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Synopsis Edit

A Heist Gone Wrong is a game about deception, where you must use the tools given to you and the information other players claim to have to find the Bank Robbers, who are lying to avoid getting arrested. Various Innocent and Robber roles are assigned to each player at the beginning of the game. They then perform the power their role has if they have one. Afterwards, each person shares their information, and the Innocents try to find out who the Robbers are, while the Robbers try to look like the Innocents. After the discussion ends, the innocents arrest who they think is (one of) the Robbers. Innocents win if they were a robber, Robbers win otherwise.

Game phases Edit

Assignment Edit

At the beginning of the game, each player is shown their own card. Players also have a brief moment to type in chat or take notes.

Robbery Edit

When the Robbery comes, turn by turn, players perform their Robbery action, if they have one. A player is blinded during the Robbery if it is not their turn. Once their turn comes, the player can perform an action on cards by clicking on them. What the player's role does is explained in chat. Players cannot talk to each other during the Robbery.

Interrogation Edit

After the Robbery ends, the Interrogation comes, and all the players can see and talk again. This is the time for discussion in which all the players claim their roles and actions. This phase comes down to cleverness and experience. Some roles have actions that can be performed during the Interrogation, but most roles don't. The Interrogation phase lasts one minute per player unless a minimum of 3-4 players decide to skip to voting.

Voting Edit

When the Voting phase begins, the players have 10 seconds to vote their suspect if they wish. After these 10 seconds pass, whoever receives the most votes gets arrested. If there is a tie between 2 people that both have the most votes, the outcome depends on the number of non-Innocent players. If half or more players are evil, a tie vote arrests both players. However, if the Innocent players have majority, a tie vote does nothing. One vote is not enough to arrest a player. If there are Robbers in the game, and one of them is arrested, all of them lose and the Innocent side wins. If there are Robbers in the game and none are arrested, they win and the Innocent side loses. If no players are a Robber, the Innocent side must not arrest anyone (with the exception of the Attorney) in order to win.

Roles Edit

Official Setups Edit

Beginner Setup Edit

  1. Hostage
  2. Hostage
  3. Bank Robber
  4. Bank Robber
  5. Rookie
  6. Ex-Cop
  7. Shoplifter
  8. Rookie (5+ Players)
  9. Skeptic (6 Players)

Classic Setup Edit

  1. Hostage
  2. Hostage
  3. Bank Robber
  4. Bank Robber
  5. Ex-Cop
  6. Shoplifter
  7. Anarchist
  8. Wildcard (5+ Players)
  9. Skeptic (6 Players)

Original Setup Edit

  1. Intimidator
  2. Plant
  3. Ex-Cop
  4. Guard
  5. Shoplifter
  6. Anarchist
  7. Psychiatrist
  8. Wildcard (5+ Players)
  9. Negotiator (6 Players)

Modern Setup Edit

  1. Bank Robber
  2. Intimidator
  3. Shoplifter
  4. Anarchist
  5. Wildcard
  6. Skeptic
  7. Negotiator
  8. Guard (5+ Players)
  9. Rookie (6 Players)

Advanced Setup Edit

  1. Fall Guy
  2. Plant
  3. Attorney
  4. Ex-Cop
  5. Anarchist
  6. Wildcard
  7. Negotiator
  8. Shoplifter (5+ Players)
  9. Psychiatrist (6 Players)

Chaotic Setup Edit

  1. Bank Robber
  2. Bank Robber
  3. Shoplifter
  4. Shoplifter
  5. Shoplifter
  6. Anarchist
  7. Skeptic
  8. Attorney (5+ Players)
  9. Negotiator (6 Players)

Hosting a private match Edit

Unlike public matches, private matches require a host. Private games are created by pressing "create" then "play". A code is then told to you via chat. Private lobbies are joined by entering that code into the box while Join is selected, and hitting play. An interface is then shown to the mastermind where they are free to select any cards they wish. The number of cards must be equal to the number of players plus three to account for the unused cards, and must include at least one Bank Robber role (see Custom Setup). The Mastermind doesn't play in the match, but watches. If the person hosting a private match also wants to play in it, they can join the same match from another tab. In this case, the Mastermind tab should be in a separate window. Private matches don't have restrictions on the number of rounds played.

Frequently Used Vocabulary: Edit

  • "___ Out": Either a specific player or any player claiming a certain role should claim.
  • BR: A Bank-Robber or a robber aligned role. Could also refer to the bottom right card.
  • Claim: The role that a person says they are.
  • EC: Ex-Cop
  • Null/No Vote: Not voting anyone during the Accusation phase. This does not include pressing Accuse to end the interrogation.
  • Reveal: Showing a card to everyone, be it via the Negotiator or Psychiatrist
  • Scum: Bank Robbers or evil Neutral roles.
  • Skeptic still (skeptic): A skeptic that has not changed roles.
  • SL: Shoplifter
  • WC: Wildcard

Advice Edit

  • Do not accuse early if players are still discussing. This usually ends in the Innocent players losing.
  • Players who refuse to claim their role when pressed are usually either Robbers or have a strong reason not to claim (for example, the Negotiator might be verifying an Anarchist claim).
  • Any player could be lying. Keep this in mind when trying to decide who is a Robber or not.
  • Innocent players with no information are keener to be more aggressive in the discussion in order to gain information that they cannot themselves.
  • Any two players that confirm themselves can be a pair of Robbers.

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