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Pay attention to the guard and his destination, make sure you are not on his path which is shown on the floor map. If multiple players are on the same floor as you the guard is going to move in between each players turn. If you are on the first floor and playing with 3 other players and the guard moves 2 tiles after every player you want to be at least 6 tiles away from the guard or get on the next floor as soon as possible to reduce the number of times the guard will move in between player turns.  
== General ==
The only way to lose is to run out of stealth tokens, so they are extremely important. You want in most turns to take the minimum number of risks to keep those stealth.  


If a guard is going to find another player try to trigger an alarm that moves the guard away from the player or move to another floor if possible. Spreading players out on different floors slows the guard down.
Triggering an alarm is generally good, because you can control where the guard is going.  


Use the patrol deck to know which tiles the guard has already visited if you need somewhere to "hide".
When there are multiple players on one floor, you want to be extra safe in a tile where the guard will rarely move so as to not take the risk to lose 2 or 3 stealth until your next turn.  


Add hack tokens to computer tiles when you discover them because most likely you will be unable to go back and add them later when the guard has increased movement.
Spreading players on different floors is extremely good since that makes the guard move less between each of your turns.  


Once you locate the safe, make sure all the tiles in the same row and column as the safe are revealed because you cannot crack a safe without those tiles. For example if the safe is in tile B2, then B1, B3, B4, A2, C2, and D2 all need to be revealed in order to be able to crack the safe. You do not need to reveal every tile on a floor if you have located the safe, the tiles needed to crack the safe, and stairs. You may want to reveal tiles if you are looking for computer rooms or another useful room tile.  
By putting your mouse in the patrol deck (top right), you can see which tiles the guard has already visited if you need somewhere to "hide".  


Crack safes from the first floor up because every time a safe is cracked it adds +1 movement to the guard on that floor and every floor below it.
== Peek or Move ==
Usually, there are two situations:


Playing as the same character multiple times is a good way to learn the character and understand the ability.
Either '''you are safe''', you have no risk to lose a stealth this turn, and few or no risk to lose a stealth next turn. On that case, you usually want to peek at tiles, add hacks in computer, add dices and roll on safe. You could decide to move to unknown tiles during your first two actions.
 
Or either '''you aren't safe''', again two situations: either you have an high chance to lose a stealth, on that case your main goal is usually to find a way to be safe, that can be by drawing an event, moving to unknown tiles even in your third or forth action if you aren't safe, triggering an alarm and going back to where you are, limiting the risk by ending your turn in a safe or mostly safe tile... Or either you have a moderate chance to lose a stealth, and want to limit your risk while still doing something useful.
 
Floor 1 is pretty free (at least in 1 or 2 players) since the guard only moves 2 per turn. So taking even a small risk in that floor can be not optimal. It's so free that moving up to floor 2 peek two tiles and going back to floor 1 can often be a good idea.
 
But Floor 3 can become a problem really fast. So taking a risk to move to unknown tiles can be a much better idea.
 
If there is big problem on any floor (e.g., deadbolt in the center, fingerprint near floor entrance), put full priority on trying to resolve it.
 
If you have more stealth than your teammates you should take more risks. If you have less stealth, you should take fewer risks.
 
== Triggering Alarms ==
Triggering alarms isn't always bad. You can trigger an alarm to lead the guard away from his destination. If you can trigger an alarm three tiles away from his destination, that will increase his movement. However, remember that his patrolling destination (patrol card) will change once he reaches the alarm.
 
You can create multiple alarms to be able to decide all or most of it's path during a turn. This makes The Juicer one of the most powerful characters in the game. You can set multiple alarms ''and'' potentially decide what order they are visited, then move away. Lead the guard on a wild goose chase!
 
== Cracking the Safe ==
You usually want to add dice 3 times to a safe. With Peterman and/or Stethoscope, add only 2. Adding more than that gives more control to when you want to crack the safe (or minimize extreme cases). Adding 5 or 6 is useless outside of wasting moves/preparing for later.
 
If all the tiles in the safe's row and column are not revealed, you cannot roll a safe die.
 
When you crack a safe, the movement of the guard on the current and all floors below increases by one. So crack safes in order, if possible.

Latest revision as of 14:47, 23 October 2025

General

The only way to lose is to run out of stealth tokens, so they are extremely important. You want in most turns to take the minimum number of risks to keep those stealth.

Triggering an alarm is generally good, because you can control where the guard is going.

When there are multiple players on one floor, you want to be extra safe in a tile where the guard will rarely move so as to not take the risk to lose 2 or 3 stealth until your next turn.

Spreading players on different floors is extremely good since that makes the guard move less between each of your turns.

By putting your mouse in the patrol deck (top right), you can see which tiles the guard has already visited if you need somewhere to "hide".

Peek or Move

Usually, there are two situations:

Either you are safe, you have no risk to lose a stealth this turn, and few or no risk to lose a stealth next turn. On that case, you usually want to peek at tiles, add hacks in computer, add dices and roll on safe. You could decide to move to unknown tiles during your first two actions.

Or either you aren't safe, again two situations: either you have an high chance to lose a stealth, on that case your main goal is usually to find a way to be safe, that can be by drawing an event, moving to unknown tiles even in your third or forth action if you aren't safe, triggering an alarm and going back to where you are, limiting the risk by ending your turn in a safe or mostly safe tile... Or either you have a moderate chance to lose a stealth, and want to limit your risk while still doing something useful.

Floor 1 is pretty free (at least in 1 or 2 players) since the guard only moves 2 per turn. So taking even a small risk in that floor can be not optimal. It's so free that moving up to floor 2 peek two tiles and going back to floor 1 can often be a good idea.

But Floor 3 can become a problem really fast. So taking a risk to move to unknown tiles can be a much better idea.

If there is big problem on any floor (e.g., deadbolt in the center, fingerprint near floor entrance), put full priority on trying to resolve it.

If you have more stealth than your teammates you should take more risks. If you have less stealth, you should take fewer risks.

Triggering Alarms

Triggering alarms isn't always bad. You can trigger an alarm to lead the guard away from his destination. If you can trigger an alarm three tiles away from his destination, that will increase his movement. However, remember that his patrolling destination (patrol card) will change once he reaches the alarm.

You can create multiple alarms to be able to decide all or most of it's path during a turn. This makes The Juicer one of the most powerful characters in the game. You can set multiple alarms and potentially decide what order they are visited, then move away. Lead the guard on a wild goose chase!

Cracking the Safe

You usually want to add dice 3 times to a safe. With Peterman and/or Stethoscope, add only 2. Adding more than that gives more control to when you want to crack the safe (or minimize extreme cases). Adding 5 or 6 is useless outside of wasting moves/preparing for later.

If all the tiles in the safe's row and column are not revealed, you cannot roll a safe die.

When you crack a safe, the movement of the guard on the current and all floors below increases by one. So crack safes in order, if possible.