Teach the Game
Learn how to recover your money, manage attention and escape before the city locks down.
How you win
Escape on Day 3 with more money than the other thieves. You must hold enough cash to pay the exit cost. Anyone arrested before escaping is out and cannot win.
The boards
Build the city from double-sided tiles. Each tile connects industrial, commercial, residential and water areas, and may hold a Business, Safe House, Gang, or other Location. The board tracks time, police patrols, turn order and Notoriety.
A day
The game lasts three days. Resolve Income (not on Day 1), Patrol, City, Turn Order, five time slots for player actions and Change of Day. All players take morning, afternoon and evening actions; Night and Dawn require spending an Extra Action disc.
Your turn
Choose Rest or Move. Move uses three movement points, then resolve Police avoidance and one Location visit. You may also use Executive Actions at the timing shown by their icons. The Subway and Heliport change movement; ending on either skips the Location visit.
How the game ends
Only Day 3 lets you escape. Use the last open Exit during your Travel step, avoid police from tiles you leave, and pay its exit cost. If you lack the money, you are arrested. The game ends after everyone escapes or is arrested, or after the third day.
Ways to score
| Source | Result |
|---|---|
| Safe Houses, Businesses and hidden cash | Gain the money mapped to each visit on your secret Escape Plan card. Income is collected immediately; other amounts wait until scoring. |
| Asset tiles | Each used tile contributes $10,000. |
| Contact cards | 1, 2, 3, 4 or 5 cards contribute $0, $10,000, $30,000, $60,000 or $100,000. |
| Lockers and exit tiles | Add the money values collected. |
| Notoriety | Subtract the amount shown at your final track position. |
| Wounds | Subtract $20,000 for each wound remaining in the red box. |
Only escaped players score to win. If tied, compare cash behind your screen, then lower Notoriety, then fewer Wounds; otherwise share the win.
What each resource is for
Cash pays for equipment, gangs, keys, services and escaping. Income cubes track your shrinking returns. Notoriety changes turn order and attracts police; wounds cost money and too many can fill your contact spaces with handcuffs. Extra Action discs add a Night or Dawn turn. Contacts, equipment, gangs, keys and assets help manage movement and police.
Teaching tips
Teach the day structure first, then the three Move steps: travel, avoid, visit. Emphasize that this is a race for liquid cash as well as hidden business proceeds: stored money does not pay the exit fee. Show how exposure raises Notoriety and can drive the police toward a thief.