How to Play
Vaultbreakers is a casual, semi-cooperative board game in which you play as jewel thieves. Gather resources, form alliances, and betray your rivals to score the most loot!
Clarifications
Vaultbreakers is a game of small nuances and interactions, but remember this is a game of lawbreaking and persuasion: you don't have to consult these clarifications if you'd rather adjudicate as a play group. If I've missed anything, contact me and let me know so I can add my thoughts! Thanks for playing!
1) Unaffected:
If a card such as "Shield of the Sentinel" says a player is unaffected by an effect, this includes their Loot, their Skill Tokens, and their Training Cards.
2) Number of Skill Tokens:
If an action mentions having more or fewer skill tokens than another player, calculate after paying the cost for the action.
3) Always Revealed Loot:
You cannot conceal Loot that says "Keep this Loot revealed," so ironically you never actually "reveal" cards such as "Chalice of Tomorrow." When you acquire such loot, perhaps by breaking the vault, they are flipped up before they officially enter your stash and are acquired. This means a player who wants to steal just acquired Loot will know if it has to be kept revealed before attempting to steal it.
4) Skill Loot (such as Javelin of the Empress, Boots of the Avenger):
These loot pay the full cost for an action of the associated skill. If an action only requires Brawn, Javelin of the Empress will pay the entire cost. If an action requires multiple skills (Embezzle), these loot will only cover their specific skill cost, and skill tokens are required for the rest of the cost.
5) Bartering Loot:
You cannot trade loot that is currently revealed. This prevents infinite use of loot that activates upon reveal (Codex of the Ancients), and prevents avoiding the penalty of face-up loot by passing them back and forth (Chalice of Tomorrow).
6) Orb of Pleasures // Barbed Amulet:
If you steal Orb of Pleasures from an opponent who has Barbed Amulet, Orb of Pleasures it NOT negated because its effect triggers when it enters your stash. If you control Barbed Amulet and you steal Orb of Pleasures, Orb of Pleasures is negated because once it enters your stash, Barbed Amulet negates it.
7) Circlet of Shame // Barbed Amulet:
If both loot are in your stash, Circlet of Shame is only negated until final scoring, at which Circlet of Shame will discard all revealed loot from your stash, including Barbed Amulet. In short, Barbed Amulet does not protect a player from Circlet of Shame.
8) Helmet of Blood
You must have the most brawn among all players during final scoring, otherwise the VP of the card becomes 0. Javelin of the Empress does not count.
9) Ring of Regicide
If you have 6 Loot and another player has 6 Loot and everyone else has fewer Loot, you do not lose with Ring. If you have 7 Loot and everyone else has 6 Loot each, you lose.
10) Jar of Patience
This card can get out of hand pretty quickly. It was original conceived when players could only Demonstrate once per turn, so now it can flood the game economy pretty fast. You can certainly use the card as printed, it won't win you the game every time I promise, but if you're fed up with how it interacts, feel free to exclude it before starting your next game. Alternatively, feel free to add one of the following House Rule modifications: 1) Draw 1 Training Card [instead of 2] OR 2) Once Per Turn... OR 3) When you gain MORE than one Skill Token... OR 4) If you have less than 5 Training cards when you gain a Skill Token....
Other Game Modes
1) Quick Mode:
Short on time? The game ends after the vault has been broken 4 times OR when a player reveals 16 or more VP worth of Loot.
2) Ramp Mode
Each time the players attempt to break the vault and fail, increase the number of training cards players draw to at the start of their turn. For example, after one failure, players draw until they have seven training cards, rather than six.
3) Desperate Heist Mode
Players may renegotiate during a heist. Though players who have pledged dice must go through with their pledges, they may withhold actions or loot effects that they promised AND other players who did not join may offer to join for a share of the reward in exchange for the use of an action or a loot effect. Additional dice cannot be rolled except by card effect.
4) Penalty Mode
When a player fails to break the vault, they roll a dice and earn the following penalty:
1 - No penalty
2 - Discard all Training Cards
3 - Discard all skill Tokens.
4 _ Discard all actions.
5 - Discard 1 Loot
6 - Reveal all Loot