VAULT
BREAKERS
How to Play
Objective:
Steal loot to gain victory points (VP). Most victory points at the end of the game wins.
The game ends when the Vault has successfully been broke into six times OR if a player chooses to reveal that they have 20 or more VP, which can be done at any time. When the game ends, players count up the VPs listed on the Loot Cards they've collected.
Materials:
6 Dice
Training Deck: 2 Decks of regular playing cards, referred to as Training Cards. When Training Cards are converted into Skill Tokens, Training Cards are returned to the bottom of the Training Deck.
Action Deck: Collective deck of Actions. After an Action is used or discarded, it is returned to the bottom of the Action Deck.
The Vault: the deck of Loot Cards
Skill Tokens (20 Audacity, 20 Brawn, 20 Charisma, 20 Stealth)
Each player starts with 5 Training Cards
Turn Structure:
1) ACTION DRAW until you have 5 Actions.
2) ACTION DISCARD until you have 3 Actions.
3) TRAINING DRAW 3 Training Cards
4) COMBINE Training Cards and convert them into Skill Tokens (A sum of 10 or more in the same suit OR any single face card = 1 Skill Token). Spades ♠ = Stealth; Clubs ♣ = Brawn; Hearts ♥ = Charisma; Diamonds ♦ = Audacity
5) BREAK THE VAULT or PASS
How to Break the Vault:
1) Discard Skill Tokens to gain dice. You receive 1 dice per Skill Tokens you discard. You cannot gain more than 6 dice.
2) Invite other players to join in and gain dice too. If the Vault has not yet been broken, you must invite at least one other player to join you. Determine how the Loot Cards will be divided if the Vault is broken.
3) Roll to break the Vault
Minimum score needed to break the vault:
Vault has been broken 0 times: 10
Vault has been broken 1 times: 15
Vault has been broken 2 times: 21
Vault has been broken 3 times: 28
Vault has been broken 4 times: 36
Vault has been broken 5 times: 45
4) Allocate the 3 Loot Cards at the top of the deck amongst the participants as agreed before Breaking the Vault, but do not reveal what the Loot Cards are. Players cannot refuse a Loot Card once they’ve received it.
Failure to Break the Vault:
Roll 1 Dice and apply effect depending on the result
1) Skip your Next Turn
2) Discard 1 Training Card
3) Discard all Training Cards
4) Lose a Skill Token
5) Lose all Skill Tokens
6) Randomly Discard 1 Loot Card.
ACTIONS:
Discard Skill Tokens listed on the bottom of the Action card to use the effect.
If an Action specifies activation conditions, you can only activate the card at that time. Otherwise, you can activate an Action at any time.
For actions that are not triggered by specific situations, they occur after whatever gameplay has been announced. For example, if a player decides to Break the Vault with three dice by paying 3 Skill Tokens, you cannot use an Action to steal Skill Tokens from that player until after they gain their dice. When in doubt, follow basic chronology.
Once an Action has been used, it is placed at the bottom of the appropriate deck.
Steal loot to gain victory points (VP). Most victory points at the end of the game wins.
The game ends when the Vault has successfully been broke into six times OR if a player chooses to reveal that they have 20 or more VP, which can be done at any time. When the game ends, players count up the VPs listed on the Loot Cards they've collected.
Materials:
6 Dice
Training Deck: 2 Decks of regular playing cards, referred to as Training Cards. When Training Cards are converted into Skill Tokens, Training Cards are returned to the bottom of the Training Deck.
Action Deck: Collective deck of Actions. After an Action is used or discarded, it is returned to the bottom of the Action Deck.
The Vault: the deck of Loot Cards
Skill Tokens (20 Audacity, 20 Brawn, 20 Charisma, 20 Stealth)
Each player starts with 5 Training Cards
Turn Structure:
1) ACTION DRAW until you have 5 Actions.
2) ACTION DISCARD until you have 3 Actions.
3) TRAINING DRAW 3 Training Cards
4) COMBINE Training Cards and convert them into Skill Tokens (A sum of 10 or more in the same suit OR any single face card = 1 Skill Token). Spades ♠ = Stealth; Clubs ♣ = Brawn; Hearts ♥ = Charisma; Diamonds ♦ = Audacity
5) BREAK THE VAULT or PASS
How to Break the Vault:
1) Discard Skill Tokens to gain dice. You receive 1 dice per Skill Tokens you discard. You cannot gain more than 6 dice.
2) Invite other players to join in and gain dice too. If the Vault has not yet been broken, you must invite at least one other player to join you. Determine how the Loot Cards will be divided if the Vault is broken.
3) Roll to break the Vault
Minimum score needed to break the vault:
Vault has been broken 0 times: 10
Vault has been broken 1 times: 15
Vault has been broken 2 times: 21
Vault has been broken 3 times: 28
Vault has been broken 4 times: 36
Vault has been broken 5 times: 45
4) Allocate the 3 Loot Cards at the top of the deck amongst the participants as agreed before Breaking the Vault, but do not reveal what the Loot Cards are. Players cannot refuse a Loot Card once they’ve received it.
Failure to Break the Vault:
Roll 1 Dice and apply effect depending on the result
1) Skip your Next Turn
2) Discard 1 Training Card
3) Discard all Training Cards
4) Lose a Skill Token
5) Lose all Skill Tokens
6) Randomly Discard 1 Loot Card.
ACTIONS:
Discard Skill Tokens listed on the bottom of the Action card to use the effect.
If an Action specifies activation conditions, you can only activate the card at that time. Otherwise, you can activate an Action at any time.
For actions that are not triggered by specific situations, they occur after whatever gameplay has been announced. For example, if a player decides to Break the Vault with three dice by paying 3 Skill Tokens, you cannot use an Action to steal Skill Tokens from that player until after they gain their dice. When in doubt, follow basic chronology.
Once an Action has been used, it is placed at the bottom of the appropriate deck.