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The Perfect Heist» Forums » Rules

Subject: Comments on Rulebook Improvements rss

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Peter Harrison
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Hello Karl,

The Peter Harrison here. Just got the game a couple days ago, and I sat down to play it just now. I wanted to mention some of the sticking points that were confusing while it's still fresh in my mind, for future rules revisions. We were using First edition rules:

Event: Play Immediately - There wasn't anything in the rules at all regarding this card and what to do with it either in a starting hand or later on. We did play it immediately, but it may be a good thing to put in the glossary, or better yet give it it's own section. We were also unsure what constituted the start and end of a round, as it could be drawn at the start of a turn, or later on, if a trade in occurred.

Sabotage Cards: Can they be put in the wildcard space of your ability deck?

Versatile: I think I understood this card, but you essentially have the ability deck spaces of the original specialist type, while then gaining the skills of the second specialist type? other errata; if you put it into your wildcard space without having a specialist already, you discard it right away? if you play it while you have on specialist, it remains and you can play a second at any future point? and finally, if you lose your first specialist role, does the second one become primary? (and it's ability card slots the appropriate slots)

Microwave Gun: It's 'Technician Only', but a technician only has one weapon slot so they can't use this under normal circumstances. At first I thought that was intentional, but I see that cards like the 45 handgun and machine pistol have a power of 3 and only use 1 weapon slot. Was this intentional, to make those two cards in relatively high demand? it seemed to effectively make the microwave gun good, but always not as good as two of most anything else that needed only 1 weapon slot.

Blindsided: What happens if you take a card you can't use? Do you take it and put it in your ability deck, or into your hand?

History Cards: When can you play them, can you discard them (if they don't discard themselves)

I'm sure I'll think of more eventually. Were you intending to do an appendix of card interactions that specify errata on a card by card basis?

Overall though, we all really liked the art and many of the mechanics. I'm glad you seem to be actively in these forums and answering questions and responding to comments. I'm happy to have kicked this one for sure!
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Karl Tiedemann

Michigan
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Hey, Peter. Thank you very much for the suggestions. I'm working on the amended rules, which I will post online for everyone. In the mean time, I'll try to answer your questions.

Sabotage cards cannot be placed in the Wildcard spaces.

Versatile: Yes, you got it. You gain the special gameplay abilities of the second Specialty (for example, the Fence's trading ability) & are able to single-handedly count as 2 Specialties for bigger Heists.

If you don't have any Specialists yet and try to play "Versatile", you'd immediately have to discard it. If you have one Specialist in play, you may active "Versatile" and wait until you've picked up the second Specialist card.

Microwave Gun: Yes, the Technician must have the "gun case" in order to use the Microwave Gun. After which point, the Technician can use its ability to boost the Gun to a 6, because it is a "Tech" weapon.

Blindsided: any card you take just goes into your hand. You can choose to play it or simply discard it.

History cards: You can play them or discard them at any time (except for when you are participating in a Heist).

Yeah, in the amended rules I intend to a card-by-card appendix.

Okay! I hope that helps. Heist on.

Cheers,
Karl
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Reis
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It is also a good idea to explicitly state when the game ends, how you determine a winner, and how many Notoriety points a heist is worth. Probably worth putting a Heist card in the rulebook and diagramming it as well.

I also suggest putting the win condition before the rules to add context, and don't label the Turn Order section "Starting Out".

There's a lot more really vague stuff here that needs to be explained - I don't own the game myself so I can't refer to it to list them, but I was the one who read it and taught the rest of the group. The rulebook clearly wasn't tested on groups that hadn't played before. For a game that ultimately seems pretty simple, it took a lot of effort to figure out how to play.
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Karl Tiedemann

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Hi Reis,

I appreciate your feedback. But, the rulebook was certainly tested with several groups of players, blindly and without aid from anyone who'd ever played the game before. The groups were equally comprised of self-described gamers and non-gamers. Further, the manual was distributed to and edited for clarity by several volunteers.

Agreed there are better ways to organize a lot of this content. And I will continue to improve it.

But, several of your suggestions are actually already in the rulebook:

For example, the very first bolded line in the rules states "The game finishes when the first player reaches the end of the board. The player with the highest Notoriety wins the game."

And there is a diagram of a Heist card, under the section "Attempting a Heist" that calls out the number on the card and states "...the number of Notoriety Points you gain by successfully pulling off the Heist."
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Reis
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Thanks for pointing these out. I don't own the game myself but I had trouble finding both of those when looking for them. Sorry to come down hard when that info was there.

How do you figure out how much loot you get, then? We were playing that Notoriety = Difficulty and that the Notoriety number was the Loot amount, I think.
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Karl Tiedemann

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It's cool. I'm working on a complete overhaul of the rulebook layout, so it helps to get a kick in the backside to remind me to do a better job.

Each heist card has two numbers on it. The top number is the Heist difficulty (and ranges from 1-50). If you succeed, that's how many Notoriety points you'd get. The number in the lower right is how many Loot cards you'd get to draw (and ranges from 1-8).

I hope that helps. And I hope things didn't go so poorly that you wouldn't try playing the game again.

--K
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Reis
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Actually, once we figured out what we were missing with educated guesses (that ended up being correct), we had a good time with the game! We were playing the heist values correctly. Thanks!
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