Talk is allowed, but never about your own hand. The designers deliberately did not set an exact limit and the game is not meant to be silent, so agree on a comfortable level before you start. The rulebook forbids showing, saying or hinting what you hold.
No. You may not show, say or hint at your pocket cards. You also may not share anything about another player's hand that you only know because of your own cards. Chips are the intended way to communicate.
Several players say the speed of grabbing chips is part of the unspoken communication, but precise timing such as counting seconds is seen as against the spirit of the game. There is no official ruling, so agree on it as a group.
Your hand never gets absolutely weaker, but its rank compared with the others can drop when new cards help them more, for example a pocket pair under higher board cards or a board that completes someone's straight. In that case you should swap to a lower chip; some groups prefer to wait and see what others take first.
This is not fixed. The rulebook says chips express your estimate of your hand's strength relative to the other players but gives no stricter metric. Groups use either current value or potential; the key is that everyone at the table uses the same method.
No. You can take a chip of the current round from the centre or from in front of another player, or put your own back in the centre, but you may never place a chip in front of someone else.
Yes. You may put a chip of the current round that is in front of you back in the centre. Some groups ban voluntary returns as a house rule, but that is not in the rulebook.
Shuffle all 52 cards at the start of each heist. A discard pile is only used for effects that discard cards, such as Motion Detector, Laser Tripwires or the Hacker.
No. Your hand is the best five cards out of your two pocket cards and the five community cards, so it may use none, one or both of your pocket cards. If everyone plays the board, all tie.
Kickers can come from your pocket cards or the community cards. Your hand is the best five from all seven cards, and if hands tie on the main combination, the kickers are compared from highest to lowest. Identical best five-card hands are a tie, and you never choose what to show.
No. Among players in a true tie, any order of their red chips is correct, as long as they are correctly ranked against everyone else. This includes the case where every player's best hand is the community cards alone.
Flushes are compared by highest card, then the second highest, and so on. If the flush is made entirely of community cards and nobody holds a higher card of that suit, all those players have the same flush and tie.
Not officially. The chip set covers up to six players. Players report stretching it by adding extra chips or leaving one player without a chip, but this is a house variation and some found it slow.
It is the Advanced Mode with changes. Remove Quick Access and one alarm card, so two alarms lose the game, and use no specialist cards. Start with two random challenge cards and, before each later heist, discard the lowest-numbered one and reveal a new one, so two are always active.
Those modes can have several challenges active at once, and Quick Access removes the white chips that Motion Detector and Laser Tripwires rely on. Removing it avoids that conflict.
Unclear. The rulebook allows speculating about hands from public information, and chips are public, so many players allow talk about earlier chips. Others say chips are the only allowed communication and that sharing the sequence defeats the card. Agree on it beforehand.
Discard your pocket cards and draw new pocket cards, as many as you discarded. The French card text reportedly says to draw 2, which players call a translation error; it matters with Security Cameras, where you hold three pocket cards.
Everyone gets three pocket cards instead of two. Your hand is the best five-card combination from your three pocket cards and the five community cards.
As a group, decide which player reveals and which card value (2 to A) to check. That player then says how many cards of that value they hold, without naming the suits or the other card.
The group agrees on which player takes Muscle, and a specialist card can be proposed and used at any time before the showdown. That player then beats any other player with a hand of the same ranking.
One player, chosen by the group, secretly shows exactly one of their pocket cards to one other player, who may not tell anyone. The card is active for only one heist, whether used or not.
One player adds the Jack card to their pocket and discards one of their face-down pocket cards. The Jack counts as a J with no suit, so it cannot make a flush. With four Jacks it counts as four of a kind with a Jack kicker.