Sandbrook Heist: expanding outwards and beyond

Now that Heist seems to be mechanically successful (and more importantly fun!) I have begun thinking about how to expand and improve it. Link to try it for yourself is at the bottom.

Currently version 1 is:

6 players, 2 police and 4 criminals.

Criminal players include one mastermind who must collect and play 3 out of 5 plan cards in order to win. The other criminals must help the mastermind but can also steal treasure for themselves. The criminal players so far are the street urchin, the cat-burglar and the ignoble gentleman.

In total there are 50 cards, meaning it can be printed out as a simple deck of cards pretty simply. 

Further to this I also have ideas for two more players – the cultist; a criminal who also converts players to his own team allowing them to win and the fallen wrench, who uses medicine to either help or hinder other players. 

Link to version 1 playtest Link (Edited to update to V.2, correcting spelling errors and changing face up/face down cards)


Players are dealt one character card face down each

Players begin with 3 cards from the deck and pick up three each turn. Previous winner begins or randomly.

All players close their eyes, the Police and Investigator open their eyes so they know who each other are. Everyone opens their eyes. 

On their turn players pick up three cards then discard any cards they have which they do not want, or are the wrong team (eg criminals cannot hold police cards) into a discard deck next to the play deck. They may then either play any cards of their character on themselves or other players. They may also pass cards to other players face down.

Cards played on other players are put in front of their character cards either face up or face down. Passed cards are given directly into their hands.

Treasure cards are placed face down in the center of the table. The mastermind also plays “plan” cards into the center of the table alongside them. 

Both police and criminals play treasure cards. At the end of the game the winning player colects any treasure from the center of the table and can give them our (or not!) To his team (or who he thinks is his team). These count as points for the round until the game ends, players run out of time etc.

The game ends when the mastermind is investigated by the investigator (after having a detain or arrest card played on them), or the mastermind plays three plan cards.

Any treasure in front of characters (stolen from the middle) gives them additional points at the end of the round.

Any questions or ideas? Let us know!

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Playtest – Sandbrook Heist v1

We playtested the Heist game v1 again yesterday, playing 4 games with some alternative rules which worked much better.

There were two options we tried:

Firstly to limit the number of plan cards available making only 3. The problem was that the game then took too long, making it too easy for the police to catch the criminals.

Secondly to have all players play treasure cards acting as points, but that plan cards are also played upside down. In this way anyone playing face down cards can be suspected of being the mastermind, but only the mastermind knows when the plan is ready – which I think makes sense from a thematic point of view.

We played one game of the first type and 4, 5 minute games of the second. Having the game take 5 minutes kept it interesting and fast moving, allowing the police to win 3 times and the mastermind once. 

We had 2 new players which picked up the game within that time span which was also very reassuring, though having a basic ruleset on the table would be beneficial for reference.

I look forward to seeing how this game progresses, especially how positive the feedback has been from a first version.

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Idea – Zombie cooperative card game

Played with a ring of cards around table, players turn 5 over each turn. Cards are added to each time players complete their mission.

Players have to collect a certain amount of gas, food etc to get to next level based on number of players plus 1.

There are 3 different sets of cards added over the rounds

Potential Cards

Characters – doctor, hunter, priest, thief, dancer etc

Characters have bravery. Highest bravery starts first. If not successful moves to next player.

Players can chose who to attack first. Though players only get to attack once.

Players can keep up to 5 cards in their car and hold 2 in their hands – including their weapons.

Food – collected. Small meal, big meal

Medical – shared out & used. Medical pack, first aid kit, bandage, beer +1 atk this round

Weapons – have certain effects, put onto players

Sniper rifle. Shotgun. Bow. Knife. Pool cue. Etc

Zombies – have HP and negative effects if not killed

Negative effects – 

diseased – 1 atk

slowed, -1 atk

disgusted -2 bravery

mutilated -2 atk

bitten -1 atk

Horrified -2 bravery

Players can play cards depending on their character and cards played on them

If monsters not killed after each round then negative effects are played into characters

There are 5 round to beat to escape

An alternative might be to have situation/ story mode, places are shuffled and 2 are chosen each turn. Places have number of cards written on eg

Round 1: 20 base cards

Round 2: 15 base, 5 medium cards

Round 3: 10 base, 7 medium, 3 hard cards

Round 4: 6 base, 8 medium, 6 hard cards

Round 5: 4 base, 6 medium, 10 hard cards

Character cards x10

Place cards x10

1. Secure Supermarket (15 b 5m) 

Special, add 3 food cards

2. Abandoned military base (10b, 5m, 5 h)

Special, add 3 weapons cards

3. Forgotten gas pump (15b, 5m)

Special, add 3 gas cards

4. Infested school (5b, 10m, 5h)

Special, remove any weapons cards

5. Grandma’s house (15b, 5m)

Special, add 1 boss zombie

6. Downtown market (6b, 8m, 6h)

7. City center (6b, 8m, 6h)

8. Centre for disease research (4b,6m,10h)

9. Creepy graveyard (8b, 7m, 5h)

10. Secured trading post (16b, 4m)

Base cards x35

Gas x6

Food x6

Medical x5

Weapons x5

Weak zombies x12
Medium cards x30

Gas x4

Food x4 

Medical x3

Weapons x3

Weak zombies x3

Medium zombies: x6

Tough zombies: x1
Hard cards x25

Gas x3

Food x3 

Medical x2

Weapons x2

Medium zombies x4

Tough zombies x6

Boss zombie x2

Players have to play through each situation or the 5 rounds to beat the game getting better weapons etc as they progress

Sandbrook Heist! First playtest

First playtest of the new social deduction game done – two games taking approx 10 minutes each.

Game went well overall for a first test, mechanics fairly solid however need to work on the rules for the masterminds plans. There are too many being recieve therefore need to either have less plan cards or have more played to win. The plan cards also too easily show who the mastermind is – perhaps have them face down in future? The mastermind would need to remember how many they have played.

Secondly the investigator has had trouble recieve their cards, so have been slow to act. A better amount of cards for investigator and police would help here. Police and investigator cards also need varying to keep interest over multiple games.

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