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Friday 20 May 2022

Friday Filler: Burgle Bros 2: The Casino Capers

Some games have a table presence as soon as you have them unboxed and everything is out on the table. Others have table presence as soon as you look at them, and that presence follows through from the moment you hold them in your hand to point where you are actually playing them. Colt Express, the 2015 Spiel des Jahres Winner from Ludonaute is an example of the former, taking place aboard a card board train which you set up and attempt to rob. Burgle Bros 2: The Casino Capers is an example of the latter. It comes in a block-shaped box which when you stand it up, looks a cartoonish rendering of a Las Vegas casino. Open—or rather unfold—the box and everything inside comes stored in plastic trays and once these have been removed, a leg is inserted into the receivers in each of the four corners of the box and the box itself is then flipped over to stand on those legs. A playmat, showing a four-by-four playing grid, is placed both on top of the box and under the box. Together these two playmats, when laid out with the rooms and locations of the casino, form the playing surface for Burgle Bros 2: The Casino Capers and the target of the players and their characters and their heists. Add wall sections and playing pieces or meeples illustrated with yet more themed artwork and what you have in Burgle Bros 2: The Casino Capers is a board game with table presence. And yet… Burgle Bros 2: The Casino Capers looks a little rickety. The top of the box is not quite flat. Plus playing under the box is a little fiddly. Which is all a bit of a shame, because Burgle Bros 2: The Casino Capers really does look like a great game, with great artwork that supports its theme. However, Burgle Bros 2: The Casino Capers does not have to be played using this three-dimensional set-up, as clever as it is. It can be played using just the playmats, and it works just as well.

Published by Fowers Games, Burgle Bros 2: The Casino Capers is a sequel to Burgle Bros. and both are co-operative games. In Burgle Bros., between one and four players perform a heist on an office or bank, attempting to locate a safe whilst dodging patrolling guards, all done in the style of a sixties heist. In Burgle Bros 2: The Casino Capers, between one and four players attempt to break into a Las Vegas casino, locate and open a safe, and get away with the loot. However, Burgle Bros 2: The Casino Capers is much more of a challenge than Burgle Bros. This is no night-time burglary—it must be performed during the day. Security is tighter and the safes are tougher, plus there are Bouncers who will follow patrol routes, but who are always on the lookout for any Commotion which they will want to break up. And since this takes place during the day, the casino is thronging with guests. Some are customers, some are not. Some are helpful, most are not. A player might be forced to make a detour to avoid a drunk or get caught up with a saleswoman who never stops talking, be spotted by an undercover member of the casino’s staff or hide from a Bouncer in a crowd. On the plus side, the players are skilled and have gear too, but both only have a limited use. And when the crew manage to get to the safe and crack it open, they have to take the loot and get it out of the casino in an exciting finale!

At the start of the game, the game’s tiles are randomly placed on both floors of the casino, face down. Each floor must have an ‘Escalator’ and a ‘Monorail’ tile. The ‘Safe’ tile is placed on the second floor, whilst the ‘Owner’s Office’ tile is on the first floor. The Patrol Cards for each floor are shuffled and one drawn for each floor to determine where the Bouncer on each floor starts from and where the guests are placed. Guests are represented by poker chips, and these are also placed face down. A second Patrol Card is drawn to indicate where the Bouncer is going to move to, at least initially. Each time a Bouncer reaches his destination, a new Patrol Card is drawn to determine the new destination location, and so on and so on, until the Patrol Card deck is empty. In which case, the Bouncer will start hunting for the nearest player. Eight walls are placed randomly on each floor. These block movement and sight between locations. Then the first—or the next, if Burgle Bros 2: The Casino Capers is being played a campaign—Finale card is drawn out of its envelope, and its text read out. This adds flavour and detail to the heist. The rules on the back will only be revealed and come into play after the players have emptied the safe.

A player receives a character and the character’s three pieces of Gear, either by choice or at random. There are a total of nine in the game. With a maximum number of four players, this adds variety and replay value to the game. For example, Rook is an Elvis impersonator who has an ‘Earpiece’ which enables him to move any player to an adjacent tile, but not through a wall; a set of ‘Facemasks’ which enable two players to swop places; and can ‘Impersonate’ another player to use one of their already prepared items of gear. All great takes an action to prepare, but no actions to use. All have a limited number of uses before they are flipped over granting a last one-shot bonus action before being discarded, and for the most part, an item of Gear affects another player rather than the one using it.

The aim of Burgle Bros 2: The Casino Capers is for the players to enter the casino, locate both the Owner’s Office and the escalator on the first floor and then go up to the second floor. They must find the safe and open it. Not only do the players get the loot, but they also get to turn over the Finale Card and bring its rules into play. The Finale Card also details the players’ means of exit. There nine heists in Burgle Bros 2: The Casino Capers and thus nine different Finale Cards. Initially, Burgle Bros 2: The Casino Capers is designed to played in order, but once they have been played through once, the Finale Cards can still be played again, but in a random order.

A player’s turn consists of two phases—the player phase and the Bouncer phase. On the player phase, a player can take up to four actions from a choice of four. These are ‘Move’, ‘Peek’, ‘Use While Here’, and ‘Prep’. ‘Move’ is to an adjacent tile, revealing any face down poker chip and resolving it, and then resolve any ‘When You Enter’ effect if the tile has one. ‘Peek means to look at an adjacent tile, whilst ‘Use While Here’ is an optional action on a tile, again if it has one. Lastly, ‘Prep’ means to ready a piece of Gear for use.

In the Bouncer phase, the Bouncer on the same floor as the player moves three spaces towards the destination on the current Patrol Card. If the Bouncer moves through any tile occupied by a player, that player gains two Heat. If a player gains six Heat, either from encountering a Bouncer or from particular locations, not only does that player lose, but every player loses! If a Bouncer is hunting after running out of Patrol Cards and their routes to follow, he moves directly towards the nearest player. So it is very much in the best interests of the players to avoid the Bouncers on both floors. Out of the Bouncer phase, a Bouncer will also move towards a Commotion when it is created in a particular tile. When a Bouncer is hunting the players, a Commotion can actually be used as a distraction, which is both helpful and thematically brilliant.

Each of the tile types has particular effects. For example, in the ‘Buffet’ a cube is added to the tile each time a player enters it. When there are three cubes, a Commotion is caused, the cubes are removed, and the Bouncer moves three rather than the standard one space towards it. If a Bouncer enters the ‘Crow’s Nest’, he surveys the adjacent tiles and if there are players on them, they each gain one Heat. At the ‘Table Games’, a player rolls two dice and if he rolls either seven or eleven, he loses one Heat, but causes a Commotion on any other roll. Both the ‘Lounge’ and ‘Pool’ tiles have their own decks of cards for even more random events.

Locating and opening the safe is a multi-stage action. First, the players need to locate both the ‘Owner’s Office’ tile on the first floor and the ‘Safe’ tile on the second floor. They also need to reveal all of the tiles in the same row and column as the ‘Safe’ tile. Second, they need to locate the ‘Moles’ they already planted in the casino ahead of time. There are four of them in the casino and when a player finds one, he can be exchanged for a single die at a cost of two actions. This die is stored on the ‘Owner’s Office’ tile. Third, when a player is on the ‘Owner’s Office’ tile, he can transfer it to the ‘Safe’ tile. A player on ‘Safe’ tile can expend an action to roll the dice. If any of the numbers match those tiles in the same row and column as the ‘Safe’ tile, they are covered up, including multiple numbers. One die is returned to the ‘Owner’s Office’ tile, but a player can continue expending actions to roll the dice as long as one remains on the ‘Safe’ tile. Completely covering all six numbers in the same row and column as the ‘Safe’ tile means that the players have cracked the safe’s combination and triggered the effects of the Finale Card. If the players fulfil the victory conditions on the Finale Card, they have won the game.

At the end of the game, it can all be put away, or alternatively, the players can fill out the Heist Log if Burgle Bros 2: The Casino Capers is being played as a campaign. Successfully pulling off a heist increases their Suspicion value, ranging between one and ten, but failing decreases it. If they were successful they get a sticker to add to the Trophy Case in the bottom of the game’s box, and whether or not they win or lose, they do get an alternative piece of Gear which can be used in future heists. The rulebook also include a variant rules for ‘Dead Drops’, representing randomly distributed pieces of ‘Gear’ that the players must find rather than being assigned everything at game’s start. This makes the game more challenging, whilst the separate ‘Casing the Joint’ makes it less so by reducing the element of randomness in terms both set-up and game play.

Physically, Burgle Bros 2: The Casino Capers is very well produced and it is a great looking game. The rulebook is simple and straightforward to understand, though a lot of the game’s nuances are expected to come out in play rather than be explained in the rules. Some of the Gear cards could have done with clearer explanations though.

Burgle Bros 2: The Casino Capers is a fantastic combination of both theme and random events. The theme is instantly recognisable and playable, the casino heist a la the film Ocean’s 11, only the sixties version rather than the noughties update. It is very much get into the casino, case the joint, avoid the bouncers, dodge the guests, luck out on the Craps table, and slip into the safe room to crack the combination, but it is also another theme present too. One which Burgle Bros 2: The Casino Capers constantly threatens to tip over into—farce! The possibility of running into the wrong guest or Bouncer one too many times or entering the wrong room, and more, all threaten to endanger the heist attempt, and perhaps tip the attempt over into farce and then failure. Burgle Bros 2: The Casino Capers is an easy game to teach and play, but difficult to beat because of random events, and whilst that can be both great and frustrating—it can be a little too random in places, where the game really scores is theme and story. Theme because everyone loves a heist and story because all that randomness can set up great stories as the players run into that drunk one too many times or find a spot to pause whilst the Bouncer moves past or an item of Gear gets a player a out of a tight spot. Plus the Finale Cards simply add more theme, not just with the narrative at the start of the game, but also with the extra rules for the getaway at the end of a heist.

Ultimately, you do need to be lucky to pull of a heist in Burgle Bros 2: The Casino Capers. However, the theme is sheer brilliance, the game is fun to play, and together, everything in the game helps build a great stories.

1 comment:

  1. Burgle Bros 2: The Casino Capers is a fantastic combination of both theme and random events. The theme is instantly recognisable and playable, the casino heist a la the film Ocean’s 11, only the sixties version rather than the noughties update. It is very much get into the casino, case the joint, avoid the bouncers, dodge the guests, luck out on the Craps table, and slip into the safe room to crack the combination, but it is also another theme present too.
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