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Jewel Heist box art

Jewel Heist

Players

5-8

Time

15-45

Age

13+

Weight

2.33

Rating

5.95

Fit

Teach 2.4

Teaching signal

Replay 3.9

High replayability

Interaction 3.6

Highly interactive

Scaling 4.0

Scales well

Strategy 4.5

Deep strategy

Control 2.8

Luck-sensitive

Table feel

Moderate interaction

Replay value

Jewel Heist offers a high level of variability with different experiences each time it is played. The expansions available add new content and gameplay elements, enhancing the replay value. The game provides deep strategic possibilities and room for players to improve their tactics and strategies. The player interaction score is average. It scales well with different numbers of players without compromising its appeal or balance. Although it may take some time to learn, the game offers a good balance between easiness and depth. Overall, Jewel Heist has a strong replayability score of 7.79 out of 10.

Luck profile

Jewel Heist has a moderate influence of luck. Random elements have a notable but not exclusive impact on the game outcome. Players have some ability to mitigate randomness through strategic decisions and planning. The game outcome is a balanced mix of luck and strategy.

Overview

The museum was broken into last night right under everyone’s noses. Did you hear any noises during the countdown? Or maybe you were one of the clumsy Robbers. You are playing in teams with secret roles. Some of you are Robbers. Some are Detectives. Robbers want to steal jewels and deflect suspicion by lying. Detectives want to find the Robbers and recover the jewels. After receiving their secret roles, everyone closes their eyes and counts down from 15 out loud. During that time, only the Robbers open their eyes and attempt to steal jewels from the museum case. When the countdown ends, everyone opens their eyes and the investigation begins. How many jewels were stolen? Were the marbles (the alarm) misplaced? Who heard noises? The Detectives question and accuse while the Robbers accuse and deflect suspicion. A vote is cast and warrants are handed out. Once at least one player has 2 warrants, the game ends, roles are revealed, and the final jewel count is tallied. The team with the most jewels at the end of the game wins!

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