A GM-less game for 3-4 players. You play as a crew of seasoned criminals at the apex of their greatest heist yet. You have what you came for, the getaway vehicle is in place, and the only thing left to do is haul ass.
Each player answers the following questions to define their character, choosing from the lists provided if desired. Try not to overlap your roles, and make sure you agree with one another about your connection.
What is your primary role?
hacker, thief, driver, muscle, recon, infiltrator, face, mastermind
What is your connection to the player on your right?
best friend, rival, lover, ex, sibling, child, parent, mentor, mentee
Choose a name, nickname, or codename
As a group, take turns answering a question about the heist that you’re on the brink of pulling off. Choose a question to answer. Use the suggested options as inspiration, but feel free to pick something entirely different from the provided examples. Either way, add some details of your own. Once all of the questions have been answered, move on to “Betrayal”.
Where does the heist take place?
high-security bank, underground lab, military compound, unassuming warehouse, extravagant casino, top-floor penthouse
What is the prize that you stole?
a dangerous weapon, an advanced technological device, a one-of-a-kind work of art, evidence of a scandal or conspiracy, a secret chemical formula, cold hard cash
Who did you steal the prize from?
a powerful corporation, a government organization, a ruthless crime lord, a reclusive billionaire, a royal family, a clandestine cult
What final space do you need to traverse to reach the getaway vehicle?
an empty auditorium, a dimly-lit service corridor, a swaying catwalk, a quiet parking garage, a 40-story elevator ride, a moonlit field
You’re so close to a flawless escape… But there’s one problem. At this exact moment, the fraying threads of trust between your crew have finally snapped. You couldn’t say what triggers it, but it happens in an instant. A flash of steel, a chorus of clicks, and now all of you stand with arms outstretched and chambers loaded, wondering where best to aim your suspicions.
After a tense moment of held breath and perfect silence, a blaring alarm crashes against your ears and your window for escape begins to narrow. You don’t have time for a standoff. You’d better sort this out fast.
On your turn, point your gun at another character (keep track of this throughout the game). Pose one of the following questions to them: