How to Play
Three floors. Three safes. One way out.
The Heist
What you're doing here and how it ends.
Rick
Morty
Summer
Beth
Jerry
Mr. Poopybutthole
Jaguar
Birdperson
Pickle Rick
Space BethYou and your crew are breaking into a 3-floor building. There is one safe on every floor. Crack all 3, grab everything, and get to the roof, together.
One loot card changes the plan. Pick up the Walkie-Talkie and the roof shuts for good: from then on, anyone still inside leaves through the ground-floor entrance, drops out through a ground-floor walkway, or blasts out of any ground-floor tile with GoTron or a Thermal Bomb. The job itself does not change: every safe cracked, all the loot in hand, every character out.
Every floor is a 4×4 grid of face-down tiles. You usually find out what a room is when someone walks into it or peeks at it from next door, and some of those rooms are alarmed. A guard patrols each floor, and every alarm you trip pulls him toward you.
On your turn you get 4 actions. Spend them moving, peeking, hacking, or cracking. Then the guard on your floor moves, and the more noise you've made, the more directly he comes for you.
A turn is a budget of 4 actions. Spend them in any order, on anything you can legally do from where you are standing.