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Disco Heist Laundry box art

Disco Heist Laundry

Game Info
Year
2026
Players
2-4
Age
13+
Playtime
30 min
Publisher
Rock Manor Games
Collection
Ratings
Creator Score
Mechanic profile
Waiting on more creator content
Vibe profile
Waiting on more creator content
Description

1980s Las Vegas heist game where criminals compete to steal and launder money assembling crews and dodging authorities

Description

1980s Las Vegas heist game where criminals compete to steal and launder money assembling crews and dodging authorities

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All mentions
Browse transcript mentions, sentiments, pros/cons, mechanics, topics, quotes, and references.
Total mentions: 3
This page: 3
Sentiment: pos 1 · mix 1 · neu 0 · neg 0
Mentions per page
Showing 1–3 of 3
Video CbZJ-YwZe34 The Dice Tower Rules Teach at 0:53 sentiment: mixed
video_pk 151361 · mention_pk 425015
The Dice Tower - Disco Heist Laundry video thumbnail
Click to watch at 0:53 · YouTube ↗
Overall sentiment (raw)
mixed
Pros
  • Players can gain resources and progress through heists.
  • The theme is present and somewhat integrated.
  • Some character abilities and cards are interesting.
  • The game provides a good amount of content for a playthrough.
Cons
  • Rules are convoluted and not well-explained in the rulebook.
  • Gameplay can be clunky and slow.
  • Mechanics don't always strongly support the theme.
  • Player turns can take a very long time.
  • The board seems small for the number of elements and player actions.
  • Lack of clarity on certain rules and interactions.
Thematic elements
  • Players are members of a crew of ne'er-do-wells going on heists and trying to avoid the police.
Comparison games
none
Mechanics (from transcript analysis)
  • Action Point Allowance — Players have a set number of actions or movement points per turn.
  • Area Control — The game has an element of area control, particularly during the 'turf war' phase where players gain control of locations.
  • Deck Building — Players have cards in their hand and play them to perform actions, and then these cards return to their hand via the 'launder' action.
  • Push Your Luck — Players can choose to gain more resources or deploy more thugs, but this often increases their wanted level.
  • Set Collection — Players collect resources (tools, film rolls) and potentially specific symbol combinations from cards to complete heists.
  • Take That — Some cards have abilities that allow players to take actions that negatively affect opponents, such as stealing resources or moving alarms.
  • Variable player powers — Each player has a unique character with special abilities, and specific cards in their hand also have unique actions.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • This is a we'll play it live. You know what that means? That means this is gonna be bumpy. This is gonna be rough.
  • I found it that way anyway. So, I think let's go ahead and get started and we can answer things as we go.
  • It's not the best rule book I've ever read. It's it's it could be more robust. Repeat some things in more in more places. That kind of thing.
  • This game is very, very clunky. And I don't think it's just a learning uh funkiness.
  • You can't go to jail that's fact. Read the law sometimes, people. If you have empty pockets, you cannot be arrested.
References (from this video)
No references stored for this video.
Video vd2aecvQLTU The Dice Tower Unboxing at 1:23
video_pk 151249 · mention_pk 424812
The Dice Tower - Disco Heist Laundry video thumbnail
Click to watch at 1:23 · YouTube ↗
Pros
none
Cons
none
Thematic elements
  • disco heist laundry
  • Las Vegas
Comparison games
none
Mechanics (from transcript analysis)
Mechanics unknown.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • Hey everybody, welcome to the most boring unboxings on the planet Earth as we open stuff up that comes into the Dice Tower and we see what we get and what it is.
  • I'm Tom Vasel, and you've been watching the most boring unboxings on the planet Earth.
References (from this video)
No references stored for this video.
Video uT27zcGP1Qw Getting Games Playthrough at 0:03 sentiment: positive
video_pk 6607 · mention_pk 19628
Getting Games - Disco Heist Laundry video thumbnail
Click to watch at 0:03 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Strong thematic cohesion with a 1980s Las Vegas crime vibe
  • Rich, multi-layered systems for planning and execution
  • Tension between laundering revenue and police risk keeps players engaged
  • Clear, impactful end-game scoring tied to location control
Cons
  • Rule complexity can be daunting for new players
  • Planning phases may have downtime in multiplayer games
  • Balancing interaction and competition hinges on police dynamics and turf wars
Thematic elements
  • crime, caper, money laundering, gang dynamics
  • 1980s Las Vegas, casino district, heist planning environment
  • commentary-driven, step-by-step demonstration with live explanation (not instructional)
Comparison games
none
Mechanics (from transcript analysis)
  • Card-driven actions and passive bonuses — Certain cards grant one-time bonuses (intel, tools, goons) or special actions, and some actions modify subsequent turns (e.g., stamps on passport, hustle, assassin, mastermind).
  • Crew management and montage building — Each turn you draft a card, place it into your montage, and later exhaust crew to activate bottom actions; you manage tools, goons, intel, and the montage to enable heists.
  • End-of-act turf war and location scoring — At the end of an act, turf war consequences remove opposing goons and resolve scores by location control, with each location contributing laundering income.
  • Heist planning and execution — Heists require specific resources (tools, goons, intel) to be spent in order to gain money and trigger consequences; the plan is framed on cards and tokenized in the montage.
  • Movement with path and snitch zones — Kingspin (and other pieces) move up to a set number of movement points, entering snitch boxes increases danger, and triggers police responses.
  • Police activation and wanted level — Police officers move toward heist locations; accumulating wanted status can trigger arrests and officer promotions; reaching certain thresholds changes danger and accessibility.
  • Resource generation and laundering — Launder value from montage cards and the kingpin location to convert into money chips; each location provides a one-time laundering value per game.
  • Shakedown and city-wide effects — Shake down actions convert city locations into resources (goons, tools, money, etc.) but also raise the wanted level, creating a high-risk, high-reward dynamic.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • The goal of the game is to plan and execute the perfect heist in 1980s Las Vegas.
  • The player who laundered the most money will be the winner.
  • On each player's turn, they have two steps. And in the first step, they choose one card from their hand of cards and place it into their montage.
  • They can spend three tools, four goons, and one intel to pull off a heist.
  • They launder up to 13 money chips.
  • A very successful shakedown.
  • If you reach 10, then the closest cops are going to move towards the kingpin.
  • Shake down the city and end by increasing their wanted level.
References (from this video)
No references stored for this video.
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