Fundex Games Heist Manual, Instructions

Manual, Instructions for Fundex Games Heist Game (1 pages)

Specifications:

292/292836-heist.pdf file (19 Nov 2023)
  • Manufacturer: Fundex Games
  • Category of Device: Game
  • Document: Heist, File Type: PDF Instructions
  • Updated: 19-11-2023
  • Count of Pages: 1
Download Heist Manual (1 pages)

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Data: UPD 19th November 2023

Fundex Games Heist Game PDF Instructions (Updated: Sunday 19th of November 2023 11:36:39 PM)

Rating: 4.2 (rated by 37 users)

Compatible devices: Sea Battle, 2428, 3202, Family Game Classics 2633, Highrise, Phase 10 Masters Edition in Tin, Family Game Classics 2333, Peanut Butter & Jelly Card Game.

Recommended Documentation:

Text Version of Fundex Games Heist Game Manual (Summary of Contents)

(Ocr-Read of Document's Main Page, UPD: 19 November 2023)


© 2008 Fundex Games, Ltd.
P.O. Box 421309   •  Indianapolis, IN 46242
Questions or Comments? Write us at the
address above or call us at 1.800.486.9787
or email [email protected] 
www.fundexgames.com
MADE IN CHINA
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!
AGES:  8+               PLAYERS/THIEVES:  2 – 6
CONTENTS:  
Vault  Dial  and  86  cards  (18  Code  Cards,  58  Tool  Cards,  10 
Vault Cards)
OBJECT:  
Be the first to crack the Vault’s code and win the gold!
SETUP:  
• Divide the cards into 3 stacks. The backs of the cards help 
differentiate the stacks.
Code Cards:  These special green-backed cards represent your 
secret code that can open the Vault and give you the victory.
INSTRUCTIONS
Tool Cards:  Use these black-backed cards as the tools of your
trade. They allow you to move the Vault Dial and crack the code. 
Vault Cards:  Form a circle around the Vault Dial with the 
silver-backed wedge shaped cards. The number side should be 
facing up. During the game, you will turn the Vault Dial so 
that it points to the numbers around the Vault. 
• Place the Vault Dial in the center of the play area. Arrange the 
10 Vault Cards around the Vault Dial as shown in the illustration 
below. The Vault Dial is then turned so that the arrow is pointing 
to “0”. This circle forms the game path.
• Pick a dealer. He/she will shuffle the green-backed Code Cards, 
and deal them to each thief as follows:
 
2-3 thieves game    5 cards each
  4 thieves game    4 cards each
  5-6 thieves game    3 cards each
Code Cards are lined up face down in front of each thief.  The 
remaining code cards are placed out of play, for now.
• The black-backed Tool Cards  are  used  to crack your secret 
code. This deck is shuffled and 5 cards are dealt to each thief. 
This forms the player’s hand. The remaining cards become 
the draw pile. Thieves can hold and look at their Tool Cards 
throughout the game.
• Each thief places their Code Cards face down, in a row, in 
front of them. All thieves take a peek at their own Code Cards 
and  then  select  which  one  they  will  try  to  “crack”  first.  To 
select, thieves move their chosen card slightly above the row 
formed by the rest of their Code Cards. Keep your Code Cards 
face down and hidden from the rest of the thieves.
 
•  When  all  thieves  have  made  their  first  Code  Card 
selection, the top card of the draw pile is flipped over to form 
a discard pile. If that card is a “special” card (not a number), 
continue flipping over cards until a number turns up. This card 
begins the game by indicating which direction the Vault Dial 
will be moved to start the game. So no one gets a head start the 
game is started on a number other then “0”. 
   - If the flipped over card is a minus number, the Vault Dial is  
   
moved that number of spots counterclockwise around the Vault.
   If a “-3” is flipped over the game will begin on “7”.
   - If it is a plus number, the Vault Dial is moved that
   number of spots clockwise around the Vault. 
   If a “4” is flipped over the game will begin on “4”.
• The youngest thief begins the game with play continuing to 
the left (clockwise).
PL AY:
CRACKING THE CODE
• On your turn, you will use your Tool Cards to rotate the 
Vault Dial. You are trying to end your move with the Vault 
Dial pointing to the Vault number  that  matches your chosen 
Code  Card. You  may  play  as  many  cards  as  are  in  your 
hand during your turn,  but  may draw only one  card  back 
into your hand once you have played.
• If  the number  on  the Vault and  the number  on your  selected 
Code Card match, you can turn your selected Code Card face up. 
You may then choose another Code Card and slide it above your 
Code Card line, preparing for your next turn.  
• If the Vault and Code Card numbers do not match, leave your 
chosen Code Card where it is, face down. You will try again to 
break its code on  your  next  turn. Whether you match or not, 
your turn ends. Discard your played Tool Cards to the discard 
pile and draw only one new card from the top of the draw pile. 
Never  draw  from  the discard  pile. Thieves  may have  1 to  5 
cards in their hand, but no more than 5 at a time.
• You must play a Tool Card before you flip your Code Card. 
You  can  only  crack  one  Code  Card  on  your  turn. It  doesn’t 
count if another thief moves the Vault Dial to point out one of 
your Code Cards. Unless you  have  a “0” Tool Card  or  other 
Special Tool Card the Vault must be moved.
• Thieves can look at their cards at any time, but can not look 
at an opponent’s cards.
SPECIAL CODE CRACKIN’ TOOL CARDS
Some Tool Cards do positively illegal things to help you crack 
the code.
Wild Key:  This card gives you a number of options. You can 
move 1 or 2 spaces in either direction. Your choice!
Zeroed Out:  Set the Vault Dial back to “0”.
Reverse Play:  Double Cross your opponents, by reversing the 
direction of play. Thieves won’t know if they are coming or going!
Alarm Bells:  When you play this card, everyone passes all 
of their Code Cards (cracked and uncracked) to the thief next 
to them. The thief playing the Alarm Bells decides if the cards 
are passed to the right or left. This is a great opportunity for 
you to increase your number of cracked Code Cards or to slow 
an opponent down.
Skip-A-Thief:  If another thief is winning and you don’t like 
it – fight back with this card by placing a curse on them. Place 
this card in front of any thief, who now has to skip their next 
turn. The skipped thief places the card on the discard pile after 
they are skipped.
Bamboozled:   If the Skip-A-Thief  card wasn’t enough  —get 
them with a Bamboozled card! Play this card to add an additional 
face down Code Card to any one thief for them to solve.
WINNER:
The  game  ends  when  one  thief  has  cracked  the  vault  by 
flipping all of their Code Cards over.
ALTERNATE PLAY:
If your looking for an even more challenging game—try this 
alternate  play. After  each  game  the  winner  counts all  of  the 
opponents unturned Code Cards. This becomes the score for 
the  winner  of  the  round. After  5  rounds  count  each  thieves 
points. The thief with the highest score wins!
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Item # 8290
Front Back
Chosen
Card
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Back
Front
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