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Gamehelpburglebros: Difference between revisions
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Advanced ability: As an action, once per turn, you may look at the top card of the event deck. Then choose to place it on the top or bottom of the deck. | Advanced ability: As an action, once per turn, you may look at the top card of the event deck. Then choose to place it on the top or bottom of the deck. | ||
== Scenarios == | === Scenarios === | ||
The default scenario is the Bank Job, the beginner scenario is the Office Job, and the Fort Knox Job has a larger layout. | The default scenario is the Bank Job, the beginner scenario is the Office Job, and the Fort Knox Job has a larger layout. |
Revision as of 06:18, 21 August 2022
How To Play
Burgle Bros is a cooperative rogue-like puzzle game with tile exploration and problem solving.
Objective
Open all safes and then escape with the loot through the Stairs on the top floor. All members of the heist team need to make it to the roof to win so avoid losing stealth tokens.
On Your Turn
Take up to 4 actions then the guard will move on your current floor. If you take 2 or fewer actions on your turn an event will be triggered. You can perform the actions in any order and you can do the same action multiple times in a turn if possible.
Actions
Peek : reveal adjacent room tile
Move : move to an adjacent room tile (does not need to be revealed to move on to it and will become revealed)
Tile specific action : Hack a computer, add a die to a Safe (uses 2 actions), roll dice on Safe tile
Character specific action
Using a tool card is a free action
How to crack a safe
Once you have located a safe tile, you need to make sure all the tiles that are in the same row and column as the safe tile are revealed. For example if the safe tile is in A1 then all the tiles in the A column and all the tiles in row 1 need to be revealed so A2, A3, A4, B1, C1, and D1. During your turn you may add die to a safe for 2 actions. The maximum amount of dice allowed to be added to a safe tile is 6. Then once all the tiles are revealed in the row and column of the safe you can roll the die or dice that are on the safe tile to attempt to "crack" the safe. The combination of the safe is the small numbers on the lower right corner of the tiles that are in the same row and column as the safe. For example if the numbers on the lower right corner of the room tiles are 1, 3, 1, 4, 6, and 3 you will need to roll the dice until you roll a 1, 3, 4, and 6. You do not need to roll a 3 multiple times to unlock all the tiles with 3 on them. Small green circle tokens will appear on room tiles that you roll the matching number. Once all the required numbers have been rolled the safe will open and give you a tool and a loot card.
Characters
All characters have a basic ability and an advanced ability, depending on the table settings you may get to chose which ability your character will have for the game.
The Acrobat
Basic ability: You may move into a tile with a guard as a free action and will not lose a stealth token if you leave the tile before the guard moves (meaning you leave the tile with the guard before ending your turn in order to not lose stealth).
Advanced ability: If you are on a perimeter tile you may spend 3 actions to move up or down one floor to the corresponding tile, doing so immediately ends your turn. You can do one action before using the character action to utilize all four actions.
The Hacker
Basic ability: You do not trigger fingerprint, laser, or motion tiles and other players will not trigger those tiles if you are there. The ability is not optional. If you end on a thermo tile you will trigger an alarm and if you have an item you will trigger a detector tile so be aware this ability is specific to fingerprint, laser, and motion tiles only.
Advanced ability: You can add a hack token to yourself as an action. You can only store up to one hack token on yourself that you or any player may use when needed. This token can be used to hack fingerprint, laser, or motion tiles if a computer room does not have hack tokens available. If you hack yourself, then enter a tile that requires a hack token and use your hack token, you can hack yourself again if you have available actions.
The Hawk
Basic ability: As a free action, once per turn, you can peek through an adjacent wall to reveal a tile.
Advanced ability: As a free action, once per turn, you may peek at a tile up to two spaces away. You cannot skip over unrevealed tiles and you cannot see through walls but you can use the ability to peek around corners and peek up stairs.
The Juicer
Basic ability: As a free action, you may create an alarm in an adjacent tile, but not through walls.
Advanced ability: As a free action, once per turn, you may pick up an active alarm on your tile and draw a new patrol card, or discard one of your alarm tokens to trigger an alarm.
The Peterman
Basic ability: Roll 1 additional dice when rolling for the safe or keypad.
The Raven
Basic ability: As a free action, you may place the crow up to two tiles away from your character, but not through walls. The guard loses one movement when entering a tile with the crow. The crow remains in that location until you move it again.
Advanced ability: As a free action, you may place the crow on your current tile. If the guard starts his movement on the same tile as the crow and there are no alarms, he loses all movement and the crow is returned to you.
The Rigger
Basic ability: You start with the dynamite tool. When any player finds a tool, they may draw two tools, keep one, and discard the other.
Advanced ability: You can lose one stealth to draw a tool. When any player finds a tool, they may draw two tools, keep one, and discard the other.
The Rook
Basic ability: As an action, once per turn, you may move another player one tile. Ignore move costs but follow other normal movement rules.
Advanced ability: You may spend your first action swapping places with any player. This does not count as entering the tile for both of you.
The Spotter
Basic ability: As an action, once per turn, you may look at the top card of the patrol deck for your floor. Then choose to place it on the top or bottom of the deck.
Advanced ability: As an action, once per turn, you may look at the top card of the event deck. Then choose to place it on the top or bottom of the deck.
Scenarios
The default scenario is the Bank Job, the beginner scenario is the Office Job, and the Fort Knox Job has a larger layout.
The Bank Job
The building is 3 floors arranged in a grid of 4x4 room tiles so 16 tiles per floor. There will be 1 safe and stairs per each floor. All the tiles listed in tile distribution will be in the building.
The Office Job
This job is good for beginners. The building is 2 floors and has 16 tiles per floor. There will be 1 safe and stairs per floor so a total of 2 safes and 2 stairs in the building. The tile distribution is different for the Office Job. There will be 3 camera tiles, 2 fingerprint tiles, 2 laser tiles, 2 motion tiles, 2 thermo tiles, 2 deadbolt tiles, 2 keypad tiles, 2 foyer tiles, 2 secret door tiles, 2 service duct tiles, 1 laboratory tile, 1 lavatory tile, 2 walkway tiles, and 3 computer tiles.
The Fort Knox Job
In this job the building is 2 floors and has a 5x5 layout. There will be 24 tiles and an empty space (grey square surrounded by walls - consider it a support beam) on each floor. One of the floors will have two sets of stairs and 2 safes which you will have to figure out.
Room Tiles
Atrium - You may peek up or down a floor at the adjacent tile and you can also be seen from guards above and below this tile. If a guard on another floor moves directly above or below this tile while you are in it you will lose a stealth token.
Camera - If a guard is on any alarm when a player enters this tile, an alarm is triggered on it.
Computer - You must be in a computer room to take the hack action. Tokens on a computer room can be used to cancel an alarm of the matching type. There are 3 types of computers: fingerprint, laser and motion.
Deadbolt - You must spend 3 actions to enter this tile if it has no other players or guards on it. If you attempt to enter this tile when it is unrevealed, the action is wasted.
Detector - If you move into this tile while holding a loot or tool, an alarm is triggered on it.
Fingerprint - When you enter this tile, an alarm is triggered on it.
Foyer - You can be seen by a guard in this tile if the guard is in a tile adjacent to it.
Keypad - When you attempt to move into this tile while it is locked, roll a number of dices equal to the number of attempts you made on this turn (include this one). If any of them is a 6, this tile is unlocked and you enter it, otherwise the action is wasted.
Laboratory - The first player who enter this tile draws a tool.
Lavatory - When revealed 3 stealth tokens are placed on this tile. If the guard enters this tile when you are in it, a stealth token on the tile will be removed instead of from your own. If more than one person is on the lavatory tile when the guard enters then that many stealth tokens will be removed from the tile. Once the stealth tokens are used up from the tile then you will lose stealth tokens as normal.
Laser - When you enter this tile, you must spend 2 actions or an alarm is triggered on it.
Motion - If a player enters this tile without ending their turn on it, an alarm is triggered on it.
Safe - You must be in a safe to add a dice into it or crack that safe. Safes start with no dice and can have at most 6 dices.
Secret door - You may enter this tile through walls.
Service duct - If both service ducts are discovered, you can move from one to another, even if they are on different floors.
Stairs - A downstairs token is put onto the corresponding tile on the upper floor, unless it is the highest floor. You may move and peek from the stairs to its corresponding downstairs tile, and you can move from that tile to the stairs. The stairs on the highest floor is used to escape to the roof after all loots are discovered.
Thermo - If you end your turn on this tile, an alarm is triggered on it.
Walkway - If you enter this tile while it is unrevealed, you fall onto the corresponding tile on the floor below it, unless it is the lowest floor. Falling does not count as entering.
Tile Distribution
The Bank Job and The Fort Knox Job will have the tile distribution below. See The Office Job for the tile distribution.
1 - Lavatory
2 - Atrium, Foyer, Secret Door, Service Duct, Laboratory
3 - Computer, Deadbolt, Detector, Fingerprint, Keypad, Laser, Motion, Safe, Stairs, Thermo, Walkway
4 - Camera
Events
Brown out - Alarm tokens on all floors are removed. A new patrol card will be drawn for each alarm removed this way.
Buddy system - Choose a character and move their meeple onto your current tile.
Change of plans - If there are no active alarms on your floor, the guard on your floor gets a new patrol card.
Crash! - If there are no active alarms on your floor, then the guard's new destination will be the current tile you are on.
Daydreaming - The guard on your floor has one less movement this turn.
Dead drop - Current player passes all tools and loot to the player on their right.
Espresso - The guard on your floor has one additional movement this turn.
Freight elevator - Fall up one floor. This may cause you to escape to the roof if you are on the highest floor and all loot are held by players.
Go with your gut - If you are adjacent to an unrevealed tile, move on to it now, your choice if there is more than one unrevealed tile.
Gymnastics - Walkway tiles act as stairs for 1 round.
Heads up! - The next player gains an additional action on their turn.
Jump the gun - Skip the next player's turn (including the guard movement).
Jury-rig - Gain a tool.
Keycode change - Any open keypad tiles are now locked again, roll a 6 to enter and reopen.
Lampshade - Gain a stealth token.
Lost grip - Fall down one floor.
Peekhole - You make peek at one adjacent tile, even through a wall or up/down floors (you may choose to ignore this event).
Reboot - All revealed computer rooms will now contain one exactly one hack token.
Shift change - Guard does not move on your floor, instead revealed guards on other floors move this turn.
Shoplifting - Alarms are triggered on all laboratory tiles that have had tools taken from them.
Squeak - The guard on your floor moves one tile towards the nearest character.
Switch signs - The guard on your floor and his destination swap positions.
Time lock - Players cannot move up or down through stairs for one round.
Throw voice - Move the guard destination into an adjacent tile from its current location (following normal movement rules).
Video loop - All camera tiles are disabled for one round.
Where is he? - Guard on your floor jumps to his current destination.