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Burgle Bros. 3: Future Flip

Burgle Bros. 3: Future Flip Rulebook

Table of Contents

Table of Contents

  • Learning the Game
  • Components
  • Setup
  • Gameplay
  • Victory, Defeat, and Turn Order
  • Actions
  • Your Character
    • Disguises and Cool Cubes
    • Personal Tools
  • Exploring Rooms: Tiles, Peek, and Move
    • Game Area
    • Peek, Move, and Jump
    • Tiles and Stairs
  • Avoiding SysOps: The Corp Turn
    • First Step: SysOp Movement
  • Second Step: Suspicion and Workers
    • Suspicion
    • Workers
  • Alarms
  • Gathering Info: Program Cards and Charm
    • Charm
    • Program Deck
    • Hand Limit and Link
  • Defeating the AI: Hack and End of Game
    • Build Programs
    • Hack a SysOp
    • Tool Rewards
    • SWAP
    • Hack the AI, Mainframe, and Game End
  • Variants and Modes
    • Playing Solo
    • Variant: Home Base
    • Variant: Chaos Protocol
  • AI Cards
  • Patrol Card Setups
  • Runner Expansion
  • FAQ

Learning the Game

This rulebook will teach you how to play, introducing the rules one concept at a time.

Throughout this book you will find various call out boxes—here's what they mean.

These boxes CLARIFY how some of the trickier rules work in the game. You don't need to know what's in these boxes to start a game, but if questions come up while you play, these boxes are the first place to check!

TIPS are there to help you out! They might provide some helpful strategy or give some advice on teaching a concept to other players. Some tips might just be a reminder that a concept is especially important to making the game work.

Components

  • 2 Playmats
  • 33 Program cards
  • 32 Patrol cards
  • 11 SysOp cards
  • 6 SysOp figures
  • 2 AI cards
  • 24 Tool cards
  • 9 Character cards
  • 4 Player Aid cards
  • 9 Character figures
  • 32 Room tiles
  • 1 Cloth Bag
  • 20 Worker figures
  • 2 Stair figures
  • 16 Cool cubes
  • 10 Suspicion cubes
  • 16 Stealth tokens
  • 8 Vision tokens
  • 5 Toxic tokens
  • Crow token
  • Home token
  • Stairs token
  • 3 Dice
  • 16 Walls

Sample cards shown with the components (page 3):

  • THE HAWK, Character card, Disguised side: Action Limit 3, Hand Limit 5. Personal Tool: Ghost Protocol. Ability, LAY OF THE LAND: "Once per turn as a free action, you may PEEK through an adjacent wall."
  • THE ROOK, Character card, Geared side: Action Limit 4, Hand Limit 8. Personal Tool: Fan Club. Ability, COMLINK: "Once per turn, you may spend an action to JUMP another player to a tile adjacent to them (not through walls)."
  • HARMME, SysOp card (green side): "JUMP any players in tiles adjacent to me to my tile. They lose Cool/Stealth as they normally would."
  • JEURIC, SysOp card (red side): "All workers on my floor JUMP up/down a floor."

Setup

  1. Place the 2 playmats side by side. The blue playmat is the first floor, and yellow is the second floor.

  2. Choose an AI (any side of an AI card) to be your opponent. If this is your first game, we suggest the AI called Training. Place that card near the playmats.

  3. Set aside the 2 Omega Protocol cards from the SysOp cards, and then shuffle the remaining SysOp cards into a SysOp deck, with the green sides face up. Draw a card from the bottom of the deck and place it next to the first floor playmat (blue lines) with the green side face up.

  4. Draw another card from the bottom of the SysOp deck and place it next to the second floor playmat (yellow lines) with the green side face up. Then keep the SysOp deck near the playmats.

  5. Shuffle both Patrol decks. Place the first floor (blue) deck next to the first floor playmat. Place the second floor (yellow) deck next to the second floor playmat.

  6. Draw 1 card from the first floor Patrol deck. On that floor, place walls as indicated by the lines between the 4x4 grid of squares. Also place a green SysOp figure on the grid space marked with a letter and a number. Then place that card face up next to its Patrol deck in a discard pile.

    Note: If you prefer you may also set up the walls without a Patrol card. You may place each of the 8 walls (per floor) between any 2 tiles, but you may never close off a tile completely.

  7. Repeat step 6 for the second floor, using a second floor Patrol card. Keep the discard piles for the 2 Patrol decks separate.

  8. Draw 1 more Patrol card from each deck, and place a Destination die on each floor on the grid space indicated with a letter and number. Discard those cards.

  9. Set the face up side of each die to the number shown above "Moves" on the SysOp cards. Choose the die number that is paired with the player count icon that matches the number of players in the game. More players = lower die.

Gameplay

In Burgle Bros 3: Future Flip, you and your crew infiltrate a corporate office and try to take down a dangerous artificial intelligence. Together you will: explore the building room by room (pg. 6), avoid the patrolling SysOp guards (pg. 10), gather essential information (pg. 14), and defeat the AI and its defenses (pg. 16).

Victory, Defeat, and Turn Order

This is a cooperative game, so all players will either lose or win together—no double agents!

All players start the game with Stealth tokens. These tokens are removed when your disguise wears thin and the building's security catches you. If a player needs to remove a Stealth token but doesn't have any, all players lose the game.

In order to win, a player needs to HACK the AI and then all players must exit the building.

Whoever forgot a password most recently will take the first turn—or choose randomly. Players will then take turns in clockwise order. All players start their first turn on the Air Duct tile.

Actions

On your turn, you may take a certain amount of actions, up to your Action Limit, which is found on your Character card. You can take the same action multiple times, and you can take them in any order. Your Player Aid card reminds you of your basic available actions: all the actions listed there will be covered over the course of this rulebook.

Your Character

Disguises and Cool Cubes

You will play as one member of the Burgle Bros crew. Your Character figure represents you and your position as you move around the building. Your Character card tells you your unique abilities, and shows whether you are currently Disguised or Geared by flipping the card.

You start the game Disguised. While Disguised, you are safer but take fewer actions per turn. Disguised players lose Cool cubes instead of Stealth tokens when they are in danger of getting caught. The Disguised and Geared sides of your Character card also have different abilities—you can only use the ability that is currently face up on the card.

You may abandon your disguise and flip your card to the Geared side at any point on your turn, but you will have to immediately remove all your Cool cubes as well. Flipping your card is a free action (doesn't use up one of your actions). You automatically flip your Character card to the Geared side when you are out of Cool cubes.

Example: The Acrobat's Character card (page 7).

  • Disguised side: Action Limit 3, Hand Limit 5 (covered on pg. 14). Character ability INNOCUOUS: "If you MOVE onto a tile with a SysOp, you gain +1 action that turn and you don't lose Cool."
  • Geared side: Action Limit 4, Hand Limit 8 (covered on pg. 14). Character ability WINDOW WALK: "You may MOVE through a wall if both the tile you leave and the tile you move onto are edge tiles."
  • Personal Tool, Grapple Hook: "JUMP up/down a floor. Lose 2 Cool (if you have any)."

Clarifications:

  • It's possible to have more Stealth tokens than you start with.
  • You can't flip back to Disguised after your card is flipped to the Geared side.
  • If you flip to the Geared side early, you gain the extra action (from raising your Action Limit) immediately on that same turn.

Personal Tools

Your character also has a Personal Tool. You may use this Tool as a free action at any point during your turn. If you do, discard the card and do what the card's text tells you. Personal Tools may be used whether you are Disguised or Geared, but keep in mind that they cause you to lose Cool Cubes if you still have any.

Exploring Rooms: Tiles, Peek, and Move

Game Area

The game area consists of 2 floors, and each floor has 16 spaces in a 4x4 grid. These spaces will be filled with tiles as you explore, so they are called tiles whether or not a tile has been filled in yet.

Two tiles are adjacent if their edges are touching and there is no wall in between.

Although the floors are laid next to each other to play, the first floor (blue lines) is considered to be directly underneath the second floor (yellow lines).

If an effect refers to the tile above or below, or if it says up/down a floor, it means the tile in same row and column on the opposite floor.

  • No figure (such as a character, SysOp, or worker) in the game area can move off the edge of the grid.
  • When an effect refers to neighboring tiles, that means all tiles with an edge touching that tile, ignoring walls. Diagonal tiles are not considered neighboring tiles.

Peek, Move, and Jump

As you enter the bulding through the Air Duct on the first floor, you will want to explore the empty tiles around you so you can find the necessary information to defeat the AI. Two of the most common actions are ones that help you explore your surroundings: PEEK and MOVE.

You may PEEK at an adjacent empty tile: draw a random tile from the bag and place it on the tile you PEEKED at. Whenever you place a new tile, any tokens, figures, or dice that were on the empty tile space will be placed back on top of the new tile.

You can also MOVE onto an adjacent tile, whether or not that tile has been revealed yet. If the tile you MOVE onto is empty, draw a random tile from the bag and place it there before you MOVE onto it.

Many effects will use the word JUMP. Unlike MOVE, a JUMP will place you directly on another tile, skipping over any tiles and walls in between. JUMP also does not count as entering a tile, while MOVING does. If a tile a player JUMPS onto is empty, you must still place a new tile from the bag there—it won't count as entering the tile.

Tiles and Stairs

Tiles have 2 sides, and the bottom-left corner of the tile will tell you which side to use. Most tiles have a unique effect—some tiles might help you, and many will hinder you.

Some tiles have a Stairs icon. Once the third Stairs icon has been revealed, place the wooden Stairs figures on that tile and the tile in the same row and column on the other floor. When you're on a tile with a Stairs figure, you can MOVE up or down to the other floor. Any tile above or below another tile is not considered adjacent, even with a Stairs figure there.

The majority of tile effects start with: "When you enter," "While here," or "To enter."

  • "When you enter" triggers every time a player enters that tile from a MOVE. SysOps and workers do not trigger "when you enter" effects, unless the tile specifically says so. "When you enter" effects do not apply when you JUMP onto a tile.

  • "While here" means that the listed effect is only available or applied while you are in that tile. Some "while here" effects might require you to spend an action: that action counts toward your Action Limit.

  • "To enter" means that the tile has a requirement to enter. If you enter an unrevealed tile and find out you do not meet the requirement when it's revealed, stay in the tile you MOVED from—you still lose the action you spent attempting to enter. "To enter" effects do not apply when you JUMP onto a tile.

  • Some tile effects or Tools might place Stealth tokens on a tile. If you would lose any amount of Cool or Stealth while in that tile, you may choose to remove 1 Stealth token on the tile instead.

  • The Mainframe, Atrium, and Empty Foyer tiles indicate a token. Use these tokens to remind you of the effect the tiles have on nearby tiles.

  • Various effects might flip a tile at a later point in the game. If a tile gets flipped, any tokens, figures, or dice on that tile remain on that tile.

PEEKING is usually the safer way to explore, but it's much slower than simply MOVING into unrevealed tiles. Both approaches have their perks.

Tile layout (page 9): the tile effect sits in the top banner, the tile name runs down the side, the number of workers placed when revealed is shown at the top right (covered on pg. 12), the Stairs icon is at the bottom right, and the instructions for placing the tile are in the bottom banner ("Use this side if..."). Example tiles:

  • CUBICLES, "Use this side if first floor": "To enter: requires an additional action to enter for each worker here."
  • DEADBOLT, "Use this side if second floor": "To enter: if this is empty (no players, SysOps, or workers), requires 3 actions to enter."

Avoiding SysOps: The Corp Turn

First Step: SysOp Movement

While you explore, you will need to avoid the androids that guard the building: the SysOps.

After a player takes a turn, the SysOp on the same floor (where the player ended their turn) will take a turn, called the Corp turn. To be clear, this happens once per player, not once after all players have gone. The Corp turn has 2 steps.

On the first step of the Corp turn, the SysOp will have a certain number of moves, indicated by the number on the Destination die. This die also marks the SysOps current destination. The SysOp moves 1 tile at a time towards its destination until it runs out of moves.

A SysOp can't move through walls, it will always take the shortest path available, and if 2 paths are the same length, it will take the path that moves it clockwise toward its destination. A SysOp can move on empty tiles, and it doesn't trigger tile effects unless SysOps are specifically mentioned in that effect (those tiles will have a dark gray banner on top).

Whenever a SysOp reaches its destination, draw a card from the Patrol deck for that floor. That card will show you which tile on the grid will be the SysOp's next destination. Place the Destination die there and discard the Patrol card. If the SysOp has moves left, it keeps moving.

If either Patrol deck ever runs out of cards, shuffle the discard pile into a new, facedown deck.

The SysOps in the building are on the lookout for anything suspicious. If you or a SysOp MOVE or JUMP into the same tile, you will either lose Cool or Stealth, according to the box below:

  • If a SysOp MOVES or JUMPS onto your tile: you lose 2 Cool. If you only have 1 Cool, just lose 1. If you have no Cool, you lose 1 Stealth instead.
  • If you MOVE or JUMP onto a SysOp's tile: you lose 1 Cool. If you have no Cool, you lose 1 Stealth instead.

Illustration (page 10): If 2 paths are the same length, the SysOp takes the path that moves it clockwise toward its destination.

Example (page 11): the SysOp has 4 moves. It moves 2 tiles and reaches its destination, so a Patrol card is drawn and a new destination is set. Then the SysOp takes 2 more moves toward the new destination. On its third move, the SysOp enters a tile with a player, so that player loses 2 Cool. The SysOp keeps moving.

Don't miss this rule! As soon as a player finishes a turn, there is a Corp turn on the same floor. So the flow of the game is: a player takes a turn, then the Corp, then the next player takes a turn, then the Corp, and so on.

  • SysOps and workers (pg. 12) do not reveal any unrevealed tiles they enter.
  • In the rare case that a newly drawn destination is the SysOp's current tile, discard that Patrol card and draw another card from the deck.
  • A SysOp won't stop when it enters a player's tile if it has moves left—it will continue moving to its destination after the player loses Cool/Stealth.
  • If any effect would make you lose more Cool cubes than you have, just remove all Cool cubes instead—you don't lose a Stealth as well.
  • If an effect says to lose Cool and you already have no Cool, ignore it.

Second Step: Suspicion and Workers

Suspicion

After a SysOp runs out of moves, you must draw and discard 1 more Patrol card as the second step of the Corp turn.

If that card has a skull icon, add a Suspicion cube to the track on the bottom of the SysOp's card.

When you add a Suspicion cube to the track, place it on the leftmost empty space. When the track is filled, the ability listed on the SysOp immediately triggers. Then remove the cubes—the track can fill up again.

The SysOp's Suspicion track is filled when the square with an icon matching your player count gets covered by a cube. If there are no icons on the track, it must be filled to the final square at all player counts.

Example SysOp card (page 13): PENTAMER. The card shows a Name, the Moves for 2, 3, and 4 players (three dice), the Kill Code (covered on pg. 16), the ability that triggers when the Suspicion track is filled ("All players on my floor lose 1 Cool or 1 Stealth."), and the Suspicion track. The track is filled on its third square with 2 players, and on its fourth square with 3 or 4 players.

Filling the Suspicion track (page 13): the illustration shows a SysOp card with the ability "Any player in the same row or column as me loses 2 Cool." and its track filling one cube at a time, from one cube up to four.

Once a SysOp's Suspicion track is almost filled, they become even more dangerous. Keep an eye out for when a SysOp is likely to have their ability trigger!

Second Step of the Corp Turn (page 13): The card on the left will add a Suspicion cube to the SysOp card of that floor. The card on the right will stand up any workers on that floor that are lying down and will make them move 1 tile down, if able.

Workers

SysOps aren't the only employees in the building! Whenever you reveal (place or flip) a tile that has worker icons in the top-right corner, you immediately place that many worker figures, standing up, on that tile as well. Workers can be in 2 different positions: Ready (standing up) or Exhausted (lying down).

If you draw a card with a worker icon as the second step of the Corp turn, it will affect the ordinary workers on that floor. The Ready icon indicates that you must set any Exhausted workers on that floor to the Ready position. The worker icon might also have an arrow next to it, which indicates that all workers on that floor move 1 tile in that direction.

Workers can move on empty tiles. Workers cannot move through walls or off the edge of the grid, and they ignore any move that would break that rule. They don't trigger tile effects unless workers are specifically mentioned in the effect.

You'll learn more about workers and their importance in the next section, Gathering Info.

Alarms

You might trigger an alarm by stepping on the wrong tile at the wrong time. An alarm means two things. First, you move the Destination die on that floor to tile where the alarm was triggered. This sets a new destination for the SysOp. Second, you add a Suspicion cube to the SysOp card of that floor.

Whenever you see this red cube icon, it indicates a Suspicion cube.

Gathering Info: Program Cards and Charm

Charm

The ordinary workers in the office building aren't necessarily happy with the Corp and the AI, so they'll pass along some useful data after a chat.

As an action, you may CHARM Ready workers in your tile or adjacent tiles. You may CHARM multiple workers with a single action, even if they are on separate tiles. However, you must CHARM one worker at a time in case an effect stops you.

When you CHARM a worker, move the figure into your tile (if it's not already there) and then lay it down on its side: this signifies that the worker is Exhausted. You can't CHARM an Exhausted worker, you will have to wait until it is standing up again, meaning the worker is Ready. The most common way workers are Readied is on the second step of the Corp turn.

Charm sequence (page 15):

  1. Move + Exhaust a worker.
  2. Draw a Program card.
  3. May repeat unless out of Ready workers or a card says to stop.

The illustration's example tile is MOTION, reading "When you enter: if you MO… turn, trigger an alarm." Part of that line is hidden behind a worker figure in the illustration.

Program Deck

Once a worker is CHARMED, you draw a card from the Program deck. These cards will give you access to vital programs that shut down SysOps and the AI. Some Program cards will have text on them: follow any instructions in the text immediately, and afterwards the Program card functions like any other Program card. After you draw that card, you may CHARM another Ready worker in your tile or an adjacent tile without spending another action.

Some Program cards have a warning sign, and the card text will tell you to stop drawing. That means you can't CHARM any more workers with that action, although you could spend another action to start CHARMING again. The warning cards will also have you add Suspicion to the SysOp card of your floor or trigger an alarm.

While CHARMING includes a bit of risk, you won't be able to progress toward victory without Program cards. Make sure all players understand how important they are.

Program card types (page 15):

  • A standard Program card with no text.
  • A Program card with a warning sign: you must stop drawing. Its text reads: "Stop Drawing! Geared: Trigger an alarm here. Disguised: SysOp on your floor gains 1 Suspicion."
  • A glitch Program card with text instructions. Its text reads: "GLITCH! Skip the next CORP turn."

Hand Limit and Link

You have a Hand Limit, indicated next to the hand icon on your Character card. You can never hold any more Program cards than the number listed there—if a card drawn puts you over the Hand Limit, immediately choose a card in your hand to discard.

Want to give or get Program cards from another player? You will need to LINK. You may only use the LINK action if you are in a tile with the Link icon in the bottom-right corner. When you LINK, choose another player on any tile—you and that player may now freely exchange Program cards between the two of you until you're done LINKING. Keep in mind that the Hand Limit will still apply after you are done LINKING.

Hand Limit (page 14): the Acrobat's Character card shows an Action Limit of 3 and a Hand Limit of 5 on its Disguised side.

Link icon (page 14): an example tile reads "Use this side unless this tile is in a corner" and shows the Link icon.

Defeating the AI: Hack and End of Game

Build Programs

Once you've explored the building and gathered enough Program cards, you will be ready to HACK the AI and its SysOp underlings. A HACK action requires you to assemble a program that matches the Kill Code for the targeted SysOp or AI. Kill Codes are a series of symbols. The AI requires all 6 symbols, while SysOps require 2 or 3 symbols.

Every Program card has between 1 and 4 symbol halves. When you put two matching halves on different Program cards togther, you get a full symbol. To complete a program for a HACK you need to place and orient your Program cards so that all full symbols in the Kill Code for the SysOp or AI are present in your program. A single Program card can count towards multiple symbol matches in the program you assemble.

Hack a SysOp

To use the HACK action on a SysOp, you must be in either the SysOp's tile or the tile with its Destination die. Then complete the program that matches the Kill Code and discard those cards.

Once the SysOp is HACKED, discard its card, figure, and Suspicion cubes from play. If it was a green SysOp, the floor is now in Red Alert: draw a random SysOp card and flip it to the Red Alert (red) side to replace the previous SysOp. If the Hacked SysOp was on the Red Alert side, replace it with an unhackable Omega Protocol SysOp. The Omega Protocol for that floor is now activated—uh oh!

When a SysOp is replaced, draw a new Patrol card for its floor and place the SysOp's new matching figure in the indicated tile. It does not count as entering that tile, and if players are there they won't lose Cool or Stealth. The new SysOp will keep the same destination, but you must adjust the Destination die to show the correct number of "Moves" shown for your player count on the new SysOp card.

During the next Corp turn after the SysOp is replaced, it will not move, but you still draw a Patrol card for the second step of the Corp turn and complete it. The SysOp then moves as usual on Corp turns after that turn.

Example SysOp cards (page 17):

  • NEVAR (green side): "Any player in the same row or column as me loses 2 Cool." Arrow label: "Defeated - Replace with Red SysOp."
  • HARMME (red side): "JUMP the next player to the current player's tile." Arrow label: "Defeated - Replace with Omega Protocol SysOp."
  • OMEGA PROTOCOL: "WARNING! CANNOT BE HACKED. Set my destination to the nearest player on my floor, if possible."

Tool Rewards

After HACKING a SysOp, draw a random Tool card and place it next to your Character card. These Tools work in the same was as your character's Personal Tool, with one small exception: you can SWAP them to another player!

SWAP

Use the SWAP action on your turn while in the same tile as another player to trade Tools (not Personal Tools!) and Program Cards with that player. The Hand Limit for Program cards applies to both players after the SWAP ends. SWAP is a free action—it doesn't use up one of your actions.

Illustration (page 17): halves from several Program cards combine into the full symbols of a SysOp's Kill Code.

  • Chaining Program cards so that a card matches with more than one card is efficient, but your completed program does not need the entire Kill Code to be formed from a single chain of cards.
  • A few tile or Tool effects require you to spend a specific half symbol or full symbol. To do so, discard the matching Program cards from your hand.
  • If either the Tool deck or the Program deck ever runs out of cards, shuffle their discard pile into a new, facedown deck.
  • You may SWAP multiple times in the same turn with different players.

Hack the AI, Mainframe, and Game End

So that covers HACKING SysOps, but how do you HACK the AI and win the game?

First, you'll need to find the Mainframe tile so you can access the AI, and that tile will need to be on its active side. The text on the inactive side will tell you to flip the tile over when both Omega Protocols are activated: this means you must HACK a green and red SysOp on both floors to activate both Omega Protocols and flip the Mainframe tile.

When the Mainframe tile flips, the Air Duct tile also flips. The Air Duct Exit is where you'll escape!

To HACK the AI, you must be on the active Mainframe tile and complete a program with all 6 full symbols—as shown on the AI card. Then, once all players have successfully exited through the Air Duct tile, you win!

Variants and Modes

Burgle Bros 3 is designed to give you, the player, plenty of room to adapt the rules for your needs. In this section, you will find some variants and game modes to help you do that.

Playing Solo

If you want to play this game as a solo player, you should pick at least 2 characters and play them both. Those characters still take their turns separately—with a Corp turn in between—as if the characters were played by different players. Follow the 2-player icons for the SysOp Suspicion tracks and Moves.

Variant: Home Base

Consider this variant if you want to nullify unlucky starts.

During Setup, place the orange Home token on the starting Air Duct tile instead of a Stealth token. While on a tile with the Home token, you cannot lose Cool or Stealth for any reason. When the Air Duct tile is flipped to its Exit side, remove the Home token from play.

Variant: Chaos Protocol

Consider this variant if you want to make the game harder in an unpredictable way.

Roll a die before you start of the game. Then adjust your game rules according to the result.

1: Each player starts with only 1 Stealth token

2: When an alarm is triggered, the SysOp on that floor immediately moves 1 toward the alarm

3: Each player starts with only 3 Cool cubes

4: Both players need to be on a tile with a Link Icon to LINK

  1. If you CHARM more than 1 worker with a single action, trigger an alarm on your tile

  2. You must include 1 additional full symbol (of any symbol) to complete a SysOp HACK

AI Cards

Different AIs for a different challenge.

This game comes with 4 different AIs (each AI card is double-sided). These AIs get increasingly more challenging. The easiest is called Training, followed by DwAIN, then Ultrax, and finally CLOUDNET. Beat all 4 in order, or simply choose the AI you want to take on before any game.

Patrol Card Setups

Walls can make all the difference.

If you want a more difficult game, while placing walls during setup, draw until you find a Patrol card that says "Hard" in the bottom-left corner. Discard the unused cards, or, alternatively, if you want an easier game, draw until you find a card that does not say "Hard."

We've also created an online wall placement randomizer for previous Burgle Bros games if you want an entirely new setup. You can find it at: gabob.com/burgle

Runner Expansion

The Runner expansion for Burgle Bros 3 contains 5 new characters (along with their Personal Tools) to carry out your cyberpunk heists and 2 new AI enemies (with 2 new tiles) to lead the Corp. You may mix those characters and enemies freely with the content in the base game.

Each of the new AI enemies shuffles the 2 Trap tiles into the bag along with the other tiles during setup. When a Trap is drawn from the bag, use the side that matches the name of the AI you are facing that game. Do not place these tiles when drawn—instead, you will activate the effect, draw a new tile to place, and then return the tile to the bag at the end of your turn.

One of the character cards, Shaper, uses the Home token found in the base game and is thus not compatible with the Home Base variant.

FAQ

For errata and additional FAQs, visit: www.fowers.games/bb3

How do we determine if something is "nearest" if two objects are the same distance apart?

For any type of tie that is not explicitly covered in the rules, including the question above, follow this golden rule: in case of a tie, the players can choose together which of the possible outcomes benefits them the most.

What are the "Wall Placement Rules" on Hammer's Geared ability?

These are the rules for placing your own walls found on step 6 of Setup: you may place a wall betwen any 2 adjacent tiles, but you may never close off a tile completely.

When an ability mentions a target 2 tiles/spaces away, does it have to be in a straight line?

No. Think of the targeting as working like 2 consecutive moves. For example, the target could be one tile up and then one tile to the left, as long as there is no wall between the starting tile and the next tile or between the middle tile and the targeted tile.

Do I still do the text effects for drawing a Program card if I didn't charm?

Yes. If you would draw multiple cards from that effect, ignore the "stop drawing" text on any cards and trigger any card effects in the order you prefer. Also, if an effect has you draw some amount of cards but discard some of them (like Spotter's Eye 3.0 ability), then you will only do the effects for any cards you keep.

What does "Seen" mean on the Empty Foyer and Atrium cards?

Seen essentially means that the tile is treated as being in the same space as the other indicated tiles. So if you are in the Empty Foyer and a SysOp moves or jumps into an adjacent tile, you will lose Cool/Stealth. Likewise, if you move or jump into an Atrium tile that is below a SysOp on the second floor, you will lose Cool/Stealth. The Vision tokens help you remember this.

What if a SysOp ability has no valid target (such as Reach & K, Robatac, or Omega Protocol)?

If that is the case, just ignore any part of the SysOp ability that requires the target.

How do I use the Raven's crow after it has already been placed on a tile?

The Raven's abilities always consider the player's current position for targeting where to place the crow. So whether the crow token is already on a tile or not, it doesn't matter. Just pick up the crow and place it on the new targeted tile, which must be within 2 tiles of the Raven.

  • Give each player a Player Aid card.

  • Each player chooses a character and takes the figure, Character card, and Personal Tool card for that character. The Character card's "Disguised" side (lighter blue) should be face up.

  • Return any remaining Personal Tool cards (with Character portraits) from the Tool cards to the box. Then shuffle the remaining Tool cards into a deck and place it face down near the playmats.

  • Give 4 Cool cubes (blue) and 2 Stealth tokens to each player—keep them next to the Character card. (If you picked Training as your AI, give each player 3 Stealth tokens instead.)

  • Shuffle the Program cards into a deck and place it face down near the playmats.

  • Keep the remaining die, the 2 Omega Protocol SysOp cards, the remaining SysOp figures, the Stairs figures, and worker figures nearby. Keep all tokens nearby (including remaining Stealth tokens).

  • Keep the Suspicion cubes (red) and all remaining Cool cubes (if any) nearby.

  • Find the Air Duct Room tile and set it aside. Then put all remaining Room tiles in the cloth bag and shuffle them inside the bag (we suggest using your hand instead of just a quick shake).

  • Together, choose a space on the first floor grid and place the Air Duct tile on it. This will be the entrance and exit point for all players. The side titled Air Duct (Exit) should be face down. Place a Stealth token on that tile (as the effect on the top of the tile instructs).