest of the game and can use it each turn from now on. Other heists have effects that apply to the final scoring. These are marked in a purple box. All completed heists show one or more mission symbols: diamond, gold bar, art, or money bag. When all players have finished the heists in this round, the player with the most mission symbols of a certain type across all completed heists takes the corresponding collar from the reserve or from a player who holds it and places it on one of their crew members. Each crew member can only have one collar. In case of a tie, the player with the highest number from a completed heist with that type of mission symbol wins the collar. When you gain a collar, from the reserve or from another player, you immediately gain one victory point. Every time you activate a crew member with a collar, you gain one victory point again. When all players announce that they are done with phase two, proceed with the end-of-turn steps in order. First, move the police car. The chief moves the police car a number of spaces equal to the value of the police die (0, 1, or 2) that was rolled in phase one. The police car never takes shortcuts. To ensure you don't forget this step, place the police die on the city board to indicate that you have advanced the police car. The second step of the end of turn is taking new heists. In play order, starting with the chief and continuing clockwise, each player with fewer than two active heists takes new heists from the heist display until they have two active heists in front of them. Whenever the display has fewer than five heists, immediately replenish the display. There must always be five displayed heists, including the top card of the deck. In the rare case that there are not enough heists in the display and in the deck for each player to have two active heists, each player who has completed a heist in this round takes a single heist. And the third step of the end of turn is checking if the end of the game has been triggered. If a player has completed six heists, or if any car, including the police car, has entered the red zone, the next round will be the final one. Otherwise, the role of chief passes to the next player clockwise, and a new round begins with rolling the dice.
Scoring
If the end of the game has been triggered, the golden dice are rolled for the last time. In this final round, no die can be rerolled by paying $1, and the black police die is not used. Each player individually combines their dice into two pairs and activates two of their crew members. Then, tally points using the following formula: base and supplementary points for completed heists, points from loot cards, visible points on upgrade cards, two points for each collar, and one point for every two tokens remaining on your board, rounded down. You gain bonus points if your car finished in the red zone. Conversely, deduct three points if your car remained behind the police car. The player with the most points wins the game.
Game end
The game ends when a player has completed six heists, or if any car, including the police car, has entered the red zone. The current round is finished, and one final round is played. In this final round, no die can be rerolled by paying $1, and the black police die is not used. Each player individually combines their dice into two pairs and activates two of their crew members. Then, tally points using the following formula: base and supplementary points for completed heists, points from loot cards, visible points on upgrade cards, two points for each collar, and one point for every two tokens remaining on your board, rounded down. You gain bonus points if your car finished in the red zone. Conversely, deduct three points if your car remained behind the police car. The player with the most points wins the game. In case of a tie, the player with the most coins wins the game. If the tie persists even with coins, then the players share the victory.
Tips
As the chief, you can pay $1 to reroll any number of dice as many times as you can afford. The Fixer allows you to choose a specific symbol to gain, counting all visible pictograms on your crew members. The Chauffeur moves your car two spaces on the road. Taking shortcuts can advance you faster, but you'll miss out on control point bonuses. Completing tasks provides immediate bonuses and clears up your board. Collecting collars not only gives you victory points but also grants additional points every time you activate the crew member wearing the collar.
🔬 game anatomy
Complexity1.9 / 5
BGG rating7.2 / 10
Vibe
Family
Language dependence
No in-game text needed
🌐 plays without English
Play time
30 min
Players
1–6
Recommended age
8+ yrs
BGG rank
#1.297

from Trișache · verified

Frequently asked questions

Q1What is the goal of the game?
In Bad Company, you'll build and customize your own crew of criminals. Gather resources to plan heists and use the loot to recruit new members. But make sure the police don't catch you. The player with the most victory points at the end of the game wins.
Q2How do you set up the game?
Place the city board in the middle of the table and the score board next to it. Shuffle and place the three decks of cards: upgrade, loot, and heist, face down. From the heist deck, create a five-card display: four face-down cards plus the first card of the deck. Place the police car on the space with a value equal to the number of players. Then, each player chooses a color and places their recruiter on the first space of the track and their score disc on the zero space of the scoring track. Also, take your car and place it on the start space of the city board. Draw one left and one right half of a character card to form your unique crew name. Take two coins and place the rest of the tokens in the general reserve. The last player to vandalize something takes all five dice and becomes the first chief. Finally, each player draws three initial heist cards, starting with the chief. Choose two to keep and put the third one back at the bottom of the deck.
Q3How does a turn work?
In Bad Company, each turn, one player is designated as the chief. A turn consists of three phases: rolling dice, activating crew members, and end of turn. After step three, the chief passes all the dice to the player to their left, and they become the new chief and start their game turn. Let's discuss each phase separately. First, rolling dice. The chief rolls all five dice. If you, as the chief, don't like the result of the dice, you can pay $1 to reroll any number of dice. You can pay to reroll the dice as many times as you can afford. The chief uses the four yellow dice to form any two pairs. Separately add the values of each pair of dice and announce the results aloud to the other players. The two pairs can have the same value. The second phase in a player's turn is activating crew members. Players activate crew members to gain rewards. Players can perform this step simultaneously. However, if a player's decision depends on another player's, they can insist that players perform their actions in order, starting with the chief and continuing clockwise. The value of each pair of dice corresponds to a specific crew member, numbered from 2 to 12, on your crew board. In a chosen order, the chief activates both of their crew members corresponding to the two pairs of dice they formed in step one. Each of the other players activates a single crew member corresponding to one of the pairs of dice formed in step one. If the two pairs of dice have the same value, the chief activates the same crew member twice. When you activate a crew member, take all the rewards displayed on that crew member. At the start of the game, each member has a single reward symbol. Crew members gain more reward symbols when you buy upgrade cards. Common crew members, those from 3 to 11, offer the following rewards: coins give you the amount of money displayed. The steering wheel allows you to advance your car one space on the road. For every other symbol, you can cover an identical pictogram, either on a heist or on one of your tasks on your board. There are two special crew members: number 2 and number 12. Number 2, the Fixer, chooses one of the three displayed symbols. Count how many pictograms of the chosen type are visible on all your crew members. You can place that number of tokens on corresponding pictograms on heists or on tasks on your board. Unused tokens are lost. Note that you must choose the lock, glove, or mask. You cannot choose the flashlight. Number 12, the Chauffeur, moves your car two spaces on the road. On the city board, the car chase takes place. All players must stay ahead of the police car. Whenever your car passes a control point, you receive the displayed bonus if the police car has not already passed it. Bonuses for control points are as follows: this symbol you already know, take $2 from the reserve. When you pass this symbol, draw a loot card from the deck, look at it, and place it face down in your play area. Anytime during the game, unless otherwise specified, you can discard loot cards to apply their unique effect. For this symbol, you gain a number of points equal to the displayed value. When you move your car, you can choose to take a shortcut. When you do this, move to the next space after the arrow. Because each shortcut bypasses a control point, you lose the opportunity to gain that bonus. After all players have activated their crew members and gained corresponding rewards, the second part of phase two begins. In this part, each player can choose to resolve heists and/or tasks, or recruit new and better members for their crew. Players can perform these actions (resolving heists, tasks, and recruiting) in any order they wish. To recruit, pay the indicated value in coins to advance your meeple to the next space on the recruitment track on the score board. You can pay as many times as you can afford to advance in the same turn. After you advance your meeple to the next space, draw the first three upgrade cards from the deck, choose one to keep, and put the others in a discard pile. The chosen card, place it over the crew member with the corresponding number. If there are already upgrade cards on that member, place the new upgrade card on top of them so that all previous reward symbols remain visible. If you upgrade a crew member who holds a collar, place that collar on top of the uppermost upgrade card of the member. There is no limit to the number of upgrade cards a crew member can have. Once you reach the end of the recruitment track, you can no longer move your meeple and, implicitly, can no longer take upgrade cards. Instead, you can spend $5 to gain three victory points as many times as you can afford. Whenever you have two tokens on any of the four tasks on your crew board, you can complete them and return them to the general reserve to gain the indicated bonus. You can complete multiple tasks in the same turn, even the same task multiple times. Bonuses for completed tasks are as follows: gain and place a token on any symbol, even a task symbol. Take $2 from the reserve. Move the car one space. And draw a loot card from the deck, look at it, and place it face down in your play area. A heist is completed when all symbol spaces are covered with tokens. After completing a heist, return all tokens from the heist to the general reserve. Take any immediate bonus displayed at the bottom of the heist. Flip the heist face down and place it at the bottom of your crew board. You can complete both active heists in the same turn. Some heists have abilities marked in a red box. After you complete the heist, you have this permanent ability for the rest of the game and can use it each turn from now on. Other heists have effects that apply to the final scoring. These are marked in a purple box. All completed heists show one or more mission symbols: diamond, gold bar, art, or money bag. When all players have finished the heists in this round, the player with the most mission symbols of a certain type across all completed heists takes the corresponding collar from the reserve or from a player who holds it and places it on one of their crew members. Each crew member can only have one collar. In case of a tie, the player with the highest number from a completed heist with that type of mission symbol wins the collar. When you gain a collar, from the reserve or from another player, you immediately gain one victory point. Every time you activate a crew member with a collar, you gain one victory point again. When all players announce that they are done with phase two, proceed with the end-of-turn steps in order. First, move the police car. The chief moves the police car a number of spaces equal to the value of the police die (0, 1, or 2) that was rolled in phase one. The police car never takes shortcuts. To ensure you don't forget this step, place the police die on the city board to indicate that you have advanced the police car. The second step of the end of turn is taking new heists. In play order, starting with the chief and continuing clockwise, each player with fewer than two active heists takes new heists from the heist display until they have two active heists in front of them. Whenever the display has fewer than five heists, immediately replenish the display. There must always be five displayed heists, including the top card of the deck. In the rare case that there are not enough heists in the display and in the deck for each player to have two active heists, each player who has completed a heist in this round takes a single heist. And the third step of the end of turn is checking if the end of the game has been triggered. If a player has completed six heists, or if any car, including the police car, has entered the red zone, the next round will be the final one. Otherwise, the role of chief passes to the next player clockwise, and a new round begins with rolling the dice.
Q4How is scoring calculated?
If the end of the game has been triggered, the golden dice are rolled for the last time. In this final round, no die can be rerolled by paying $1, and the black police die is not used. Each player individually combines their dice into two pairs and activates two of their crew members. Then, tally points using the following formula: base and supplementary points for completed heists, points from loot cards, visible points on upgrade cards, two points for each collar, and one point for every two tokens remaining on your board, rounded down. You gain bonus points if your car finished in the red zone. Conversely, deduct three points if your car remained behind the police car. The player with the most points wins the game.
Q5When and how does the game end?
The game ends when a player has completed six heists, or if any car, including the police car, has entered the red zone. The current round is finished, and one final round is played. In this final round, no die can be rerolled by paying $1, and the black police die is not used. Each player individually combines their dice into two pairs and activates two of their crew members. Then, tally points using the following formula: base and supplementary points for completed heists, points from loot cards, visible points on upgrade cards, two points for each collar, and one point for every two tokens remaining on your board, rounded down. You gain bonus points if your car finished in the red zone. Conversely, deduct three points if your car remained behind the police car. The player with the most points wins the game. In case of a tie, the player with the most coins wins the game. If the tie persists even with coins, then the players share the victory.
Q6What tips are there for beginners?
As the chief, you can pay $1 to reroll any number of dice as many times as you can afford. The Fixer allows you to choose a specific symbol to gain, counting all visible pictograms on your crew members. The Chauffeur moves your car two spaces on the road. Taking shortcuts can advance you faster, but you'll miss out on control point bonuses. Completing tasks provides immediate bonuses and clears up your board. Collecting collars not only gives you victory points but also grants additional points every time you activate the crew member wearing the collar.
Q7How much does Bad Company cost?
Bad Company costs around 219 RON in Romania.
Q8Where can I buy Bad Company cheapest?
The lowest price for Bad Company right now is 219 RON at Bârlogul cu Jocuri. The Prices tab lists every store currently tracking it.
Q9How do you play Bad Company?
Bad Company is for 1–6 players, taking ~30 minutes, featuring area majority / influence. Check the Rules tab for setup, gameplay, and scoring, or ask Trișache anything about Bad Company — our AI assistant built by howtoplay.ro and trained specifically on board game rulebooks.
Q10How many players does Bad Company support?
Bad Company is played by 1–6 players.

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