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Designer: Gwyn Morfey
Players: 10+
Stuff required: A laser maze. A security system. Various utility items (laser pen, tape, smoke spray, etc). Various scoring objects. Uniforms for mob boss and security guard.
Crew required: One Mob Boss, one Security Guard.
Preparation: Extensive.
Time required: 30-60 minutes.
Place required: A large dark room. Several rooms, if possible.
Activities: Sneaking, running, teamwork.
This is an untested game. Its rules are written, but it hasn't been tested out yet.
This game is made available under an Attribution-Noncommercial Creative Commons licence. (What does this mean?)


Set up a complex, but flawed, security system in every room but one. Components can include a laser maze, microswitches, crippled IR motion sensors, reed switches, and vibration sensors.

Distribute the scoring objects in the secured area.

Gather the players into the briefing room, and have the Mob Boss show them an incomplete sketch map of security.

Position the guard in a patrol area.


The players attempt to retrieve scoring objects from the secure area and bring them to the Mob Boss. They may act collectively, or compete. Ideally the design of the security system will force at least some cooperation ('stand in front of that motion sensor to block its view while I lift the jewels', 'oi, give me a hand with the safe').

The security system sounds a siren which will attract the guard, who is otherwise on a predictable patrol route. Anyone tapped by the guard must serve 'jail time' ranging from a few minutes to the rest of the game.


Since there's no audience area, we could use a night-vision webcam to broadcast the events inside the Vault Room to spectators outside.

Ideally, even getting to the vault room would be a challenge, because of the patrolling guard in the corridor. This would bring some elements of the game out into the public space (like Checkpoint), but the guard needs to know who's playing. Balaclavas for everyone?


The laser maze alone is spectacular, but takes only a few minutes for a player to beat, leading to a very short gaming experience. Heist attempts to extend the game by borrowing some elements from Checkpoint.

Play history

Fire Hazard has run the laser-maze component alone at several Sandpits and parties.