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Achievement Hunter Heist box art

Achievement Hunter Heist

Players

2-4

Time

15-60

Age

8+

Weight

1.5

Rating

6.55

Fit

Teach 2.4

Teaching signal

Replay 3.8

High replayability

Interaction 3.7

Highly interactive

Scaling 4.1

Scales well

Strategy 4.7

Deep strategy

Control 3.0

Luck-sensitive

Table feel

Achievement Hunter Heist has a high level of direct confrontation and strategic depth in confrontation. Players need to frequently pay attention to and react to others' strategies and turns. However, the game does not emphasize cooperation as much.

Replay value

Achievement Hunter Heist offers a high level of variability with its gameboard, expansions, and strategic depth. The game scales well with different player counts and has a moderate learning curve. Overall, it provides a solid replayability experience.

Luck profile

Achievement Hunter Heist has a moderate level of luck involved in the game. Random elements, such as dice rolls or card draws, have a notable but not exclusive impact on the game outcome. Players have some ability to influence or mitigate the effects of randomness through strategic decisions and planning. The game outcome is a balanced mix of luck and strategy, with neither element dominating. Overall, Achievement Hunter Heist provides a good balance between luck and player agency.

Overview

Get a team together, pick a target, and attempt to pull off a high stakes heist without getting BUSTED. The game includes four unique scenarios and is playable with 2-4 players. Achievement Hunter HEIST is a real-time, co-op card game with a light deck building aspect. Players work together simultaneously to work through the heist deck via tricktaking-like gameplay. The game is played in three phases: 1) prep, 2) heist, 3) getaway. Prep: Choose your team, deal out a starting hand, trade cards (as needed), and pick a heist. Heist: Start the clock, aim to gather as much loot as possible, while not letting strikes stack up. Getaway: work through a winding city as you speed towards the warehouse. Lose: Get six strikes or reach the time limit of 10 minutes. As players go deeper into the heist deck, precious time passes. The longer players are in the heist phase, the more difficult the getaway phase will become. Can you get in, get out, and avoid being busted? -description from publisher

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Editions

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Commerce

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Credits

Designers

2
Pete Betcher Brian Reilly

Artists

4
Cara Curley Katie Fortune JJ Lopez Nicole Vasilauskis

Publishers

1
Rooster Teeth Games

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