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Reference: RMA070
59,95€
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In Disco Heist: Laundry Deluxe, two to four players take on rival crime bosses building their own criminal organization in a neon-lit, fictional Las Vegas. The game combines hand management and tableau building: each player recruits crew members by playing Crew cards, unlocking abilities to scout the city, gather intel, or dodge the police. Its originality lies in its win condition: stealing cash is not enough, players must also launder it for it to count toward their final score. This tension between the immediate reward of a successful heist and the risk of losing everything if caught creates a mood close to classic heist films, brought to life by Denis Medri's illustrations.
Setup and how a game unfolds
Each player starts with a Kingpin and a small starting crew, then gradually builds their tableau of criminals round after round. On their turn, a player can recruit new crew members, move their gang across the city board to gather intel, or trigger a heist once the opportunity arises. Every illegal action raises the gang's wanted level: the more jobs a player pulls, the more attention they draw from law enforcement, which patrols the city and can arrest their crew or seize their loot. Once money is stolen, it still has to pass through laundering channels to become usable wealth, pushing players to carefully balance risk throughout the game.
End of game and victory conditions
The game ends after a set number of rounds defined by the rules. At that point, each player compares how much money they actually managed to launder, not the total amount stolen during the game. The player whose organization laundered the most money wins, while rivals caught by the police or left holding dirty cash see their earnings vanish.
Disco Heist Laundry includes the Glitter Gulch expansion outside the box.
In Disco Heist: Laundry Deluxe, two to four players take on rival crime bosses building their own criminal organization in a neon-lit, fictional Las Vegas. The game combines hand management and tableau building: each player recruits crew members by playing Crew cards, unlocking abilities to scout the city, gather intel, or dodge the police. Its originality lies in its win condition: stealing cash is not enough, players must also launder it for it to count toward their final score. This tension between the immediate reward of a successful heist and the risk of losing everything if caught creates a mood close to classic heist films, brought to life by Denis Medri's illustrations.
Setup and how a game unfolds
Each player starts with a Kingpin and a small starting crew, then gradually builds their tableau of criminals round after round. On their turn, a player can recruit new crew members, move their gang across the city board to gather intel, or trigger a heist once the opportunity arises. Every illegal action raises the gang's wanted level: the more jobs a player pulls, the more attention they draw from law enforcement, which patrols the city and can arrest their crew or seize their loot. Once money is stolen, it still has to pass through laundering channels to become usable wealth, pushing players to carefully balance risk throughout the game.
End of game and victory conditions
The game ends after a set number of rounds defined by the rules. At that point, each player compares how much money they actually managed to launder, not the total amount stolen during the game. The player whose organization laundered the most money wins, while rivals caught by the police or left holding dirty cash see their earnings vanish.
Disco Heist Laundry includes the Glitter Gulch expansion outside the box.