
The heist, already meaner
Tiny Laser Heist bundle
The tiny hands heist with the Double Cross pack already inside, so the lasers and locks start out mean.
This is our miniature jewel heist with the expansion sitting in the same box. You recruit a crew, each person gets exactly one tiny hand, and together you walk a jewel to the middle without tipping a padlock or crossing a laser. Double Cross adds glitter locks, sabotage cards and a guard who can be bribed, which means the people helping you are also the people robbing you.
One hand each
Nobody gets two hands, so every move is a negotiation with the person beside you. The cooperation is forced by the components, not by the rulebook.
Harder every heist
Padlocks and laser lines keep getting added as the night goes on, and the glitter locks from the expansion stack puzzles on top of that. The last job looks nothing like the first one.
Deals before the job
Players argue over their cut before anyone touches the jewel, then spend the heist deciding whether to honor it. Lockpick and powerup cards let you help the crew or quietly wreck a rival.
Cash decides it
Everybody wants the heist to work, and exactly one person wants to be holding the most money when it ends. That split is the whole game.




