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The Perfect Heist

The Perfect Heist Rulebook

Table of Contents

Table of Contents

  • Gameplay Overview
  • Setting Up
    • Game Components
  • Key Terms
  • A Player's Turn
  • The Ability Deck
    • Setting Up the Deck
  • Anatomy of a Heist
    • 1. The Plan
    • 2. The Heist
    • 3. Chance Roll
    • 4. The Outcome
    • Form a Crew
    • The Getaway
    • Caught!
  • Sabotage!
  • Hidden Agendas
  • Trading In
  • Going Pro
    • Rules for Professionals
    • The Pro Deck
  • End Game
  • Card Descriptions
    • From the Main Deck
      • Event
      • Heist
      • Hidden Agenda
      • History
      • Wildcards
      • Sabotage
      • Specialty
    • From the Loot Deck
      • Traits, Weapons, & Kit (a.k.a. Ability Cards)
  • Gameplay Examples
    • Using the Ability Deck
    • Pulling a Heist
  • Glossary of Terms
  • Common Questions
  • Gameplay Clarifications & Corrections
  • Final Note

Gameplay Overview

Win the game by gaining the most Notoriety Points.

Players gain Notoriety by pulling off Heists solo or joining another Player's Heist and negotiating a cut of the reward. To be successful, Players will need to acquire cards for equipment, weapons, and relevant skills.

Stop other players from gaining Notoriety by sabotaging their efforts, while keeping them strong enough to help you at yours.

Players that succeed at a Heist move forward on the board.

The game ends when the first Player moves their game piece to the "Finish" space on the board.

Setting Up

  1. Designate a Player to keep score. Each Player begins with 0 Notoriety points.
  2. Place game pieces on the Petty Criminal spot.
  3. Place the Main and Loot decks face down in their place on the game board as indicated by their icons. Set aside the Pro deck for now.
  4. Deal each Player 8 cards for their starting hand: 4 cards each from the Main and Loot deck.
  5. Players look at their hands and set up their Ability Decks (see Ability Deck, page 3).
  6. Roll to determine the first Player.
  7. Any cards labeled "Play Immediately" or "Play Instantly" must be played now by all Players.

Game Components

  • 230 cards split into 3 decks: Main, Loot, and Pro
  • 1 game board
  • 1 die
  • 6 player pieces

Key Terms

  • Ability Deck: The cards Players use to complete Heists. They are laid face-up in front of each Player (see page 3).
  • Ability Points: The total value of active cards in a Player's Ability Deck.
  • Heist Difficulty: Listed in the top left corner of each Heist card. Players need at least this many Ability Points to win the Heist.
  • Crew: Players that have decided to temporarily pool their Ability Points to pull off a Heist and split the reward.
  • Notoriety: Points needed to win the game. Each Heist is worth an amount of Notoriety points as listed in the top left of the card.
  • Sabotage: To play any card which negatively and directly affects any Player's cards, points, or Heist attempt.

A Player's Turn

  1. The active Player draws two cards from the Main deck. Or if they have reached "Professional" status on the game board, they may draw one card from the Pro deck instead. (See Going Pro.)
  2. If any of these cards are drawn, they must be played immediately:
    • Cards labeled "Play Immediately" or "Play Instantly."
    • A Heist card if the active Player has reached "Professional" status on the game board. If two Heist cards are drawn, Player chooses which Heist to attempt and keeps the other.
  3. Player may Trade cards and adjust their Ability Deck.
    • Swap cards with other Players.
    • Trade in Loot cards to the discard pile in exchange for a new card from the Main or Loot decks (See Trading In).
    • Adjust their Ability Deck by adding cards to it or discarding cards from it (See The Ability Deck).
    • Play any other type of non-Heist card and against any Player (e.g. History, Sabotage, Wildcards).
  4. Player may attempt a Heist (See Anatomy of a Heist). If the Player is successful, they move their game piece forward one space on the board and gain as many new Loot cards and Notoriety points as the Heist was worth.
  5. If a Player reaches the "Finish" space, the game ends (See End Game).
  6. At the end of their turn, the active Player must have only five cards left in their hand. They'll need to play, discard, or trade away the excess cards. This limit only affects the active Player.

Other Players may Trade, Sabotage, and adjust their Ability Decks even when it isn't their turn.

Meanwhile, other Players may:

  • Play any card against anyone at any time, with the exception of Heist cards.
  • Adjust their Ability Deck at any time, unless they are involved in a Heist.
  • Trade in cards and Notoriety points (See Trading In) or swap cards with other Players.

Players can't swap cards in an Ability Deck with each other.

Players can't exchange Notoriety Points with each other.

During a Heist, other Players:

  • Can decide to help the Player for a cut of the reward (see Form a Crew).
  • Decide to Sabotage the Player so they fail the Heist (see Sabotage!).
  • Any non-Professionals who joined in a successful Heist also advance a space.

The Ability Deck

The Ability Deck is a set of cards Players keep in front of them for strength in pulling off Heists. This strength is called their "Ability Points."

Setting Up the Deck

  1. For each card type (Trait, Weapon, Kit) do this:

    • Lay face-up in front of you the highest value card with two icons at the top right. These icons show how many "spaces" a card takes up in your Deck.
    • Or lay down two cards that are only one space big.
    • Don't put down any card that says "Gunmen Only" or similar near the bottom at this time…

    By default, you're allowed two spaces of each card type. But there are "Specialty" cards that let you play as Gunmen or Masterminds and change how many spaces you get. For example, a Gunmen gets more spaces to carry Weapons, but has fewer spaces for Kit.

  2. Become a Specialist. If you have a Specialty card in your hand, look at the Ability spaces it allows for in the top right. The number of icons represent how many spaces it allows for each card type.

    • If the Specialty doesn't limit cards you've already placed, put it down. For example, if you've already played two Weapon spaces, a Technician would force you to give one up.
  3. Play with History. History cards give you special bonuses when working with or against other Players. You can play one History against each Player. Make sure the orange arrow faces the targeted person.

  4. Store your Wildcards. You can store up to five unused Wildcards in your Deck to free up space in your hand for other cards. Put them down, too, preferably sideways to show they're inactive.

  5. Calculate your Ability Points. These are what you need to pull off Heists.

When calculating your Ability Points, follow the proper order of operations: multiply first, then add or subtract.

You can put these into your Ability Deck:

  • One Specialty card
  • One or two Trait cards (one 2-space Trait card, or two 1-space Trait cards; "thumbprint" icons)
  • One or two Weapon cards (one 2-space Weapon card, or two 1-space Weapon cards; "knife" icons)
  • One or two Kit cards (one 2-space Kit card, or two 1-space Kit cards; "wrench" icons)
  • Up to five unused Wildcards
  • Unlimited active Wildcards
  • One History card per Player

Anatomy of a Heist

Pulling off a Heist is simple math: you need as many or more Ability Points than the Heist's difficulty. But, then again, things rarely go perfectly to plan…

The flow of a Heist is: 1. The Plan (Player prepares their Ability Deck), 2. The Heist (Player plays Heist card and other Players may Sabotage it), 3. Chance Roll (chosen player rolls a die to end the Heist), 4. The Outcome (if success: gain Loot and Notoriety; if failure: roll for Getaway). Player can ask for help from others before the Chance Roll. After the Chance Roll, cards can't change the outcome.

1. The Plan

Before playing a Heist, the Player should be confident they will have as many or more Ability Points than the Heist's Difficulty value (listed in the top left of the Heist card).

If the Heist card has letters in the top right like m, t, g, d, or *, then the Heist requires the Player's crew to have certain Specialties. If they do not, the Heist becomes more difficult. (See Heist card.)

2. The Heist

When ready, the Player plays the Heist card on the table. After this, they can no longer alter their Ability Deck with the exception of Wildcards.

If the Player does not have enough Ability Points on their own or if the Heist requires certain Specialties that they don't have, they can ask if other Players would join their crew. The Player can offer a cut of the Heist's reward in exchange for temporarily pooling their Ability Points together to pull off large jobs. (See Form a Crew.)

Meanwhile, other Players may:

  • Play Sabotage cards to make the Heist more difficult, either to make them fail or so they'll need your help…
  • Offer to help the Player in exchange for a cut of the Notoriety Points or Loot. (See Form a Crew.)

3. Chance Roll

To complete the Heist attempt, the Player designates someone else to be their "hand of fate" to roll a die for them. Depending on the result, the Player's final Ability Points may change:

  • 1 or 2: Things did not go as planned. Subtract 2 from the Player's Ability Points.
  • 3 or 4: Everything went off without a hitch. No change to Ability Points.
  • 5 or 6: It went better than you expected. Add 2 to the Player's Ability Points.

After the Chance Roll, a Heist's outcome cannot be changed. So Sabotaging a Player's Heist attempt after a Chance Roll has no effect.

4. The Outcome

  • If success: The Heist is successful if the Player has as many or more Ability Points than the Heist's Difficulty. They gain Notoriety Points equal to the Heist's Difficulty and draw the number of Loot cards shown in the card's bottom right. Anyone who joined the Player's crew collects their agreed-upon reward.
  • If failure: The Heist is a failure if the Player's Ability Points are less than the Heist Difficulty. Then the Player must make a Getaway Roll or else they have to pay the price for failure. (See The Getaway.)

Changing a Heist's difficulty with Sabotages or Wildcards does not change the Notoriety it is worth.

Form a Crew

If you don't have enough Ability Points to overcome a Heist's Difficulty or if it requires Specialties that you don't have, you can ask other Players to temporarily join you for a cut of the reward: negotiate a pay-out of Notoriety Points, Loot cards, or make some other agreement. The only thing you can't do is offer Notoriety Points you've already earned.

  • Players can only form a crew when a Heist is in play.
  • Once you've accepted someone into your crew, you cannot kick them out. It is up to your table to decide when someone has fully joined, whether it's by handshake or you merely have a verbal agreement.
  • Players who join your Crew are unaffected by failure should the Heist go up in flames. But if the Heist is successful, they also move forward one spot on the Game Board (unless they are Professionals).
  • The crew leader has to make good on the agreed payout of Loot or Notoriety points from a Heist.
  • Crews are temporary and disband after every Heist.

The Getaway

When all else fails, and you just don't have the Ability Points to pull off the Heist, you've got to make a getaway. That's done simply by rolling the die:

  • 1 to 4: Getaway fails. The Heist Leader is caught! (See Caught!, below)

  • 5 to 6: The Player successfully escapes. No penalties.

  • Some Specialties or Wildcards allow bonuses to your getaway roll.

  • Only the Heist Leader needs to worry about getting caught. Other Players in the crew are automatically safe.

Caught!

If you fail to escape, then the Player with the fewest Notoriety Points at the table (except yourself) gets to steal one card from your Ability Deck. If there is a tie for fewest points, then you choose a Player from among them.

Only the Heist Leader has to do this. Other crew members are safe.

Sabotage!

Turn up the heat on other Players. Play Sabotage and Wildcards to make things more difficult by increasing the difficulty of their Heists, forcing them to discard cards, and more.

  • Sabotage and Wildcards may be played against anyone at any time, but cannot change the outcome of Heist after the Chance Roll.
  • It does not need to be your turn to play a Sabotage or Wildcard. You can even play them against yourself.
  • There is no limit to how many Sabotage or Wildcards you can play at a time.
  • Sabotage & Wildcards are discarded immediately after using.

Example: Joe has just enough points to pull of his Heist. He gives the die to Max to roll his Chance Roll. Max rolls a 3, so Joe succeeds at his Heist. Susie then lays down a Sabotage card to increase the Heist difficulty… but she's too late. Her card cannot change the outcome.

Hidden Agendas

Hidden Agenda cards provide rewards for playing the game in specific ways. Some Agendas encourage Players to be more ruthless. Others reward a Player for being helpful.

  1. Player draws a Hidden Agenda card. Actions prior to playing the card do not count.
  2. Activate a Hidden Agenda card by playing it face down near the game board in front of you. It must be placed in plain sight so every other Player can see you have an Agenda in effect.
  3. Only actions after playing the Agenda card count. A Player's actions only count toward the Agenda after the card has been placed on the table. Actions a Player takes to fulfill one Agenda may also be used to fulfill another one simultaneously. Players should be prepared to explain how they fulfilled their Agenda and even defend it.
  4. When a Player believes they have completed their Agenda, they must announce what they've done, show the card, and then discard it. Completing a Hidden Agenda has different rewards as listed on the card. If a Player fails or cannot otherwise complete an Agenda's challenge, they must discard it.

It's up to your group to decide what is sufficient evidence for completing an Agenda. Know your audience…

If a Hidden Agenda card ever switches hands between Players, the Agenda must be started over.

Trading In

Players may draw new cards from the Main or Loot Decks by trading in cards or by spending Notoriety points.

To draw one new card, Players may:

  • Discard Ability cards with Bonus values totaling at least 5 points. The cards may come from their hand or Ability Deck.
  • Deduct 5 Notoriety points from their score. This is like trading in on your name. Going below 0 Notoriety points is allowed.

You can only Trade in Loot cards that have bonus values at the top of the card. Players can only draw up to 5 new cards per round through a Trade-in.

Going Pro

When a Player advances to the space on the game board marked "Professional," big jobs open up to them. Pull out the Pro Deck.

Rules for Professionals

  1. Instead of drawing two cards from the Main deck at the beginning of their turn, Pros may draw one card from the Pro deck, marked with the Pro deck symbol.
  2. Whenever a Pro draws a Heist card from any deck, they must attempt it. If they draw more than one Heist card, they can choose which one to play.
  3. Pros only advance on the board when they succeed at their own Heist, not when they are in another Player's crew.

Non-professionals can join a Pro Heist crew.

The Pro Deck

This deck contains the most audacious heists from around the world and promise the largest rewards. But they also need the most collaboration from other Players to be successful because they start at a difficulty of 20 points.

If Players Sabotage each other too aggressively early in the game, it's likely for Pro Heists to be too difficult for everyone to pull off. So don't let other Players get too strong, but don't let them get too weak to help you, either.

End Game

The game ends when the first Player moves their piece to the "Finish" spot.

  1. Players tally up their Notoriety and add any additional points they may receive from cards like Wildcards or Hidden Agendas.
  2. The Player with the most Notoriety Points wins.
  3. In the event of a tie, the Player furthest on the game board wins. In the event of another tie, the Player who would have had their turn next wins.

Card Descriptions

From the Main Deck

Event

Event cards create temporary rule changes that affect gameplay for every Player. For example, one Event might make all Heists worth more Loot for the next round while another makes Heists more difficult.

  • The duration of each Event is different. For example, some events last only until the next Heist. Others last a round through all the Players.
  • Event cards must be played immediately even if they are drawn at the beginning of the game.

Heist

  • Heist Difficulty: The number of Ability Points needed in order to pull off the Heist. Also the number of Notoriety Points gained if successful. Unlike Heist Difficulty, however, the Notoriety points that a Heist is worth never changes.
  • Loot Reward: The number of Loot cards drawn from the Loot Deck for successfully completing the Heist.
  • Specialty Needs: Some heists require Specialties to avoid incurring a penalty. They are represented by individual letters: m (Mastermind), t (Technician), g (Gunman), d (Driver), and * (Any Specialty). For each Specialty listed on the Heist card that your crew does not have, the Heist's Difficulty increases by an additional 4 points! This doesn't increase the amount of Notoriety the Heist is worth, however.

Hidden Agenda

Hidden Agenda cards provide rewards for playing the game in specific ways. Some Agendas encourage Players to be more ruthless. Others reward a Player for being helpful.

  • Hidden Agendas may be played, discarded, or replaced at will. There is no limit to the number of Hidden Agenda cards each Player may have in play at a time.
  • Hidden Agenda cards are not considered to be part of a Player's Ability Deck.

History

History cards form a thematic bond between you and another Player and are good for creating alliances or cementing feuds. They may give you special abilities, advantages, or disadvantages.

  • Players can only target another Player with one History at a time.
  • Place the card so that the orange arrow points at the Player.
  • Can be discarded and replaced at will.
  • History cards are considered to be part of a Player's Ability Deck.
  • Once a History card is in play, it cannot be switched to point to a different Player.

Wildcards

  • Wildcards may confer special abilities to the Player, be used as Ability bonuses, or even as Sabotage cards. These are played into the Player's Ability Deck when in use.
  • A Player may keep up to five unused Wildcards in their Ability Deck.
  • Wildcards denoted by a "+/-" can be used offensively or negatively, depending on the situation.
  • A Wildcard's effect is continuous unless it is marked as "One Use" or has other noted time limits.

Sabotage

Sabotage cards can increase the difficulty value of Heists, force other Players to discard cards, or even mess with everyone playing.

  • Sabotage cards may be played against anyone at any time, except to Sabotage a Heist immediately after the Chance Roll.
  • It does not need to be your turn to play a Sabotage card. You can even play one against yourself.
  • There is no limit to how many Sabotage cards you can play one after another.
  • Sabotage cards are discarded immediately after using.

Specialty

Specialty cards determine how many Traits, Weapons, and Kit cards (aka Ability Cards) Players can have in their Ability Deck, based on the number of icons in the top right.

  • Number of Trait spaces (thumbprint icons) the Player can use.
  • Number of Kit spaces (wrench icons) the Player can use.
  • Number of Weapon spaces (knife icons) the Player can use.
  • By default, each Player may only have 1 Specialty in their Ability Deck.
  • Difficult Heists require for Players to have certain Specialties.
  • Specialty cards are considered to be part of a Player's Ability Deck.

From the Loot Deck

Traits, Weapons, & Kit (a.k.a. Ability Cards)

  • The total value of these cards in an Ability Deck determines a Player's Ability Points, which are required to pull off a Heist.
  • Each card takes up a certain amount of "space" in an Ability Deck, as shown by the knife, thumbprint, or wrench icons in the top right of the card.
  • Can only be played if the Player has enough remaining space for that card type in their Deck. Ex: A Gunman is only allowed 1 Kit space (one wrench icon), so they cannot have any Kit cards of size 2 or greater (two or more wrench icons).
  • These are the primary cards of a Player's Ability Deck.
  • Some have sub-types like "Tech", "Firearm", or "Incendiary" so that other cards (like Wildcards or Sabotage) can reference them.

Gameplay Examples

Using the Ability Deck

Sam only has two cards she can put into her Ability Deck: Getting Too Old for This (two Trait spaces) and the Grappling Hook (one Kit space), which gives her two Ability Points.

During her turn, Sam pulls off a heist and is awarded one new Loot card. She draws the Resourceful Trait (two Trait spaces). With it, she could get a x2 bonus to any Kit card. In her case, this would make her Grappling Hook worth four points. However, her Getting Too Old card is already taking up all her available Trait spaces, so she has to choose which card to keep.

Sam does not have a Specialty in her Ability Deck, so she can only use the default two spaces for Weapons, Kit, and Traits.

Sam chooses to discard Getting Too Old and replace it with Resourceful. She lays the Resourceful card over the Grappling Hook to show which card it's modifying. Now she has four Ability Points. It's not a lot, but it's enough to help another player succeed with their Heist and earn herself another Loot card.

This time she draws the Duffel Bag (one Kit space). It's only worth one point, but it also awards her one Loot for every Heist she's in and only needs one Kit space. She wants that, so she adds it to her Deck. Now she has five Ability Points.

Her next turn, Sam pulls off the Linen City Heist and draws one Loot card plus another because of the Duffel Bag. She gets the Gunman and the Minigun (two Weapon spaces). She wants them both, but there's a problem: her Duffel Bag (one Kit space) and Grappling Hook (one Kit space) take up two Kit spaces but the Gunman only allows for one. She'll have to discard one Kit card. She discards the Grappling Hook and switches Resourceful to affect Duffel Bag instead, making it worth two points.

Now Sam has eight Ability Points. And she still has one free Weapon slot because the Gunman allows for three Weapon spaces.

Things are good until Tom sabotages her and forces her to discard the Gunman. And because her Minigun is "Gunman Only," she will have to discard that as well. Suddenly, Sam is back down to only two Ability Points and itching for payback…

Pulling a Heist

Eddie is preparing to steal a XindiCorp Prototype Speed Boat, which has a Heist Difficulty of 14 and has a Driver Specialty requirement. Eddie is a Driver and has 15 Ability Points, so it should be an easy victory as long as the Chance Roll is greater than a two.

Eddie takes a last look at his Ability Deck to be sure it is how he wants it, because once he lays down the Heist to attempt it, he cannot alter it. He should also trade in any cards he wanted to at this point, because trading is forbidden during a Heist (See Trading In).

He decides to take on the Heist, announces it to the table, and lays the card down. There is no going back now.

Immediately, Amelia lays down a Sabotage card against Eddie that forces him to discard his Driver card. Because he no longer meets the Heist's requirement for a Driver, it automatically makes the Heist 4 points more difficult.

Eddie's Heist has a Driver requirement. If Eddie weren't a Driver, the Heist would be four points more difficult.

The Heist is now worth 18 points, but Eddie only has 15. His Heist is in danger, so he asks other Players if they'd join his crew for a cut of the Notoriety points.

Sam offers to join for half of the Notoriety but also two of the Loot. She only has four Ability Points, though. So if Eddie brings her into his crew, they'd have 19 points collectively (15 from Eddie and four from Sam). That's barely enough to attempt the Heist, and if the Chance Roll is low, Eddie will fail.

He doesn't have much of a choice, though, so he brings Sam into the job and immediately gives her the die for the Chance Roll. He doesn't want to give other Players any more time to Sabotage his Heist.

But it doesn't matter, because Sam rolls the die and gets a one anyway. As a result, Eddie has to deduct two points from his and Sam's Ability Points, giving them only 17 points.

Eddie has failed his Heist. So now he has to roll for the getaway. But luck isn't on his side and he gets a four. He would have needed a five to succeed.

Too bad he wasn't still a Driver, because then he could have discarded cards to boost his roll.

Because Eddie failed his getaway, he has to let the Player with the fewest Ability Points take one of his Ability Cards. It turns out both Sam and Amelia are tied for last place, so Eddie has to choose between them.

He chooses Sam, since Amelia was the reason his Heist failed in the first place. Sam happily scoops up one of Eddie's weapon cards. So even though she joined a failed Heist attempt, she still comes out on top.

Glossary of Terms

  • +/-: Denotes that a Wildcard can be used to add or subtract from Heist difficulty.
  • Ability Bonus (also "value"): Usually conferred from an Ability Card, the value a Player may add to their Ability Points.
  • Ability Cards: Weapon, Kit, or Trait cards.
  • Active Card (also "using", "wielding"): Any card currently played in a Player's Ability Deck.
  • Active Player: The Player whose turn it is. The Player who may attempt a Heist.
  • Chance Roll (page 4): The final act of attempting a Heist. Players may not play Wildcards or Sabotages after the Chance Roll.
  • Crew: All Players who have committed to attempting a Heist together and have pooled their respective Ability Points to do so.
  • Getaway Roll (page 5): Determines if the Leader of a failed Heist Attempt gets caught and must pay a Failure penalty.
  • Heist (also "Heist Attempt"): When the Active Player commits to raising Ability Points equal to or greater than the difficulty listed on a Heist card. It may involve collaborating with other Players ("forming a crew") and other Players thwarting the attempt by playing Sabotages.
  • Heist Difficulty: The value of a Heist card and any Sabotages played against it.
  • Hidden Agenda (also "Agenda"): A specific gameplay challenge that is rewarded upon successful completion.

Common Questions

(Need more help? Visit forum.theperfectheist.com)

Q: Does Sabotaging a Heist increase the Notoriety Points the Heist is worth? A: No.

Q: What exactly is considered "Sabotaging" a Player? A: Playing a card which directly and materially affects another Player, such as forcing them to discard or increasing their Heist's difficulty.

For example: Sabotaging a Heist does not materially affect a Player who is just in the crew. It only affects the Heist Leader, because if the Heist is lost, the crew members are unaffected.

Q: Can I leave a crew at any time? A: You can leave any team on a whim, but only before the Chance Roll. After a Chance Roll, the outcome (or crew) of a Heist cannot be changed.

Q: What is the duration of the Gunman or Technician's special ability bonus? A: The bonus is temporary and limited to the current or next Heist that the Player gets involved in. The effect is not permanent.

Q: What is the duration of Wildcards not labeled "One Use?" For example, the "Gun Case." A: Unless a Wildcard is labeled "One use," you can assume that its effect is continuous so long as you have the card active in your Ability Deck.

Q: What does the Fence's special ability do? A: They can broker Trade-ins for Players who wish to Trade in Ability Cards for a reduced cost of 3 Bonus points (See Trading In). The Fence also draws 1 additional Loot card from the Loot Deck as payment. The Fence cannot broker Trade-ins for Players trading in Notoriety points.

Q: What happens when the Main deck runs out? A: Re-shuffle the discard pile and put it back into play.

Q: Do I always need to have 5 or fewer cards in my hand? A: Only by end of your turn.

Gameplay Clarifications & Corrections

  • Femme Fatale: This only affects Sabotage cards which directly increase Heist Difficulty, e.g. "You've Been Spotted" or "New Security Codes."
  • Gunman and Technician: For their special abilities, you may discard cards from either your hand or Ability Deck.
  • Resourceful: Only affects the Ability Bonus value of a Kit card.
  • One Last Job: To fulfill this Agenda, a Player must only participate in one more Heist before the end of the game. If they participate in another Heist under any circumstance (for example: if they are blackmailed), they fail the Hidden Agenda and must discard it. The Player's last job cannot be the game-ending Heist.
  • Scandalous Photos of Senator Wilson: This Heist is actually worth 2 Loot.
  • Microwave Gun: This card shows that it takes 2 Weapon spaces. It should only take one.

Final Note

Always read the rules on your cards. There are many cards that enhance other cards, and similarly, many which disallow the use of other cards. Rules on cards override the default gameplay rules.

For any situation where a rule may seem ambiguous, or the application of a rule is in question, and the instructions as written here do not adequately provide guidance, the interpretation by the majority of Players is the correct one.

In the event of deadlock, the Player with the fewest Notoriety Points makes the final judgement. If even that is inconclusive, the oldest Player makes the final judgement.

  • The Player's turn ends and the person to their left becomes the new active Player.
    • Add up the numbers of the Ability Cards in your Deck (Weapons, Traits, Kit) plus any bonuses from active Wildcards or History cards.
  • History: Gameplay-altering cards which are played against another Player referred to as the "target Player."
  • Immune: Has no effect on positively or negatively.
  • Join a Crew (also "participating in…"): When a Player who is not the Active Player agrees to pool their Ability Points and other resources to help a Heist attempt.
  • Leader: The Player attempting a Heist and who has formed a crew.
  • Notoriety: Points gained from successful Heists or Wildcards and used to determine the game's Winner.
  • Professional: Any Player who has reached the "Professional" space on the game board.
  • Round: Usually referenced in Event cards. One round is one turn through all the Players and up to (but not including) the Player who originally played the Event card.
  • Sabotage: To play any card which negatively affects a Player's Ability Deck, Ability Points, Notoriety, cards, or Heist attempt.
  • Specialist: A specialty (e.g. Mastermind, Gunman).
  • Target Player: The Player on the receiving end of a Sabotage, History card, or similar.
  • Trade-In (page 7): When a Player takes Ability Cards from their hand or Ability Deck with bonuses totaling the trade-in cost, discards them, and receives a new Loot card in return.
  • Trade-In Cost (page 7): 5 Ability Points, 5 Notoriety Points, or a mixture of the two.
  • Weapon, Kit, Trait Space (page 3): Determine how many Weapons, Kit, or Traits a Player may have in their Ability Deck. By default, a Player has 2 Weapon spaces, 2 Kit spaces, and 2 Trait spaces.
  • Wildcard bonus: To play a Wildcard in a manner to help a Heist attempt succeed.