Steal Team is the first game being designed and published under Dieseract Games. It is a cooperative board game for 1 - 6 players. Form a team of thieves, outfit them with tradecrafts and gear, and take down heists all over the metropolis of Major City.
The world is ran by a mega corporation called OMNISEC, and they deploy their security state in every nook and cranny of civilization. Fortunately for us, they are terrible at managing themselves. Casinos and banks might be guarded by sleeping guard puppies while gas stations and fast food joints have dragons and assassins defending them.
You never know what you are getting into in a game of Steal Team. It's almost as if the higher-ups at OMNISEC draw playing cards at random ;) Check out the quick overview of gameplay below & don't forget to follow us on facebook & Twitter as well as sign up for the newsletter to get updates.
Players control up to 6 thieves per game of Steal Team, and each thief gets their own unique tradecraft; complete with traits and skills that are applied at various phases of the game. Each thief will get their chance to shine and help the team succeed against the absurdly powerful but disorganized OMNISEC security forces.
Steal Team takes place in Major City, the capitol of the new world order. The usual heists like banks, museums and casinos are here. There are also some sillier targets like fast food restaurants, used car lots and military bases. Yep, we are a crazy bunch of crims.
Every time a heist is set up it receives a certain number of mod cards that provide a variety of difficulty-increasing rules. This gives each heist an initial factor of unpredictability.
Event cards come into play as time passes in the game. Both of these decks make the team's life harder in all sorts of ways and they make every game of Steal Team a different experience. The best laid plans, as it were.
Once the team starts a heist, they case a lineup of security cards by flipping them face-up, revealing the card. These are also randomized, andding a further layer of unpredictability to each heist.
There are 6 core types of security: Barrier, Detection, Obstacle, Vault, Personnel and Boss. These categories all have unique properties that all cards with the attribute share.
Specialized attribute icons further adjust the behavior of security and their interactions with tradecrafts, heist mods, events and gear cards.
Each security card has a unique dice game that must be played to defeat it. Certain skills and gear cards can provide all sorts of bonuses to help defeat these cards. Defeat all security cards in a heist to complete the heist.
Loot-Tek Heist Supply Company has been supplying thieves with the tools of the trade since the 1800's. We aren't sure how they have managed to stay in business in a post-OMNISEC society, but they have and will be your sole supplier of equipment.
Gear cards are purchased in between heists. They provide a vast assortment of tools, items and powers that range from useless to extremely overpowered. Buy a drill to open vaults easier or maybe get a book that teaches a lost martial art; increasing your fighting power against guards.
No matter how skilled the team, eventually an alarm will be triggered. When this happens, the team has to run. Roll against a variety of getaway cards in an emulation of a high speed chase. If the team van gets destroyed, finish the getaway on foot, if you can.
Diplomas are powerful cards that only 1 thief can hold at a time. The Mastermind has a level of control over the outcome of the game because they decide which heists to pull and whether to abandon them when things go south. They also manage the team stash.
The getaway driver diploma lets a thief perform better during getaways, if they go through driving school.
Currently these are the only 2 diplomas in the game, but there could be more in the future.
The info board tracks the OMNISEC dragnet, time of day, event cards, heist suspicion, van health, gear storage, and the getaway stack.
Team sizes vary from 3 to 6 thieves, and depending on the size, the required loot in the team stash to win differs. Collect the required amount by completing heists to win the game. Just be judicious with time management, as every decision advances the time of day; bringing the OMNISEC Dragnet closer to capturing the team.
The OMNISEC Dragnet gains points whenever the team messes up. Alarms, arrests and deaths add points to it. Think of it as a trail of evidence. Even when the team completes heists correctly, the dragnet gains points. When days pass the dragnet gains points too.
While the core game systems am mostly finished, Steal Team will still be undergoing play-testing for a good amount of time. On top of that, the art for each card is still be worked on. The prototype uses placeholder stock imagery and illustrations for now.
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