Diplomatic Immunity
Terms

Glossary

Afternoon
The middle step of your turn: commit crimes one at a time, or Lay Low to cool 2 Heat.
Anytime card
A card playable on any turn, including during votes and reactions: Leak, Shred, Repeal.
Bend and Cost
What a character breaks and what they pay in. Shared by both diplomats on a board.
Burn Bag
Any phase of your turn, as often as you like: discard any three cards, draw one from either deck. Free.
Cover
A Street card that cancels the printed Heat of a crime of its type (or any type, for a wild Cover). Played after the reactions, once you know your Heat.
Crime
A Street card with a type (Smuggling, Graft, Vice, Muscle), a payout and a Heat value. Committed in your Afternoon; goes into your Rap Sheet.
Deny
While Departing, pay $10M to cancel a Tip-Off played on your Departure.
Departure
One of nine ways out of the country, always available. Your Goal names the three you may use. Booked in your Evening once your Goal is met.
Departure card
Nine Maneuvers that share the Departures' names. Each has an ordinary use and waives its door's price when you book through it.
Dirty Trick
A Street card that acts on another player: Leak, Tip-Off, Frame, Shred and the rest.
Evening
The last step of your turn: one political move. Propose a Law, play a Maneuver, pay Hush Money, book a Departure, or pass.
Favor chip
Your word, one per player, with your character's face. Given in any deal; cashed by the holder as "Vote with me" or "Take it back".
Goal
Your secret win condition, one of twelve. Taken at setup, revealed when you book a Departure. Names your three doors.
Headline
A card flipped at the start of each round that changes a rule for the whole table. Twelve Headlines are the game clock.
Heat
Suspicion. Crimes add it, Mornings and Laying Low remove it. Reach your Limit and it is a Scandal.
Heat Limit
5 with Immunity, 3 without. Characters, Laws and Headlines modify it. Changes apply immediately.
Hush Money
Evening: pay $3M to the bank to remove 1 Heat.
Immunity
The chip that gives you a Limit of 5. Lost to Persona Non Grata, or given up to Defect or enter Witness Protection.
Law
A Politics card proposed in your Evening for a $1M filing fee and put to a vote. At most three Laws are in effect; a fourth pushes out the oldest.
Lay Low
Afternoon alternative to crime: remove 2 Heat.
Leak
Anytime: a player of your choice takes 1 Heat. Five in the deck. Lands on Departing players too.
Maneuver
A Politics card played in your Evening for its printed price. No vote.
Morning
The first step of your turn: the first player flips the Headline, everyone cools 1 Heat and draws 2.
Overtime
An extra round with no drawing when someone is Departing as the clock runs out.
Passport
The Diplomatic Passport: the one-time purchase for the online game. No ads in the phone editions, cosmetic extras, your name in the credits. No effect on play.
Persona Non Grata
A Law naming one player, who loses Immunity while it stands.
Rap Sheet
Your face-down pile of committed crimes. Many Goals count it; a Scandal halves it.
Recall
Your third Scandal. You are out of the running but still vote and can still be bribed.
Round
Every player taking one turn. One Headline per round.
Scandal
Reaching your Heat Limit: Heat to 0, lose half your money and half your Rap Sheet, take a token.
Shred
Cancels a Leak or Tip-Off aimed at you or your Departure.
Signature
Each diplomat's once-per-game move. Discard the Signature chip when used.
Tip-Off
React: cancels a crime as it is committed, or a Departure. Three in the deck.