

Six thieves. One snitch. Four phases. A pattern only the snitch knows.
The Premise
6 thieves planning a job. One is a snitch reporting to the cops. The job has 4 phases (Casing, Entry, Vault, Escape) and each phase requires the team to commit resources. The Snitch has a secret 'failure pattern' card — even a successful heist can be a Snitch win.
You can't both contribute MAX and conserve resources for the next phase. The Snitch can over-contribute to look loyal — and tank the next phase.
The Roles

Thief
×5-6Wants all 4 phases to succeed.

Snitch
×1Has a secret failure pattern. Wants the job to fail in a specific way.
secret role
Captured
A thief sitting out after a phase failure. May flip to cops or stay loyal at the end.
How a Round Plays
Casing
Phase 1. Each thief secretly contributes 0–3 Skill from their hand. Total must hit threshold.
Entry
Phase 2. Higher threshold. One Capture risk per failed phase.
Vault
Phase 3. Hardest threshold. Snitch may target this phase specifically.
Escape
Phase 4. Captured thieves choose: flip to cops or stay loyal.
Win Conditions
Thieves
Successfully complete all 4 phases.
Snitch
Job fails OR Snitch's specific failure pattern matches OR majority of thieves end captured.
Designer Notes
Resource hand management × hidden role × pattern matching. The Snitch's secret pattern card means even a "successful" heist can be a Snitch win. Forces teams to plan for the worst-case pattern.
Strategy Tips
- Snitch over-contributes earlyWatch for thieves who blow their hand on Casing.
- Vault is the trapMost failure patterns target the Vault. Plan to over-commit there.
- Captures are accusationsA captured thief who flips reveals the Snitch's pattern.
