Crooks out! is a logical deduction game for 2 players. Find all the enemy crooks before your crooks are traced.
Let's start ...
Choose your game mode!
In the normal mode (key) every crook you trace counts. When playing the risky version (lock pick) you have to arrest the traced crooks, which also ends your turn. So think twice before making another guess.
Every player has the same amount of crooks. Find all enemy crooks before yours are traced.
The playing field
Each player owns a blueprint of the factory that shows 36 rooms. All crooks are hiding in those rooms. Your own crooks appear at the beginning as black silhouettes.
You play in turns.
At the start of a game each player gets 3 hints and one extra hint at the beginning of each round.
Example: The 4 means that four enemy crooks are hiding in the row and column that cross each other at the hint. In this example this row and column are marked yellow.
Your own crooks do NOT count into this. Use all hints you have and make conclusions to convict the enemy crooks.
Try to find the crooks of your opponents. Tap on an empty room to check it.
If there is a crook hiding, it will appear. If not, a light bulb will mark the room as searched and your turn ends.
A room can have the following states:
your own, undiscovered crook
your own, traced crook
(risky version) your own, found and arrested crook
(risky version) traced, but failed to arrest crook
You can try to find crooks until you guess wrong. Then your turn ends and your opponent can try to find crooks.
In the normal version, which is marked by a magnifying glass at the upper playing field, each crook is worth one point. A tally chart keeps track of your points for you.
The lock marks the risky version. Traced crooks only count, when you additionally arrest them. To arrest all currently found crooks, tap on the lock. Careful: to tap on the lock also ends your turn!
If you, on the other hand, tap on a room where no crook is hidden, all crooks, collected in this turn, escape and you will get no points in this turn. Additionally your turn is over.
Traced, but not arrested crooks are counted as gray tally chart at the very left of the upper playing field. As soon as you latch the lock, the points are moving in the middle and turn into your color. All points colored in your color count and cannot be lost till the end of game.
End of game
The game ends when the last crook of a player was found. The player with the highest score wins!
When playing a revenge you start alternating.