You have a priceless artifact that you “acquired” early in your career. The artifact is part of a set, and until recently you had no information regarding the location of the other piece. One of your contacts has just informed you that the other piece is in the hands of a rival “alleged” thief in the area. Your contact also told you this other thief is going to attempt to complete his own set by acquiring your artifact.
In order to win, you must steal your opponent's artifact and make sure they cannot steal it back. You will be able to purchase and install security systems to safeguard your own artifact. You will train up your skills at bypassing the different types of security systems. To fund your endeavors, you will take on smaller heists.
The most unique aspect of the game is that you may only take your turn while your opponent is not around. This means a single game can take days or even weeks to finish, but each turn only takes a few minutes. The game can be stored in the box between turns.
Dice rolling is the primary mechanic for bypassing security systems and accomplishing heists. Each security system has a minimum roll to bypass, and you will roll two dice (D6). Training and some cards you can get during heists can increase your roll.
—description from the designer
- Accessible for two players and suitable for families (age 12+), with mature themes clearly acknowledged but manageable
- Asynchronous play supports flexible scheduling and long-form engagement
- Simple teaching curve described as easy to teach and understand
- Tangible components (mansion boards, artifacts, security systems) and clear budgeting mechanics
- Encourages planning, budgeting, and executive functioning skills while enabling relationship-building in a two-player setting
- Some heist cards reference mature themes (e.g., drugs) that may require filtering for younger players
- Play can extend over multiple sessions or days, potentially lengthy for some groups
- Punishing outcomes (e.g., losing a turn on failed heists) may frustrate some players
- Asynchronous play requires a level of trust between players to follow rules without constant oversight
- heist, burglary, stealth, bluff and defense against intruders
- Two players each control a mansion and defenses to protect an artifact while attempting to steal the opponent's artifact through a break-in
- asymmetric, puzzle-driven tactic game with hidden information and procedural upgrades
Mechanics (from transcript analysis)
- action_selection — each turn allows three actions chosen from five options (train thief, small heist, break into opponent's mansion, buy security, trade/install)
- artifact_theft_and_recovery_loop — the objective is to steal an artifact from the opponent; once stolen, the other player has one final opportunity to retrieve it, otherwise the theft ends the game
- asynchronous_play — players take turns and can leave the table; a turn token is passed to indicate whose turn it is, enabling play over multiple sessions
- deck_and_card_effects — small heist cards and training cards introduce cash or capability changes; some cards reference mature themes and may affect pacing
- dice-based_resolution_with_bonuses — dice rolls determine success for overcoming security; training and prior investments modify dice outcomes; thresholds like nine or higher or eleven or higher appear depending on obstacle
- mansion_build_and_defense — each player has a double-sided mansion board where security systems are placed; players can rotate or move systems to confuse their opponent
- Resource Management — money and rewards from heists are spent to purchase or upgrade security systems and training, with the option to trade items for cash value
- resource_management_and_upgrading — money and rewards from heists are spent to purchase or upgrade security systems and training, with the option to trade items for cash value
- Simultaneous Actions — players take turns and can leave the table; a turn token is passed to indicate whose turn it is, enabling play over multiple sessions
Video topics + discussion points
Quotes (from this video)
- this is a game that's coming up soon on kickstarter
- it's a simple game to teach and understand
- on your turn you can perform three actions and you get to choose from five different things that you might want to do
- it's a two-player game you're likely going to play it with someone you live with so it's a game for couples or parents are going to play it with their kids
- a game where you're exercising those executive functioning skills
- you start the game with four different types of security systems
- you can train your thief which means that you would spend some of your money to improve your statistics and what that's going to do is allow you to add a number to your die rolls so that you'll be more likely to be successful
- the final big heist and try and win the game