In Mice Heist you are mice from a colony seeking to steal food from a human household. The player who returns with the best food will be the hero of the colony. But the food is protected by obstacles and traps, so you may have to reluctantly work together to overcome them and get the largest portion.
Modifier chips
Blue | Green | Yellow | Orange | Red | Purple |
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4 contribution tracks | 37 upgrade skill cards | ||
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20 obstacle cards (5 per job) | 4 rules reminder cards |
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18 starting skill cards (3 of each player color) | Active job marker | 24 contribution markers (8 of each player color) |
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12 food tokens (4 each in values 20, 10, and 5) | 20 trash tokens | 1 opaque bag |
Update image to remove player chips
Need updated picture for beginning of game, not end. And should include food.
Alternate setup option: Separate obstacle cards by difficulty and shuffle each difficulty tier into a pile. For each job randomly deal out deal out (from bottom to top):
You are all attempting to pull off jobs to score food for your colony. Each job has a sequence of obstacles, which will test each playerโs skill and luck. When the game ends players are each paid out in food according to how much they contributed. The player with the highest value food stash wins.
Each job has a contribution track. When you contribute to the success of that job by overcoming obstacles you will add your player-colored marker to that track. The player with the most markers on the track will receive the highest value food. When adding to the track, add to the next available spot on the track, indicating who contributed last (which will break ties in their favor).
Each job has a stack of obstacles. Each of these will have the following elements:
There are a couple of extra pieces of information only used for setup (they have no effect during gameplay):
You begin the game with 3 skills that can be used to help you overcome obstacles. You can gain more skills as the game progresses. Each skill is either in a ready state (face-up) or exhausted state (face-down).
To use a skill card, it must be ready. Execute the text on the card. Then flip it face-down.
To exhaust a skill card, it must be ready. Flip it face-down but ignore the text on the card.
To ready a skill, flip it face-up.
To learn a skill, choose an upgrade skill from the market. Add it face-up in front of you alongside your other skills. Deal out a new skill card from the deck face-up to the market.
Players each take a turn in clockwise order. Any reference to โyouโ is to the active player (who is currently taking their turn).
On your turn you will test against an obstacle with the following steps:
Choose an obstacle and place the active job marker on it to let everyone know where you will be testing.
Everyone else has an opportunity to bet on the outcome of your upcoming test. They may choose to exhaust one of their skill cards in order to gain a reward if the test is successful. Players choose to do this simultaneously, and must do so before the active player proceeds. Any player who pays this exhaust cost is considered to be as assisting player.
You now draw 2 chips from the bag without looking, at place them on the table.
The chips have mismatched sides. Do not look and choose the sides of the chips as you draw them. Leave them randomly assigned as they come out of the bag.
At times you may need to draw a chip when there are no chips remaining in the bag. When this happens, return all chips from the play area except the ones already drawn for this test to the bag. Then proceed drawing.
At this time you may use any number of ready skills one at a time to modify the chip results. Skill effects could involve flipping chips (to change which modifier value is showing), drawing additional chips, adding numeric modifiers, or any number of effects.
Note that some skills will indicate that they only have an effect when activated for obstacles that have a matching skill icon. TODO: Provide an example
Add the following together:
This value is your test rating.
If the test rating is less than the obstacleโs target rating you failed. Otherwise you succeeded.
You may optionally return 1 trash to the supply in order to learn a skill from the market.
If the there are no more obstacles remaining for the job then the game is over. Continue to โEnd Game & Scoringโ below.
Otherwise:
The end game is triggered when one of the jobs has been completed (there are no more obstacles in its stack).
For each job, players claim food tokens according to their number of contribution markers on the track. The player with the most markers gets 1st choice of food token, the 2nd place will choose next, and so on. Ties are broken by whoever among the tied players has a token furthest ahead on the track.
If all food tokens have been claimed for that job, any player with at least one contribution marker will instead take 1 trash.
Each player calculates their total score from their tokens:
The player with the largest total is the winner. If there is a tie the player with the most trash is the winner. If thereโs still a tie the players share the victory.