Disco Heist Laundry - Quick Play
Transcript
Hey there, I'm Jonathan with Getting Games and this is my quick play for Disco Heist Laundry. In this video, I'll jump you right into the action as we play through a full round in the middle of the game. As we go, I'll give you an overview about how all the different elements work, but this is not an instructional video. You can learn more details about the game by clicking the link down below in the description. Now, if you enjoy this video, I do want to ask that you please click the like button for it down below, as well as a subscribe button for the channel. In addition to that, if you'd like to directly support the channel, then please go to gettingames.com/support. Finally, if you have thoughts about this game while you're watching the video, then please leave a comment down below as well. All right, let's jump into the game. Out here, we have a three-player game already in progress. Now, the goal of the game is to plan and execute the perfect heist in 1980s Las Vegas. In order to do this, we have to hire a crew of crooks, dodge the police, shake down the entire city for resources, and launder the money chips that we acquire in order to skip town at the end of the game, and retire to a tropical island.
The player who launderers the most money will be the winner. At this point, we're starting the last round in the second out of three acts in the game. During each round, every player will perform one turn, and there are multiple rounds within each act that depends on the setup options that you choose. We're going to start things off with Frankie Stacks. Now, 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. In this case, they are going to play steel and then activate the white section of that card. In this case, they can either gain one tool or two tools and one wanted status. They just want the one tool. They can put that here. And that finishes the first step of the turn. For the second step of the turn, the player can take as many actions as they want in any order of their choosing. One of those actions options involves exhausting a crew member in order to do the bottom action. In this case, the dealer says they can get rid of two goons from their supply in order to gain one intel.
After that, they will exhaust steel in order to execute the heist they've been planning for. Now, the heist options are displayed over here and tracked with these tokens. And there are also simple heists that we start the game with. In this case, Frankie is performing a heist right here at the nightclub. In order to pull off the heist, they need to spend three tools, four goons, and one intel. Well, it looks like they planned well through the use of these two cards. They now have enough tools, and they have the one intel they need. They also can get rid of these four goons, sending them back to the bank. Now, they gain the money in the top corner for this successful heist. That is 20 money chips. After that, they have to see if the crew they brought is going to deal with the various negative consequences of the heist. For each of these icons that they do not have in their montage and their passport, they will suffer the consequences. Now, they have two escape artist icons here, and they only need one of those to negate this icon. And you can also take crew from your hand and immediately put them into your montage exhausted to gain that icon.
This gives them one thief icon. And that is going to negate one of these two. They'll negate this police activation. That means they did not negate the one muscle police activation and the one brains police activation. They also gained one wanted status. They were at two and now they're at three wanted status, which is an important step because once you're at three or more, you can be arrested by the police. After that, there are two police activations. And with the first one, the closest police officer, in this case, number one, is going to move their patrol token to the heist location. They were going to patrol over here to the warehouse, but now that the heist happened, they need to go check it out. The second police activation will move that police officer toward their patrol target. And each police officer on foot moves twice. Now, in this case, they're going to go from here to there. These street segments are adjacent. And it's worth noting these locations are adjacent to the street as long as there is a path.
That was one move. And with the second move, the police officer goes here. Now on this location there is the kingpin Priya and she is at wanted level four. That means the moment this police officer enters this location she is arrested. She was not expecting this. Now whenever a kingpin is arrested they lose half rounded down of their money chips. In this case Priya has 11. So they're going to lose five of these and then for every five money chips lost they lose one wanted status. That's good but they certainly are not happy about losing those five money chips. If a goon is ever arrested it's simply removed from the board. So, that was the police activation, bringing them here as they head down to the nightclub. All right, their heist is done, and the next action they're going to choose is movement. They have up to five movement points to use. And once you start movement, you can't perform any actions until you're done. With each move, you can move a piece onto an adjacent spot, and they'll start moving their kingpin along this path into the street. As soon as they enter this spot, they are in the visible range of a snitch box. As you can see, that's all four of these streets. That is going to increase their wanted value once going from three to four. And then the snitch box is removed. For their second and third moves, they're going to head to the warehouse. Then for their fourth and fifth moves, this goon will enter the gas station. That finishes the move and Frankie is done with their turn. This means Luca can go and they have decided to launder their money. The way this works is they count up the launder value on all of the cards in their montage. That's 1 2 3 4 5. and they add to that the launder value of the location with their kingpin. The
casino shows an eight. So that means they can launder up to 13 money chips. And then we flip this over to show that each location can only give its launder value once per game. While they plan ahead, they have exactly 13 money chips they can launder, which will bring them from 16 up to 29. Now, as this token moves up the track, they're going to activate each of these police icons, and they'll start by putting a snitch box down. The way this works is you roll a d20 die and the snitch box will go next to location 14. As you can see, there are 20 locations out here. 14 is here. And they'll put the snitch box there next to one of these four-way intersections. Then they add a barricade to position 7. And it must go onto a crosswalk. And police can move through these, but the player pieces cannot. Then they'll place another snitch onto location 12. And finally, they'll reach this position, which will place a police car onto the map. For the 12th position, they'll go here. And then the police car will go under any one of the police officers, and they'll choose this one here. And now that officer will move three times instead of two times when they activate.
All right, they finished laundering their money, and down below it says at the end of their turn, they will bring all of their cards back into their hand. Now, they're in the second step of their turn, and they've decided to put a stamp onto their passport. Each of these are actions that cost one intel and they can be used once per game. They're going to go here onto hustle that says they can play a card into their montage. They're going to go with the assassin. This says they can pick an opponent who will lose two goons of their choosing and then Luca will increase their wanted level once. They're going to pick the purple player. They lose one goon here and then they have to lose a goon from the map. They're going to go with this one here. And then their wanted level reaches seven. And that's important because now they will be arrested if the cops can see their pieces. They don't just have to be on the same spot. After that, they'll activate the sniper to deploy two goons. These will come from their supply. These are placed onto positions where they already have pieces. They'll send one over here to the hotel and one down to the casino with their kingpin.
Now, they're going to activate the assassin and shake down the city and end by increasing their wanted level once. When you shake down the city, every one of your pieces on locations will activate the location's benefit, starting at one and going down to 20. So, they begin over here at the warehouse, which says they can lose one goon to gain three tools. Now, they don't have any goons in their supply, and they could lose one from the board, but they've decided just to forego this benefit. This location has two goons, and each of them will give them three goons into their supply. So, that is six goons. They wish these had been reversed. So, they'll place those here. And then the safe house lowers their wanted value once. This brings them down to six. And the gas station will give them one tool and a goon. Finally, the casino has two. They will gain 10 money chips, but increase their wanted level twice. That brings them to eight. And of course, 10 money chips is nice if you can launder it. Their shakedown is done.
And now they do increase their wanted level again, which brings them to nine. If you reach 10, then the closest cops are going to move towards the kingpin. Next up, they will move. And they have five movement points available. They will go 1 2 3 4 moving their kingpin to the gas station and then this goon will enter the bar. All right, Luca is done, which means Priya can go and they're going to start by playing the boss card. This says they can deploy one goon or two and increase their wanted level. They're going to go with two goons and they'll place one in the safe house and one in the hotel. And then for the second step of their turn, they are going to hire a new crew member. They can take any of these from the row and they will go with the pusher. That will cost them one of their tools and it's immediately replaced.
That will go directly into their hand. And then they'll activate their mastermind which lets them play a card and then increase their wanted level once. They're going to go with the pusher immediately. This says they can spend one of their goons in order to gain three money chips. After that, they will move with their five movement points. Of course, their wanted level did go up once for that mastermind. Now they're going to move Priya here, which enters a spot with a snitch. So their wanted level goes up again. Then that's their second move. Their third and fourth moves will bring this down to the clothing store. And their fifth move will move this goon into the street. After that, they will activate the pusher, which lets them deploy two goons and increase their wanted level. And they will put both of them over here with Priya. And their wanted level now reaches seven. Next up, they will spend one intel to put a stamp here. That's the escape plan, which gives them five more movement points. They're going to go 1 2 3 4 5. Now, they're going to shake down the city and then gain a wanted level. This is huge for them.
They start here. They can spend a tool to gain two money chips. Then they can gain a money chip and a tool. After that, they can spend two money chips to gain four laundered money. Then over here, they will gain six goons. Down here at the safe house, they will lower their wanted level once. The gas station will give them a tool and a goon. The clothing store lets them spend a money chip to gain a tool and lower their wanted level once. Oh, and of course, their kingpin gains them one laundered money. After they do all of that, they will gain one more wanted level. Overall, that was a ton of stuff. A very successful shakedown. Well, Pria's turn is done, so we can move to the end of the round step where we draw the top card from the deck. Now, normally these are act cards which bring out new heists, but at the end of an act, there is going to be a turf war. The first thing that happens is a blood bath. Every kingpin is going to remove one opposing goon from their locations. So Frankie will remove this one and that's it for the kingpins. However, after that, in every location with multiple player goons, they will take each other out at a 1:1 basis. So these will go and then these will go, emptying out the hotel. All of these die in the safe house and then all but a purple are gone from the gas station. Finally, down at the bar, there's a shootout, knocking both of these out. And now it's time to score locations. Players get two laundered money for every location they control, which means they have the most pieces. So, yellow is going to get 2 4 6 8 10 laundered money. Purple will get 2 4 6 and then green is going to get 2 4.
So, they can add those to their scores. And then each player gets a benefit that depends on the act. In this case, they get one intel, two goons, and then one tool. Then we can discard this and bring out the next heist. This is dock the dough, and it happens at the warehouse. We can move this token over there to show that. And now every police officer will move. This one will go one, two, and then arrest this goon. It's worth noting as they move down, if there is somebody inside here at seven or more, the police officer looks inside and arrests everyone in there as long as one of them is at seven or more. This police officer is now at the nightclub and their movement ends. And now it's time to see where their next destination will be, 12. That means we'll put this onto location 12 here and they're going to head in that direction in the future.
Now two is heading over here with a shiny new police, a car, and they enter that location. And now they want to go to location two. Finally, the police officer three is heading down here. They'll go one, two, since they're still on foot. Now, speaking of that, there are these SWAT trucks that can be unlocked, which make the police move four times. And later on on the launder track, a helicopter can be unlocked. And this one starts at the police precinct. And each time it activates, it moves diagonally or orthogonally towards the closest police alert. Of course, potentially making arrests where it ends. All right, that round is done and the game is now ready for the third act. At this point, I've covered all of the major elements to the game. So, this quick play is coming to a close. And I hope you enjoyed learning about Disco Heist Laundry.