The Heist
Tier 3 · Party-Strategy Hybrid
The Heist

Six thieves. One snitch. Four phases. A pattern only the snitch knows.

5–7 players·20–30 min·Offline Playable

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

Thief

×5-6

Wants all 4 phases to succeed.

Snitch

Snitch

×1

Has a secret failure pattern. Wants the job to fail in a specific way.

secret role
Captured

Captured

A thief sitting out after a phase failure. May flip to cops or stay loyal at the end.

How a Round Plays

Phase 01

Casing

Phase 1. Each thief secretly contributes 0–3 Skill from their hand. Total must hit threshold.

Phase 02

Entry

Phase 2. Higher threshold. One Capture risk per failed phase.

Phase 03

Vault

Phase 3. Hardest threshold. Snitch may target this phase specifically.

Phase 04

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 early
    Watch for thieves who blow their hand on Casing.
  • Vault is the trap
    Most failure patterns target the Vault. Plan to over-commit there.
  • Captures are accusations
    A captured thief who flips reveals the Snitch's pattern.

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