RULES & FAQ
HOW DO SHOOTOUTS RESOLVE? WHO GETS TO RETURN FIRE OR PLAY THEIR SPEEDLOADER FIRST?
The player who was last attacked gets to fully respond by defending themselves via Adrenaline (any attacked player holding this card) or using their Bulletproof Vest (Agent’s ONLY once per game) and returning fire (Agent’s ONLY) if able.
A Speedloader can only be used to fire a second shot AFTER a player has a chance to fully respond to the first shot.
The same applies to Rivals using their second gun to fire a second shot. You must fully resolve the first shot prior to taking the second shot in all cases.
For example, if a Rival fires at an Agent it may play out like this:
Rival shoots at Agent.
Agent uses Bulletproof Vest to stop the shot.
(The Agent now has the right to return fire BEFORE the Rival can shoot their second shot.)
Agent returns fire.
Rival uses Adrenaline to avoid shot.
Rival takes second shot.
Agent uses Adrenaline to avoid shot.
Agent returns fire.
Rival uses Adrenaline to avoid shot.
(Rival in this case does not have a Speedloader for a third shot. Their response is now over.)
Agent uses Speedloader to fire additional return fire.
Rival does not have Adrenaline. They are eliminated.
The final way to illustrate this further is to say that shootouts play out in this sequence:
Player 1: Action
Player 2: Defense, Action (If able)
Player 1: Defense, Action (If able)
And so on…
You will NEVER be able to play Action, Action because the opponent will ALWAYS have a chance to defend, or defend and respond, or they will be eliminated if they are defenseless.
IF SOMEONE ATTACKS ME ON THEIR TURN, CAN I ATTACK THEM BACK WITH A SPEEDLOADER AS A RESPONSE?
If you are a Crew member or Rival then no. But if you are an Agent, the Speedloader is an option if you are attacked but would only need to be used if the attacking player survived your return fire (which an Agent can do each time they are attacked) but was not able to fire at you again. In this case the Agent may then use the Speedloader to fire a second return fire shot. See our FAQ about shootouts.
Speedloaders are almost exclusively used by players on their own turn. The only exception is an Agent.
WHEN CAN RIVALS TAKE THEIR SECOND SHOT?
As a Rival you may shoot twice every turn unless you are Chloroformed, Handcuffed, or Zip Tied. If you are Gun Jammed you must still take one shot unless one of the previous conditions apply.
You may ONLY shoot your second shot AFTER you fully resolve the first shot. See our FAQ about shootouts.
HINT: Just because you’re a Rival doesn’t mean you have to shoot your second shot every turn. While you MUST shoot at least once per turn if able, you do not have to take the second shot.
DO GUN JAMMED RIVALS STILL HAVE TO SHOOT
Yes. Only one of your guns are jammed and the Rival role states that you must fire at least once per turn if able. In this case, you are able. This is why playing Gun Jammed on suspected Rivals is a great play. It automatically reveals them to be Rivals during their turn in the Getaway Phase.
IF TWO PEOPLE CORRECTLY CRACK THE VAULT AT THE EXACT SAME TIME WHAT HAPPENS?
If the players who tied were the FIRST to announce their answers in your group and no one is nice enough to let the other be the Start Player then simply deal a new code. No penalties. You’re just a really smart and competitive bunch.
IF TWO PEOPLE INCORRECTLY ANNOUNCE THE CRACK THE VAULT CODE AT THE EXACT SAME TIME WHAT HAPPENS?
If the players who tied were the FIRST to announce their answers in your group then you still only move the tracker forward one space. But BOTH players cannot guess when you deal a new code.
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