Materials: shade tokens, evidence tokens. One player is GM, the rest are Criminals planning a big heist. Phase one: * Each Criminal declares a specialty; collects 3 shade tokens. * Criminals draw a map together, each notes one obstacle they will overcome with their specialty. * GM secretly writes one complication per Criminal. Phase two: * GM chooses an obstacle to resolve. Criminal describes how they attempt to overcome. Have a GvC Conflict. * GM may introduce written complications at any time. Have a GvC Conflict to resolve. Phase three: * One Criminal picks up The Loot. Only one Criminal can hold The Loot. Others may CvC to gain control of The Loot at any time. * GM challenges each Criminal to describe their getaway. Have GvC Conflicts, but GM gets +1 for each evidence token on the Criminal. Failure means Criminal is arrested. If the Criminal with The Loot is arrested, GM immediately wins. * Any Criminals left win! Conflicts: * GvC = GM vs Criminal; CvC = Criminal vs Criminal * Both parties roll 1D6, highest roll wins. * Before rolling, other Criminals can give a single shade to GM or Criminal to +1 that roll. (Criminals exchange shade; GM discards.) * Each time a Criminal fails, they gain an evidence token.
Thanks to The One, True Tom for workshopping final text with me. Thanks to the Budcat alumni for playtesting.