Tiny Laser Heist: Heist Music Timer
Standard Heist Timer
Heists Attempted:
+30 Seconds Heist Timer
Heists Attempted:
Heist Tips!
- Use a left and right hand, and make sure thumbs are pointed up
- Reach in together from the same side — get up and move around if needed
- Push hands together harder than you think
Gameplay FAQ
What if we accidentally knock over a stack of locks or trigger a laser when a heist isn't in progress?
No problem — just restack the locks or reset the lasers how they were!
Why are the lasers more/less sensitive than I expected?
We put a ton of playtesting into different sensitivity levels, and ultimately we landed more on the side of "obstacles, not-hair-triggers" because it tended to be more fun (heist failure rate on hair triggers was INSANELY high) and easier to set up (i.e. hair triggers are much easier to accidentally set off). Lasers do still trigger, of course, just not at the slightest touch, and we think this is the option that's the most fun for the most groups.
Can you play two one eyed jacks to completely blind the heist master?
Yes! Players can play as many mischief cards as they want in order to thwart a heist. A fully blinded Mastermind was hopefully smart enough to recruit enough addtional members to the Heist Team so they can still succeed without the Mastermind's participation.
What to do when you knock over another tower of locks while trying to move the locks from the gem you are going for?
If any locks are on the ground when the time expires, the heist fails. If padlocks from a gem not being targeted by the Heist Team is knocked over, they must be replaced before time expires. REMEMBER: Padlocks can be moved one at a time in the room in which they started the round.
If we are going to play with more than 6 people, how big should hands be?
When playing with more than 6 players, use all the available money cards. The maximum hand size and other card rules are the same as if the game had six players.
What if no heist is possible with the existing Lockpick cards?
In this rare case, all players draw one additional card, until enough Lockpick cards are present for a heist.
What if everyone refuses to work with the Mastermind?
If the Mastermind can’t or won’t offer a deal appealing enough to put together a heist team, the Mastermind's turn is skipped.
What happens if a glitter lock is in the middle of the stack (meaning all three can't be transported at once) of three and a Heavy card is played?
"If Heavy is played when a Heist Team is targeting a gem with a glitter lock in the middle of the stack, the Heist Team may choose to target a different gem.
If there are no gems with three or more padlocks in the museum and Heavy is played, the museum is effectively defended and the Heist Team cannot proceed. However, because the heist did not take place, the person who played Heavy does not collect the failed heist reward."
Can Heavy only be played if there are three or more padlocks in a room? If no, does that mean additional locks need to be brought to the room before the existing padlocks can be removed?
"If Heavy is played when a Heist Team is targeting a gem with fewer than three padlocks, the Heist Team may choose to target a different gem.
If there are no gems with three or more padlocks in the museum and Heavy is played, the museum is effectively defended and the Heist Team cannot proceed. However, because the heist did not take place, the person who played Heavy does not collect the failed heist reward."