presentation

 

How to Rob a Bank

Bank vs robbers

 

A duel between one bank player and one to three robbers for money bags – the team of robbers must steal money bags to win, the bank player must prevent the theft.

Each robber uses one pawn, the bank player uses two or three watchmen pawns, in relation to the number of players. In a game of two and three players, the robbers win with four stolen money bags, in a game of four players with five money bags. The bank and a ring road are set up; the bank has three levels, so you play three rounds with varying layouts.

Each of the rounds comprises three phases – 1. Reveal level plan and place components – money bags, robbers, watchmen, alarm and getaway car; floor plan tiles cannot be rotated for placement, unless cut off by walls. 2. Planning – First the bank, then all robbers in turn play one card at a time openly for actions in phase 3, robbers can confer on actions and can only play cards of their own color. The bank player can share out action on several watchmen – walk, tackle, lock or lock/tackle. Robber action options are walk, pick up, unlock, pepper spray, crawl on & sneak through, pepper spray/pickup, unlock/pick up. Waiving the action of a selected card is used to wake up unconscious watchmen or robbers. There are special rules for robbers and watchmen in the same room. Robbers have a free bonus action – move the car or throw a money bag into a car from an adjacent square. Only money bags in the getaway car are robbed and count towards winning.

A quick game with elegant components; not too complex due to the open information – a well-made family version for the genre of games featuring pre-programmed actions.

 

Players: 2-4

Age: 10+

Time: 30+

Designer: Prospero Hall

Artist: not named

Price: ca. 30 Euro

Publisher: Jumbo 2018

Web: www.jumbo.eu

Genre: Position, collecting

Users: For families

Version: multi

Rules: de en fr nl

In-game text: no

 

Comments:

Action programming based on open information

Good introduction to the genre

Rules layout not very god

Standard topic

 

Compares to:

Games using pre-programmed actions

 

Other editions:

Big G Creative (en)

 

Chance (pink): 1

Tactic (turquoise): 2

Strategy (blue): 0

Creativity (dark blue): 0

Knowledge (yellow): 0

Memory (orange): 0

Communication (red): 1

Interaction (brown): 3

Dexterity (green): 0

Action (dark green): 0