Crack the vault before the alarms bring the cops. First to $50,000 in gems wins.
You waiting
$0/ $50,000
Hearts (dice: 0)
Clubs in hand
Vault (diamonds won)
Computerwaiting
$0/ $50,000
Hearts (dice: 0)
Clubs in hand
Vault (diamonds won)
The Vault Floor
Bank (0 left)
Alarm row (0/4)
Unclaimed safety deposit boxes β click one to target it
Log
Game Over
Bank Robbery β How to Play
You're a crew of robbers who just cracked the vault of a local bank. Rows of locked safety
deposit boxes sit in front of you. Shake them open before four alarms trip and the police
haul everyone to jail. First to $50,000 in jewels wins. Play solo against the
computer, or head-to-head with a friend online.
Setup
Two decks are shuffled together to form the Bank (the draw pile) β a bigger vault for a
longer heist. Five cards are dealt to each of you and resolved right away: spades are
discarded (no alarms at the start), diamonds go onto the floor as available boxes, hearts
are placed in front of you for grit, and clubs are kept in hand.
On Your Turn, Do ONE of the Following
Draw a box from the Bank and resolve it by suit (see below).
Attempt to crack an unclaimed box already on the floor, if you have at least one heart.
Disarm an alarm using a club in your hand.
The Suits
β¦ Diamonds β precious jewels. The rank is the value in
thousands ($1,000β$10,000; face cards count as 10). Drawn diamonds go onto the shared floor;
you can try to crack one immediately or leave it for later.
β₯ Hearts β your grit. Each one you collect (up to six) gives you
one die when attempting to break into a box.
β Spades β alarms. They line up above the Bank. If a fourth
alarm ever goes up, sirens sound, everyone's arrested, and the game ends immediately.
β£ Clubs β safety cards. Play one onto an exposed alarm to remove
it, but it must outrank that alarm card (aces are high, and only the ace of clubs can clear
an ace of spades). Otherwise, keep it in hand for later.
Breaking a Lock
Roll one die per heart you've collected. Any 1s or 6s are set aside and can't be
rerolled; everything else can be rerolled as many times as you like. Land three 6s
and you crack the box β add its value to your total. Land three 1s first and you're
hauled off to jail.
1. Roll (5 hearts = 5 dice)
6
1
4
6
3
β
2. Lock 1s & 6s, reroll the rest
6
1
6
4β2
3β6
β
3. Locked total: three 6s
6
6
6
1
π Box cracked
Lock three 1s instead
1
1
1
6
β Straight to jail
Stop before either happens
6
1
4
3
Box stays on the floor
Jail
Going to jail costs you all your hearts and clubs (your diamonds are safe). Each turn
while locked up, roll one die: a 6 springs you free next turn; a 5 lets you
rat out the other player, who can try to bribe you with their clubs to avoid a swap.
Roll to escape (1 die)
?
β
Roll a 6
6
π Free next turn
Roll a 5
5
π£ May rat someone out
Roll 1β4
3
Stay put
Winning
First to collect $50,000 in jewels wins on the spot β that's the only way to win. If
the Bank runs out of boxes (each player gets one last turn first) or all players end up in
jail, the heist just ends with no winner declared, whatever anyone's banked.
Online play needs both of you connected to the internet at the same time, and loads a small connection library from the web β it won't work fully offline.