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Burgle Bros. Variant Rules
Ah, Burgle Bros.! The game that has us tapping into our inner heist mastermind. We all know how important it is to keep things fresh and exciting, so here are some cool variant rules you can try out to elevate your Burgle Bros. experience.
1. **The Silent Approach**: Looking for a more stealthy adventure? In this variant, you must complete the heist without triggering any alarms. It’s a risky move, but the reward is worth it. Remember, staying hidden and moving silently are key.
2. **Alarm Countdown**: Are you up for a challenge? Try this variant in which the alarm countdown advances every time you draw a new Event card. The pressure is on as you race against time to finish the heist before the alarm goes off.
3. **Expert Mode**: Take your skills to the next level with this variant. Each character starts with only one tool and one stealth tile. It’s a tough road ahead, but if you can master this, you’ll be a true Burgle Bros. pro.
4. **Character Abilities Swap**: In this variant, you can mix and match character abilities to create your dream team. Want the Hacker to have the Acrobat’s ability to move through walls? Go for it! Get creative and see what unique combinations you can come up with.
5. **Mastermind Mode**: Are you ready to test your leadership skills? In this variant, you control all the characters as the mastermind behind the heist. Can you coordinate their movements and actions effectively to pull off the ultimate score?
Remember, these are just a few ideas to get you started. Feel free to mix and match or come up with your own variants. The key is to have fun and keep the excitement alive in your Burgle Bros. games. Happy heisting!
Once you get the hang of playing the game, you can change the arrangement of walls to make it more challenging. Use 8 wall pieces per floor.
Put them between the tiles (not on the outside) to make sure all areas are accessible. Having long dead ends and choke points will make the floors tougher.
Less Players
For games with 1, 2, or 3 players, play like normal – with 3 Stealth dice and a character for each player. But when you shuffle the Patrol deck, including during setup, remove a certain number of cards and put them face down:
- 3 players: Remove 3 cards
- 2 players: Remove 6 cards
- 1 player: Remove 9 cards
You can’t look at these cards. When the Patrol deck runs out, add the removed cards back in, and then discard the same number of cards again after reshuffling the deck.
Note: Some events and characters require working together and cannot be played alone.
Welcome to the Game: The Office Job (2-4 Players, 2 Floors)
Hey, welcome to the game! We’re starting off with a mission to train the team. Our objective is to steal plans from a high-tech office building. We’ll need to build a two-floor building, following the same rules as before. But this time, we’ll only include the tiles that have a white circle around the number in the bottom right corner.
(28 tiles + 2 Safes + 2 Stairs). It’s like building a mini-mansion with walls. Imagine setting the Guard on the 1st floor to move 2 steps, and on the 2nd floor to move 3 steps. So let’s get started!
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Are You Ready for the Fort Knox Expert Game? Let’s Dive In! (2-4 Players, 2 Floors)
Get ready for an exciting twist with this unique layout featuring two 5×5 floors. Here’s how you set it up: begin by taking out 2 Safe and 2 Stairs tiles from the game. Then, give the remaining tiles a good shuffle. Now, divide them into two equal piles. Don’t forget to add a Safe and Stairs tile to each pile.
Now, shuffle each pile and lay them out face down in a 5×5 grid. Make sure that each floor has one empty spot. It’s important that the empty spot is in the same location on both floors. But the best part is that you get to choose where that empty spot is!
For added challenge, grab 12 walls for each floor. Place these walls strategically between the tiles (you can refer to the Advanced Wall Layouts section for guidance). The empty spot will act like an outer wall, creating an impassable barrier.
So, let’s talk about setting up the patrol decks. First, I’m going to divide the patrol cards into two piles. One pile is for the first floor, the cards with a white circle, and the other pile is for the second floor, the cards with a black circle. After that, I’ll shuffle each pile separately.
Now, when it’s time to reveal the Patrol cards, there’s something to keep in mind. If a card has a red triangle, that’s the indicated tile we need to pay attention to, instead of the highlighted square.
Alright, moving on. We need to set the Guard on the 1st floor with a movement of 3 and on the 2nd floor with a movement of 4. Remember, the Guard is the one we need to avoid!
To win this game, here’s what we have to do. We need to crack all 3 safes. Each safe has a combination of 7 or 8 numbers. Once we crack a safe, we’ll receive a cracked token. Now, here’s a cool trick – any cracked tokens on a tile that’s shared by two safes count toward both safes. That’s handy!
Now, the final step to victory. Once we’ve cracked all the safes, we have to escape to the roof from the second floor. But here’s the catch – we need to do it with the loot in hand. So, don’t forget to grab the loot!
Well, that’s everything you need to know to set up and win the game. Good luck, and let the heist begin!
A Small Problem: Losing Sight
In the heat of the moment, we can sometimes lose track of where the Guard is. It’s a little scary, believe me. That’s why we have these Lost Visual cards. They’re special cards that we shuffle into each Patrol deck.
When we draw a Lost Visual card during the game, the Guard loses the rest of their movement and disappears from the board. We’re not sure where they went, but don’t worry – they’ll show up again soon! On the next player’s turn when the Guard was supposed to move on that floor, we draw the next Patrol card and place the Guard there. Then we draw a second card to figure out where they’re going next. It’s kind of like a surprise game of hide and seek!
Places to Watch Out For
ATRIUM: This is a special room where you can peek up or down. Be careful, though, because Guards can see into this room from above or below, which can make you lose some Stealth.
CAMERA: Oh boy, these Camera tiles are tricky. Guards on a Camera tile can see all the other revealed Camera tiles on any floor. They’re like little spies! You won’t lose any Stealth, but those sneaky Guards can remotely trigger an Alarm on your tile by calling on their radio. Just be aware that Guards can also see through Cameras when they’re moving through them on their own turn.
COMPUTER ROOM: There are three Computer Rooms in total – one for Fingerprint, one for Laser, and one for Motion tiles. When you find a matching tile, you can spend an action to put a special token on it. These tokens come in handy later because they let us prevent Alarms from triggering. It’s important to collect as many tokens as we can to avoid trouble down the line.
DEADBOLT: If you’re not already on this tile, it takes three actions to enter. That’s a lot of effort! If you can’t spare the extra actions, you’ll have to stay where you are and figure out another way around.
FINGERPRINT: Watch out for these Fingerprint tiles. They’re a bit tricky and can set off an Alarm when you enter. Unless, of course, you have a Hack token from the Fingerprint Computer Room. Then you’re safe!
FOYER: Be careful in the Foyer. Guards can see into this room from adjacent tiles, but they can’t see through walls. If there’s a Guard nearby, you’ll lose some Stealth. And if the Guards actually come into your tile, well, you’ll lose even more Stealth. So make sure to stay hidden!
KEYPAD: When you come to a Keypad tile, you’ll need to guess the code to enter. Roll a die and hope you get a 6. If you do, you can enter freely because you figured out the code. But if you don’t roll a 6, you’ll have to stay where you are and try again next time. Each time you try after the first attempt, you’ll roll one more die. It can be a bit nerve-wracking, but don’t give up!
LABORATORY: The first player to enter the Laboratory gets to draw a special tool card. That’s a nice reward for being brave!
LASER: When you come across a Laser tile, it takes two actions to enter. If you can’t or don’t want to spend the extra action, an Alarm goes off. But if you have a Hack token from the Laser Computer Room, you’re in the clear!
LAVATORY: Ah, the Lavatory. This room has three stalls where you can hide. When you reveal this tile, you’ll find three Stealth tokens on it. You can use these tokens as Stealth while you’re on the tile, instead of using your own. They can really come in handy, but remember, you can’t take the tokens with you.
MOTION: It’s important to know that you can’t enter and leave a Motion tile in one turn. You have to stop and stay there for a bit. If you try to move without stopping, you’ll trigger an alarm. But if you have a Hack token from the Motion Computer Room, you can avoid the trouble.
SAFE: The Safes are what we’re after. To open them, you’ll need to crack the combination. Once open, you’ll get a Tool, a Loot, and the Guard will start moving faster on that floor and all the floors below it. So be ready for some action!
SCANNER: If you’re holding a Tool or Loot when you enter a Scanner tile, an Alarm goes off. So make sure to put away your goodies before stepping in!
SECRET DOOR: Now here’s a special tile. You can move into a Secret Door tile through walls that are next to it. It’s like magic! But remember, once you’re inside, you can’t peek or move back out through a wall. And the Guards won’t go through secret doors, so you’ll be safe inside.
SERVICE DUCT: Once we find both Ducts, they become teleporters. We can move between them for just one action, no matter what floors we’re on. It’s like a shortcut, and it can save us a lot of time.
STAIRS: The Stairs are pretty handy. They let you move directly up one floor. When you use the Stairs, make sure to put a special token on the corresponding tile one floor up. This token helps us remember where the stairs go. You can also peek upstairs and come back downstairs. Oh, and at the end of the game, it takes just one action to take the stairs up to the roof. Just something to keep in mind!
THERMO: If you end your actions on a Thermo tile, an Alarm will go off. It’s like they’re keeping an eye on you. But don’t worry, if you’re moved to a Thermo tile during someone else’s turn, it won’t trigger an Alarm. Phew!
WALKWAY: Watch your step on the Walkway. If this tile is revealed when you move onto it, you’ll fall down one floor. It’s a bit of a surprise, but falling doesn’t count as entering the tile. If you’re already on the bottom floor, nothing happens. But if you’re not, you can move downstairs for an action. Remember, you can only move down – going up is not an option. It’s a one-way trip!