How to Play

Caper: Europe

2-2 players 25-35 min 7.6 Board Game Geek Rating

In this two-player drafting game, players act as criminal masterminds recruiting thieves and equipping them with gear. Deploy your crew strategically across European locations to gain control through card powers and outmaneuver opponents. Score points by dominating locations, collecting stolen goods, and matching thieves with preferred equipment. The mastermind with the highest score after six rounds wins.

Published 2022

Caper: Europe

Get Ready

Setup the game with these step-by-step instructions before diving into your turn.

1
Position players
Sit across the table from the other Mastermind with the board's long side facing each player
2
Place the coin supply
Put the 10 Coins next to one end of the board to form the supply
3
Separate core cards
Locate and separate the core Thief, Gear, and Location cards into their own decks
4
Choose a city
Select one of the four Cities (Paris recommended for first game) and locate all of its City cards
5
Combine city cards with core decks
Shuffle each City's Thief, Gear, and Location cards into their respective core decks
6
Place card decks
Put the shuffled Thief and Gear decks face down onto their matching icon slots on the board
7
Reveal locations
Draw and place one Location card into each of the three Location spots on the board, then return unused Location cards to the box
8
Distribute stolen goods
Randomly place four Stolen Goods face-up into their slots at each of the three Locations
9
Position caper trackers
Place a Caper Tracker in the middle position of each Caper Track at the 3 Location areas
10
Set round tracker
Place the Round Tracker on the Intro slot of the Round Track

On Your Turn

What you can do during your turn.

1
Check the round tracker
Look at the Round Tracker to determine which deck to draw from, how many cards each player receives, and which Mastermind goes first
2
Draw cards for the round
Each Mastermind draws the indicated number of cards from the appropriate deck (Thief or Gear)
3
Play cards in turn order
The Starting Mastermind plays a card first, then the other Mastermind plays a card
4
Exchange hands
After both players play a card, exchange your entire remaining hand of cards with your opponent
5
Continue until one card remains
Repeat playing and exchanging until each player has only one card left
6
Discard final card
Instead of exchanging, both players discard their last card face-up to their Hideout area, ending the round
7
Place a thief
Put a Thief card at an available Location slot on your side (maximum 3 Thieves per Location per side)
8
Gain coins
Take the number of Coins shown on the Thief from the supply
9
Resolve triggered icons
Apply any immediate icon effects on the card
10
Play gear on a thief
Select a Gear card, pay its Coin cost, and place it on a Thief (maximum 3 Gear per Thief)
11
Resolve gear icons
Apply any triggered icons on the card and check if any Thief or Location effects activate
12
Alternative: Discard for coin
Instead of playing Gear, discard a Gear card from your hand to gain 1 Coin
13
Move caper tracker
Move the tracker 1 space toward you at this Location
14
Gain a coin
Take a Coin from the supply
15
Burn a card
Discard one of your opponent's topmost Gear cards at this Location and revert its immediate effects
16
Steal a stolen good
Take the matching Stolen Good from this Location and place it in your Hideout
17
Gain points
Score the indicated number of stars at game end

Winning

How to claim victory.

1
Complete all six rounds
The game ends after the final Gear round (marked "Fin")
2
Score locations
Identify who won each Location by Caper Tracker position; winning Mastermind scores the Location's Points and any Bonus Points
3
Score thief cards
Each Mastermind scores Points from their Thief cards' set effects in each Crew
4
Score gear cards
Each Mastermind scores Points from their Gear cards' set effects in each Crew
5
Score stolen goods
Sort Stolen Goods into sets with unique icons
6
Total all points
Add up Points from Locations, Thieves, Gear, and Stolen Goods
7
Determine the winner
The Mastermind with the most Points wins
8
Break ties
If tied on Points, compare Coins; if still tied, compare number of Stolen Goods; if still tied, agree to play again

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FULL rules

Looking for the full details? Grab the complete rulebook as a downloadable PDF.

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