You get a code and a link to send to your crew. Bots can fill empty seats.
Join a game
How to play (1 minute)
Your turn: roll 4 dice. Alarm faces trigger immediately: the shared track advances and your personal
alarm card fills. Before picking, you may spend one of your 2 reroll chips (whole game!) to reroll any dice.
Then take up to 2 of the remaining dice and resolve them. After you're done, every other player may copy
one leftover die — online, everyone does this at the same time.
GEM take a gem of that color — it's loose (unsecured). At game end, loose gems are worth
1 pt each — unless the police ended the game (then they're confiscated: 0). LOCK secure all your loose gems of one color of your choice — they become a scored batch
(1/3/7/12/18/25 pts for 1/2/3/4/5/6 gems). Only 3 locks per color exist for the whole table. KEY take a key of that color. Collect the combo shown on a door to open it (points!). Doors are
first-come-first-served. The big vault doors unlock when all outer doors are open — or when the alarm
track reaches the marked count. The setup scales with the player count. Leftover keys = 1 pt each. ALARM alarms are personal: they fill your own 5-slot alarm card. Your 5th alarm is
a raid on you — you lose ALL your loose gems — and your card resets. Every alarm also advances the
shared track; at POLICE the game end is triggered (the round is finished so everyone gets
equal turns).
Game also ends when all doors are open or all locks are used. Most points wins.