MasterMinds - Heist Society

In Mastermind - Heist Society you are the brains.  Assemble a team of operatives to take down some of the greatest heists in history.  Combining drafting and a press-your-luck style of mission completion, Masterminds - Heist Society will test your risk/reward intuition, along with your luck.  Play it safe and slow to guarantee a win, but another player may swoop in and grab the prize out from under you.

   Be the Mastermind.

More info coming soon !!       Game testing is ongoing.

A view of the test deck, not final art.

The Basics

In this card game for 2-6 players, you take on the role of a Mastermind,  the "brains behind the operation", putting together a team to take on the available Heists.  Win the game by collecting the highest total value of gems.
 
Reminiscent of films like "Baby Driver", "Oceans 11", and TV shows like "Leverage".  Each round, players can choose between preparing their team with more personnel and added equipment, or running one of the heist jobs that is available in play. 
The game is designed to allow for multiple play styles, and is suited for players age 10 an up. 
The TALENT
  These are the Masterminds recruits.  The arms and legs of your operation.  You'll direct them to use their talents on the various steps of the Heists. 
  Each one has different stats and special abilities to leverage.  You may only have four in your crew at a time, but how you use them is up to you. 
   Each Talent Card has the five stats used to complete Heists.  Driving - Their skill with vehicles.  Combat - Their mastery of weapons and/or martial arts.  B&E (Breaking and Entering) - This cover their abilities with code-breaking, lock-picking, and electronic intrusion.  Stealth - Their ability to go unseen.  Lastly, Grifting - Their ability to talk their way in or out of a situation.
   At the bottom is the Special Ability which has a affect in the game.
The FAILURE cards
   When a Heist Step is failed, you must choose a team member that participated in the failed step and draw a Failure Card.  If the challenge that was failed is in either the top or bottom starburst, then that team member has to pass the challenge below or suffer the consequences on the card.  If your challenge isn't in the starburst, then they lucked out !!  
   There is a Failure card that gets the team member busted by the authorities, so "failure" is not recommended!
The HEISTS
   These are the jobs that your crew will take down.  Each job has 4 parts called Heist Steps which has a stat challenge associated with it.
   You can use up to three members of your team to take on a heist challenge and complete the Heist Step.  
   As you complete Heist Steps, you put one of your markers in the boxes in order "A-C".  Then go for the finale "D".  When you complete that, you complete the Heist and reap the Gem reward!
The PREP cards
   Prep Cards are kept in your hand until you, the Mastermind, choose to use them.  They can be played on you, your team, your opponents, or their teams.  Many cards have a option to cash in a Gem for an additional effect.
 
   As long as you come out on top!
   

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The Tactician - Jane Smy

Talent card The Tactician - Jane Smythe aka MOTHER She gets the gear where it's needed.