Contents
- 1 Game Rules for Burgle Bros.
- 1.1 Object of the Game
- 1.2 Setting Up
- 1.3 Gameplay
- 1.4 Escaping the Building
- 1.5 Conclusion
- 1.6 Playing the Game
- 1.7 Game Turn
- 1.8 Peeking
- 1.9 Moving
- 1.10 Move Guard
- 1.11 Discovering a New Floor
- 1.12 Picking Up the Pace
- 1.13 Triggering Alarms
- 1.14 Hacking
- 1.15 Cracking the Code
- 1.16 Tools: An Essential Companion on Your Adventure
- 1.17 Loot: A Precious Find that Spells Victory or Defeat
- 1.18 The Thrilling Conclusion: The Fate of Our Mission
Game Rules for Burgle Bros.
Hey there! Welcome to the thrilling world of Burgle Bros., where I’ll guide you through the exciting game rules. In this game, you get to be a master thief, planning and executing heists in intricate buildings. It’s time to put your skills to the test!
Object of the Game
You and your team will work together to infiltrate the building, navigate its floors, crack safes, and steal treasures. Your goal is to locate the safe in each of the three floors and escape through the rooftop helicopter before getting caught by the guards.
Setting Up
Before we begin, let’s set up the game. Shuffle the three floors, place them facedown, and arrange them in a three-row pyramid. Then, place the guard pawns on their starting locations. Each player selects a character and takes their corresponding character card and meeple, placing them on the ground floor.
Gameplay
Now, let’s get into the exciting part – gameplay! On your turn, you have four actions at your disposal, and you can perform them in any order. The actions include moving, hacking, peeking, searching, and opening doors. Be sure to plan your actions wisely, as every move counts!
As you move from room to room, be cautious of guards patrolling the building. If a guard spots you, they will raise the alarm, and you’ll have to deal with extra challenges. So, stay out of sight and make strategic choices to avoid detection.
While exploring the building, you’ll come across safes that hold valuable loot. Team up with other players to crack these safes using your unique skills. Combine your talents to increase your chances of success.
Escaping the Building
The ultimate goal is to reach the rooftop helicopter and escape. To do this, you must locate the staircase, clear it of guards, and gather the needed tools. Once you’ve accomplished these tasks, head to the rooftop and escape from the building, securing your victory!
Conclusion
Burgle Bros. is a thrilling game that challenges your strategic thinking and teamwork. So, gather your team, plan your moves, and outsmart the guards to become the greatest thieves of all time! Are you ready to embark on this heist? Let the adventure begin!

Hey there, ready for an epic heist? I’m here to tell you all about Burgle Bros, a cool game where you and your friends work together to pull off impossible robberies. Just imagine the adrenaline rush!
In this game, we’re part of the elite crew known as the Burgle Bros. Our mission? To break into high-end places and grab the loot without getting caught. It’s all about strategy and teamwork.
But let me warn you, it won’t be easy. We’ll have to navigate through a maze of alarms and patrolling guards. If even one of us gets caught, it’s game over. The stakes are high, my friend.
Our goal is to find the safes, crack them open, and make our escape through the roof. Time is of the essence, so we need to move fast and think even faster. We’ve got what it takes, right?
Okay, let’s talk setup. In this particular heist, we’re targeting a three-floor bank. Inside, there are safes filled with priceless loot that we’re going to steal. Exciting, huh?
To set up the game board, we’ll need to shuffle the Tools, Loot, and Events decks separately. Keep them face down in separate piles. Now, let’s focus on the bank building itself.
Each floor of the bank has a safe and a stairway. We’ll need to find the three Safe tiles and three Stairway tiles and set them aside. Once that’s done, we’ll shuffle the remaining 42 Floor tiles to create three decks of 14 tiles each, one for each floor.
Now that we’re all set up, it’s time to put our skills to the test. Remember, we’re a team, and we can’t afford to leave anyone behind. Together, we’ll outsmart the alarms, evade the guards, and make our escape with the loot.
So gear up, my friend, because we’re about to embark on the heist of a lifetime. Get ready to think on your feet, use your wits, and enjoy the thrill of being a master thief. Let’s go!
Hey there! Let’s talk about setting up the bank for our game. First things first, we need to arrange the tiles and walls to create the bank floors. To do this, we’ll need 1 Safe tile and 1 Stair tile for each deck. Take those decks and shuffle them face down. Then, let’s deal them onto a grid that’s 4×4 in size. That grid will represent one floor of the bank.
Now, to add some structure and security, we’ll place 8 wall pieces between the tiles on each floor. It’s important to follow the diagram called “The Bank Job” to know where exactly to put those walls.
Here’s what you need to do:
First, grab the 48 Patrol cards and divide them evenly into three piles of 16. Each pile corresponds to a different floor. Keep these piles nearby – they’ll be your Patrol decks. You’ll also need a Guard piece and a red Guard die for each Patrol deck. The Guards start with different numbers showing on their dice: 2 on the 1st floor, 3 on the 2nd floor, and 4 on the 3rd floor.
Your objective is to win the game by opening all 3 safes and escaping with the loot. To do this, you’ll need to make your way up to the roof without getting caught by the Guards.
Playing the Game
First things first, let’s talk about how to play the game. To get started, each player will receive a random Character card. Now, here’s the fun part – you get to choose which side of the card you want to play with. If you’re new to the game, it’s best to stick with the sides labeled ‘Beginner’.
Once you’ve chosen your side, you’ll grab your Character piece and three Stealth tokens. Now, let’s set up the game board. Start by flipping over the top card from the first floor Patrol deck. Take your Guard piece and place it on the tile indicated by the Patrol Card Grid.
Alright, we’re almost ready to dive in. Now, it’s time for you and your team to decide which tile spot on the first floor you want to enter through. Pick one, reveal the card, and mark it as the entrance with a Downstairs token. This is where the action begins!
When we start playing, we all begin in the entrance—except not right away. Only when your turn starts do you get to step foot in the game. But before we begin, we should take a look at what the Guard is up to. You see, there’s a Patrol card that we need to reveal, and it will tell us where the Guard needs to go next. We even have a red die that we’ll place on the highlighted tile, so we know where to send the Guard. When the Guard reaches his destination, we draw another Patrol card to find out where he needs to go next. It’s like a game of hide-and-seek with that watchful Guard.
Now, on your very first turn, you get to place your meeple in the entrance. And don’t worry, starting there won’t cause any trouble. It won’t trigger any alarms or anything like that. Phew!
Oh, and one more thing I should let you know – the Guard moves after everyone’s turn. So, be ready to see him stroll around while we play. But let me tell you a little secret to slow him down. If we can get some of our people up on the second floor quickly, it’ll make the Guard take longer to find us. So, let’s put that plan into action!
Remember:
- Start in the entrance when your turn begins
- Reveal the Patrol card and place the Guard die on the highlighted tile
- The Guard will move after each player’s turn
And here’s a tip for you:
Try to get your people to the second floor as fast as you can to slow him down!
Game Turn
During your turn, you can choose from the following actions, and you can do any of them up to four times:
a. Reveal a tile next to you (Peek).
b. Move to a tile next to you. If the tile is face down, reveal it.
When You’re on a Computer Room Tile:
c. Place a Hack token on this tile.
When You’re on a Safe Tile:
Peeking
If you want to see what’s on an adjacent tile without going there, you can choose to Peek. But remember, you can’t Peek diagonally or through walls. If you’re on a Stairs tile, you can Peek at the tile on the floor above.
Note: Before revealing a tile, you need to announce whether you’re Peeking or Moving.
Moving
When you play the game, you and the guards both have the ability to move from one room to another on the same floor. However, it’s important to note that you cannot move through walls or take diagonal routes. It will require you to use one action to move onto a new tile. Whenever you decide to move onto a tile, you must flip it over to reveal what it contains and follow the instructions written on it, if any are applicable.
Consider this scenario: let’s say there is a Laser tile on your path, and you want to avoid triggering an alarm. The Laser tile requires you to spend 2 actions to move onto it without setting off the alarm. If you choose to spend only 1 action to enter, an Alarm will sound. Now, there are two possibilities if you cannot or simply do not want to meet the tile’s requirements:

If the tile has the Stop sign, you can’t go in. Stay where you are and don’t go back to the tile you started on.

If you see an Alarm icon on a tile, it means that an Alarm has been triggered on that tile (see “Alarms” below).
Stairs and Ducts require 1 action to move through. Stairs connect to the floor above or the roof (if you’re on the top floor). You can move between floors, but you won’t be able to escape to the roof until you’ve cracked all of the safes and cleaned out the area.
If you enter a room that a Guard is in, you’ll immediately lose 1 Stealth.
Note: When a game effect says “does not count as entering,” it means that the tile effect for entering doesn’t apply (Alarms/Blocking). However, you will still lose Stealth if you enter a tile with a Guard.
Tip: It’s safer to take a peek, but it’s also slower. Sometimes you might have to take a risk and run!
Move Guard
Hey there! Did you know that in the movies, time only passes when the camera is on you? It’s like magic! So, here’s the deal: only the Guard on your current floor will move. Phew, what a relief!
Now, let’s talk about how the Guard moves. It’s pretty straightforward, really. First, we need to look at the number on the Guard die. This number tells us how fast the Guard can move. Faster guards have higher numbers, so keep an eye out for that!
Here’s where things get interesting. When it’s time for a Guard to move, we add up the number of Alarms currently going off on the floor. Yes, we need to count them all! Then, we add this number to the number on the Guard’s die. Don’t turn the die, though. Just do some simple math!
Now that we have the total number, the Guard is ready to make his move. He’ll move that many times along the shortest possible path, towards his destination. Cool, right?
Just like players, the Guard can’t move through walls. But here’s the fun part – he can ignore all the special rules on the tiles he enters. It’s like he has a superpower! Well, not really. He actually has a security badge that lets him bypass everything. Clever, huh?
Okay, now let’s talk about when the Guard reaches his destination. When he finally gets there, we reveal the next Patrol card and put the Guard die on the new indicated location. If the Guard hasn’t used up all of his movement, don’t worry. He’ll keep moving towards this new destination. It’s like he’s on a mission!

Hey there! I want to give you an important tip about playing this game. So, here’s the thing – the Guard in the game will always take the shortest route to reach its destination. And guess what? It’ll choose the path that goes in a clockwise direction. Pretty cool, right?
Now, here’s something you need to keep in mind: if the Guard moves into the room where your piece is, you’re going to lose 1 Stealth right away. Ouch!
But here’s a helpful tip for you: sometimes, it might actually be a good idea to move into the Guard’s path if you think you’re going to get hit by him anyway. Because guess what again? The alarms won’t go off on a tile that the Guard is standing on. Sneaky, huh?
Discovering a New Floor
As you venture into a new floor, the Guard’s whereabouts remains a mystery until you step foot inside. Once you enter, flip over the top card of the patrol deck. The tile indicated on the card is where the Guard will be placed. Then, reveal the next card to determine the Guard’s destination and place their movement die at that location.
Picking Up the Pace
When the Guard needs a new destination but their patrol cards have run out, reshuffle their discard pile to create a fresh deck. Additionally, increase their movement die to the next number (maximum of 6).
You have the ability to look at the Guard’s discard pile for information, except for any face-down cards. This knowledge can help you anticipate where the Guard is likely to go next.
Triggering Alarms
When an Alarm is activated, both an Alarm token and the Guard’s movement die are placed on the tile where the alarm went off. If the Guard enters that tile, the alarm is deactivated and the token is removed.
When you remove an Alarm token, it doesn’t change how fast the Guard is moving. Their speed is set at the beginning of their movement. If a second Alarm is triggered before the first one is turned off, the Guard will go towards the closest Alarm. If there is a tie, it’s up to you to decide. After dealing with the closest Alarm, the Guard will move on to the next closest one. Once all the Alarms on a floor are turned off (which means no more Alarm tokens), a new Patrol card is drawn.
Keep in mind: If you step onto a tile with a Guard and lose Stealth, the Alarm won’t be triggered.
Here’s a helpful tip: Don’t be too scared of setting off Alarms – just get out of their way!
Hacking
You can use one of your actions to put a Hack token from the supply onto a Computer Room tile that you are on. A Hack token allows you to prevent an Alarm from going off. If an Alarm would be triggered on any floor, just discard a token from the Computer Room tile that matches the Alarm.
Remember: A Computer Room can only keep a maximum of 6 Hack tokens.
Here’s a tip: It’s wise to accumulate a few tokens on any Computer Room to prepare for more challenging levels.
Cracking the Code
When you find yourself on a Safe tile, you have two choices. You can spend 2 actions to permanently add a die to the tile, or you can spend 1 action to roll all the dice that have accumulated on the tile. Don’t worry, rolling the dice doesn’t use them up; they’ll go back to the tile (Safe tiles don’t have any dice on them initially). However, there’s a catch. To crack the safe, you need to figure out the combination by revealing all 6 tiles in the same row and column as the safe.
When you play the game, you’ll find numbers written on the bottom right corner of each tile. It’s important to remember that these numbers will be crucial in cracking the safe.
After each roll, you’ll need to carefully inspect the rolled numbers. If any of them match the numbers on the tiles, you’ll need to place a Cracked token on those tiles. Even if there are multiples of the same number, each tile must receive a Cracked token if that number was rolled at least once.
While you don’t have to reveal the entire combination right away, it’s important to note that a tile will only receive a Cracked token if it was revealed before the corresponding number was rolled. Keep this in mind as you strategize your moves.
To open the safe, you’ll need to place Cracked tokens on all the tiles in the row and column of the safe. Once all the tiles have a Cracked token, the safe will unlock, revealing its secrets.
Cracking a safe requires precision and skill. When you successfully place Cracked tokens on all six numbers of the combination, the safe will open, and something incredible will happen. Get ready for the big reveal!

- First, I draw a Tool card from the Tool deck.
- Then, I draw a Loot card from the Loot deck.
- At this point, a silent alarm goes off, alerting the Guard on my current floor and any floors below. As a result, the Guards gain an extra movement permanently, indicated by rotating the movement die up one. For example, if I crack the safe on the second floor, the Guards on the first and second floor will have their movement increased by 1.
Tools: An Essential Companion on Your Adventure
Let me tell you about Tools. These little wonders can make a huge difference in your journey. When you stumble upon a Tool, keep it close to your Character card until the perfect moment arrives to put it to use. Here’s the best part: Tools don’t require any precious actions to activate! However, it’s important to remember that you can only use them on your own turn.
Loot: A Precious Find that Spells Victory or Defeat
Ah, Loot. The very thought of it ignites an adventurous thrill in my veins! When you come across Loot, grab it and keep it near your Character card. But, beware! Our mission demands that we escape with all the Loot. If, by any chance, even a single piece is left behind, we face the painful sting of defeat. Each Loot item carries a penalty when in your possession. However, don’t fret! You can hand over Loot to another player on the same tile, or receive it from them, without spending any actions. Clever, isn’t it?
The Thrilling Conclusion: The Fate of Our Mission
Picture this: you find yourself without any Stealth tokens, and to make matters worse, you cross paths with a menacing Guard. Or perhaps, the Guard enters your tile, their presence looming over you. In either of these dreadful situations, my dear friend, you are captured! Your capture leads to grave consequences – you’ll have to spill the secrets of our crew’s identity, leaving us defeated and shattered. So, remember, guard your Stealth tokens with your life, and steer clear of Guards!
Once you’ve cracked all the safes and gathered the loot, it’s time to make your escape. Head to the stairs on the top floor that lead to the roof. Once you’re on the roof, the game is over for you. You won’t take any more turns. The goal is for all players to reach the roof and escape together. That’s how you win the game. Once you’re on the roof, you’ll make your getaway in a helicopter.
To reach the roof, you need to use one action to go up the stairs, just like you would on any other floor. When you escape, the Guards won’t move anymore because you’re no longer on a floor with them.
Here’s an important tip:
- Try moving to another floor before you escape, so the Guard on your current floor won’t move after your turn.
- If you want to distract the Guard, set off an Alarm on your current floor.
- If you’re feeling lucky, you can spend two actions to draw an Event card and hope for a helpful outcome!