Game rules

District Noir rules: how to play and how to score

Reviewed on 10 October 2026 against the publisher’s rulebook. How we check

District Noir is a two-player game over 4 rounds: two criminal organizations fight for control of the city, card by card. Here are the essential rules, setup and scoring, based on the official rulebook.

Players
2
Play time
About 15 minutes
Winner
Highest total after 4 rounds, or all 3 City cards instantly

District Noir quick rules

The goal
You each lead a criminal organization fighting for control of the city. There are two ways to win: have more points than your opponent after four rounds, thanks to majorities of Support cards, or gather all three City cards, which wins instantly.
The cards
Support cards are worth 5, 6, 7 or 8: the higher the value, the fewer there are. Alliance cards give bonus points, Betrayal cards take points away. The three City cards win the game if you have them all.
A round
Each player starts the round with 5 cards in hand, and the Faction token shows who goes first. Taking turns, each player takes one action: play a card from their hand at the end of the line, or take the last five cards of the line. Each player takes six actions per round.
Taking cards
You take exactly five cards, starting from the end of the line, and lay them in front of you, sorted by type. If the line has fewer than five, you take them all; if it’s empty, you can’t take this action. Cards you take are yours until the end, and you can only take once per round.
End of a round and of the game
A round ends when both players have taken six actions: hands are empty. If the draw pile is empty, the game is over; otherwise, both draw 5 cards and the Faction token goes to the other player. Cards left in the line stay there. After four rounds, the draw pile is empty and you score.
Scoring
For each Support value, whoever has the most cards of that value scores the value; if tied on a value, nobody scores. Each set of four different Supports, one of each value, scores 5 points. Add your Alliances and subtract your Betrayals. City cards are worth no points.
Ties and traps
If tied on points, the majority of 8-value Supports wins, then 7s, and so on. Beginner traps: you can only take cards once per round, so don’t rush it. And if your hand is empty, you can’t play a card anymore: you must take.

How to score District Noir

Support majorities
For each value (8, 7, 6, 5), whoever has the most Supports of that value scores the value; if tied, nobody scores.
Sets of 4 Supports
A set is one Support of each value (5, 6, 7 and 8): 5 points per complete set.
Alliances
The sum of the points on your Alliance cards.
Betrayals
The sum of the points on your Betrayal cards, subtracted from your score.
Tie-breaker
If tied on points, the most 8-value Supports wins, then 7s, 6s and 5s. City cards are worth nothing, but all three together win without scoring.

Worked example

Emma has the majority of 8s and 6s (8 + 6 = 14), two complete sets (2 × 5 = 10), 3 Alliance points and 4 Betrayal points: 14 + 10 + 3 − 4 = 23 points.

Common mistakes

  • Scoring a tied value: if you have the same number of Supports of that value, nobody scores.
  • Counting Support cards instead of their value: a majority of 7s scores 7 points, however many cards it takes.
  • Adding Betrayals instead of subtracting them.
  • Scoring City cards: they’re worth no points; only all three together win the game.

How to set up District Noir

Setup takes a minute, in four parts to follow in order.

The deck

  1. Shuffle the 45 playing cards, without the reference cards.
  2. Remove 3 cards without looking at them and put them in the box.They aren’t used in this game: that leaves 42 cards, and nobody knows which ones are missing.
  3. Put the deck in the middle of the table, within reach of both players: that’s the draw pile.

The hands

  1. Deal 5 cards face down to each player.These cards are your starting hand. Keep them secret.

The line

  1. Draw 2 cards and place them face up in the middle of the table, forming a line starting from the draw pile.This line will grow during the game: each of you will add cards at its end.

The factions

  1. Each player chooses a different side of the Faction token.It will show who goes first in each round.
  2. Flip the token: the player whose side is showing puts it next to them and starts the first round.At each new round, the token goes to the other player, who flips it to their faction’s side.

Frequently asked questions

How many cards do you start with in District Noir?

Each player gets 5 cards, and 2 face-up cards start the line. Three cards are removed at random before the game.

Can you take cards more than once per round in District Noir?

No, only once per round, and always the last five cards of the line (or the whole line if it’s shorter).

How do you score points in District Noir?

With Support majorities (the card’s value), sets of four different Supports (5 points), plus Alliances and minus Betrayals.

Ludingo’s District Noir sheet was last reviewed on 10 October 2026, based on: blackrockgames.fr, spiraleditions.com, BoardGameGeek.