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The Big Score

The Big Score Rulebook

Table of Contents

Table of Contents

  • Components
  • Setup
  • Act I: The Small Jobs
    • Round Setup
    • Phase 1 - Hire Crew
    • Phase 2 - Assign Crew
      • Job Cards and the Crew Requirement
      • Assigning Crew Cards to Jobs
      • Assigning Expert Crew Cards to Training
      • Gaining an Expert Ability
      • Leaving Crew Cards Unassigned
    • Phase 3 - Resolve Jobs
      • Resolving Jobs
      • Jack of All Trades
      • Job Payout
      • Job Failure
    • End-of-Round Cleanup
  • Act II: The Big Score
    • Set-up at the Beginning of Act II
    • Phase 1 - Rob or Flee the Vault
      • The Reveal
      • Getting Busted
    • Phase 2 - Trade with the Vault Floor
  • Game End
    • Winning the Game
    • Tie-Breaker
  • Additional Rules
    • Payout Tokens
    • Expert Abilities
    • Simple Variant
    • 2-Player Rules
      • The Inside Man (2-Player Games Only)
    • 1-Player Rules
  • Gameplay Summary
    • Act I: The Small Jobs - Summary
    • Act II: The Big Score - Summary
  • Solo Rules
    • Additional Components for the Solo Game
    • Solo Setup
    • Solo Act 1: The Small Jobs
      • Round Setup
      • Phase 1 - Hire Crew
      • Phase 2 - Assign Crew
      • Phase 3 - Resolve Jobs
    • Solo Act II: The Big Score
      • Act II Setup
      • Rob or Flee the Vault
      • Solo Game End

Components

  • Boss Player Boards (6): Each player gets a board each with 2 different starting token options.
  • Assignment Tiles (48): 8 tiles per boss placed on Crew Cards when assigning them during Act I.
  • Plastic Standees (48): A plastic standee for each Assignment Tile.
  • Player Aide Cards (6): Large player aid reference cards.
  • Cop Track Board (1): Used in Act II to track how many Cop Tokens have been pulled from the Vault.
  • Jobs Cards (24): Small jobs to which Crew Cards will be assigned in Act I.
  • Crew Cards (90): 8 regular and 7 Experts of each Crew Type (Con Man, Driver, Grease Man, Gun Man, Hacker, Muscle).
  • Vault Bag / Bank Structure (1): Drawstring bag / cardboard structure in which circular Vault Tokens are drawn from in Act II.
  • Job Number Tokens (6): Numbered 1-6, used to label each Job with a number in Act I.
  • First Player / Job Marker (1): Plastic diamond used to track the Job being resolved in Act I and who trades first in Act II.
  • Jack of All Trades (JOAT) Tokens (6): Can be used as any Crew Type once in each round of Act I.
  • Job Payout Tokens for Act I (218):

Setup

  1. Place the 6 Job Number Tokens in numerical order in a row in the middle of the table. Leave a bit of space between each of the tokens as shown.
  2. Assemble the Vault. If this is your first time playing, place all the circle Vault Tokens in the bag. They may be stored in the bag for future games.
  3. Place the First Player Marker, Vault bag, and the Cops Track board aside. They will be used in the 2nd half of the game.
  4. Place all Cash Tokens in separate piles within reach of all players. These piles will be collectively referred to as the Cash Supply.
  5. Place all Payout Tokens (Artifacts, Diamonds, and Hard Drives) in separate piles within reach of all players.
  6. Each player chooses one of the 6 Bosses that they will represent during the game and places the corresponding Boss Player Board in front of him with the side showing 'Round 1' face-up.
  7. Each player starts the game with $200K in Cash Tokens from the Cash Supply. (It is recommended to take at least 5 $20K tokens.)
  8. Each player chooses and takes one of the two starting items (Payout Token or Cash) shown in the lower left-hand corner of his Boss Player Board.
  9. Each player takes the 8 Assignment Tiles associated with his chosen Boss. If this is your first time playing, each Assignment Tile should be put into a plastic standee.
  10. Each player takes 1 Jack of All Trades Token and places it on the table near his Boss Player Board with its unused side face-up.
  11. Shuffle the Jobs Deck and place the deck face-down on the table. Then do the same with the Crew Deck. Leave a space next to each for a discard pile.

You are now ready to begin Act I!

(Jobs are dealt at the beginning of each Round in Act I; see next section.)

Act I: The Small Jobs

There are 3 rounds in Act I. Players will be drafting Crew Cards to complete Small Jobs and earn the associated rewards. But careful, anyone sending Crew on a failed job will pay for it!

Round Setup

At the beginning of each round, deal one Job Card face-up to the space below each Job Number Token for a total of 6 Jobs.

Then, deal cards from the Crew Deck face-down to each player as follows:

  • In a 2 player game, deal 9 cards to each player
  • In a 3 player game, deal 8 cards to each player
  • In a 4 player game, deal 7 cards to each player
  • In a 5 player game, deal 6 cards to each player
  • In a 6 player game, deal 5 cards to each player

Each player may look at his hand of cards but should keep them secret from his opponents.

All players may also reset their Jack of All Trades token to the 'unused' side.

Phase 1 - Hire Crew

Players will all be drafting cards during the Hire Crew Phase. This process is explained below.

At any time during this phase, a player is allowed to look at the cards he has chosen, but his cards must always be kept secret from his opponents.

Each player simultaneously chooses one Crew Card from his hand and places it face-down on the table in front of him (not on his Boss Player Board).

TIP! Review the information on the job cards that are currently in play before deciding what crew card to take.

Each player now passes the remaining cards in his hand to the player on his left by placing them on the Holding Space of the next player's board. If a player is ready to pass a set of remaining cards and the receiving player already has cards on his Holding Space, no additional cards may be placed there until the Holding Space becomes empty again.

Repeat this process of choosing a card and passing the remaining cards until there are no cards left. When a last single card is passed, the player simply adds it to his other face-down cards and he knows that is the last card he will receive.

IMPORTANT! After all players have finished hiring their crew, each player should pick up any Expert Crew assigned in the previous round (see Assigning Expert Crew on page X) and add those cards to his or her hand. Phase 2 can now begin.

NOTE! The direction in which Crew Cards are passed changes each Round. A reminder of the correct direction is shown at the top of each Boss Player Board:

  • Crew Cards are passed to the left in Round 1
  • Crew Cards are passed to the right in Round 2
  • Crew Cards are passed to the left in Round 3

Phase 2 - Assign Crew

In Phase 2, each player secretly determines how he will assign his chosen Crew Cards. Each Crew Card is then assigned to a Job, assigned to Training, or left Unassigned. There should be no discussion and players should not look at how other players are assigning cards during this phase.

Job Cards and the Crew Requirement

There are 6 different jobs available as represented by the Job cards on the table under the #1 - #6 tokens. Each Job requires a very specific set of talented criminals in order for the location to be robbed successfully. This is known as the Crew Requirement. Each Crew icon matches one of the 6 Crew types: Con Man, Driver, Grease Man, Gun Man, Hacker, or Muscle.

For each icon shown on a given Job, one matching Crew Card must be assigned to that Job in order for the Crew Requirement to be met. These matching Crew Cards may be assigned by a single player or by any combination of players, but all cards are discarded even if some Crew Cards were in excess of what was needed.

EXAMPLE: The Crew Requirement to rob the Night Club is 1 Con Man, 1 Driver, 1 Muscle, and 2 Gun Man. If at least 1 Con Man Crew Card, 1 Driver Crew Card, 1 Muscle Crew Card, and 2 Gun Man Crew Cards are assigned to the Night Club by any player or combination of players, it is robbed successfully!

Assigning Crew Cards to Jobs

Each player places all of the Crew Cards that he wishes to assign to a given Job in a face-down pile on the table in front of him. He then takes his Assignment Tile marked with the corresponding Job number and places it on top of the selected Crew Cards making sure that the Job number is not visible to any of his opponents. He repeats this process for each of the remaining Jobs to which he wishes to assign Crew Cards.

A player may choose to assign any number of eligible Crew Cards to a given Job (including zero). Each Crew Card may only be assigned to one job, but a player may not assign a Crew Card to a Job if that Crew type's icon does not appear on the Job. If this occurs accidentally, treat the unmatched crew card as unassigned.

Assigning Expert Crew Cards to Training

Some Crew Cards have an Expert Crew star icon. These cards may be used to train your Boss.

To assign Expert Crew Cards to Training, a player places 1 to 3 cards of the SAME EXPERT CREW type face-down on the table in front of him and places his Assignment Tile marked 'Training' on top.

IMPORTANT! An Expert Crew Card also functions like a regular Crew Card and may be assigned to jobs as normal or left unassigned.

Gaining an Expert Ability

If a player has successfully assigned 3 Expert Crew Cards of the same Crew type to Training at the end of Act I, he gains the Expert Ability of that Crew type to use in Act II. It is not possible for a player to gain more than one Expert Ability and some players may not get one at all.

There are 7 Expert Crew Cards of each type. Because of this, it is possible for 2 different players to each gain the same Expert Ability.

NOTE! Any cards assigned to Training will be added to the player's hand at the end of the next Hire Crew phase. This means they can be reassigned in the next round as the player sees fit.

EXAMPLE: The Dragon assigns 2 Expert Driver Crew Cards to Training in Round 1. She assigns a third Expert Driver Crew Card to Training in Round 2. Even though The Dragon now has 3 Expert Driver Crew Cards assigned to Training, she will not gain the Driver's Expert Ability unless these 3 cards are still assigned to Training after Round 3 at the end of Act I.

In Round 3 at the end of the Hire Crew phase, the Dragon picks up the cards she assigned to Training and adds them to her hand. Next, in the Assign Crew Phase, The Dragon decides she'd rather assign her 3 Expert Driver Crew Cards to Jobs, especially since she was able to draft 3 Expert Muscle Crew Cards this round and will still be able to gain a different expert ability. She assigns the Driver Crew Cards to Jobs along with a few of her other Crew Cards. She decides to assign the 3 Expert Muscle Crew Cards to Training and will gain the Muscle Expert Ability at the end of Act I.

The Expert Abilities are beneficial in Act II, therefore they are explained later (see section 'Expert Abilities') and may also be found on the included reference cards for each player.

Leaving Crew Cards Unassigned

If a player has any Crew Cards that he cannot or does not wish to assign to a Job or to Training, he places these in a separate face-down pile on the table and places his Assignment Tile marked with the Trashcan Icon on top. Crew Cards that are left Unassigned are discarded at the end of each Round and thus, they may not be carried over into the next Round.

NOTE! Any Crew Cards that were mistakenly allocated illegally to a Job or Training should be treated as Unassigned for gameplay purposes.

Phase 3 - Resolve Jobs

After all players have finished assigning their Crew Cards, each Job is resolved one at a time in numerical order according to the Job Number tokens.

Resolving Jobs

To resolve a Job, all players that have assigned Crew Cards to that Job simultaneously reveal their cards and place them face-up in a common pile on the table. All players then check the common pile to see if the Crew Requirement of the Job has been met.

If the Crew Requirement has been met, the location has been robbed successfully, and the Crew Cards in the common pile are placed in the Crew Discard Pile. A Job Payout now begins (see 'Job Payout' on page X).

If the Crew Requirement has not been met, each player that has assigned at least one Crew Card to the Job now decides whether or not to use his Jack of All Trades Token.

NOTE! If the number of Icons needed exceeds the number of available JoAT tokens of the players that participated in the Job, it is not possible for JoAT tokens to make a difference and you may move on to the next Job.

Jack of All Trades

Not every heist goes smoothly. Sometimes a Boss may need to send in the most highly-skilled member of his crew to get the job done! Each player has a Jack of All Trades (JoAT) Token that may be used once per round. A JoAT Token satisfies any single icon in the Crew Requirement that has not been met. When a Job has a Crew Requirement that has not been met, each player that has assigned at least one Crew Card to the Job now has the opportunity to use his JoAT Token in an attempt to make the robbery succeed. Players who did not assign at least one Crew Card to the Job, or those that have already used their JoAT token this round, may not participate.

Each player involved now takes his JoAT Token in his hand and holds it under the table. Each player now secretly chooses whether or not to use his JoAT Token. If a player chooses to use his JoAT Token, he conceals it in his fist, then holds his closed fist out above the table. If he decides not to use his JoAT Token, he keeps it under the table in his other hand, then holds an empty but closed fist out above the table. Once all participating players have held out their fists, they simultaneously open their hands to reveal whether or not they have chosen to use their JoAT Token.

NOTE! When JoAT Tokens are revealed, it does not matter which side of the token is face-up, only whether or not the token is present.

If the number of revealed JoAT Tokens equals or exceeds the number of icons still needed to meet the Crew Requirement, the robbery succeeds, and a Job Payout is made to each player that contributed at least one Crew Card to the Job (see section 'Job Payout').

If the number of revealed JoAT Tokens is less than the number of icons still needed to meet the Crew Requirement, the Job fails (see section 'Job Failure').

IMPORTANT! Whether the robbery succeeds or fails, each player who revealed his JoAT Token places it back on the table in front of him with the blank 'used' side face-up. It may not be used again this Round.

A player who did not choose to reveal his JoAT Token simply places it back on the table in front of him with the 'unused' side face-up. He may still choose to use it later this Round.

EXAMPLE: The Brute has assigned a Con Man Crew Card to the Apartment. The Mamba has assigned a Muscle Crew Card to the Apartment. 1 Gun Man is still needed for the Apartment to be robbed successfully. The Brute and The Mamba must each decide whether or not to use their JoAT Token and place their hands under the table. They both put out a closed fist signifying they are ready to reveal their choice. They open their fists and reveal that they have each chosen to use their JoAT Token. The number of revealed JoAT Tokens has equaled (and exceeded) the number of Crew icons still needed to meet the Crew Requirement. The Apartment has been robbed successfully. The Brute and The Mamba have each 'spent' their JoAT Token. They both place their tokens back on the table with the 'used' side face-up. They will not be able to use their JoAT Tokens again this Round. A Job Payout begins.

Job Payout

If a Job was successful, each player that assigned at least one Crew Card to the Job receives the Payout Token and/or Cash Token rewards shown on the Job Card. Each player's Payout Tokens and Cash Tokens are placed near his Boss Player Board. These tokens are not kept secret and must be visible to all players.

EXAMPLE: Le Femme, The Dragon, and The Bull have successfully robbed the Hotel. Even though Le Femme and The Dragon assigned fewer Crew Cards than The Bull, each of these three players receives the same Job Payout of $30K from the Cash Supply and 1 Diamond Token. The Mamba did not assign any Crew Cards to the Hotel, therefore he does not receive the Hotel's Job Payout.

Job Failure

When a Job fails, the Bosses who've attempted the robbery have not only sent insufficient crew, they've also lost valuable equipment and resources in the process. These tools of the trade need to be replaced!

VERY IMPORTANT! If a Job fails, each player that assigned at least one Crew Card to the Job pays $20K to the Cash Supply. This cost must be paid with Cash Tokens and is never paid with Payout Tokens (Artifacts, Diamonds, or Hard Drives). If a player has less than $20K in Cash Tokens and thus is unable to pay, he may ignore this penalty.

End-of-Round Cleanup

Any Crew Cards left Unassigned must be discarded to the Crew Discard Pile.

All 6 face-up Job Cards on the table are discarded to the Jobs Discard Pile.

Any Crew assigned to Training should be revealed

If Round 3 just ended, the game proceeds to Act II. Otherwise, Act I continues and each player should flip over his or her Boss Player Board for the next round. A new Round is now ready to begin.

Act II: The Big Score

The Bosses have collaborated on a series of small Jobs, acquired cash, artifacts, diamonds, and hard drives, and they will now break into the Centennial City Bank vault and try to rob it clean before the cops arrive!

Act II is played over a series of ongoing rounds, each consisting of 2 Phases, and it begins with all players starting inside the Vault. Act II will end when all players have either fled or been busted by the cops.

Set-up at the Beginning of Act II

If a player successfully Trained (has 3 Expert Crew Cards under Training), he keeps one of those cards face-up on the Holding Space of his Boss Board to reflect that he has the Expert ability granted by that Crew Type.

Each player keeps one of his Assignment Tiles (it does not matter which one is kept). All remaining Assignment Tiles, Jobs Cards, Job Number Tokens, Crew Cards, and JoAT Tokens are set aside. They will not be used for the rest of the game.

The First Player Marker is given to the player with the fewest number (not value) of Payout Tokens - Do not include Cash Tokens when counting. If there is a tie, the First Player Marker is given to the youngest player.

Place the Vault bag and Cops Track board in the middle of the table.

Draw 5 random Vault Tokens from the Vault and place them on the table. These tokens will be referred to as the Vault Floor.

IMPORTANT! If any Cops Tokens are drawn when setting up the Vault Floor, place them back in the Vault and draw again. Cops Tokens are never placed on the Vault Floor.

Each player now places his Assignment Tile in the middle of the table near the Vault. This tile represents the pictured Boss as being 'inside' the Centennial City Bank vault.

Phase 1 - Rob or Flee the Vault

At the beginning of each Round, all players inside the Vault will individually and secretly choose to either: Rob The Vault or Flee The Vault. Player order does not matter in Phase 1 and only becomes important in Phase II.

If a player chooses to Rob The Vault, he reaches into the bag and draws one Vault Token making sure to conceal his drawn token in his fist. He then pulls his hand out of the bag and holds his fist out over the table.

If a player chooses to Flee The Vault, he reaches into the Vault, but he does not draw a Vault Token. Instead, he withdraws an empty but closed fist, and then holds his fist out over the table.

TIP! When choosing to Flee The Vault, it is best to make the other players believe that you have chosen to draw a token. Therefore, it is wise to shuffle the Vault Tokens around a bit and then withdraw a fist that appears to have a token concealed inside.

Once a player chooses to Flee or Rob The Vault and has pulled his hand out of the bag, he may not change his mind.

Players take turns reaching into the bag and deciding to Rob or Flee The Vault. Once all players are holding a fist out over the table, they simultaneously open their hands revealing their decisions.

The Reveal

When a player:

  • Opens his fist and reveals that he has drawn any token other than a Cops Token, he has managed to break into a lockbox containing valuable loot! He keeps this token in his hand to potentially Trade With The Vault Floor in Phase 2.
  • Opens his fist and reveals a Cops Token it is immediately added to the Cops Track. The first Cops Token added to the Cops Track is placed on the space that depicts the number of players in the game. Each additional Cops Token is placed one space closer to the Busted Space. If more than one player draws a Cops Token in a round, all of the drawn Cops Tokens are immediately added to the Cops Track.
  • Opens his empty fist and reveals that he has chosen to Flee, his participation in Act II is over. If he has it, he should pass the First Player Marker to his left. He then removes his Assignment Tile and all of his Vault Tokens acquired in Act II from the center of the table and places them near his Boss Player Board. These Vault Tokens are now combined with the Payout Tokens and Cash Supply Tokens that he acquired in Act I.

Getting Busted

If a Cops Token is placed on the Busted Space, the cops have arrived, and all players that revealed a token this round are Busted! In other words, anyone who did not Flee The Vault is Busted and Act II is now over. (The final Cop token ends Act II.)

Each player that has been Busted immediately loses all of his Vault Tokens (including the token drawn this Round) that he acquired in Act II. These tokens are placed back in the Vault.

IMPORTANT! If a player is Busted, he does not lose any of the Payout Tokens or Cash Supply Tokens that he acquired in Act I.

IMPORTANT! A player that has chosen to Flee The Vault may never be Busted! Even if a player chose to Flee The Vault in the same Round in which a Cops Token is placed on the Busted Space, he escapes and is not Busted.

TIP! If there are no Cops Tokens on the Cops Track at the beginning of a Round, it is not possible for anyone to be Busted that Round. In other words, you should never flee if there are no Cops on the board!

Phase 2 - Trade with the Vault Floor

If a Cops Token was placed on the Busted Space, the game ends immediately and there is no Trade With The Vault Phase. Otherwise, each player remaining in the Vault that did NOT draw a Cops Token now has one opportunity to Trade With The Vault Floor.

Starting with the player that has the First Player Marker, each eligible player (in clockwise order) chooses whether or not to Trade With The Vault Floor. If a player chooses to Trade With The Vault Floor, he swaps the Vault Token that he has just drawn with any one token on the Vault Floor.

Each eligible player may only Trade With The Vault Floor once per Round. He may not choose to swap one of his previously drawn Vault Tokens

A player may pass and choose not to Trade With The Vault Floor. If he passes, he keeps the token he drew from the Vault.

Whenever the player with the First Player Marker makes a Trade With The Vault Floor, the First Player Marker is immediately passed to the player on his left (skipping any player who has already chosen to Flee The Vault). It remains with that player until he chooses to Trade With The Vault Floor when it is again passed to the left and so on.

NOTE! Cops Tokens may never be traded for a token on the Vault Floor as they are immediately placed on the Cop Track when revealed

All players that just acquired a Vault Token place it near their Assignment Tile. Each player's Vault Tokens are not kept secret and must be visible to all players.

IMPORTANT! Unless he has chosen to Flee The Vault, a player's Vault Tokens are at risk of being lost and must remain separate from his tokens acquired in Act I. If they do get mixed, Vault tokens can be easily distinguished by their circular shape.

After all players have Traded or Passed, a new Act II Round is ready to begin!

EXAMPLE: The Mamba, The Dragon, Le Femme, and The Brute are playing a 4-player game and are beginning a new Round of Act II. There are no Cops Tokens on the Cops Track so all 4 players choose to Rob The Vault this Round. Each player simultaneously reveals his drawn token. The Dragon, Le Femme, and The Brute have each drawn a Cops Token. The Dragon places her Cops Token on the Cops Track on the space depicting 4 players. Le Femme places her Cops Token one space closer to the Busted Space. The Brute places his Cops Token another space closer to the Busted Space. The Mamba has drawn a $50K Vault Token. The Mamba has the First Player Marker, therefore he has the first opportunity to Trade With The Vault Floor. He decides to swap his $50K token with an Artifact Token on the Vault Floor. He immediately passes the First Player Token to the player on his left. Since the other 3 players drew Cops Tokens, they cannot make a trade with the Vault Floor.

A new Round begins and all players take turns reaching in the bag before putting a closed fist out over the table. The Mamba opens his empty fist to reveal that he has chosen to Flee The Vault. He removes his Assignment Tile and all Vault Tokens that he has acquired in Act II from the center of the table. He combines his Vault Tokens with his tokens acquired in Act I. The Dragon, Le Femme, and The Brute have once again each drawn a Cops Token. Placing the tokens result in a Cops Token being placed on the Busted space of the Cops Track. The Mamba has safely fled the Vault, but The Dragon, Le Femme, and The Brute have all been Busted. Therefore, each of the Busted players returns all of the Vault Tokens that they acquired in Act II to the Vault. However, they do not lose any of their tokens acquired in Act I.

Game End

Act II ends immediately when there are no players left in the Vault because they have all fled or been Busted! The game is over, and the winner is now determined.

Winning the Game

Each player now determines the total value of his Payout Tokens, Cash Supply Tokens, and Vault Tokens acquired throughout the game. The player with the highest value is the winner!

Tie-Breaker

If there is a tie, the player that has the highest value in Cash Tokens is the winner. However, a player that was Busted loses all ties with any player that was NOT Busted.

If there is still a tie, the tied players must shake hands and congratulate each other for being equally notorious crime Bosses!

Additional Rules

Payout Tokens

Some rewards are Payout Tokens whose values vary depending on the situation. Vault Tokens are circular and may only be acquired from the Vault during Act II.

Diamond - The more Diamonds a player acquires the more money they are worth! The table below reflects the TOTAL value of the Diamonds based on the quantity shown.

QuantityTotal Worth
1$20K
2$50K
3$100K
4$200K
5$350K
Each Additional+ $150K

Example: The Dragon has 3 diamonds. The total value of all 3 diamonds is $100K. If she acquires a 4th diamond the total value of her diamonds will rise to $200K!

Artifact - Artifacts are worth $30K each. Additionally, the player with the most Artifacts at the end of the game gets an additional $250K. If two or more players are tied for the most Artifacts, NOBODY gets the $250K bonus.

Hard Drive / Digital Key - When a player receives a Hard Drive Token, he places it on the table in front of him with the red 'locked' side face-up. As long as a Hard Drive is 'locked', it is worthless. If a player later manages to acquire a Digital Key from the Vault in Act II, the Hard Drive Token is flipped, the Digital Key is inserted, the Hard Drive is 'unlocked', and its sensitive digital information is worth $200K!

Silver Bar - worth $150K as indicated.

Gold Bar - worth $200K as indicated.

Expert Abilities

At the end of Act I, if a player has successfully assigned 3 matching Expert Crew Cards to Training, he gains that Expert Crew type's ability. Each Expert Ability may only be used once per game with the exception of the Hacker's ability which simply effects the player's end game scoring.

  • CON MAN - when a Con Man trades with the Vault Floor, he may trade any one of his previously drawn Vault Tokens instead of the token just drawn from the Vault.
  • DRIVER - after choosing to Flee The Vault, a Driver immediately draws and keeps two tokens from the Vault. He may not make a trade with the Vault Floor. If any Cops Tokens are drawn, they are not added to the Cops Track. They must be returned to the Vault, and no additional Vault Tokens are drawn.
  • GUN MAN - when a Gun Man trades with the Vault Floor, he also immediately steals one token from the Vault Floor. For the rest of the game, the Vault Floor now has one less Vault Token.
  • GREASE MAN - after choosing to Flee The Vault, a Grease Man immediately steals one token from the Vault Floor before the Trade With The Vault Floor Phase begins. For the rest of the game, the Vault Floor now has one less Vault Token.
  • MUSCLE - At any time in Act II, a Muscle may steal the First Player Marker. Once that Muscle makes a trade with the Vault Floor, the First Player Marker is immediately passed to the player on his left as normal.
  • HACKER - A Hacker's unpaired Hard Drives or Digital Keys are worth $50K each at the end of the game.

If multiple players with an Expert Ability wish to use their ability at the same time, the player who is seated closest to the First Player Marker (in clockwise order) gets to act first.

Simple Variant

When playing The Big Score with younger players or players who might prefer a slightly less complex gameplay experience, the Simple Variant may be used. When playing with this variant, simply ignore all Expert Crew icons. Each Expert Crew Card functions as a regular Crew Card, no Expert Crew Cards may be assigned to Training, and no Expert Abilities may be gained. Each player's Assignment Tile marked 'Training' may be left in the box.

2-Player Rules

When playing The Big Score with 2 players each player takes 2 Jack of All Trades Tokens during setup. The JoAT tokens work the same, but a player may choose to reveal 0, 1, or both tokens when resolving a Job.

The Inside Man (2-Player Games Only)

The Bosses have a man planted 'on the inside' who is ready to help pull off the robbery.

In Act I, if the players Crew cards did not fulfill the Crew Requirement of a job on their own, draw the top card off of the Crew Deck and add it face-up to the common pile. If the Crew type that is drawn is in the Job's Crew Requirement, it satisfies one of that Crew type's icons, otherwise it has no effect and may be discarded. If the Job's Crew Requirement has been met, a Job Payout now takes place. If the Job's Crew Requirement still has not been met, each player now decides whether or not to use his available Jack of All Trades Token(s) as normal.

1-Player Rules

If you are looking for the solitaire rules, they may be found in a separate rule booklet included in the box (transcribed below).

Gameplay Summary

Act I: The Small Jobs - Summary

Act 1 plays out over 3 rounds.

Setup - at the beginning of each round:

  • Set Jack of All Trades to unused side
  • Deal 6 new Jobs face-up
  • Deal Crew Cards to each player
# of PlayersCrew Cards
29
38
47
56
65

Phase 1 - Hire Crew: Each player drafts Crew Cards by taking a card and passing the remainder to the next player. Repeat this process until all cards have been drafted.

Phase 2 - Assign Crew: Players all secretly and without discussion assign their Crew Cards to Jobs, Training, or Unassigned.

Phase 3 - Resolving Jobs: Players collectively resolve Jobs one at a time starting with #1 and ending with #6.

End of Round Cleanup: Reveal Training Cards and discard all other Crew and Job Cards. If Round 3 proceed to Act II, otherwise set up a new round.

Jobs Card Distribution: Only 18 of the 24 cards will be in each game.

Cash RewardToken RewardJobs with this payout (#)Total Crew Required (#)
$20KArtifact23
$20KHard Drive23
$20KDiamond23
$30KArtifact24
$30KHard Drive24
$30KDiamond24
$50K

Act II: The Big Score - Summary

Act II is the Centennial City Bank heist!

Setup - at the beginning of Act II

  • Anyone with an Expert Ability should place 1 Expert card on their board
  • Give the First Player Marker to the player with the fewest number of Payout tokens (Diamonds, Artifacts, and Hard Drives)
    • If tied, give it to the youngest of the tied players
  • Place the bank vault and Cops Track board in the middle of the table
  • Draw 5 tokens to make up the Vault Floor (replace Cop tokens and return them to the Vault)
  • Each player places one of his assignment tiles in the middle of the table

Phase 1 - Rob or Flee the Vault: Each player reaches in the Vault and chooses to Rob (take a token) or Flee (take nothing) the Vault, but keeps their fist closed until everyone has drawn.

All players then reveal what is in their hand:

  • No token - the player has fled the vault and escapes with all previously acquired Vault tokens
  • Cops token - the player adds the Cops token to the Cops track
    • If placed on Busted the game ends and all players still in the Vault lose must return all Vault tokens, otherwise play continues
  • Other token - the player keeps the token and will have the option to Trade with the Vault Floor in Phase 2

Phase 2 - Trade with the Vault Floor:

  • Starting with the player who has the First Player Marker, each player may choose to keep their Token or trade it with the Vault Floor
  • Any time a player with the First Player Marker trades with the Vault Floor, he passes the Marker to the next active player (still in the Vault)

Continue Act II until all players have either fled or been busted.

Vault Contents (62 tokens)

Vault Token#
$20K cash4
$30K cash6
$50K cash6
$100K cash4
Silver Bar5
Gold Bar1
Digital Key6
Artifact10
Diamond10
Cops10

Solo Rules

Welcome to The Big Score Solo game! If you have not yet read the main rulebook, please familiarize yourself with the core rules first and then come back to this book. There are 9 different scenarios to play and each will give you a different challenge!

Additional Components for the Solo Game

  • Scenario Cards (9)
  • Solo Reference Card (1)

Solo Setup

  1. Take a boss but do NOT take a starting bonus. Additionally, in most scenarios the boss tokens and jack of all trades will not be used. Take the Solo game reference card and put it on the card space of your Boss Card for easy reference.
  2. Take 200k in starting cash making sure to have some in 10K's.
  3. Shuffle the Job cards and create an 18 card Job deck.
  4. Place the job indicator tokens 1-6 from left to right in front of you on the table.
  5. Shuffle the crew deck and then separate it into 3 equal 30-card decks.
  6. Place the other game tokens within reach.
  7. Decide to play a scenario or choose one at random. For your first solo game, we recommend the "The BIggest Score" Scenario. Follow any additional set up rules on the scenario card.

Solo Act 1: The Small Jobs

Round Setup

At the beginning of each round in Act I:

  • Choose one of the 30 card Crew Decks to be the active deck. When that Crew deck runs out, the round will end at the end of your turn. When Round 3 has ended, move on to Act II otherwise just begin a new round.
  • Deal 3 random jobs face-up below indicators 1-3 and 3 jobs face-down below indicators 4-6.

Phase 1 - Hire Crew

Draw from the Crew Deck until you have a hand of 5 cards or the Crew deck runs out. You may then manipulate your hand as many times as you would like as follows:

  • Pay 10k to discard all cards of one type and draw equal to the number discarded
  • Pay 10k to draw ONE additional card and add it to your hand

Phase 2 - Assign Crew

When you are finished manipulating your hand you must choose to take all cards of ONE type of skill and place them on the face-up job(s) of your choice. Any Crew card of the type you chose that cannot be placed must be discarded.

Additionally, you may pay to play additional cards from your hand as follows:

  • Pay 10k to to place ONE additional card from your hand on a job. Do this as many times as you like paying 10k each time. Note that each additional CARD cost 10K even if they are the same type.
  • Pay 10k to shuffle ONE card from your hand into the next 30 card Crew deck. Do this as many times as you like paying 10K each time.

When you are finished, you may pay to keep cards in your hand for the next turn. The rest are discarded.

  • Pay 10k per Crew card in your hand that you want to keep. You keep these cards even if the current Round's crew deck is depleted and a new round is about to begin.

Scout Action - Additionally, at any time during Phase 1 or 2 you may pay to look at any one face-down Jobs card of your choice as follows:

  • Pay 30k to look at any ONE face-down Jobs card. It is then placed back face-down in the same spot.

Phase 3 - Resolve Jobs

  1. Check for completed jobs - If the Crew Requirement for a job has been met, discard the crew cards from the job and take the payouts for the completed job. Then, discard the Job, it is NOT replaced until the next round. You may reveal ONE of the face-down jobs of your choice for each Job you completed.
  2. Check for Round End - If there are still cards in the Crew Deck, begin a new turn with the Hire Crew phase (Phase I). If the Crew Deck HAS been depleted the round ends. Discard all Jobs Cards that were not completed as well as any Crew Cards that were assigned to them. If it is the end of Round 3, move on to Act II. Otherwise begin a new round in Act I (start with Round Setup).

Solo Act II: The Big Score

Act II Setup

Place the Vault in the middle of the table and the Cops Track board next to it. There is NO vault floor in the multiplayer game so that is all for setup!

Rob or Flee the Vault

If you Rob the vault...

Draw 3 tokens from the vault and do the following IN ORDER:

  1. If a one or more cop tokens are drawn, place them on the Cops Track. If there are 5 or more Cops tokens on the cop track, you have been BUSTED and must return ALL of your vault tokens to the vault and the game ends.
    • a. If more than one cop token is drawn, ONE is ALWAYS placed, but you may bribe the additional cops by paying $50k each. You may only use cash to bribe (no jewels, artifacts, etc.) and only cash you have taken FROM THE VAULT, meaning no cash acquired in Act I may be used to bribe! No change is given for bribes of more than $50K. Place any bribed Cops tokens back in the vault.
  2. You may take 1 of the drawn tokens of your choice (if none are left ignore this step). This is yours to keep assuming you leave the vault on time!
  3. Next, remove 1 token of your choice from the game (if none are left ignore this step). Set it aside out of play.
  4. Finally, put the remaining token back into the bag (if none are left ignore this step).

If you Flee the vault...

You have escaped with your loot, but is it enough?

Repeat the above until you Flee the vault or have been Busted.

Solo Game End

Count your total take to get your final score and/or check to see if you accomplished your scenario goal(s).

Solo Scenarios

The Biggest Score

This one's all about the money. You've played the "game" a long time and now you want to retire to your own private island and leave your life of crime behind.

Objective: End the game with at least $1.5 million in cash and assets.

This is the basic solitaire game. Want an extreme challenge? Go for $2 million!

Diamond Thief

You have a major diamond buyer overseas and you need to get a hold of a LOT of diamonds very quickly.

Objective: Have 11 or more diamonds at the end of the game.

Special Rules: You need 11 diamonds for your buyer. That is going to be tough so you are going to have to turn your cash and Artifacts into diamonds.

  • You can buy diamonds on the black market for $250K per diamond.
  • You may exchange artifacts for diamonds on the black market for 3 artifacts per diamond.

Keep in mind that to win this scenario you will need to get at minimum 3 of the hard drives available in Act I!

The 5 Magic Paintings

There are 5 paintings of landscapes including a Mountain range, a Swamp, an Island, a Forest, and the Plains that when put together are said to magically turn anything in the same room to gold.

Objective: End the game with 5 or more Artifacts and at least $500K in Cash.

Special Rules: You need to find the 5 paintings which are represented by Artifact tokens. It will be extremely dangerous to keep the paintings all together so you are going to need a lot of cash to pay for some muscle to guard them. In this scenario, no other token types can be converted into cash (including gold/silver bars) and artifact tokens are only useful for satisfying the scenario goal of getting 5.

The Jack of All Trades Show

A group of your specialists are on strike. You've informed your fixer that he is going to have to work overtime. You'll deal with the fallout later...

Objective: End the game with at least $1.5 million in cash and assets.

Special set-up: Remove all of the Crew cards of one type (your choice) from the Crew deck. Each Act I round's Crew deck will have 25 cards instead of 30. Take all 6 Jack of all trades tokens.

Special Rules: You may use a Jack of All trade tokens as any crew type (including the removed type) for completing jobs. Remove the token from the game after use.

Crypto Currency

All the money these days is in digital currency. Only suckers go for cash. But you have the world's best hackers ready to unlock riches no one has ever imagined.

Objective: End the game with 4 unlocked Hard Drives. An unlocked hard drive is a hard drive token plus a digital key.

Special set-up: Make sure all 4 Hard Drive jobs are shuffled in the 18 card job deck. To do this, remove the jobs that award a Hard Drive in the payout. Then, shuffle the remaining jobs and count out 14 without looking at them. Shuffle the 14 jobs with the 4 Hard Drive jobs thus creating the Jobs deck for this scenario.

Special Rules:

  • You may use the gold bar as a key or use it to take a hard drive.
  • If Cops token(s) are drawn in the same round as a Digital Key, you may put the Cops token(s) back in the vault.

Keep in mind that to win this scenario you will need to get at minimum 3 of the hard drives available in Act I!

The Heat Is On

The cops have gotten wind of your plan to hit several locations around town. Beat them to the punch.

Objective: Complete at least 8 jobs before the cops arrest your crew and end the game with more than $1.5 Million in cash and assets.

Additional Act I Round Setup: Each time a new job is placed (including face-down), draw 2 tokens from the vault bag and place them on the job.

Special Rules:

When you complete a Job that has at least one Cops token on it:

  • Do NOT receive ANY payout from the job or tokens
  • You may place any Cops token(s) on the job back into the vault
  • If there is a payout token on the job, choose to remove it from the game or put it back in the vault.

When you complete a Job that does NOT have any Cops tokens on it:

  • Take the payout from the job as normal
  • Take the tokens on the job as an additional payout

If a job is NOT completed before the end of the round, place any Cop tokens on the Cop Track and remove the rest from the game. If there are ever 4 cop tokens on the cop track, you lose the game. There is NO Act II in this scenario.

Simultaneous Plunder

The cops will never suspect it if you hit the Vault at the same time you are making smaller heists all around Centennial City!

Objective: End the game with at least $1.5 million in cash and assets.

Special set-up: Remove all of the Crew cards of one type (your choice) from the Crew deck. Each Act I round's Crew deck will have 25 cards instead of 30. Take all 6 Jack of all trades tokens.

Special Rules: Each time you complete a Job, in addition to taking the rewards for that job you MUST complete a Vault round. These vault rounds happen during Act I of the game and there is NO Act II in this scenario. You are busted and lose immediately if there are 5 or more Cop tokens on the Cops Track. In this scenario you may Bribe with ANY of your cash tokens. The game ends when you are Busted, in which case you lose, or at the end of Act I. You may not "flee" and must complete Act I entirely.

Betray the Traitor

A couple of your crew are planning on taking the loot and running! You caught wind of it and now you are going to make sure the traitors get caught. But you aren't sure exactly who it is just yet.

Objective: End the game with at least $1.2 million in cash and assets.

Special Act I Rules: Rather than discarding the Crew cards from completed jobs, place them aside for use in the Vault phase.

Special Act II set-up: Take 1 of each crew card type from the stack of Crew cards used to complete jobs. Place these cards face up in front of you in a row from left to right. Shuffle the remainder of the Crew Cards from completed jobs to be used when you flee.

Special Act II rules: Each round of the Vault you will place the token for that round on a crew card of your choice with the lowest number of tokens INCLUDING Cop tokens. As such, no crew card will ever have more than 1 token more than any other crew card. Each time a cop token is drawn, you must place it on a crew card that does not already have a Cop token. There are NO Bribes in this scenario. If you are unable to place a Cop token legally or ALL crew cards have a COP token, you are BUSTED. When you flee, draw the next 2 crew cards. Put all tokens on those crew cards back in the vault. Keep the tokens on the rest of the crew.

This Crew Does What It Takes

Some crews just get the job done no matter what it takes. They may not have all the skills required, but they make it happen.

Objective: End the game with at least $800K in cash and/or gold & silver bars, 3 Diamonds, 3 Artifacts, and 3 open Hard Drives.

Special Rules: You may complete any job by allocating one of each crew type to the job (6 total crew) and ignore the normal requirements on the job. At the end of Act I, you may purchase hard drives for $100k each.

  • Solo Scenarios
    • The Biggest Score
    • Diamond Thief
    • The 5 Magic Paintings
    • The Jack of All Trades Show
    • Crypto Currency
    • The Heat Is On
    • Simultaneous Plunder
    • Betray the Traitor
    • This Crew Does What It Takes
    • Cash - 10K (14), 20K (30), 30K (30), 50K (30), 100K (30), 1M (6): cash tokens for starting money and Act I payouts.
    • Diamond (27): worth varies by quantity; see reference card or page 14 for details.
    • Artifact (27): worth $30K each, and the player with the most gets an additional $250K.
    • Hard Drive (27): worth $200K when combined with a digital key from Act II.
  • Vault Tokens for Act II (62):
    • Cash - 20K (4), 30K (6), 50K (6), 100K (4)
    • Silver Bar (5) worth $150K; Gold Bar (1) worth $200K
    • Artifact (10); Diamond (10)
    • Digital Key (6): worth $200K when combined with a Hard Drive from Act I
    • Cops (10): added to the Cop Track when revealed
  • -
    6
    5
    $100K-66