The Burgle Bros are back at it. Never one to turn down a challenging heist, they have decided to take down a string of casinos. But this is no office job—tougher safes, tightened security, and, perhaps worst of all, you'll be working during the day!
So what's new in Burgle Bros 2?
Gear - Each player now has a kit of unique tools that can be used during ANY player's turn. This leads to coordinated plays and amazing saves, but your gear must be prepped first before you can use it.
New Tiles - You'll still be exploring different floors and flipping over tiles, but Burgle Bros 2 is full of new tiles and new dangers. Clear the security tapes in the Surveillance room, try your luck at the Table Games, or stop by the eventful Pool and Lounge tiles to see what happens.
Bouncers - Bouncers are like guards from the original Burgle Bros, but with streamlined rules. If they ever run out of cards in their patrol deck, look out! At that point they hunt for the nearest player every turn.
Chips - Because you're infiltrating the casino in broad daylight, you're going to have to deal with more than just bouncers. Unrevealed chips are scattered throughout each floor, representing people in the casino. A Mole might give you info you need to crack the safe, and a Crowd might hide you from the bouncer. But look out for a Saleswoman who will talk your ear off, trapping you in that tile!
Finales - Once the safe is open, things get crazy. Finales add a game-changing twist in order to make it out of the casino with your hard-earned loot.
Campaign Mode - Beat each finale in succession and get rewards! The game adapts its difficulty according to whether you win or lose.
- Optimizes the game a little bit
- Introducing the heist finales is a fun way of playing it
- It's a good fun co-op
- It still has that puzzle side but it feels lighter
- The fun finale feels very thematic
- If you sometimes play the original I don't think you need to get this to replace it
- stealing stuff
- a two-story casino
- Pandemic
- Burgle Brothers
Mechanics (from transcript analysis)
- Action Point Allowance — Most of your actions for the start of the game you don't know where things are, most of your actions are going to be to move from room to room, use the rooms that you find.
- Bouncer movement — Between each turn the bouncer on your floor is going to move four steps towards this marker here.
- Campaign play — You can play it as a campaign or you can play it as a standalone.
- Dice rolling — Then you've got to find the owner's office because this is where the keys to the safe which are these dice are located... and then rolling the dice will help you to unlock the safe.
- Gear cards — You can help each other out of turn particularly through gear cards... equipping a gear card and then using those gear cards out of turn is how you get yourself out of harm's way.
- heat track — When the bouncer catches you or when you find bad rooms you will take heat and if any player has six heat then the game is over.
- Heist finales — There are heist finales and the heist finale basically restarts the game halfway through.
- Mole discovery — You're trying to find a mole... the moles will grant you Dice which is information about the safe.
- tile flipping — Come in flip these over find the rooms here's a red one that causes problems.
Video topics + discussion points
Quotes (from this video)
- the biggest issue in the games we've played has been these um these landmarks because you basically build your game around them you draw three at the start of the game you keep two and it's not very hard to leave a space for them and kind of build towards their objective but they did not feel balanced
- it felt felt incredibly imbalanced to me so that was my biggest criticism of this game
- this could be a brutal game especially in two players or brutal to each other yeah it's a fun little fun little brutal game
- it's a very attack the leader sort of game
- my the second time around onwards the first one was like what's going on when this is brutal you are so mean
References (from this video)
- Casino heist; stealing loot while avoiding security.
- A two-floor casino layout used for a heist, including rooms like owner's office, monorails, and escalators.
- Cooperative planning and execution of a heist with a team.
- Brooklyn Bros
Mechanics (from transcript analysis)
- Bouncers — Bouncers move toward their destination after a character's turn, can cause heat and interact with tile effects.
- Campaign vs standalone — Rules explain both campaign mode and standalone games; players can choose how to play.
- Escalator/Monorail travel — Escalators and monorails allow movement between floors; bouncers interact with these dynamics.
- Finale / campaign — Finale cards describe end conditions, with campaign progression affecting suspicion and perks.
- Gear prep and use — Characters can prep gear and use its effects, with limited uses and possible timed reversion.
- Heat — If a bouncer enters a tile with a character, that character gains heat; accumulating six heat busts the team.
- Move — Move your character from one tile to an adjacent tile; movement is limited by walls and adjacency.
- Once-Per-Game Abilities — Characters can prep gear and use its effects, with limited uses and possible timed reversion.
- peek — Peeking reveals an adjacent face-down tile to preview its contents before moving.
- Reveal/Resolve tiles and chips — When you enter a tile with a face-down chip, reveal it and resolve its effect; some tiles have 'when you enter' effects.
- Safe cracking — Dice are moved to the owner's office and then rolled to match numbers; matching numbers crack the safe's combination.
- Simultaneous reveal — When you enter a tile with a face-down chip, reveal it and resolve its effect; some tiles have 'when you enter' effects.
- Tile/Map Shifting — Move your character from one tile to an adjacent tile; movement is limited by walls and adjacency.
Video topics + discussion points
Quotes (from this video)
- burgle bros 2 the casino capers designed by tim fowers and jeff krause
- the game is played over a series of turns starting with any one player and then going clockwise around
- your team will be working together to make their way through a casino avoid security find the safe crack its code and make off with the loot
- these are the pool and lounge event decks which you shuffle into two face-down piles
- the bouncer on the same floor as that character will take a turn
- you can use gear during a bouncer's turn
- cracking the safe
References (from this video)
- strong thematic integration ( disguise, bouncers, heat)
- cooperative play with emergent storytelling
- new mechanics that feel belonging to the Burgle Brothers universe
- some additions slow play or complicate rules
- finale variety can interrupt flow and learning curve
- gimmicky Kickstarter extras can feel gratuitous
- storage and packaging issues with 3D components
- cooperative stealth and teamwork under pressure; escalation via heat tracking
- cooperative heist in a casino setting; team of thieves navigate floors via tiles and actions
- narrative-driven puzzle with finale scenarios and theatrics (3D box, tokens, bouncers)
- Burgle Brothers (original)
- Railroad Ink (base)
- King's Dilemma
Mechanics (from transcript analysis)
- 3D components and gating — Three-dimensional elements are a point of contention; packaging and storage impacts.
- Blend-in/Hiding — Disguises used to hide among patrons; color-coded tokens signal risk and interaction.
- bouncers and heat — End-of-turn guards move; causing commotion increases heat; reaching six heat ends the game.
- Cooperative Game — Players work together as a team to reach a goal, crack a safe, and escape or achieve strategic objectives.
- Cooperative teamwork — Players work together as a team to reach a goal, crack a safe, and escape or achieve strategic objectives.
- disguise theme — Disguises used to hide among patrons; color-coded tokens signal risk and interaction.
- finale scenarios — Nine finale scenarios provide varied endgame targets and narrative flavor, sometimes disrupting flow.
- multi-floor coordination — Certain actions require coordinating across floors; the box's stand divides play spaces and increases coordination needs.
- special tokens — Poker chips reveal tile occupants and trigger interactions when tiles are revealed.
- tile exploration and peeking — Movement and exploration on modular tiles with risk of triggering alarms when peeking.
Video topics + discussion points
Quotes (from this video)
- railroad inc and burgle brothers are two of my favorite board games of all time
- the appeal of a board game sequel is that at heart it's the same game you know and love
- you will enjoy their sequel the problem is that at their heart they're the same game
- the basic game of railroad ink is fun
- i'm not sure i need extra stuff
- less is more
- i will never play with challenge and an expansion
- original burgle brothers didn't need them to make an entertaining replayable game
- these tokens are totally in keeping with the game's vibe but they add more randomness to an already lucky game
- the finale acts like a third floor
- there's a trend with reviewers to say burgle brothers 2 fixes all of the problems with burgle brothers