Diplomatic Immunity
A card game for 3–6 diplomats · v0.27

How to play Diplomatic Immunity

You are a diplomat. You are also a criminal. The point is to never get caught doing something your immunity doesn't cover.

3–6players, best with 4–5
30–45minutes
160poker-size cards and 12 character boards, every one illustrated
24diplomats on 12 double-sided boards
Animated explainer

How the game plays, one turn at a time

Press play. The narrator walks through the table, a full turn, Heat and Scandal, politics, winning, and a complete example game. Use the chapter list to jump around.

Press play to begin.
Components

What's on the table

Your character is a board: portrait, kit, slots for your Immunity, Favor and Signature chips, and the Heat track along the bottom. Everything else is a card.

Turn structure

Morning, Afternoon, Evening

Players take turns one at a time, clockwise. One turn is one diplomat's day, and a day has three steps. You do all three, in order, before the next player does anything.

☀ MorningWake up. Cool 1 Heat, draw 2 cards. First player flips the Headline.
→
⚡ AfternoonGo to work. Commit crimes one at a time, or lay low.
→
🥂 EveningGo to the party. One political move: a Law ($1M fee), a Maneuver, Hush Money ($3M cools 1), a Departure, or pass.
→
Next playerDiscard to 7. Play passes to the diplomat after you — until a Change of Protocol reverses the direction. Everyone taking one turn is a round; a new Headline starts each round.

A turn in one breath: "Morning: I cool one Heat and draw two. Afternoon: two crimes, three Heat, $6M. Evening: I propose Legalise Smuggling, it passes. Discard to seven. Your turn."

☀ Morning

  • First player only: flip the top Headline. It replaces the old one.
  • Cool off: remove 1 Heat.
  • Draw 2 from the Street deck, the Politics deck, or one of each.
  • Burn Bag (any phase of your turn, as often as you like): discard any 3 cards, draw 1 from either deck.

⚡ Afternoon

  • Lay Low (remove 2 more Heat, no crimes) or commit crimes, one at a time.
  • For each crime: play it → rivals may Tip-Off or Leak (Leak Heat lands at once) → knowing your Heat, Cover it or take the Heat → take the payout → it goes in your Rap Sheet.
  • Heat reaches your Limit? Scandal, immediately.

🥂 Evening

  • Propose a Law ($1M filing fee) and call a vote, or
  • Play a Maneuver (pay its price, no vote), or
  • Hush Money: pay $3M, remove 1 Heat, or
  • Book a Departure if your Goal is met, or pass.
  • Then discard down to 7 cards.
Card browser

Every card in the box

Numbers in the corner are how many copies are in the deck.

The diplomats

Eleven archetypes, twenty-two faces, two trainees

Each archetype bends one system and pays for it in another. The woman and man of a pair share the same kit and differ in their once-per-game Signature.

Winning

Meet your Goal, then book a Departure

Nobody at the table wants to let you win, so nothing you need to win is in their hands. There are no exit cards to draw and no vote to pass. You book in the open, and the table gets one pass at stopping you.

1. Your secret Goal

Twelve Goals, one of each. At setup the deck goes round the table the other way from the character picks; take one in secret, pass the rest. Any Goal for any character, no two players alike. Each Goal names the three Departures its holder may use.

2. The Departures board

Printed on the back of every quick-reference card. Always open. In your Evening: reveal your Goal, name one of its three doors, and pay for it there and then. The Goal must be met with what you have left, and still be met a round later. A money Goal means money over and above the price of the door.

3. Everyone else gets a full turn

  • You sit with your Goal face up and the Departing marker in front of you while every other player takes a normal turn.
  • Almost anything can be aimed at you: Tip-Offs, Leaks, Shakedowns and Blackmail, Expunge the Record, Laws and Repeals. Heat still lands on you, and reaching your Limit is a Scandal that collapses the Departure. You can answer a Leak or a Tip-Off with Shred or the trickster's Favor, and a Tip-Off with Deny: pay $10M to cancel it. You take no turn. (Online, the moment you book, every other player gets a timed window to answer with a Tip-Off or a Leak straight away, so nobody misses the chance while the turns go round.)
  • At the start of your next turn, instead of taking it: no Scandal since booking, no Tip-Off on you, and your Goal is still met, with the door's price already gone. All three hold: you win.
  • Any one fails: the Departure fails, the price is not refunded, you skip that turn, and your Goal stays face up. Book again later; the table will be waiting.
  • What stops you: a Scandal (Leaks, Headlines, or Persona Non Grata on a hot leaver), a Tip-Off you can't answer, or a Goal that's no longer met when you resolve.

Departure Maneuvers

Nine Maneuvers share the doors' names. Everyday Use for anyone, plus a bonus that waives that door's cost when you book through it. Never required.

Other endings

  • The clock runs out (the Headline pile is empty): finish the round. Among players who still hold Immunity, most crimes in your Rap Sheet wins, ties to most money. Nobody wins by hoarding, and nobody wins in disgrace.
  • Overtime: if anyone is Departing when the final round ends, discard the Headline and play one more round with no drawing, so the table gets its turn at the leaver. Then the Departure resolves as usual.
  • Last one standing: if everyone else is Recalled, you win.
  • Diplomatic Marriage: pay a $6M dowry and name a partner. If they accept with a met Goal you both Depart and both win. If they walk out, the dowry is gone.
Laws, Maneuvers, Favors

A Favor is your word, and you can hand it over

You vote on Laws. You play Maneuvers. You trade Favors. Every player has one Favor chip with their diplomat's face on it, and that chip is a promise anyone can hold.

Giving one

  • Hand your chip to any player at any time, as part of any deal: for a vote, for mercy, for a Tip-Off kept in hand, or just to be liked. You only have the one, so it is worth something.
  • Chips can be traded onward. Your word can end up in anyone's hands.
  • Who holds whose chips is always public.

Cashing one

  • "Vote with me." During any vote, before thumbs go up, the promiser votes the way you say. The Ambassador's vote still counts twice. The Spook's still counts for nothing.
  • "Take it back." Right after the promiser plays a card, cancel it: a crime as the table reacts, a Law as it's voted on, or a Dirty Trick, Leak or Tip-Off against you, your crime or your Departure. Shred can't stop this. A Favor can never cancel a Departure.
  • A cashed chip goes home to its owner. Favors are relationships, not ammunition.

Breaking your word

  • You may refuse to honour a cashed Favor. Take 3 Heat. The holder keeps the chip.
  • A diplomat at Heat 0 can afford to lie. A diplomat at Heat 2 cannot. Every Favor you hold is a bet on the promiser's future.
  • A Recalled player's chips are void.
  • Hold chips from three different players (two, at 3-4 players) and you've met the Goal Everyone Owes Me.
Quick reference

The whole game on one card

MORNING    First player flips Headline · –1 Heat · Draw 2 (any decks)
AFTERNOON  Lay Low (–2 Heat)  OR  commit crimes one at a time
           → rivals may Tip-Off / Leak (Leak Heat lands now) → Cover it or take the Heat → payout → Rap Sheet
EVENING    Propose a Law ($1M fee, vote)  OR  Maneuver (its price)  OR  Hush Money ($3M: -1 Heat)
           OR  Book a Departure (Goal met)  OR  pass
ANY PHASE  Burn Bag (any time on your turn, as often as you like): discard any 3 cards, draw 1 from either deck
END        Discard to 7

HEAT LIMIT   5 with Immunity · 3 without · Scandal when Heat ≥ Limit
SCANDAL      Heat → 0 · lose half money · lose half Rap Sheet · take token · 3rd = Recalled
VOTE         Laws only · all vote at once · needs more than half · ties fail · bribe first
DEPARTURE    Evening: reveal Goal, name a door, pay it, take the marker · everyone else gets a full turn
             Heat still lands: a Scandal collapses it · Deny a Tip-Off for $10M · Shred and Favors work too
             Start of your next turn: no Scandal, no Tip-Off, Goal still met = you win
             Otherwise it fails (price kept), you skip that turn, Goal stays face up
FAVOR CHIP   Give anytime · cash: "Vote with me" / "Take it back" (cancel their crime, Law or trick; never a Departure) · break it: +3 Heat, they keep it

Heat, Scandal, Recall

  • Heat Limit is 5 with Immunity, 3 without. Characters, Laws and Headlines can change it.
  • Scandal happens the instant Heat reaches your Limit, on anyone's turn.
  • Scandal: Heat to 0, lose half your money (round down), discard half your Rap Sheet (round down, your choice), take a Scandal token.
  • Third Scandal: Recalled. Discard your hand. You still vote on Laws.
  • Immunity is a chip on your board. It is only lost to a Persona Non Grata Law (the chip sits on the Law until the Law leaves) or by Defecting.

Voting

  • Everyone votes at once, thumbs up or down. Recalled players vote too.
  • Passes with more than half of all votes cast. Ties fail.
  • Bribes are allowed. Money and Favor chips change hands before thumbs go up. Spoken promises aren't binding. Payments and chips are.
  • Only 3 Laws in effect at once; a 4th discards the oldest.

Rulings

  • "Anytime" cards (Leak, Shred, Repeal) work on any turn, even during votes, a crime's reaction step, or during a Departure. Laws are checked when Heat is taken.
  • Legal crimes still count as crimes: they go in your Rap Sheet and can be Leaked.
  • "Cannot be Covered" beats Covers but not Laws.
  • Recalled players can't be targeted. "A player of your choice" includes you.
  • Card beats rule. Later card beats earlier card.