Skip to Content
 

The Heist - A co-op game to screw each other over with.

5 replies [Last post]
RentonB
RentonB's picture
Offline
Joined: 08/05/2013

I've been trying to nut out a game about a heist/theft of some kind of museum. I want it to be cartoonish.

The idea is a game where you need to work together to steal as much loot from the Location, but the winner is the person with the most loot. This will force the players to work together until they are near their end game then back stab each other (or build alliances) in order to win.

So far I have a game that plays quite similar to Flashpoint: Fire Rescue.

Action based play with obstacles such as locks and alarms. There will be guards (2?) that move after each players turn towards the last noisy event.

Each player has a character card that has 1 perk on the actions available and 1 unique action.

My issue is finding balance with the characters. If the actions are:

Quote:

AP - Action
1 - Move one square (move 2 squares with noise)
1 - Open door/window
1 - Search
1 - Attack
2 - Pick lock / hack code pad

I need a bonus for each character and a unique skill that suits the action.

Characters (Bonus = B, Unique = U):

- The Boss.
B: ???
U: Action other character (if they want it or not)

- The Hand.
B: Draw two cards on search. Choose and put the other on the bottom of the pile.
U: Pickpocket adjacent character

- The Muscle:
B: Attack is silent.
U: Can break door and window locks (1 AP)

- The Brain:
B: 1AP to pick lock / hack codepad
U: Can call guards back to their station.

- The Old Timer
B: Can move 2 squares with no noise.
U: Can distract guards (creates noise at chosen location)

The guards patrol in opposite directions until they are alerted from a noise or in sight of someone. Each alert action puts them up a level, they move faster in a direct line towards that action until another action captures their attention. When they get to alert 10(?) they call the cops and there is one more round till game over.

The game ends when the guards are at max alert and notify the cops or everyone has left the board or been caught.

So my issue arises when the players need to go against each other. Each character needs a mechanism to get loot of the others. Any help?

StagCutlery
StagCutlery's picture
Offline
Joined: 06/02/2013
You'd have to make The Hand's

You'd have to make The Hand's unique an available action and think of a new unique.

If you don't mind scrapping the whole B/U idea, you could rework it so that each player has one cooperative ability (like Old Timer's Bonus can affect adjacent thieves too) and one theft ability (like OT can lift an item from a thief if that thief is benefiting from OT's co-op ability).

RentonB
RentonB's picture
Offline
Joined: 08/05/2013
Version 2

I started to overhaul the game and realized what I was creating was a robbery, not a heist. So ctrl-A, DEL. Started again.

I looked at the movie Oceans 11 to see what steps are shown for a Hollywood Heist.

This time I have a two phase game where in the first phase you have to plan the heist and gather the crew and resources.

The second phase is the actual heist.

Players now compete against each other from the outset, although co-operation can benefit and there will be ways to screw each other over.

Deetz08
Offline
Joined: 08/01/2013
sounds fun!

This game sounds like it would be a blast to play so far without seeing too many mechanics, I like the revised post as well where people "recruit" and plan the heist, ha e you thought about having a bidding system for recruiting and gathering resources? I think this would give it the feeling of being competitive in the start as well as players maybe building alliances throughout the heist according to who drove up bids against who.. Also with the new version it sounds like you may have to have more "characters" to choose from the recruit

StagCutlery
StagCutlery's picture
Offline
Joined: 06/02/2013
RentonB wrote:I started to

RentonB wrote:
I started to overhaul the game and realized what I was creating was a robbery, not a heist. So ctrl-A, DEL. Started again.

I looked at the movie Oceans 11 to see what steps are shown for a Hollywood Heist.

This time I have a two phase game where in the first phase you have to plan the heist and gather the crew and resources.

The second phase is the actual heist.

Players now compete against each other from the outset, although co-operation can benefit and there will be ways to screw each other over.

If you have Netflix, there's a Korean movie called The Thieves you should check out also.

RentonB
RentonB's picture
Offline
Joined: 08/05/2013
Deetz08 wrote: ha e you

Deetz08 wrote:
ha e you thought about having a bidding system for recruiting and gathering resources? I think this would give it the feeling of being competitive in the start as well as players maybe building alliances throughout the heist according to who drove up bids against who.. Also with the new version it sounds like you may have to have more "characters" to choose from the recruit

Nailed it. I'm working on a bidding system. There will also be a tactic of being able to steal 'The Score' from a player as he tries to escape with it.

The equipment bidding will be reminiscent of buying a race in Smallworld.

Syndicate content


forum | by Dr. Radut