Darren Don
Games / Too Many Crooks!
Playable now

Too Many Crooks!

A dice negotiation game for 3–6 players. You can't use your own people on a job, so you crew up from the dice your rivals send over — and pay them from whatever you kept back.

Players
3–6
Genre
Negotiation · Dice · Non-Binding Deals
For fans of
Intrigue · Batam
Length
20–30 minutes · 3 jobs
Components
48 standard dice in six colors, 6 crew sheets, scorepad
Box
Small box
Too Many Crooks! mockup on a blueprint of the Night Bank: the box, six colored dice, a crew sheet, a stack of cash and a flashlight.
Rendered mockups

Overview

The pitch

Everyone rolls in the open. In turn, you send four of your dice to rivals' jobs; what you didn't send is what you pay people with. Each host crews up with one of each kind from what arrived, then everyone hands out their cuts at once and in secret. You can promise anything. None of it is binding. There are two more jobs after this one, and everybody chooses who they send to next time.

One pool, three jobs

The same dice are your workers, your wages and your score. Send your best people and there is nothing left to pay anyone with.

One of each kind

A crew needs an inside man, a driver and the muscle. A 1 is the die a job can't run without, not dead weight — and a second 6 is no use to a job that already has one.

Out loud, then in secret

Deals are made across the table. Cuts are placed behind your hand and revealed together, so the whole table sees exactly who kept their word.

Twenty-five minutes

Three jobs and a reveal. Short enough to play twice, long enough for a grudge.

Inside man1 · 2

The one who looks like nothing and is the thing the job can't run without.

Getaway driver3 · 4

Reliable, mid-table, and the slot everyone can fill — so the question is who you let fill it.

The muscle5 · 6

Worth the most on the job and the easiest to find — everyone has a 6 to offer.

Job 1Roll 8, send 4, keep 4. Pay all three of your crew.
Job 2Roll 7, send 4, keep 3. Pay any two — one of your crew gets nothing.
Job 3Roll 6, send 4, keep 2. Both go out, and your crew scores double.

Components

Crew sheets and dice

Every crew sheet is a different score. They all play the same — the names are there so the table has something to call each other's jobs.

The Docks crew sheet in slate and cream, with police sirens by the title: a gold YOU SCORE row of three crew slots headed Inside Man 1–2, Getaway Driver 3–4 and The Muscle 5–6, a red YOU PAY row of cut slots beneath them marked with an arrow up to the crook they pay, a gold YOU KEEP slot on the right, and faint masks, shades, cash and diamonds in the margins.
The docksGold is yours, red is paid out: crew you score on top, the cuts you hand them below, your own cut on the right.
The Casino crew sheet: the same layout under a stack-of-chips badge.
The casinoThe bottom line carries the whole schedule: roll 8 / 7 / 6, keep 4 / 3 / 2.
The Night Bank crew sheet: the same layout under a vault-door badge.
The night bankSlots are 16 mm, so a standard die sits in them.

In the box

  • 48Standard 16 mm dice, eight in each of six colors. A die is a contact; its number is how good they are.
  • 6Crew sheets, poker-sized, each named for a different score
  • 1Scorepad, and a four-page rulebook

Mockups show a proposed production version. One component type in bulk and no custom tooling: the whole bill of materials is a set of dice, six cards and a small box, on the same shelf as Las Vegas.

The box, loose dice and a crew sheet mid-job.
The box
Four crew sheets around a table, mid-job.
A four-player table
The lid, six crew sheets and forty-eight dice laid out.
What's in the box

Play

Try it right here

The game runs below. No download or account needed.

Learn to playA coached first job against Vic, Dot and Sal, about four minutes: rolling, sending, crewing up, paying cuts in secret and the reveal.
Play against botsYou and 2 to 5 bots. Each has a personality — some pay fair, one stacks everything on a favorite, one is honest right up until the last job.
Host an online tableOpen a table, share the 5-letter code, and friends take seats. Talk in the chat or over a call; the game runs in your browser.
Runs right in your browser.
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Preview of the one-page Too Many Crooks! sell sheet.

Sell sheet

One page for your review meeting

The pitch, why it works, the three jobs, specs and components on a single landscape page, ready to print or forward.

Three pages of the print-and-play kit: the first two rules pages and the sheet of six crew sheets.

Print and play · on request

Want it on your table?

A five-page kit: the illustrated four-page rulebook and a sheet of six poker-sized crew sheets. Add 48 dice in six colors — eight per player — and something to score with. Email me and I’ll send it over.

Rules in brief

How it plays

The full rules, ready to read or print.

Roll

Everyone rolls at once, in the open: 8 dice on the first job, 7 on the second, 6 on the third. Dice stay face up all job, so everyone can see what everyone else has to offer.

Send your people out

In turn, send exactly four of your dice to rivals' jobs — any split, never your own. Whatever you didn't send, you keep. Those are the cuts you have to hand out, and the only thing you can pay anyone with.

Pick your crew

Every crew is one of each kind: an inside man (a 1 or 2), a getaway driver (3 or 4) and the muscle (5 or 6). Never two of a kind. You score the total of your crew. Dice you don't take go back to their owners and earn nothing.

Hand out the cuts

Everyone at once, in secret: assign your kept dice to your crew, then reveal together. Three cuts on the first job, two on the jobs after — so from job 2 on, one of your crew gets nothing, and you choose who. You may stack several dice on one person.

Your cut

Whoever receives a die scores it. On jobs 1 and 2 you'll have one kept die left over: score it, then put it back in the box — that contact has taken their money and gone, which is why you roll one fewer next job.

The last job

On job 3 your crew scores double and there's no die left over — both your kept dice go out. Highest total after three jobs wins, with ties going to the higher job-3 score. Nothing anyone said at any point was binding.

Nobody shows up

If nobody sends you anything, run the job with your own people: take one of each kind from your kept dice and score them as your crew (doubled on job 3). You pay no one, and on jobs 1 and 2 you still take your cut from what's left.

Interested in Too Many Crooks!?

Ask for a prototype or a walkthrough call with your team, or meet me at a convention.