
2015 · Skriv ut og spill
Burgle Bros.
Players take roles in a cooperative heist crew attempting to infiltrate a multi-floor, highly secured building, open three safes, and escape to a helicopter on the roof. The map is built from 4x4 tiles for each floor; players start on the ground floor and move between tiles and floors via stairs. Each character has limited stealth tokens; sharing a tile with a guard costs a token, and a player caught without any stealth tokens ends the game for the team. Players coordinate actions to avoid guards, pick locks, and manage movement across floors to unlock all safes and reach the roof before detection ends the mission.
- Spillere
- 1–4 best 3
- Spilletid
- 45–90 min
- Alder
- 12+
- Kompleksitet
- 2,3 / 5
Om spillet
- Design
- Illustrasjon
- Publisher
Utvidelser
Se dem i LudoyaBilder fra Ludoyas bord
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På Ludoyas bord
All statistikk i Ludoya- 768
- Registrerte spilløkter
- 451
- Spillere
- 57m 31s
- Gjennomsnittlig spilletid
- 143
- I samlinger
- 26
- På ønskelister
- 1
- Forhåndsbestilt
6,8/10
fra 83 anmeldelser på Ludoya
Vesper7,5 NeedsToBePlayed
Really innovative, cool and unique coop game! The robbers Ocean's Eleven-like theme it's very funny, the artwork and the mechaniques are so well implemented. And it's easy to learn! Fantastic!
Regelspørsmål
Besvart fra regelboka av Ludoyas regelassistent.
How many actions do I get on my turn? Can I take the same action multiple times?
You get up to 4 actions each turn, and you may take them in any order and repeat the same action multiple times (page 3–4).
Do I have to Peek before Moving into a tile, or can I just move into unrevealed tiles?
You may Move into an unrevealed tile (it is then revealed as part of your Move and you follow its text), but Peeking reveals an adjacent tile without entering or triggering its effects and is safer (page 4).
When do we draw an Event card?
After your actions, if you took 2 or fewer actions you must draw an Event card; note the Stamp Tool changes this requirement to drawing when you take 3 or fewer actions while you hold it (page 5, 10).
How do Alarms affect Guard movement—do they change speed or destination mid-move?
Each active Alarm adds +1 to that floor’s Guard movement, but the Guard’s movement speed is set when it starts to move so Alarms triggered or cleared during that movement don’t change that turn’s speed; Alarms also place the Guard die on the Alarm tile and the Guard moves toward the closest Alarm (page 5–6).
What do I have to do before I can Crack a Safe?
You must discover the combination by revealing all six tiles in the same row and column as the Safe (via Peek or Move), then Add dice to the Safe (2 actions per die) and roll them to place Cracked tokens when numbers match; if you don’t finish the combination return the dice (page 4–5).
Do I lose Stealth when I move into a Guard or when a Guard moves into me?
Both cause you to discard 1 Stealth token: moving into a tile with a Guard costs 1 Stealth, and if a Guard moves into your tile you must discard 1 Stealth; if you would have to discard but have none, you lose the game (page 4–6).
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