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Gamehelpburglebroscasinocapers

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Overview

Burgle Bros 2: The Casino Capers is a cooperative heist game. Your crew sneaks into a two-floor casino in broad daylight: explore the floors, find help on the inside, crack the Safe, and get out, all without getting caught by the casino's bouncers.

You win if you crack the Safe and complete the heist finale.

You lose if any character reaches 6 heat. You mostly get heat from the bouncers and from some of the nastier rooms. Some finales add extra ways to lose.

Each floor is a 4×4 grid of face-down room tiles with walls between some of them. The grid is labelled A–D (columns) and 1–4 (rows), and the game log uses those coordinates ("moves to B3").

Getting In

Two corner tiles of the first floor are marked with entrance tokens. Each character's first move is into one of them, which reveals that tile and resolves anything on it. This first move is free; the character then takes a normal turn of 4 actions.

On Your Turn

Take up to 4 actions, in any order. You can repeat an action and you can end your turn early.

  • Move: move to an adjacent tile (not diagonally, not through a wall). If there is a chip on it, resolve the chip first, revealing it if it is face down. Then reveal the tile if you are still on it, and resolve its When You Enter effect.
  • Peek: reveal an adjacent tile (not through a wall) and any chip on it, without going there.
  • Use Tile Ability: use the While Here action of the tile you are on (for example the Monorail, the Escalator or the Safe).
  • Prepare Gear: once per turn, prep one of your gear cards so it is ready to use.

Heat: if you enter a tile with a bouncer, or a bouncer enters your tile, you gain 2 heat. Your heat is shown on your player panel.

Jumping: some effects make you jump to a specific tile. You ignore walls and tiles in between, but you still resolve chips, reveal the tile and resolve its When You Enter effect, unless told otherwise. Tiles on different floors are never adjacent.

The Bouncers

There is one bouncer on each floor. After a character ends their turn, the bouncer on that character's floor takes his turn: he moves 3 spaces toward his destination (the marker on the board) along the shortest path. When two paths are equally short, he takes the one that moves him clockwise. The mini-map beside the board shows each bouncer's planned route.

  • When a bouncer reaches his destination, he draws the next card from his floor's patrol deck to get a new destination, and keeps moving if he has movement left.
  • A bouncer that enters a tile with characters gives each of them 2 heat, but does not stop there unless he is out of movement.
  • Bouncers ignore chips and don't reveal tiles. Only the Surveillance and Crow's Nest tiles react to a bouncer entering.
  • Distracted patrol cards let the current player choose any even-numbered tile on that floor as the new destination.

Commotions: some tiles and chips make a commotion. The bouncer on that floor gets the commotion's tile as his new destination and immediately moves 1 space toward it (this does not count toward his 3 moves). A commotion on the bouncer's own tile is ignored.

Hunting: when a bouncer needs a new destination but his patrol deck is empty, he starts hunting: each turn he moves toward the nearest character and stops as soon as he enters a tile with a character. If several characters are equally close, the current player chooses. A commotion or a gear effect can give him a destination again for a while.

Gear

Each character starts with their own gear cards, which must be prepped (once per turn, 1 action) before they can be used. Using prepped gear is free and can be done at any time: on your turn, on another player's turn, or between the steps of a bouncer's turn. Hover a gear card to read what it does.

  • A gear card can be used as many times as shown on it; counting cubes track the uses. When it runs out, it flips over.
  • The flipped side has a new ability that you can use once, on your own turn, for 1 action. The card is then removed from the game.
  • When an effect says "the current player", it means the player whose turn it is (during a bouncer's turn, the player who just played).

Reacting with gear on BGA: between bouncer steps and at a few other key moments, the game can pause and give players with prepped gear a short window to use it or pass. The game preference Pause the game so I can react with gear controls this: Always, Only in real-time games (default) or Never. In multiplayer games, a player with prepped gear also gets a Signal: I want to use gear button on other players' turns.

Chips

There are 6 kinds of chips. In standard play they start face down and are revealed when someone enters or peeks at their tile. Hover a chip to read its text.

Chip Effect (standard play)
Mole While on its tile, spend 2 actions to discard it and put a safe die on the Owner's Office (or on this tile until the Owner's Office is revealed). Safe dice are how you crack the Safe.
Crowd When a bouncer enters this tile, the characters there don't gain heat. Then the chip is discarded.
Drunk Don't reveal the tile under it. On the first floor you slide to the next tile in the same direction, even through walls; on the second floor you fall to the first-floor tile in the same row and column.
Saleswoman While on her tile, you can't use the Move action. She lets you go when another player enters the tile or an event or gear moves you.
Prima Donna Jump to her tile, then discard her.
Undercover The bouncer on this floor jumps to this tile, then the chip is discarded.

Chips in Casing the Joint

With the Casing the Joint option, each floor gets a fixed set of chips (first floor: 4 Moles, 1 Saleswoman, 2 Drunks, 1 Undercover; second floor: 1 Crowd, 1 Saleswoman, 2 Drunks, 3 Prima Donnas, 1 Undercover). They are placed on the tiles shown by the patrol cards as usual, but face up. Chip effects happen before tile effects.

The blue chips (Mole and Crowd) work as in standard play and are discarded once used. The red and yellow chips have new effects and stay on the board:

Chip Effect (Casing the Joint)
Saleswoman (red) You can't use the Move action while she is on your tile, unless another player is on the tile too. Gear, events and While Here effects can still move you. You can spend 3 actions to move a Saleswoman on your tile to the tile in the same row and column on the other floor (Relocate Saleswoman Chip).
Drunk (red) You can't use While Here effects on his tile, and he cancels every other non-Drunk chip on his tile (including Mole and Crowd). When you use the Move action, a Drunk on your tile follows you (only one, if there are several); he doesn't follow jumps or moves caused by gear or events. Spend 1 action to move a Drunk on your tile to an adjacent tile (Move Drunk Chip).
Prima Donna (yellow) Moving or jumping into her tile on your turn costs you 1 action (unless you have no actions left).
Undercover (yellow) Moving or jumping into his tile gives you 2 heat, but only if the bouncer on that floor is in the same row or column as the chip at that moment.

Cracking the Safe

The Owner's Office is on the first floor and the Safe is on the second.

  • Get safe dice from Mole chips. They go to the Owner's Office.
  • On the Owner's Office, spend 1 action to move a safe die to the Safe (once the Safe is revealed).
  • On the Safe, spend 1 action to roll all the dice there. Each result that matches the number on a revealed tile in the Safe's row or column puts a crack token on all of those numbers. Then 1 die goes back to the Owner's Office.
  • When every tile in the Safe's row and column is revealed and all their numbers are cracked, the Safe is cracked and the heist finale begins.

Heist Finales

Once the Safe is cracked, the heist finale card is revealed. It gives the rest of the heist's special setup, rules, and win (and sometimes loss) conditions. Many finales ask you to exit through particular tiles: if you end your turn on one of them and meet the finale's conditions, you exit automatically. After a character exits, the bouncer on their floor skips his turn, and the character no longer takes turns but can still use prepped gear.

There are 10 finales, numbered in campaign order. Hover the finale card for its full text.

Rooms

  • Buffet: each time a player enters, add a counting cube. At 3 cubes, remove them and make a commotion there; the bouncer moves up to 3 spaces toward it instead of 1.
  • Cashier Cages: each time a player enters, add a counting cube (up to 5). To leave, roll a die: if you roll lower than the number of cubes, you stay (and the action is spent). Gear and chips can move you out without a roll.
  • Count Room: you can't Peek from here. Ending your turn here makes a commotion on this tile.
  • Crow's Nest: when the bouncer enters, each player on an adjacent tile, even through a wall, gains 1 heat.
  • Escalator: spend an action to jump to the tile on the other floor in the same row and column.
  • Lounge and Pool: draw an event card from that deck and do what it says if possible. Players can still use prepped gear before the event resolves.
  • Monorail: spend an action to jump to the other Monorail.
  • Owner's Office: when revealed, any safe dice elsewhere move here. Spend 1 action to move a die to the Safe.
  • Revolving Door: spend 2 actions to jump to a diagonal tile touching this tile's corner, ignoring walls.
  • Slots: entering makes a commotion here, unless another player on the same floor is in the same row or column.
  • Surveillance: each time the bouncer enters, add a counting cube. At 4 cubes, every player on that floor gains 2 heat and the cubes are removed. While here, spend 1 action to remove all the cubes.
  • Table Games: when you enter, roll 2 casino dice. A sum of 7 or 11 removes 1 heat; anything else makes a commotion here.

Table Options

  • Campaign Mode: On plays a specific heist from the campaign: choose the heist finale and the Suspicion Meter level from the Heist Log. Off is a standalone game that ends as soon as the Safe is cracked.
  • Heist Finale: one of the 10 finales, or Random.
  • Suspicion Meter: 1 (low) to 10 (high). It adds Distracted cards to the patrol decks or removes patrol cards from them, as the Heist Log prescribes. 6 is the normal difficulty and the starting level of a campaign.
  • Casing the Joint: each floor gets a fixed set of chips, placed face up, and the Pool and Lounge event decks are face up. The red and yellow chips work differently and stay on the board (see Chips in Casing the Joint above). Plays like a cooperative puzzle.
  • Dead Drops: players start without gear. Instead, each gets a Dead Drop card with 3 tasks. When any player completes one of your tasks, you draw 2 gear cards, keep 1 and it is prepped for free.
  • Alternate Gear: adds characters' alternate gear cards. When you prep either a standard card or its alternate, the other one is removed from the game. Auto (Campaign) adds a random selection, one card per heist already played in the campaign (so none for heist 1); outside Campaign Mode it behaves like Off.
  • Character Assignment: random, or each player chooses.

Playing Solo

The rules ask for at least 2 characters when playing alone, so solo tables use the Solo Multi-Characters option: control 2, 3 or 4 characters. Each character takes their own turn, with a bouncer turn after each one, as if they were different players. Count the characters, not the players, for rules that depend on the number of players. At the end of the game, a Results by character table shows each character's statistics.

Using the Board

  • Only one floor is shown at a time. Click a floor's mini-map to switch floors.
  • The mini-maps show every character (hover a dot for its name) and each bouncer's route.
  • Hover a tile to see its text and everything on it: chips, tokens and figures.
  • The game log names the cause of each heat change, commotion and bouncer move.