miami heist - entertainment technology center · 2011. 12. 14. · heist player takes all the money...
TRANSCRIPT
MIAMI HEISTRULE BOOK
You are the head of an organized crime
family
be the player with the most combined
money, family, and territory to win!
(A 3-4 PLAYER BOARD GAME WITH
SIFTEO CUBES)
IN THE GAME OF MIAMI HEIST, YOU PLAY AS
THE HEAD OF AN INTERNATIONAL CRIME FAMILY
COMPETING WITH OTHER INTERNATIONAL CRIME
FAMILIES TO TAKE OVER THE CITY.
THE player WITH THE MOST combined MONEY,
TERRITORY, AND FAMILY RULES THE CITY AT
THE END OF THE GAME.
THE GAME ENDS AFTER THE ROUND IN WHICH A
PLAYER REACHES $300 MILLION, OR A PLAYER
HAS PLACED ALL OF HIS OR HER BUILDINGS,
OR AT LEAST ONE PILE OF FAMILY CARDS RUN
OUT.
I. GAME OVERVIEW
sifteocube
THE GAME IS PLAYED IN ROUNDS; DURING EACH ROUND, players do the following:
I. pick a family card (page 15) (determines player’s turn order, basic action, and potential special action during heist)
II. the hustle (page 23)
21
1. setup armored truck cubes.
2. press armored truck cubes.
3. each player has a turn according
to the number on their family card.
during each player’s turn, each
player can do the following in any
order:
- steal from trucks/players.
- perform a basic action.
- perform a special action.
4. press the cube to reveal the
5. each player should take back
their cubes.
hustle!
EACH TURN, PLAYERS CAN CHOOSE TO HEIST OR
DEFEND ARMORED TRUCKS OR ASSASSINATE OR
PICKPOCKET OTHER PLAYERS, THIS IS KNOW AS
THE HEIST.
THE ORDER IN WHICH PLAYERS PERFORM THEIR
HEIST IS DETERMINED BY THE ROLE OF THE
FAMILY CARD THAT HE OR SHE SELETED AT THE
BEGINNING OF THE ROUND.
EACH FAMILY CARD ROLE ALSO DETERMINES
WHAT A PLAYER CAN DO DURING THEIR TURN
IN HEIST. THERE ARE FIVE FAMILY CARD ROLES
WITH ACTIONS SUCH AS FROM BUILDING ROADS,
PLACING BUILDINGS, AND MOVING ARMORED
TRUCKS.
THE GAME ENDS AFTER THE ROUND IN WHICH
A PLAYER REACHES $300 MILLION DOLLARS,
OR A PLAYER HAS PLACED ALL OF HIS OR HER
BUILDINGS, OR AT LEAST ONE PILE OF FAMILY
CARDS RUN OUT.
I. GAME OVERVIEW
II. TABLE OF CONTENTS
1
II. TABLE OF CONTENTS 3
III. HOW TO WIN 4
III. HOW TO WIN
AT THE END OF THE LAST ROUND, PLAYER
SCORES ARE CALCULATED.
PLAYERS RECEIVE POINTS BASED ON HOW WELL
THEY DID IN EACH OF THE FOLLOWING SECTIONS:
MONEY - THE PLAYER WITH THE MOST MONEY
WINS FIRST PLACE, THE PLAYER WITH THE
SECOND MOST WINS SECOND PLACE, ETC...
FAMILY - THE PLAYER WITH THE MOST FAMILY
CARDS THAT ARE OF THE SAME FACTION AS THEIR
MAIN CHARACTER (SAME BACKGROUND COLOR)
WINS FIRST PLACE, SECOND MOST WINS SECOND
PLACE ETC...
SAMEFACTION
4
IV. SETUP 7
V. FAMILY 15
VI. the hustle 21
vii. ending the game 31
3
TERRITORY - THE PLAYER WITH THE LARGEST
single CONGRUOUS AREA (CONNECTED
BUILDING AREA) WINS FIRST PLACE, SECOND
WINS SECOND PLACE ETC...
III. HOW TO WIN CONT.
TERRITORYSIZE = 6
PLAYERS RECEIVE 3 POINTS FOR 1ST PLACE, 2
POINTS FOR 2ND PLACE, AND 1 POINT FOR 3RD
PLACE.
IN CASE OF TIES, BOTH PLAYERS RECEIVE POINTS.
SCORE CHART
1ST PLACE 2ND PLACE 3RD PLACE
MONEY
FAMILY
TERRITORY
3
3
3
2
2
2
1
1
1
THE PLAYER WITH THE MOST POINTS WINS!
65
1. PLACE THE BOARD ON THE TABLE WITHIN
REACH OF ALL PLAYERS.
2. PLACE FOUR STRAIGHT ROAD TILES AROUND
THE CENTER ROAD PIECE ON THE BOARD
FORMING A CROSS.
IV. SETUP
setupboard
8
3. DIVIDE THE REMAINING ROAD TILES ACCORDING
TYPE AND PLACE THEm IN 3 DIFFERENT PILES ON
THE TABLE.
4. SORT THE FAMILY CARDS INTO 5 PILES
ACCORDING TO ROLE, then SHUFFLE EACH PILE.
PLACE THE CARDS FACE DOWN NEXT TO THE
BOARD.
7
THE FINAL BOARD SHOULD LOOK LIKE THE
ILLUSTRATION BELOW:
IV. SETUP CONT.
109
PLAYERS CAN CHOOSE from the following
CHARACTERS:
IV. SETUP>cHARACTERS
12
GANGSTA
MAFIA
RUSSIAN bratva
MEXICAN CARTEL
HONG KONG TRIAD
11
TO SELECT A CHARACTER, PLAYER SHOULD
FLIP OVER THE CUBE OF THEIR CHOSEN
CHARACTER and take that cube.
IV. SETUP>CUBES
14
FLIP
TITLE SCREEN CUBE
ONCE ALL PLAYERS HAVE FLIPPED THEIR
CUBES, PRESS THE TITLE SCREEN CUBE TO
CONTINUE THE GAME. ARMOREDTRUCKCUBE
ONCE THE TITLE SCREEN CUBE HAS BEEN
PRESSED, any PLAYER CUBES THAT HAVE NOT
BEEN SELECTED as well as THE TITLE SCREEN
CUBE, WILL TURN INTO ARMORED TRUCK CUBES.
all players will then start with $60
million.
DO NOT PRESS THE ARMORED TRUCK CUBES YET!
ARMORED TRUCK CUBES SHOULD BE PRESSED
AFTER FAMILY SELECTION AND PLACEMENT.
13
EACH TURN, PLAYERS CAN CHOOSE TO HEIST OR
DEFEND ARMORED TRUCKS OR ASSASSINATE OR
PICKPOCKET OTHER PLAYERS, THIS IS KNOW AS
THE HEIST.
THE ORDER IN WHICH PLAYERS PERFORM THEIR
HEIST IS DETERMINED BY THE ROLE OF THE
FAMILY CARD THAT HE OR SHE SELETED AT THE
BEGINNING OF THE ROUND.
EACH FAMILY CARD ROLE ALSO DETERMINES
WHAT A PLAYER CAN DO DURING THEIR TURN
IN HEIST. THERE ARE FIVE FAMILY CARD ROLES
WITH ACTIONS SUCH AS FROM BUILDING ROADS,
PLACING BUILDINGS, AND MOVING ARMORED
TRUCKS.
THE GAME ENDS AFTER THE ROUND IN WHICH
A PLAYER REACHES $300 MILLION DOLLARS,
OR A PLAYER HAS PLACED ALL OF HIS OR HER
BUILDINGS, OR AT LEAST ONE PILE OF FAMILY
CARDS RUN OUT.
V. FAMILY>SELECTION
AT THE BEGINNING OF EACH ROUND, FLIP OVER
THE TOP CARD OF EACH FAMILY CARD PILE.
16
IF IT IS THE FIRST ROUND OF THE GAME, THE
PLAYER WHO LAST STOLE ANYTHING IN REAL
LIFE GETS THE LEADER TOKEN.
LEADER TOKEN
the player with the leader token starts
the round by selecting one of the face up
family cards, then going clockwise, each
player selects one family card until all
players have one card in their hand.
remove the remaining faceup cards and
place them in a discard pile facing down.
15
EACH TURN, PLAYERS CAN CHOOSE TO HEIST OR
DEFEND ARMORED TRUCKS OR ASSASSINATE OR
PICKPOCKET OTHER PLAYERS, THIS IS KNOW AS
THE HEIST.
THE ORDER IN WHICH PLAYERS PERFORM THEIR
HEIST IS DETERMINED BY THE ROLE OF THE
FAMILY CARD THAT HE OR SHE SELETED AT THE
BEGINNING OF THE ROUND.
EACH FAMILY CARD ROLE ALSO DETERMINES
WHAT A PLAYER CAN DO DURING THEIR TURN
IN HEIST. THERE ARE FIVE FAMILY CARD ROLES
WITH ACTIONS SUCH AS FROM BUILDING ROADS,
PLACING BUILDINGS, AND MOVING ARMORED
TRUCKS.
THE GAME ENDS AFTER THE ROUND IN WHICH
A PLAYER REACHES $300 MILLION DOLLARS,
OR A PLAYER HAS PLACED ALL OF HIS OR HER
BUILDINGS, OR AT LEAST ONE PILE OF FAMILY
CARDS RUN OUT.
V. FAMILY>CARDS
THE BACK OF EACH FAMILY CARD SHOWS THE
FOLLOWING INFORMATION:
TURN ORDER:
THE NUMBER ON THE BACK OF THE CARD WILL
DETERMINE THE TURN ORDER during this
round’s hustle. THE PLAYER WHO SELECTS
THE LOWEST NUMBER GOES FIRST, THEN SECOND
LOWEST goes second AND SO ON. THIS NUMBER
IS ALSO SHOWN IN THE FRONT OF FAMILY CARDS.
ROLE NAME:
IN This card, THE ROLE NAME IS UNION BOSS.
ROLES ALWAYS HAVE THE SAME BASIC ABILITY
AND TURN NUMBER.
BASIC ABILITY:
EACH ROLE HAS A BASIC ABILITY THAT A PLAYER
CAN PERFORM ANY TIME DURING HIS OR HER TURN
(SEE PAGE 21 FOR A LIST OF ALL ROLES AND
BASIC ABILITIES).
1817
EACH TURN, PLAYERS CAN CHOOSE TO HEIST OR
DEFEND ARMORED TRUCKS OR ASSASSINATE OR
PICKPOCKET OTHER PLAYERS, THIS IS KNOW AS
THE HEIST.
THE ORDER IN WHICH PLAYERS PERFORM THEIR
HEIST IS DETERMINED BY THE ROLE OF THE
FAMILY CARD THAT HE OR SHE SELETED AT THE
BEGINNING OF THE ROUND.
EACH FAMILY CARD ROLE ALSO DETERMINES
WHAT A PLAYER CAN DO DURING THEIR TURN
IN HEIST. THERE ARE FIVE FAMILY CARD ROLES
WITH ACTIONS SUCH AS FROM BUILDING ROADS,
PLACING BUILDINGS, AND MOVING ARMORED
TRUCKS.
THE GAME ENDS AFTER THE ROUND IN WHICH
A PLAYER REACHES $300 MILLION DOLLARS,
OR A PLAYER HAS PLACED ALL OF HIS OR HER
BUILDINGS, OR AT LEAST ONE PILE OF FAMILY
CARDS RUN OUT.
V. FAMILY>CARDS CONT.
THE FRONT OF EACH FAMILY CARD SHOWS THE
FOLLOWING INFORMATION:
FACTION:
A FAMILY CARD’S FACTION WILL BE WRITTEN ON
THE CARD, BUT FAMILY CARDS ARE ALSO COLOR
CODED ACCORDING TO FACTION.
ROLE NAME:
IN THE EXAMPLE CARD TO THE LEFT, THE ROLE
NAME IS UNION BOSS. ROLES ALWAYS HAVE THE
SAME BASIC ABILITY AND TURN order.
SPECIAL ABILITY:
SOME CARDS HAVE SPECIAL ABILITIES, THESE CAN
BE USED ANY TIME DURING THE PLAYER’S TURN
EXCEPT FOR TOP CARD (PICTURED left) WHICH
CAN ONLY BE USED AT THE BEGINNING OF THE
NEXT ROUND.
2019
EACH TURN, PLAYERS CAN CHOOSE TO HEIST OR
DEFEND ARMORED TRUCKS OR ASSASSINATE OR
PICKPOCKET OTHER PLAYERS, THIS IS KNOW AS
THE HEIST.
THE ORDER IN WHICH PLAYERS PERFORM THEIR
HEIST IS DETERMINED BY THE ROLE OF THE
FAMILY CARD THAT HE OR SHE SELETED AT THE
BEGINNING OF THE ROUND.
EACH FAMILY CARD ROLE ALSO DETERMINES
WHAT A PLAYER CAN DO DURING THEIR TURN
IN HEIST. THERE ARE FIVE FAMILY CARD ROLES
WITH ACTIONS SUCH AS FROM BUILDING ROADS,
PLACING BUILDINGS, AND MOVING ARMORED
TRUCKS.
THE GAME ENDS AFTER THE ROUND IN WHICH
A PLAYER REACHES $300 MILLION DOLLARS,
OR A PLAYER HAS PLACED ALL OF HIS OR HER
BUILDINGS, OR AT LEAST ONE PILE OF FAMILY
CARDS RUN OUT.
V. FAMILY>ABILITIES
THE FOLLOWING ROLES HAVE THE FOLLOWING
ABILITIES (ROLES LISTED BY TURN ORDER):
22
1. INSIDER
PLACe any or all
ARMORED TRUCKS ON ANY
VALID ROAD SPACE.
2. LEADER
TAKE THE LEADER TOKEN.
4. POLITICIAN
DO ONE OF THE FOUR
FOLLOWING ACTIONS:
1. BUILD/REPLACE 4 ROADS
2. DESTROY 2 ROADS
3. destroy 1 ROAD AND BUILD/
RELACE 2 ROADS
AT THE END OF THE
POLITICIAN’S TURN, ALL ROADS
MUST BE CONNECTED in a
logical manner.
3. UNION BOSS
BUILD ONE BUILDING OF ANY
SIZE on any empty space.
5. TOUGH GUY
NO SPECIAL ABILITY.
21
1. IF THIS IS THE FIRST ROUND OF THE GAME AND
NO ONE HAS SELECTED THE INSIDER, PLACE THE
TRUCKS ON THE ROAD LIKE THIS:
VI. the hustle
24
2. if this is not the
FIRST ROUND AND NO ONE
HAS SELECTED THE INSIDER,
TRUCKS STAY WHERE THEY
WERE PLACED FROM THE
LAST ROUND.
2. IF SOMEONE HAS SELECTED THE INSIDER, THEN
THAT PLAYER CAN PLACE THE THREE ARMORED
TRUCKS ANYWHERE THEY WANT ON A ROAD.
4. PRESS ANY TRUCK CUBE TO START THE HEIST.
TRUCKS WILL THEN REVEAL HOW MUCH MONEY
THEY HAVE.
ONLY PRESS TRUCKS AFTER THEY HAVE BEEN
PLACED!
players perform the hustle according
to the turn order number on the family
card that they selected at the beginning
of this round.
DURING A PLAYER’S TURN IN the Hustle,
A PLAYER MAY PERFORM any/all of THE
FOLLOWING ACTIONS IN ANY ORDER:
• PERFORM A FAMILY CARD ROLE’SBASIC ABILITY (SEE PAGE 21).
• PERFORM A FAMILY CARD’S SPECIAL ABILITY IF THE CARD YOU
SELECTED HAS ONE.
• STEAL FROM TRUCKS/PLAYERS.
23
VI. the hustle>ACTIONS
26
AS SOON AS THE TRUCKS HAVE BEEN PLACED
AND SOMEONE HAS PRESSED A TRUCK CUBE,
PLAYERS MAY START SELECTING THEIR MAIN
ACTION.
1. rotate the cube to
highlight DIFFERENT actioNS.
2. press the cube when
thE DESIRED MAIN ACTION IS
HIGHLIGHTED TO SELECT IT.
AFTER A PLAYER SELECTS THEIR MAIN ACTION,
THEY MAY RECEIVE UP TO 3 RANDOM BONUS
ACTIONS.
THE FOLLOWING ACTIONS ONLY WORK AGAINST
ARMORED TRUCK CUBES:
HEIST
PLAYER TAKES ALL THE MONEY
IN THE TARGET ARMORED TRUCK
(MULTIPLE HEISTING PLAYERS DIVIDE
THE MONEY EQUALLY).
DEFEND
TARGET ARMORED TRUCK CUBE
CANNOT LOSE MONEY THIS ROUND.
25
VI. the hustle>ACTIONS
28
THE FOLLOWING ACTIONS ONLY WORK AGAINST
PLAYER CUBES
assassinate
target player cube cannot
gain or lose money this
round.
pickpocket
player takes 25% of target
player’s money before heists
are made.
AFTER A PLAYER HAS SELECTED A MAIN ACTION,
HE OR SHE WILL RECEIVE A CARD SIMILIAR TO THE
ONE PICTURED BELOW.
THEN the player SHOULD SHAKE HIS OR HER
CUBE TO HIDE HIS OR HER CARD BEFORE THE
PLAYER PLACES IT ON THE BOARD DURING THE
PLAYER’S TURN. MAKE SURE EVERYONE’S CUBE IS
HIDDEN BEFORE THEY PLACE IT SO PLAYERS CAN’T
SEE EACH OTHER’S ACTIONS.
SHAKE
27
VI. the hustle>ACTIONS
30
to perform an action, the side with the
action icon must be touching the cube
that you want to perform the action on.
nothinghappens
heistsfrom truck
29
players can perform as many actions as
there are on the cube (one action per side).
VI. the hustle>ACTIONS
32
during the round, players may see their
character holding a martini glass such as
the one pictured below. THE MARTINI MARKS
THE PLAYER WITH THE MOST MONEY AND CHANGES
DYNAMICALLY ACCORDING TO PLAYER ACTIONS
DURING THE hustle.
after all PLAYERS HAVE PLACED THEIR CUBES,
PRESS ANY ARMORED TRUCK TO START THE
HEIST!
after all players pick up their player
cubes, the heist is over, and players
should start another round.
if two players perform the same
action on eachother (assassinate
vs. assassinate or pickpocket vs.
pickpocket), the acTIONS CANCEL EACHOTHER
OUT AND NOTHING HAPPENS.
ACTIONS ARE RESOLVED IN THE FOLLOWING
ORDER (from left to right):
> > >
31
EACH TURN, PLAYERS CAN CHOOSE TO HEIST OR
DEFEND ARMORED TRUCKS OR ASSASSINATE OR
PICKPOCKET OTHER PLAYERS, THIS IS KNOW AS
THE HEIST.
THE ORDER IN WHICH PLAYERS PERFORM THEIR
HEIST IS DETERMINED BY THE ROLE OF THE
FAMILY CARD THAT HE OR SHE SELETED AT THE
BEGINNING OF THE ROUND.
EACH FAMILY CARD ROLE ALSO DETERMINES
WHAT A PLAYER CAN DO DURING THEIR TURN
IN HEIST. THERE ARE FIVE FAMILY CARD ROLES
WITH ACTIONS SUCH AS FROM BUILDING ROADS,
PLACING BUILDINGS, AND MOVING ARMORED
TRUCKS.
THE GAME ENDS AFTER THE ROUND IN WHICH
A PLAYER REACHES $300 MILLION DOLLARS,
OR A PLAYER HAS PLACED ALL OF HIS OR HER
BUILDINGS, OR AT LEAST ONE PILE OF FAMILY
CARDS RUN OUT.
a game of miami heist is over after the
round in which any of the following
occurs:
1. THE LAST CARD IN A FAMILY ROLE
PILE IS REVEALED.
2. A PLAYER BUILDS ALL OF HIS OR
HER BUILDINGS
3. A PLAYER HAS A TOTAL OF $300
MILLION OR MORE.
PLAYERS SHOULD FINISH THEIR TURN FOR THE
FINAL ROUND BEFORE CACULATING SCORES.
(SEE PAGE 6 FOR SCORE CACULATION)
VII. ending the game
34
thanks for playing!Antonio santos, govind nair, lily li,
ross treyz, solip park
33