HEIST







INTRODUCTION
Card game for 2-4+ players. 
Players assemble teams of specialized Heist men and 
Compete to pull of the most and best Capers. 

VICTORY
The player with the most Heist points at the end of the game wins. 
The game ends when all but 1 of the Job cards have been 
Captured and/or discarded. 
For a shorter game, players can remove random Job cards from the Job deck.

DICE
Six sided dice are needed. (Casino style preferably) 

THE DECKS
There are 3 decks: 
The Job Deck
The Security Deck
The Heist Deck

THE JOB DECK
The Job deck contains the Job cards that are the ultimate goals of the 
Players to possess. 
Each Job card has a Security Number and a Heist Point value. 

THE SECURITY DECK
These cards represent the obstacles that must be overcome in order 
To complete a Job. 

HEIST DECK
There are 7 types of cards in the Heist Deck: 
1. Personnel
2. Complications
3. Cons
4. Crisis
5. Event
6. Reaction
7. Secondary Job
Personnel can be reused from Job to job and are prerequisites to play Con cards. 
Con cards give added skill levels towards overcoming Security cards, Jobs, and Complications. 
Complications are events played on an opponent that make a Job harder to finish. 
Crisis cards are complications that occur while a Job is being executed. 
Event cards (play in Event phase) often provide a Benefit to the player who plays them. 
Reaction cards are like Event cards, except that they are played at certain specific times 
(as indicated in the card text) and not in Event phase. 
Secondary Jobs are attached to a target Job like complications. 

SKILLS 
Skills are needed to overcome Security and Complication cards. 
Skills are provided by Personnel and Con cards. 
The 6 Skills Include: 
Info
Sleight
Acrobat
Engineering
Tech
Confidence

SETUP
Each player draws 7 cards from the Heist Deck and puts them in their hand. 
For each player draw 1 Job card and place it face up in the middle of the table facing them. 
Each Job has a Security number listed on it. Draw that many Security cards and place them 
In a line face-up next to the Job card.  
Players roll high on 1D6 to see who goes first. 

TURN SEQUENCE
Players take turns. 
Each turn has 7 phases: 
1. Planning Phase
2. Recruit Phase
3. Contacts Phase
4. Event Phase
5. Complications Phase
6. Execution Phase
7. Job Phase

PLANNING PHASE
Draw 1 card from the Heist deck and put it in your hand. 
If the deck ever runs out, shuffle the discard and draw from it. 

RECRUIT PHASE
Place Personnel cards from your hand face up onto the Table in front of you. 
You may have a maximum of 11 personnel cards in play. 
You may have only 1 Leader card in play. 

CONTACTS PHASE
Players may freely trade Personnel cards in play and Con cards in their hands. 

EVENT PHASE
You may play 1 Event card. 
These have a variety of Effects. 
Some of these cause extra Security cards to be drawn and added to a target Job. 
Some cause a target Personnel to be affected in some way. 
Some affect a target players hand. 

COMPLICATIONS PHASE
You may play 1 Complications or Secondary Job card: Attach it to a Target Job.  
These are treated exactly like Security cards and are directly added to the 
Line of Security cards attached to a Job. 
Secondary Jobs provide additional Heist points; For this reason, you may wish to 
Attach them to your own Job. 

EXECUTION
Declare whether or not you are going to execute a Job. 
If not, skip this phase. 
It is important not to attempt an Execution until you are sure you have enough 
Personnel cards in play and Con cards in hand to meet all the skill requirements 
Needed to finish the Job plus all complications and crises.  
Each Security card has one or more skills associated with it. 
A player must use a skill from his Personnel and con cards to overcome it. 
When overcome, the Security card is discarded. If a Con card was used, 
It is discarded. If a personnel card was used, place a “Spent” Token on the 
Personnel card: It can not be used again during this phase unless another 
Card action removes the Token. 
Note: In order to use a Con card, you must have at least one personnel  that 
Has that same skill (The personnel may be spent or unspent). 
At the beginning of the Job, randomly select one opposing player to be the Thwarter. 
After each Security card is overcome, roll 1D6. 
On a roll of “6” the Thwarter may play 1 Crisis card. 
If you meet all Security, Complication, and Crisis challenges the Job is a 
Success: Keep the Job card and gain the indicated number Heist points. 
If you are unable to meet any Security, Complication, or Crisis challenge, the 
Job is a failure: Discard the Job card. 
Succeed or fail, roll 1D6 for each of your personnel: On a roll of 6 discard them. 
Succeed or fail, discard all cards attached to the Job card, and all con and 
Reaction cards played. 

JOB PHASE
If you made an execution last phase, you go through a period of lying low. 
Roll 1D6 to see how many turns you spend lying low. 
At the end of this time draw a new Job card (and Security cards). 
If the Security Deck runs out, shuffle the discard and draw from it. 
During the lying low period you still draw cards and recruit personnel. 
Max hand size is 11 cards. Discard excess cards. 
Remove Spent Tokens from your personnel. 


JOB CARD DECK
Card Name:				Security       	Heist Points
Casino Vault				15		15
Bankrupt Casino				14		14
Worlds Oldest Stock Certificate		11		11
Coronation Egg				13		13
Museum Break In				12		12
Bank Job				13		13
Ocean Liner				12		12
Art Gallery				9		9	
Personal Collection			10		10


SECURITY DECK CARD LIST
Card Name:				Notes:	
Security Cameras       			Tech =1
Surveillance Video			Tech =1
High Tech Security			Tech =1
Voice Recognition System       		Tech =1
Retinal Scan				Tech =1
Thumbprint Identification		Tech =1
Lie Detection Software			Tech =1
Underground				Info =1
Secrets					Info =1
AI Security System			Info =1
Rival Thief   				Info =1
Double Cross				Info =1
Elevator Shaft				Acrobat =1
Laser Sensors				Acrobat =1
Floor Plates				Acrobat =1
Air Conditioning Ducts			Acrobat =1
Narrow Ledge				Acrobat =1
Guards					Confidence =1
Security Detail				Confidence =1
Police					Confidence =1
Vault Guard				Confidence =1
Receptionist				Confidence =1
Manager					Confidence =1
Worker					Confidence =1
Night Watchman				Confidence =1
Owner					Confidence =1
Boss					Confidence =1
Acquire Key				Sleight =1 
Acquire Codes				Sleight =1 
Steal Swipe Card			Sleight =1
Plant Fakes				Sleight =1
Make Switch				Sleight =1
Thick Floors				Engineering =1
Vault Doors				Engineering =1
Safe					Engineering =1
Impregnable Room       			Engineering =1
Remove Roof				Engineering =1
Exit Strategy				Engineering =1


HEIST DECK CARD NOTATION
P = Personnel
C = Complications
Z = Cons
X = Crisis
E = Event
R = Reaction
S = Secondary Job
PL = Personnel Leader

HEIST DECK CARD LIST
Card Name: 			Type:	Notes:
Ringleader			PL	Max Personnel +2; Info =1
Mastermind			PL	Max Personnel +2; Info =1
Gang Leader			PL	Max Personnel +2; Info =1
Brains				PL	Max Personnel +2; Info =1
Contortionist			P	Acrobat =1
Second Story Man       		P	Acrobat =1; Engineering=1
Grease Man			P	Acrobat =1
Cat Burglar			P	Acrobat =1; Info =1
Accomplished Thief		P	Acrobat =1; Sleight =1
The Pro				P	Confidence =1; Info =1
High Roller			P	Confidence =1
Master of Disguise		P	Confidence =1
Inside Man			P	Confidence =1; Info =1
Dame				P	Confidence =1
Flim Flam Man			P	Confidence =1
Hustler				P	Confidence =1; Info =1
Con Artist			P	Confidence =1
The Rookie			P	Confidence =1; Sleight =1
Pick Pocket			P	Sleight =1
Sneak Thief			P	Sleight =1
Filcher				P	Sleight =1
The Fuse			P	Engineering =1
Handy Man			P	Engineering =1
Demolitions Expert		P	Engineering =1
Safe Cracker			P	Engineering =1; Tech =1
Mechanic       			P	Engineering =1; Tech =1
Jack of All Trades		P	Engineering =1; Tech =1
Electronics Expert		P	Tech =1
Eye in the Sky			P	Tech =1; Info =1
Gifted Programmer		P	Tech =1
Getaway Man			P	Max Hand size +1
Extra Muscle			P	Max Hand size +1
Seduction			Z	Confidence =1
Deception			Z	Confidence =1
Disguise       			Z	Confidence =1
Elaborate Con			Z	Confidence =1
Uniforms       			Z	Confidence =1
Imposters			Z	Confidence =1
Fake Death			Z	Confidence =1
Sporting Event			Z	Confidence =1
Fake SWAT Team  		Z	Confidence =1
Staged Scuffle			Z	Confidence =1
Pose as Government Official	Z	Confidence =1
The Gilroy			Z	Confidence =1
Infiltration			Z	Acrobat =1
Fit in Small Container		Z	Acrobat =1
Rappel				Z	Acrobat =1
Back Flip			Z	Acrobat =1
Perfect Timing			Z	Acrobat =1
Balancing Act			Z	Acrobat =1
Misdirection			Z	Sleight =1
Hands Quicker than Eyes		Z	Sleight =1
Distraction			Z	Sleight =1
Dexterity			Z	Sleight =1
Simple Con			Z	Sleight =1
Explosive Charge       		Z	Engineering =1
Drill Tunnel			Z	Engineering =1
Move Structure			Z	Engineering =1
Helicopter			Z	Engineering =1
Duplicate Room			Z	Engineering =1
Magnetron			Z	Engineering =1
Blueprints			Z	Info =1
Plant				Z	Info =1
Bribery				Z	Info =1
Favors				Z	Info =1
Reconnaissance			Z	Info =1		
Contacts       			Z	Info =1
Cut Power			Z	Tech =1
Pre-recorded Footage		Z	Tech =1
Disruption			Z	Tech =1
Redirect Phone Calls		Z	Tech =1
Rigged Game			Z	Tech =1
Modify Computer Data		Z	Tech =1
Tap into system			Z 	Tech =1
Sabotage       			Z	Tech =1
Override Cameras       		Z	Tech =1
Bankroll       			E	Draw 3 cards 
Money Man			E	Draw 3 cards 
Patron				E	Draw 3 cards 
Lender				E	Draw 3 cards 
Financier			E	Draw 3 cards 
Investor       			E	Draw 3 cards 
Arrested       			E	Discard Target Personnel card
Prior Commitment       		E	Steal Target Personnel card
Cover Blown			E	Discard target Job card & Attached cards
Get There First			E	Execute on Opponents Job this turn
See it Coming			E	Look at Opponents Hand
Plan B				E	Discard X cards and draw X cards
Somebody Screwed Up		E	Opponent must Discard 3 random cards
Revenge Job			S	Security =3; Heist =3
Ulterior Motive			S	Security =1; Heist =1
Reunite with Girlfriend		S	Security =2; Heist =2
Pay Off Debt			S	Security =3; Heist =3
Steal Jewels			S	Security =2; Heist =2
Humiliate Nemesis		S	Security =1; Heist =1
Challenge			S	Security =2; Heist =2
Quick Thinking			R	Remove 1 Target Spent Marker
Contingency Plan       		R	Remove 1 Target Spent Marker
Caught Red Handed		X	Put a Spent Token on a Random Person
Delay				X	Put a Spent Token on a Random Person
Hand Caught			X	Acrobat =1
Approaching Guard		X	Tech =1
Raise Suspicions       		C	Confidence =1
Extra Security			C	Acrobat =1
Being Followed			C	Info =1
Technical Difficulties		C	Tech =1
Extra Precaution       		C	Sleight =1
Not in the Plans		C	Engineering =1



FAQ

Q> I must be missing something in the rules. It is possible to have 15 
security obstacles to overcome, but you can't have that many cards in your hand. 
A> Each crewmember can also overcome 1 obstacle!!! (remember to place a spent 
token on them) so 12 (11 Max plus 1 draw) cards in hand + 9-11 crew should be 
enough to pull off any job.












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