Skip to Content

The Perfect Heist

11 replies [Last post]
comfused
Offline
Joined: 04/11/2012

I have been thinking about a game 'The Perfect Heist'.
When I would see it in a store named like that - it would trigger my interest :-)

At his moment I see 2 ways to go:
1: a party/storytelling game
2: a collection game (with maybe a draft mechanic)

Anyone willing to brainstorm around this theme ?

questccg
questccg's picture
Offline
Joined: 04/16/2011
Sounds familiar

Anything like this: https://www.kickstarter.com/projects/towerguardgames/train-heist-a-co-op...

This was named one of the HOT games by BGG. Maybe that's where you got some of your inspiration?!?!

Then again, maybe not...

comfused
Offline
Joined: 04/11/2012
ha :-) not really and I

ha :-)
not really

and I haven't looked at existing games - not to get influenced

Zag24
Offline
Joined: 03/02/2014
Brainstorming

Hey, I'm always glad to brainstorm game ideas!

I like the title. It makes me think of Ocean's 11-12-13 or the TV show Leverage -- schemes that are ridiculously overly complicated but fun.

I could see it as a co-op game, where you have the "roles" as in Leverage (which are almost exactly the d20 Modern core classes). Different challenges come up in different locations which need one skill or another, but you also have a time limit. You have to decide whether to take the time to move the best character to the location, or take a chance with a lesser-skilled character for a particular challenge. It would have to include some randomness in terms of where challenges come up, but not complete randomness, so that planning and cleverness pays off.

For that matter, I could see a really interesting d20 Modern extended scenario, set in the 1950's perhaps, but that's not what you're asking.

As for a collection game, I don't really see it fitting the title. You certainly could make a game where players are thieves and they are competing to steal the most overall value, but that's not "The Perfect Heist" that's more of a series of small heists. To match the title, the game needs to center around just one big heist.

comfused
Offline
Joined: 04/11/2012
Thanks for the input ! I was

Thanks for the input !

I was also thinking about the Ocean's movies.
Don't know Leverage - need to take a look at that. Thanks for the tip!

In this game - your heists should be greater and more insane than the others.
Like 'Oh, I'll throw another -disarm laser alarm- and a -switch traffic lights- in my big scheme.'
The person with the biggest, most complicated heist wins the game.

That's why I think it would be fun as a party/storytelling game.

Or something like the game Smash-Up.
Where there are a couple of heists on the table (train robbery, museum, bank, …).
Each states the alarms and securities you need to pass.
Like:
- a laser alarm of level 6
- you'll need toughness of 15
- you need 3 different getaway cars
- ...

Zag24
Offline
Joined: 03/02/2014
How about this?

Each player represents a different team, all trying to do the same big heist.

You start the game by selecting cards that represent the requirements to succeed on the heist, like the different requirements you've suggested. Each player gets to look at some of the requirements, but has to guess at the others. The game could include a bidding component for some of the elements, so there would be a bluffing component -- if you start bidding big on getting the top safecracker on to your team, maybe that's because you saw a requirement of "Safecracker: 15" or maybe you're just trying to bid it up so others waste their money outbidding you.

There also should be some other actions available, such as stealing tools or recruiting members from each other, getting to look at another player's "case report" (i.e. the list of components that he got to see), etc. I don't know if these are also among the cards you bid on, or if they come into play some other way. I can see advantages of either approach.

Once one player thinks that he has all the components needed to pull off the heist, he gets to look at all the components needed and match them off with the components that he has. There has to be a way for him to do this behind a screen or something, so that if he guessed wrong and doesn't have everything, the remaining players get to continue the game.

fayinsky
Offline
Joined: 08/02/2014
I'm not a fan of party game

I'm not a fan of party game or story telling game, so I'm gonna make it a little bit more strategic and competitive.

The idea I have requires a GM and several players (depending on the number of entry points for the heist). Each heist has a target located in a different environment (make it a bank, a cave, or whatever), and multiple entry points (rooftop, front door, chimney, or whatever!) and routes leading players towards the target.

At the beginning of the game, GM will set up the heist board indicating target location, entry points and routes (may be fixed by game designer or let GM do all the magic). And GM will also spend a set amount of points/money to purchase and set up some alarming systems, armed personnels etc along the routes. Such information will be hidden though.

After that, players will spend money to select entry points and gather equipments they think are necessary for the route(s) they have in mind (a bidding system can be introduced here). They may even be able to spend extra money to case the place so that they know partially what they are dealing with (such information will not be shared with others)

Now the game begins:
Each player enter from a different entry point but their paths may cross. They need to beat all the obstacles GM set up for them and sometimes they simply can't and have to change route. GM won't be bored at this stage because he/she might be busy having his/her guards chasing people around or simply ordering them to fall back and protect the precious target. GM might also have some special abilities of enlarging sensing area of an infra-red sensor or calling reinforcements. Players might have to face an automatic machine-gun that comes from nowhere in a narrow corridor! (Ok, maybe it is retractable and hidden in the ceiling) Try to beat or run away from that!

The game wouldn't end when a player managed to reach the target. He/she has to grab the target and get out (reach any entry point, not necessarily the one where he/she enters). And all others AND the GM will do everything to stop that from happening. The target can be dropped and picked up by others. Whoever gets the target and take it to an entry point will be the winner. OR, if no one can do that, GM is the winner.

Btw, player who got caught/beaten can respawn at his/her own entry point in case if they get frustrated watching others enjoying all the excitement. Oh, and maybe each time the one who beat a player can get some sort of upgrade(s).

I hope this does not look too dumb to you guys :)

werhner
Offline
Joined: 01/30/2012
This could be quite fun. I

This could be quite fun. I like the idea of the GM getting a chance to win the game as well, though balancing the game would be important.

I'm imagining this as a semi-coop. Each member of the team has a few random special abilities (in the form of cards that are drawn secretly or openly drafted during the set up phase), but no one would probably have the correct set of special abilities to make it through whatever obstacles or security systems are in play that particular game. The team would be forced to rely on each other most of the game, but only one person would be able to keep the treasure, essentially making the game have 2 phases.

The fun comes from the tension between keeping your abilities secret (and perhaps having to face tougher obstacles) or showing your abilities, thereby telegraphing what strategy you may be pursuing.

-Werhner

fayinsky
Offline
Joined: 08/02/2014
werhner wrote: I'm imagining

werhner wrote:

I'm imagining this as a semi-coop. Each member of the team has a few random special abilities (in the form of cards that are drawn secretly or openly drafted during the set up phase), but no one would probably have the correct set of special abilities to make it through whatever obstacles or security systems are in play that particular game. The team would be forced to rely on each other most of the game, but only one person would be able to keep the treasure, essentially making the game have 2 phases.

Totally agree Werhner. The design I mentioned above of having crossed path is exactly for the purpose of semi-coop. Player could always choose to follow another player to the target and of course even help each other. And I like the idea of random special abilities. It can be a complementary to the bidding system for equipments/tools. Maybe some special abilities enhance the effectiveness of certain tools while comprising other tools, making cooperation during the first phase even more essential.

Balance is always important. But fortunately this is still just a brainstorming session so I'm not gonna worry about it right now, lol

comfused
Offline
Joined: 04/11/2012
Thanks for your brains guys

Thanks for your brains guys !

Enough food for thoughts this weekend !

wombat929
wombat929's picture
Offline
Joined: 04/17/2015
Machine of Death

When you described this, I thought of MACHINE OF DEATH, which is a rules-light collaborative storytelling card game. Might be worth a look for some ideas for how to give some game-y elements to your game.

Soulfinger
Soulfinger's picture
Offline
Joined: 01/06/2015
Zag24 wrote:I like the title.

Zag24 wrote:
I like the title. It makes me think of Ocean's 11-12-13 or the TV show Leverage -- schemes that are ridiculously overly complicated but fun.

I also thought of Leverage, mostly because my wife and I are watching it on Netflix right now.

Syndicate content


forum | by Dr. Radut