EDIT: Edited rules are found on reply #11. Thanks!
I've always been intrigued with bank robberies. I really enjoy movies and tv shows that have a robbery in them. They are very tense situations that rely on everyone trusting another criminal. That's why I was very disappointed when I found out there isn't really any (good) heist-themed games out there! I set out to work on one.
I started out designing a very deep, rules heavy, mechanic-driven game. After many rewrites and difficulties getting some subtleties to work out, I scrapped everything and decided to make it more of a player-driven, role-taking game. It is in the same vein as games like Werewolf, Mafia, The Resistance, etc., but with a few key tweaks like changing roles and no "night phase" (where everyone has to close their eyes and do things in secret). It is all about who you can trust each turn, knowing that the trust may not be there next turn.
In the next post, I'll put the rules for the game. I have a larger document typed up, but A) my computer is giving me fits, and B) I wanted to retype the information anyway to clean it up as I go.
Thanks for any feedback you can provide!
Heist is a role-taking, bluffing game where alliances mean nothing and money means everything. Each turn, "The Boss" (the active player) chooses other players to go with him on a heist. The other players all have roles that are randomly dealt to them each turn, and only they know. The first thing to do each game is shuffle The Loot Deck (30 cards with a single number on them to signify how much you're playing for each round) and The Police Pursuit Deck (cards numbered from 1 to X, where X is the number of players in the game), give The Boss card to the first player, and form the role deck with X+2 role cards, where X is the number of players.
Goal: Each player has dice that keep track of how much money they have. The first player to 20 wins!
Game Phases:
Start of the Turn - The Boss shuffles the role cards and deals one to each player facedown, who looks at it and does not show anyone else. The remaining two cards are placed in the center of the table so that no one can see them, not even The Boss.
Forming the Team - The Boss flips over the top card of the Loot deck, which tells them how much money they are trying to score, and then invites others to go on the heist with them. The other players lobby to get on the team by making deals with The Boss and oftentimes lying through their teeth about who they are.
Police Pursuit - The Boss flips over the top card of the Police Pursuit deck. This deck has cards numbered from 1 to X, where X is the number of players in the game (NOT the number on the current team). If the number on the card is EQUAL OR LOWER than the number of players on the team, the heist fails. This means that the smaller the team, the easier it is to get away and hide. The larger the team, the harder - there are more cars, more details they can piece together from witnesses, more people who have ties to others, etc.
Payoff - Each player gets the amount of money that The Boss agreed for them to have at the beginning. HOWEVER, there could be a traitor in the midst. If the Undercover Cop was on the team, the heist fails and NO ONE gets money (except the Undercover Cop, who gets a set amount for doing his job). Then gather all the role cards to prepare for next turn.
The Roles (in parentheses is the phase they reveal themselves and use their ability):
The Boss (always known)- Chooses who gets to go on the heist and what they'll get out of it. Also, they are the ones who deal out the roles facedown EACH turn. This means other players never have the same role from turn to turn unless it is randomly dealt to them again. The Boss stays The Boss until they fail a heist, at which point it goes to the next player.
The Undercover Cop (Payoff) - If the Undercover Cop reveals themselves, the heist fails and they gain 3 money.
The Muscle (Payoff) - The Muscle cancels the Undercover Cop.
The Wheelman (Police Pursuit) - The Wheelman can reveal themselves if the team fails to get away from the Police Pursuit. If they do, the team automatically succeeds.
The Safecracker (Payoff) - If The Safecracker is on the team, he and The Boss each get 2 extra money on a successful heist.
Narc (End of Forming the Team) - If The Narc is on the team, they reveal themselves to remove another player from the team and reveals their role.
Body Double (Payoff) - The Body Double was really The Boss the whole time! If they reveal themselves, they switch payoffs with The Boss, and they are The Boss the next turn.
The Pickpocket (Forming the Team) - If The Pickpocket is NOT on the team, they can steal 1 money from a player on the team of their choice.
Theif (N/A) - Theives have nothing to really offer the rest of the team. They have no negative effect for The Boss, other than taking their money, but no positive effect either.