A fast paced card game for 3+ players that challenges you to plan the perfect heist!
Larceny has three decks:
The target of the heist. This could be anything from the Mona Lisa to the Hope Diamond, from the Lost Doctor Who Years to Dinosaur DNA. As long as it's valuable to someone it might end up here...shortly before it ends up in the trunk of the getaway car.
Not every heist goes according to plan. You might have tried to cover every contingency, but there's always a Catch. From Drone Surveillance to a Laser Grid, from Alligators to Armed Guards, this deck is filled with problems for the clever Crew to overcome.
What's a thief without tools and contacts? The Fix deck has everything a thief could need, from Lockpicks to Sledgehammers, from an Open Window to Hiring a Hacker. Armed with these Fixes, the Crew can bypass any Catch and get their hands on the Score.
How To Play
The Crew (aka the players), each draw 7 Fix cards.
The Chief (played by a different member of the Crew each round) outlines the heist by drawing a Score and two Catches.
Once the Chief has provided any details about the heist that the Crew might need, the Crew plays one Fix per Catch, selecting the best Fix in their hand to overcome each one.
When everyone has put their Fixes in, the Chief picks the best solution for each Catch and awards that Catch card to the winner so they can keep score. However "best" is entirely up to the Chief. One round the Chief might prefer stealth and subterfuge, while another Chief might enjoy the direct approach. It's entirely up to the Chief!
And that's it! A Score to steal, a Catch or two in an otherwise perfect plan, and Fixes to get the heist back on track. Every gameplay mode uses a variation of these rules and components.
See the "Game Modes" page for details on all the alternate ways to play Larceny.
Larceny copyright 2013, all rights reserved Waning Gibbous Games, LLC