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There’s a clear tension between what’s known (or at least what’s predictable) and what’s unknown. Here, it means you’re refusing to give up the jig by stepping into that approaching security guard’s line of sight.
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In board games, forfeiting an action usually means you’ve failed to optimize. Which is why passing on an action or two is so important to this game’s pacing. The protagonist of a heist can be admired for their adrenal response, to be sure, but that amounts to very little without observing the ABCs - Always Be Cool. Heists aren’t only about kineticism, about frantic dashes between concealment, but also about stillness: that moment when a guard paces toward the protagonist’s position, flashlight swinging in the dark, and only pulls back at the last moment. Those who played the first game may recall that you were forced to use your entire set of actions or you’d be forced to draw a card that might drop you through the floor or bring a guard closer to your hiding spot. In fact, these patrol patterns are indicative of the entire game’s approach to uncertainty. After each turn, the guard on your floor will patrol according to a pattern that’s predictable in the short-term but less stable as turns progress.
#Who played biff crack
You explore the casino to unveil tiles, travel between floors, and crack a safe via the same method found in the first game. What’s it all about? On that score, The Casino Capers manages to be clearer than ever. Here, you’re engaging in a single coherent heist, in a space that’s both enticing and dangerous, and the entire package, from the guards who look suspiciously like mob enforcers to the deliberately faded playmats, carries that ashtray glamour that sticks to casinos like cigarette smoke on curtains. But it also helps establish a sense of place that went missing from the original game. And yes, at times the top floor can block the light and make the act of craning to see a tile on the opposite side of the board resemble a failed yoga pose. It doesn’t soar quite as high, but don’t go mistaking that for a metaphor. By the way, there are only two floors instead of three. The box unfolds, attaches legs, and bears the weight of its second floor. In The Casino Capers, everybody partakes in that sense of scale. At conventions, he would show off a wooden frame that transformed Burgle Bros into a skyscraper with stacked levels all the better for drawing people to his booth. When we first opened the box, everybody at the table was entranced. Because each security guy only patrolled if he was on the active burglar’s floor, it was best to spread your guys between multiple places. It was to prevent the guards from activating too many times in sequence. Players were encouraged to spread out over multiple floors, but this wasn’t for the sake of coordination.
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The problem wasn’t so much the game’s length - although it did stick around like a bad house guest - as it was one of repetition. “Boring” isn’t one of my favorite words, but it finds apt deployment here. Repeat three times, escape to the chopper, and that’s the game. Inside each safe was a piece of treasure, invariably silly, that you needed to carry to the roof. Your burglars would uncover the layout of the floor until they discovered the safe and every other room in its row or column, and then roll dice until you hit all the numbers on those revealed tiles. The method of cracking it was always the same. Three floors, each with their own roving security, and each sporting a safe tucked into some unknown corner. Burgle Bros was originally about a big heist that was really three separate burglaries layered on top of each other. But the biggest transformation in The Casino Capers is such a seismic shift, and so related to the shape of the original game, that it’s hard not to place them side by side. Tim Fowers and company have come a long way since 2015, and it shows in nearly everything they produce. I don’t want to spend too much time recounting the problems with Burgle Bros: The Original Cut.