Kick The Box
All of the cards are early prototypes without their final artwork and design.
Cops ‘n’ Robbers is a 2-6 player card game designed by Kieran Billings. The game is a simple, grab the most loot, with a dash of ‘take that’ thrown in for good measure. The object of the game is to be the player with the most money by the end of the game. There are a couple of different ways you can end the game, depending on what you choose at the beginning of the game. You can either set a certain cash amount limit or a certain time limit for the deciding factor of the game ending.
In the deck are three different types of cards, the Robber Cards, the Loot Cards, and the Cop Cards. The Robber Cards will give you added abilities, some of them being one use only, some add an ongoing bonus. The Cop Cards are flipped over when you are attempting your getaway. (More about that later.) And the other type of card, the most important type in the game, the Loot Cards. These are the cards you are trying to acquire. He/she with the most cash value by the end of the game, wins.
The Setup is very straightforward. Place the Loot and the Cop cards in the center of the table, leaving enough room for a discard pile, and within easy reach of all players. Deal all the players five Robber cards each. Place the remaining deck in the center of the table along with the other two stacks, also leaving enough room for a discard pile.
Each player draws a loot card. The player with the highest cash value goes first. If two or more players tie, then they redraw until one has the higher loot value. Shuffle all the loot cards back into the stack.
During your turn, you add as many cards needed to complete your five card hand and then you select one of the three actions. You can either Loot, Stash, or Lie Low.
When you take your Loot action, you draw the top card of the Loot Deck and place it face down in front of you,
creating your Loot Pile. (The loot amounts vary from nothing to $200,000 in $50,000 increments.) You have just successfully robbed the bank! You finish your turn by playing any Robber Cards that may be beneficiary to you. This could be cards that give you a + bonus to your getaway car or one shot cards that allow you actions, such as stealing loot or getaway car cards from the other players.
You can also choose to Lie Low. Instead of Looting, you can draw two Robber cards, and than play any from your hand.
After a couple of turns, you may have acquired a few Loot cards and are now ready for the Stash Action. This allows you to try an attempt to get all of your stolen goods to your hideout. During your stash action, you must make a getaway attempt. You draw equal amount of Cop Cards as you have Loot Cards. If you have two Loot Cards, you draw two Cop Cards. Each Cop card will have 0-3 cops on it. You compare your bonuses to the amount of cops you have drawn. Players can now play any one time use cards that can subtract from your bonuses. If your getaway and one time use bonuses are equal to or more than the amount of cops (and any other detrimental player cards that were added),than you have successfully escaped and can now set your Loot Pile to the side, creating your Stash pile. If your bonuses fall short,
than you are caught and hauled off to jail.
When your getaway has failed and you are hauled off to jail, you lose all your Getaway cards and Loot cards (Your Stash Pile at your hideout is safe.) You still get your turn the next time around, but can not play any cards that are detrimental to any players chances of trying to getaway until it is your turn again.
The prototype cards didn’t feature a lot of artwork, but with the little that they add and updates from the first Kickstarter campaign, you can see that Kieran is shooting for a Darkwing Duck cartoony style which fits well with the game. (You can find a link to Update #5 of the original campaign here featuring some of the new artwork that could be on the final product.)
I have not had a chance to play Cops ‘n’ Robbers with five or six players yet, but it does play very well with 2-4 players. A light game with a Munchkin-style take that element. The game ending variants are a great feature.Yes, you could probably do this with any card game, but having suggested variants included in the rules is a nice touch. If your looking for a quick filler while waiting for guests to arrive, add a thirty minute time limit. If your wanting to play til the person with the most money wins, play with the suggested loot cap or one of your own. They all work resoundingly well and fun to play.