Burgle Bros Ruleset

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Burgle Bros, is a cooperative game for 1-4 players.

Players are members of


the Burgle Bros., an elite crew that can pull off impossible heists. Your
mission is to get in and out with- out getting caught.

There are many types of alarms and patrolling Guards to avoid. If anyone gets
caught, it's all over. Find the Safes, crack them, and get to the roof to escape!

Setup: The Bank Job (3 Floors)


In this job, you are hitting a high-end bank. There are safes with priceless loot
you are going to procure. Shuffle the Tools, Loot, and Events decks
individually; put piles off to the side face down.

Now, construct the bank building (three floors). Each floor contains 1 safe and
1 stairway: Find the 3 Safe tiles and 3 Stairway tiles and set them aside.
Shuffle the remaining 42 Floor tiles and create 3 decks of 14 tiles each, one
for each floor.

Place 1 Safe tile and 1 Stair tile into each of those decks, then shuffle and deal
each deck face down into a 4x4 grid to represent a floor of the bank. Place 8
wall pieces between tiles on each floor, as indicated in the diagram "The Bank
Job".

Separate and shuffle 48 Patrol cards into three piles of 16, based on their
indicated floor. Place one pile near each floor - these are the Patrol decks. Put
a Guard piece and a red Guard die next to each Patrol deck. The Guards start
with the following numbers showing on their dice: 2 on the 1st floor, 3 on the
2nd floor, 4 on the 3rd floor.

To win, open all 3 safes and escape with the loot through the stairs on the
third floor to the roof without getting caught.
Game Play
Each player gets a random Character card. They choose one side of the card
to use this game. (Sides labeled 'Advanced' are not recommended for
beginners). Each player then takes his/her corresponding Character piece and
3 Stealth tokens. Reveal the top card on the first floor Patrol deck. Place the
Guard piece on the tile indicated by the Patrol Card Grid.

Then, you and your accomplices choose any tile spot on the first floor your
team will enter through. Reveal that card and mark it as the entrance with a
Downstairs token.

Each player will start in the entrance, but not until your first turn begins. Before
you begin play, reveal the next Patrol card and place the Guard die (red) on the
highlighted tile. The Guard will now move toward that space; once the Guard
reach- es his destination, draw a new Patrol card to determine his next
destination.

On your first turn of the game, place your meeple on the entrance. Starting on
the entrance does not trigger any effects of the card, such as setting off an
Alarm.

Note: The Guard will move after each players turn!

Tip: Get people on the second floor pronto to slow him down!

Game Turn
On Your Turn:
1. Take up to 4 actions listed below, in any combination. You may take
the same action more than once:
a. Reveal an adjacent tile (Peek).
b. Move to an adjacent tile. If that tile is face down, reveal it.

When On A Computer Room Tile:


c. Add a Hack token to this tile.

When On A Safe Tile:


d. Add a die to this Safe tile (costs 2 actions).
e. Attempt to crack the safe by rolling the dice on this tile.
2. If you only used 2 actions or fewer, draw an Event card.
3. Move the Guard on your current floor.

Peeking
This action allows you to reveal an adjacent tile without entering it. You may
not peek diagonally or through walls. When on a Stairs tile, you may peek at
the corresponding tile on the next floor up.

Note: You must verbally declare whether you are Peeking or Moving BEFORE
revealing a tile.

Moving
Both Players and Guards can move between rooms on a floor, but may not
move through walls or diagonally. Attempting to move onto a tile costs 1
action. When you try to move onto a tile, reveal it and fol- low the text, if
applicable.

For example, a Laser tile requires 2 actions to enter without triggering an


alarm; should you only spend 1 action to enter, an Alarm will go off. If you
cannot or do not want to meet the requirements of the tile, one of two things
will happen:

If the tile has the Stop icon, you may not enter the tile. Your meeple stays on
the tile you came from. This does not count as re-entering the original tile.

If the tile has an Alarm icon, an Alarm is triggered on that tile (see "Alarms"
below).

Stairs and Ducts take 1 action to move through. Stairs connect to the next
floor or the roof (from the top floor). You can move between floors, but you
may not escape to the roof until you have cleaned out (cracked) all of the
safes.
When you move into a room that a Guard is currently in, you immediately lose
1 Stealth.

Note: When a game effect states "does not count as entering" this means the
tile text for entering does not apply (Alarms/Blocking). But player will still lose
Stealth if they enter a tile with a Guard.

Tip: It is safer to peek, but also slower. Sometimes you may have to risk it and
run!
Move Guard
Only the Guard on your current floor will move - because in the movies, time
only passes when the camera is on you! The number on the Guard die
indicates the Guard's speed (tiles moved).
When it is time to move a Guard, add the number of Alarms currently going off
on the floor to the number on the Guards die (do not turn the die), and then
move the Guard that many times along the shortest possible path toward his
destination (the die).

Like players, the Guard cannot move through walls; however the Guard ignores
all special rules on the tiles he enters, even if they're face up (he has a security
badge to bypass everything).

When the Guard reaches his destination, reveal the next Patrol card and place
the the Guard die on the newly indicated location. If the Guard has not used up
all of his movement, continue to move him toward this new destination.

Remember, the Guard will always take the shortest possible path to the
destination. If there are multiple shortest paths, the Guard will choose the path
that follows the most clock- wise route (starting at left path from Guard's
point of view).

When the Guard moves into the room your piece is in, you immediately lose 1
Stealth.

Tip: Sometimes moving into the Guard is the best choice if you are likely to
get hit by him anyway. Remember: Alarms will not go off on a tile the Guard is
on.
New Floor
The Guard's location is not revealed until a player enters a new floor. When
you enter a floor, reveal the top card of the patrol deck. Place the Guard piece
on the indicated tile. Reveal the next card to determine his destination, and
place his movement die in that location.

Speed Up
When a Guard needs a new destination but has run out of Patrol cards,
reshuffle his discard pile to form a new deck and change his die to one
number higher (max 6).

You can look at the discard pile for a Guard, but not face- down cards. Use this
information to deduce where he is likely to go next.

Alarms
When an Alarm is triggered, place both an Alarm token and the Guards
movement die on the Tile where the Alarm went off. When the Guard enters
the tile with an Alarm, it is turned off and the token is removed.

Removing an Alarm token does not affect the current movement speed of the
Guard; it is set at the start of his movement. If a second Alarm is triggered
before the first is turned off, the Guard will go toward the closest one (players
choose if tied), then proceed to the next closest one. Once all Alarms on the
floor are turned off (no alarm tokens), draw a new Patrol card.

Note: If you enter a tile with a Guard (losing a Stealth), the Alarm will not be
triggered.
Tip: Don't be too afraid of Alarms -just get out of the way!

Hacking
Use one action to put a Hack token from the supply onto a Computer Room
tile that you are on. A Hack token allows you to prevent an Alarm from going
off. When an alarm would be triggered on any floor, discard a token from the
computer room tile that matches the alarm.

Note: A Computer Room can only store up to 6 Hack tokens.

Tip: Building up a couple tokens on any Computer Room is good for preparing


for more difficult floors.

Cracking
When you are on a Safe tile, you may either spend 2 actions to permanently
add a die to the tile or spend 1 action to roll all the dice that have built up on
the tile. This does not consume the dice; they are returned to the tile (safe tiles
start with no dice on them). However, in order to crack the safe, you must
discover the combination by revealing all 6 tiles in the same row and column
as the safe.

The combination will be the numbers written on the bottom right corner of
each tile. After each roll, put a Cracked token on all tiles that match any of the
numbers you rolled. If there are multiples of the same number, place Cracked
tokens on each of them, even if that number was rolled once.

You don't need to reveal the entire combination to start rolling, but a tile does
not get a token unless it was revealed before that number was rolled.
Once all the tiles in the row and column of the safe have a Cracked token, the
safe is open.

When you crack a safe (put Cracked tokens on all 6 numbers of the
combination), the following happens:

1. Draw a Tool card from the Tool deck.


2. Draw a Loot card from the Loot deck.
3. A silent alarm is triggered, meaning that the Guard on your current
floor and any floor below the current one will have one additional
movement permanently (rotate the die up one).
E.g., cracking the 2nd floor safe adds 1 to the movement die of the
Guards on the first and second floor.

Tools
When you find a Tool, place it near your Character card until you want to use it.
Tools can be given or taken from another player on the same tile (with their
permission) as a free action. Tools do not cost an action to use, but you must
use them on your turn.

Loot
When you find Loot, take the card and place it near your Character card. Your
team must escape with all the Loot. If any Loot is left behind, you lose! Each
Loot has a penalty when holding it. Loot can be given or taken from another
player on the same tile (with their permission) as a free action.
End of the Game
If you have no Stealth tokens left, and either you enter a tile with a Guard on it
or the Guard enters your tile, then you are captured! Once captured, you give
up the names of your crew, and the team loses!

Once you have cracked all the safes, you have the loot and can leave through
the stairs on the top floor to the roof. Once you are on the roof, your game is
over - you don't take any more turns. Once all players have escaped to the roof
you win the game. Your mission is accomplished and you sneak away in your
helicopter.

Leaving through the stairs to the roof takes one action, just like moving
through any other stairs. On the turn you escape, no Guard moves since you
are not on a floor anymore.

IMPORTANT TIP!

It is essential to learn how to manipulate the Guards to win the game. If the
Guard is going to run into another player at the end of your turn, don't forget to
check to see if there is anything you can do to help:

 Move to another floor, so that the Guard on this floor doesn't move at the
end of your turn.
 Trigger an Alarm on this floor to redirect him.
 Idle 2 actions and draw an Event and hope for the best!

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