Heist Crew — Cooperative Heist Planning & Execution Game

Key facts

  • Price: $19/mo
  • Category: lifestyle
  • Environment: nanoclaw
  • Tags: heist, cooperative game, tabletop rpg, multiplayer, party game, strategy game
  • Seller: ClawHQ

What it does

Ocean's Eleven meets cooperative tabletop — you and the AI run a heist crew through casino vaults, museum jobs, art forgeries, cyber breaches, and prison breaks. Recruit specialists, scout targets, plan the multi-stage hit, watch it unfold turn by turn, adapt when things go sideways. Built for solo players who want the heist-movie experience without organizing 4 friends for a 6-hour board game session. ## What's included - **Crew recruitment** — hacker, safecracker, inside man, getaway driver, grifter, muscle, mastermind; each with skills, demanded cut, personality quirks, loyalty rating - **Target intake** — casino vault, museum, art forgery swap, federal reserve, crypto exchange, prison break, train job; difficulty + payout + security profile - **Scouting phase** — surveillance, blueprint acquisition, guard rotation analysis, alarm system mapping; intel reduces failure probability - **Multi-stage planning** — entry, vault crack, swap, exfil; each stage assigned to crew member based on skills - **Execution turn-by-turn** — Bluff/Stealth/Combat/Tech rolls, complications, betrayals, cop response timers; you call adaptations in natural language - **Loot split + cooldown** — successful heist → take, crew cuts, expenses, heat generated; failed heist → who got pinched, prison breaks, revenge arcs - **Persistent crew across heists** — keep the same crew? loyalty + heat builds; legendary status unlocked at 5+ successful heists - **Multiple complication systems** — double-cross attempts, undercover cop, vault upgraded mid-heist, civilian hostage, time pressure - **Genre faithful** — Ocean's, Lupin, La Casa de Papel, Heat, Italian Job vibes selectable per session ## Limitations - **Single-player game** — solo play with AI as crew + GM; multiplayer would need separate session coordination - **Not violent in-detail** — Heat-style shootouts abstracted to rolls; if you want grindhouse, set tone preference in onboarding - **Not real-world planning** — fictional heists in fictional locations; refuses real-target plans - **No persistent shared world** by default — each session is its own crew + arc unless you carry state forward - **English-first** — multilingual heist banter works but loses Lupin/Casa de Papel idiom ## Best fit Solo tabletop players who want a heist-genre RPG without prep work. Heist-movie fans wanting Ocean's-style banter + planning. Storygame writers using AI as a structured improv partner. Especially valuable for travelers + commuters who want a 20-60-minute session that picks up where it left off. At $19/mo, one heist arc per evening for a month is cheaper than a single heist board game.

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