The Rules of the Game
-
You Stay Together
- No one can wander off alone.
- The crew moves as a group when searching rooms.
- Suspicion is already tearing you apart — splitting up isn’t an option.
-
Leaving the Game
- At any time, the crew can vote to Cut and Run.
- If everyone agrees, you leave together.
- Once you leave, the game ends — no coming back.
-
Searching
- You may search rooms, cars, lockers, or people.
- To search another player (their person, locker, or car), they must consent.
- Forcing a search counts as an attack (see Rules for Shooting).
- Important: You can refuse access to your person, your locker, or your car (if you have one). But once a clue is revealed, it’s public knowledge — you cannot hide it again. Stonewalling searches can raise tension and may trigger a shooting.
-
Lies and Deception
- Lying is allowed. You may mislead, bluff, or outright lie about the meaning of clues, loyalties, or actions. Sometimes deception is necessary to achieve your goal.
-
Escalation
- Accusations and searches raise tensions.
- Searching someone’s personal space (locker, car, body) may lead to mistrust or a fight.
- Again, forcing a search counts as an attack (see Rules for Shooting).
- Keep in mind: escalation is part of the game.
Rules for Shooting
Violence is always an option — but it comes at a cost. Shooting is resolved at the end of a round, after all players declare actions.
-
Majority Kill Rule
- If a majority of living players choose to shoot the same person, that player dies.
- The victim may (optional) immediately shoot back once before dying, killing anyone they choose.
-
Group Sizes
- 5 players left: at least 3 votes to kill.
- 4 players left: at least 3 votes to kill.
- 3 players left: 2 votes to kill.
-
When Only 2 Remain
- If one chooses to shoot the other, flip a coin:
- Heads: The attacker kills their target.
- Tails: The victim saw it coming and kills the attacker instead.
-
Shootback Rules
- Shootbacks happen before the victim is removed from play.
- A single kill vote can cause a double elimination if the victim fires back.
- Each player only gets one shot — if you’re killed and shoot back, that’s your final action.
- The victim may (if they are taking the option to shootback) target anyone, not just the players who voted to kill them.
- If multiple players die in the same round, the Host narrates the scene before play continues with the survivors.
-
Whole Group Rule
- The group can never split into factions.
- Kill votes always require the full count of remaining players.
- Example: With 5 alive, it always takes 3 votes to execute, even if players argue about “splitting off.”
-
Lone Gun Rule
- Once per game, a player may choose to shoot without a group vote.
- The shot resolves immediately — the target may die.
- The shooter risks their own life: flip a coin (50/50 chance).
- Heads: The shooter survives.
- Tails: The shooter is gunned down in return fire and the target lives.
- The Host narrates the outcome, and play continues with the survivors.
-
Take a Bullet Rule
- When a player is targeted to be killed, another player may declare they are taking the bullet for them.
- The protector dies instead of the intended victim.
- If they take the bullet, they die instead of the intended victim, and cannot shoot back, nor can the intended victim.
- Play continues as normal with the survivors.
Arrival at the Warehouse
You’ve each arrived at the warehouse on invitation to be part of a jewel heist.
The warehouse is old, cavernous, and silent except for the groan of steel beams in the rafters. Dust hangs in the air like smoke, catching slivers of light that spill through broken windows high above. The smell is a mix of oil, rust, and stale coffee.
This place was chosen for one reason: nobody comes here. It’s a forgotten space on the edge of the city — just big enough for cars and trucks, but quiet enough for secrets.
As you look around, four areas stand out:
The Parking Bay – a wide concrete floor where the crew parks their cars. Grease stains and tire marks trace old jobs.
The Changing Room – rows of dented lockers line the wall. You’ve already placed your personal items inside and changed into your heist attire: sharp, black business suits. Each locker is sealed with a combination lock — and only you know your code.
The Break Room – a run-down corner with a battered sofa, a buzzing mini-fridge, and a coffee maker that never stops burning. It’s a place for nerves, cigarettes, and silence.
The Planning Room – a big table surrounded by chairs and chalkboards covered in diagrams, arrows, and half-erased notes. This is where the heist will be mapped out. Right now, this is where you sit.
This is the safe house — the meeting place before and after the job. It’s not glamorous, it’s not comfortable, but it serves its purpose.
At the front of the Planning Room stands a man in a dark suit. He steps forward and begins to speak.
Mr. Black’s Speech
“You can call me Mr. Black.
It’s not my real name. You’ll be using aliases too.
None of you will know anyone’s real name — and you’re going to keep it that way. From this point forward: no real names, no family details, no old jobs, no war stories about where you’ve been or what you’ve done. The only thing you’re allowed to talk about is this score.
If the cops pick up one of you, you don’t know a damn thing about the others. You can’t give them names, you can’t give them histories — because you don’t have them. That’s the way I like it. And if I even think I hear somebody slip a real name, you won’t like what happens next.
So let’s get the names straight:
Mr. Orange (As he points to you in your new black suit and orange tie. Early 30s; neat medium-length hair; well-trimmed beard.)
Mr. Blue (Mr. Blue is early 40s; stylish cut; clean-shaven.)
Mr. Green (Mr. Green is mid-50s; close-cropped gray hair; clean-shaven.)
Mr. Purple (Mr. Purple is early 30s; messy mullet; stubble.)
Mr. Red (Mr. Red is late 40s; dark short hair; five-o’clock shadow.)
And I am Mr. Black (Mr. Black is mid 60s; heavyset; bald; clean-shaven; smells of out-of-style cologne.)
Those will be our names. Don’t argue. Don’t bargain. Don’t trade. I don’t care if you think ‘Red’ sounds tough or ‘Purple’ sounds soft. You stick with the name you’re given. Be glad none of you got stuck with ‘Yellow.’
Now, I’m going to go over the plan. Stick to it. Keep your mouths shut. We all walk away clean.
But remember this: once you step into that store, it’s not about pride. It’s about trust.
You trust me.
You trust the plan.
And you trust that I picked the right crew.
All right? Good. Let’s get into it.”
Return to the Warehouse
The plan had been laid out in chalk, the table still littered with cigarette butts and cold coffee cups. You remember Mr. Black’s voice, steady and commanding, telling you this would be clean, simple, and fast.
But it wasn’t.
The alarms screamed. The crowd panicked. Gunfire tore through the air. Somewhere in the chaos, Mr. Black went down. Shot dead — left in the store. That body will soon lead the cops here.
Now the heist is over, the score is uncertain, and the warehouse has become more than just a safe house. It’s a tomb for secrets, suspicions, and the truth about what really happened.
The warehouse is quiet — too quiet. The air smells of old wood, rust, and gasoline. The plan was to meet back here, regroup, and wait for Mr. Black to lay out the next step.
But Mr. Black isn’t here.
Instead, one by one, you stumble in from the chaos of the street outside. Sirens still wail in the distance. The job is finished, but not clean. Something went wrong.
First through the door is Mr. Orange. He looks shaken, covered in sweat, breathing hard. He keeps glancing back over his shoulder, like the cops might be right behind him.
Next is Mr. Purple. He slams the door shut as he enters, muttering about gunfire and blood. He’s pale but angry, his eyes darting around the warehouse, trying to make sense of what just happened.
Then comes Mr. Green. He looks rattled, still trying to calm his nerves. He mutters about how it all went sideways, how everyone lost control. His hands won’t stay still.
After him, Mr. Red arrives. He’s quiet, focused, scanning the room like he’s already replaying the events in his mind. His eyes settle on the others, weighing them, studying them, as if answers might be written on their faces.
And finally, Mr. Blue enters. He doesn’t say much right away — just brushes himself off, steadying his breathing, as if determined to regain composure before speaking.
Now you’re all here. Except for Mr. Black.
And somewhere between the smoke, the sirens, and the screaming, he ended up dead.
The plan is broken. The trust is gone. But the warehouse is where the answers — and the reckoning — will unfold.
STOP DO NOT SHARE THE FOLLOWING
Your Role & Goal (Do Not Share with Other Players)
Mr. Orange
Your Role: The Survivor
Goal: Survive the aftermath of the heist.
Win Condition: You are alive at the end.
Other Details: You took the subway to get here.
Share the following with the group
First Recollections by Player
Mr. Orange
“I remember chaos when the alarms went off. People shouting, shots fired — I couldn’t even tell who started it. It felt like somebody inside panicked and blew the job. I think someone here lost their nerve and set everything off.”
The Road Ahead
You’re back in the warehouse. Mr. Black is dead. The job is blown. Now the crew has to decide what comes next.
Your Choices
-
Cut and Run
- If everyone agrees, you can walk away right now.
- Maybe split the loot if you trust each other — or vanish on your own.
- Once you leave, the game ends.
-
Search Each Other
- Before tearing this place apart, you might want to search each other.
- Someone could be hiding something.
- Consent Required: The group must agree before a search happens.
- Risk of Escalation: Being searched is an accusation. Forcing it counts as an attack and may trigger a shooting vote.
-
Search the Warehouse
-
Parking Bay – All the cars are here… except one. Somebody walked. Every car is locked; keys are in each crew member’s wall locker in the Changing Room.
- Mr. Black’s car is here too, but locked. His locker combo is missing — maybe he wrote it down somewhere.
- Risk: Searching a car can feel like an accusation. Forcing it may trigger a shooting vote.
-
Planning Room – Chalkboards, maps, and notes line the walls. Mr. Black’s planning table is still set.
- The room is locked — Only Mr. Black would know where the key is.
-
Changing Room – The wall lockers hold personal gear (and car keys).
- Opening them could reveal evidence… or secrets no one wants exposed.
- Risk: Forcing a locker search may trigger a shooting vote.
-
Break Room – A sagging couch, buzzing fridge, burned-out coffee maker.
- A perfect place to stash something.
-
Parking Bay – All the cars are here… except one. Somebody walked. Every car is locked; keys are in each crew member’s wall locker in the Changing Room.
Remember
- No keys, no cars. To check a car, you must go through its locker first.
- No Planning Room key, no Planning Room search.
- Not everyone will want to share what’s in their locker or car.
- With a killer in the crew — and maybe an undercover cop — some people have good reason to keep things hidden.
- Clues still exist in the warehouse without prying into personal spaces.
You can’t hide evidence. Once something is revealed, everyone knows what was found.
You may refuse access to your person, your locker, or your vehicle (if you have one). But remember: stonewalling can trigger a shooting.
Every one of you carries things you’d rather keep hidden. When those secrets come out, you may need to lie, bluff, or threaten to shoot those who won’t back off.
Note Well:
Agreeing to go down a path does not mean you consent to being searched.
You may agree to unlock the Search Each Other section, but still refuse a search of your person.
The choice is yours: Leave now… or keep digging.
Search Each OtherParking Bay
Changing Room
Planning Room
Break Room
Search Each Other
The crew gathers just inside the wide roll-up doors of the parking bay, where dim light filters through dusty glass panes high above. The smell of oil, rubber, and cold concrete hangs heavy in the air. Shadows stretch long across the floor, broken by the hulking shapes of cars and the dull shine of scattered oil stains.
A strip of yellowed paint marks where the locker room begins, only a few steps away — steel doors and flickering lights visible down the short corridor. But here, in the open bay, there’s nowhere to hide. Every movement echoes, and every pocket, jacket, or glove could be holding something the others don’t want seen.
The tension is sharp. This is neutral ground — the place where secrets start to spill. Pockets get turned out, jackets unzipped, belts and holsters checked. You’re not yet in the cramped privacy of the locker room, but out here, under the cavernous ceiling, it feels exposed — like the walls themselves are listening.
Mr. Green has the follow: Revolver, 1 chamber fired, faint smell of powder. Steel watch with scratched initials “D.A.G.” Pack of cigarettes and a mechanic’s business card: “T. Here is my cell if you have any issues.”
Mr. Red has the follow: 9mm pistol, full clip. Brass lighter, initials “T.V.” engraved.
Mr. Blue has the follow: Snubnose revolver, 5 shots, 1 spent casing inside. Heavy silver bracelet with the etched phrase: “Your word is your bond.”
Mr. Purple has the follow: Semi-auto pistol, slide dirty, 3 shots fired. Custom bull’s-head belt buckle, scratched with “Ray.” Crumpled note from Mr. Black: “DON’T BE A FUCKING HOTHEAD.” Burner phone (turned off, though no phones were supposed to be on the job).
Mr. Orange has the follow: Pistol, clip full, safety on. Slim cigarette case, engraved on the inside lid with “Ace.”
Parking Bay
Rows of oil stains mark where cars have come and gone, a map of old comings and goings baked into the concrete. The air is heavy with the sting of gasoline and the sour tang of burnt oil, the kind of smell that seeps into your clothes and stays there. Faint light filters in through high, grimy windows, glinting off chrome bumpers and cracked windshields.
The cars sit in the gloom like silent witnesses, each hulking shape holding whatever truths or lies its owner left behind. Doors creak, glove compartments snap open, and every slam of a trunk echoes through the cavernous bay. Searching here feels different than rifling through pockets — the cars are bigger, louder, more revealing. Whoever left something inside didn’t think it would be found.
Five vehicles sit in the gloom, each with its own story written in steel and chrome:
2001 Ford Crown Victoria
The faded white paint has yellowed with age, with faint outlines of where police decals used to be. The driver’s side mirror is cracked, and the trunk rattles when shut. Cigarette burns scar the upholstery. Dented at the rear, it looks like it’s been in more than one fender-bender — dependable but worn down.
Inside is: Fast-food wrappers piled in the passenger footwell. A crumpled envelope with $12 cash inside. Old DMV paperwork with his name (Daniel A. Gallo). A scratched-up cassette tape labeled “’88 Mix.” The glovebox smells faintly of smoke, and the trunk lid rattles when opened.
2019 Buick Enclave
Midnight blue with gleaming chrome trim, spotless windows, and tires that look freshly dressed. The leather interior still smells new-car fresh. Polished and out of place, its gleaming finish catches what little light leaks through the warehouse windows. Too clean, too perfect — it feels like it doesn’t belong among the others.
Inside is: The trunk is spotless — almost too spotless. Sales paperwork in the glovebox from a Buick dealership, dated last year. DMV paperwork and insurance in a neat leather document holder with his name (Vincent Romano.) A pair of leather driving gloves, one torn at the palm. A gas station loyalty card tucked in the visor with the number 3774 written on the back. The interior still has that new-car smell, out of place among the others’ rides.
1988 Cadillac Fleetwood Brougham
A long, heavy boat of chrome and steel, painted jet black with wire-spoke wheels. The hood ornament still gleams, though the rear bumper shows pitted rust. The leather seats are cracked but plush. Hulking and rust-bitten, it still carries the faint smell of old cigars. It’s the kind of car that announces its owner before he even steps out.
Inside is: A leather ledger notebook, blank except for the last page — torn out. An insurance card with his full name, linking to his real identity (Dominic Caruso.) An empty cigar box tucked under the driver’s seat. A pair of heavy work boots caked in dried concrete dust, suggesting he’d been somewhere the others hadn’t. A folded flyer in the glovebox: “Living Abroad in Belize — Apply Today.” A single key taped beneath the glovebox.
2010 Chevrolet Silverado 1500
Mud spatters the wheel wells, and a dented passenger-side door suggests a parking lot fight. The paint is dull red, sun-faded, and chipped at the edges. The bed carries a battered metal toolbox and a couple of spare tires. Practical and beat-up, it’s a working man’s truck that’s seen hard use.
Inside is: A half-empty bottle of cheap bourbon rolling under the driver’s seat. A crumpled lottery ticket with the numbers 5604 5604. A battered metal toolbox with a rusted unlocked padlock sits in the truck bed. Tools inside. A worn leather duffel bag with spare work clothes shoved behind the seat. Ashtray stuffed with cigar butts, though Red claims he quit years ago.
2010 Chevrolet Camaro
Matte black paint with mismatched aftermarket parts — tinted windows, half-faded racing stripes, and a muffler that roars like a beast. The rims are flashy chrome, one hubcap missing. The backseat reeks of sweat and spilled liquor. Aggressive, loud, and just a little reckless.
Inside is: Backseat cluttered with gym bags and a dented aluminum baseball bat. A crumpled note in the glovebox: “Don’t be a hothead!” — in Mr. Black’s handwriting. DMV paperwork and insurance are missing. A broken burner phone with no SIM card hidden under the passenger seat. A parking stub from three weeks ago, time-stamped 21:42. A roll of duct tape and a bundle of zip ties in the trunk.
Around the edges of the bay, among the oil stains and scattered trash, a few things stand out:
Locked Toolbox (Combination Lock) A battered red toolbox sealed with a combo lock. The numbers “0 4 2” are faintly scratched into the metal near the latch.
Inside is: Envelope of Cash - A plain white envelope, stuffed hastily with $10,000 in mixed bills. Written across the front in thick marker: “Half up front.” Heavy steel wrenches, all grease-stained, clearly used — not just for show. A .38 Revolver, Wedged under the tools, a small revolver wrapped in an oily rag. 4 live rounds remain. No holster, no paperwork. Pack of Cigarettes, half-empty, but inside is tucked a scrap of paper with a partial phone number: “...–0199.”
Bloodied Rag A grease-soaked rag stitched with the initials “D.C.” A faint smear of dried blood darkens one corner.
Parking Citation A crumpled ticket issued last week to a 2019 Buick Enclave. The violation street runs between here and the Jewel Store. Nearby: a coffee shop, a pawn shop, a bookstore, and a block of cheap short-term apartments.
Gas Station Receipt Found near a wastebasket: “Fill-up — Speedway, one block from here.” Timestamp: two hours before the crew was meant to meet at the warehouse.
Costa Rica Flyer “🌴 Work & Live Abroad in Costa Rica 🌴 — Apply Today!” On the back, someone scrawled a phone number: (555)-0199.
If anyone dials the number: The call rings twice. Then a voicemail picks up with a woman’s voice: “You’ve reached Sundown Travel and Relocation Services. Our office is currently closed. Leave your name and destination after the tone, and we’ll call you back.” There’s a beep, then silence. No call back ever comes
Caution
Your lockers contain personal information. Opening them may expose things you’d rather keep hidden — it might not be in your best interest to unlock them. You also have to share your code when you allow the group to access your locker.
Mr. Orange
Your locker code is 3779. This number has personal meaning to you. You don’t want to give it up — if pressed, you can claim it’s your ATM pin. Use whatever excuse you like. If you decide to reveal it, you worry it could put you at risk. Inside is your driver’s license with your real name. Also, car keys, which you would need to explain since you choose to take the subway here.
Changing Room
The locker room smells of old sweat, rust, and disinfectant that never quite did its job. Fluorescent tubes flicker overhead, buzzing faintly, casting sickly light across the cracked tile floor. Rows of dented steel lockers line the walls — some with stickers half-peeled away, others scarred with gouges and graffiti. The metal doors creak when touched, their hinges stiff with age.
A long wooden bench, its varnish chipped and splintering, sits down the center. Someone left a pair of muddy footprints leading in but never back out. A drain in the corner smells faintly of mildew, and water stains crawl down one wall from an old, leaky pipe.
It feels like a place meant for routine — for people to come and go, change their clothes, stash their lives in cold steel boxes. But tonight it’s different. The silence is heavy, broken only by the hum of the lights and the occasional clang of settling metal. Every locker looks like it could hold an answer… or a secret no one wants dragged into the light.
Things that stand out:
Coffee Thermos: Still warm to the touch, but no one admits it’s theirs.
Odd Locker: Set apart from the others, its paint color doesn’t match, and it has a rusty old combo lock on it.
Crushed Pack of Cigarettes: A brand none of the crew smokes. The pack is nearly empty, filter tips stained yellow.
Pay Stub Envelope: Torn open, addressed to “M. Ortega” — a name no one recognizes. Just a decoy left over from some other worker.
Old Jacket: Shoved into the corner, covered in dust and smelling of mildew. A bus transfer from two years ago sits in the pocket.
Graffiti on Locker Door: Faded marker scrawl: “Rat inside.” No one recalls seeing it before.
Abandoned Work Boots: Mismatched sizes, laces missing. One has dried mud caked thickly — far too much for anyone in the current crew.
Half-Used Deodorant Stick: Shoved in a vent slot, cheap brand, clearly not fresh.
Finally the locked crew lockers, one for each you and Mr. Black. Each securely locked.
Mr. Green (Combo 9148)Inside you find a cracked leather wallet, the initials D.A.G. rubbed thin. The license says Daniel A. Gallo, fifty-six. A wad of crumpled bills; cards wedged behind grease-smudged receipts, gas-station slips folded twice. A small ring of keys—Ford ignition, a house key, a worn padlock key. Street clothes, too—just a little out of fashion.
Mr. Red (Combo 5604) There is an expensive leather wallet, broken-in smooth. The license reads Thomas Vescari, fifty. A thick roll of twenties; a fan of credit cards. A parole check-in card stamped months ago. A burner phone—wiped clean, no calls, no crumbs. A ring of keys that look to be for a Chevrolet ignition, an apartment, and a mailbox. The street clothes have a very blue-collar flavor to them.
Mr. Blue (Combo 8282) The wallet is slim and tidy, practical. The driver’s license says Vincent Romano—age 42. Inside are neatly folded bills and two credit cards. There is a grocery list tucked inside. A set of keys—Buick fob and a house key. The clothes are neat and subtly stylish—good quality, but they don’t stick out.
Mr. Purple (Combo 9311) You find a wallet—cheap canvas, frayed edges. The driver’s license says Raymond Doyle—age 32. There are a few low bills (ones and fives) and a prepaid debit card. A folded bus schedule. A burner phone, wiped clean (all calls deleted). A messy ring of keys: Chevrolet ignition, apartment, a couple of unmarked spares, and a bottle opener. The clothes are cheap, loud—an unpleasant mix of hip-hop fashion and biker bar.
Mr. Black (Combo 0199) You find an old, weathered wallet, its edges splitting. An expired driver’s license reads Dominic Caruso, age 65. A large roll of $100s. A torn photograph of a woman and child. A burner phone—wiped clean (all calls deleted). A heavy ring with a dozen-plus keys—Cadillac ignition, several other car keys, a house key, storage locks, a few unmarked. The pants and shoes are old and badly out of fashion. The shirt is new: a flamingo-print cruise-wear shirt. Taped inside the locker is a handwritten list of names: " Frankie
Lenny
Mikey
Sal
Eddie Tony"
Mr. Orange (Combo 3779) Wallet: Polished leather, barely worn, excellent condition. Driver’s license: Adrian Russo — Age 35. Cash: Crisp bills, neatly stacked; a few cards. Keys: Small neat ring with a house key and a Honda ignition key.
Planning Room
The planning room sits just off the locker hall, a bare concrete space with a cheap folding table, scattered chairs, a chalk board that has seen better days, a desk that hasn't been opened in ages and walls stained yellow from years of cigarette smoke. A single bulb buzzes overhead, throwing more shadow than light. The air smells of stale coffee and ash — like a place used more for arguments than careful planning.
What’s immediately visible
- Chalkboards: smeared with half-erased arrows, timings, door angles, and scrawl.
- Corkboard: pins, receipts, street printouts, a few Polaroids of corners and alleys.
- Table: ashtray overflowing, cold cups, a busted ballpoint, and a creased city map.
- Sun-bleached photo of a younger Mr. Black with an old crew around a Buick LeSabre. Some look barely older than kids. Looks to be from the late 80's or early 90's.
- On the main board, almost erased but still legible if someone takes a moment: “I think we have a rat in the group.”
- On the side board, faint chalk reads a tiny circled 42.
- Blueprint of the heist are on the wall in the margins is handwritten note: “Timing is everything. Don’t fuck it up again.” “again” double-underlined.
- Deck of cards: scattered; Ace of Spades missing.
- The desk is locked. And has an desk out of date desk calendar, 2020 (current year is 2025.)
Old Desk
A scarred steel-and-oak desk sits against the wall, top drawer lock stiff with age. Once opened, the inside smells like paper dust, cold tobacco, and machine oil.
Top Drawer (shallow)
- Pencils, carpenter’s chalk, masking tape, a dull box cutter (blade nicked).
- Pocket spiral notebook (coffee-stained): phone scribbles and short errands; last line reads: “...back then he went by his middle name, so we called him..." the rest is not clear.
- Key tags (blank, unused) on a split ring.
- Receipt stub for tool rental (rotary hammer; 24-hour rental) from last week. No name filled in.
Middle Drawer (deep)
- Rubber bands (some melted together), half box of paper clips, a few binder clips.
- Floor Safe Installation Packet.
- Letter envelopes (windowed and plain), a few blank manila folders.
- Photocopied cut-sheet for a generic in-floor safe (brand/model blurred by bad copy).
- Dried-out highlighter.
- Paper template with a corner notch and drill marks.
- Dried-out highlighter, two ballpoint pens (one skips), blunt pencil, mini sharpener
- Correction fluid (clumpy), staple remover, small stapler with a short strip of staples
- Letter envelopes (windowed and plain), a few blank manila folders
- Old wall calendar (for the year 1988).
- Three AA batteries (one a little corroded), mini flashlight that won’t turn on
- Small bottle of generic pain reliever (expired)
Bottom Drawer
Mostly empty. One battered paperback: The Hitchhiker’s Guide to the Galaxy (dog-eared, coffee-stained cover). The interior height feels wrong compared to the desk’s exterior.
Secret Compartment
A shoebox-sized, fire-resistant document safe sits on the real bottom of the drawer cavity. The metal is matte and scuffed at the corners; it feels heavy and solid when you tap it. A four-digit number-wheel combination (0000–9999). Four knurled wheels click as they turn; set the code and lift the small steel latch to open.Document Safe
A single manila folder holding a one-page, simple blueprint for installing an in-floor document safe. No other items inside.
It looks to be the...
...the Break Room!
Break Room
The break room is a grime-worn corner boxed in by peeling cinderblock and a flickering tube light that hums like a headache. The mini-fridge rattles and leaks a slow, sour puddle. The sink is a graveyard of stained mugs and bent spoons, its drain ringed with a black halo of old coffee. The coffee maker sputters on a scorched hotplate, the carafe baked brown and half empty. Two ashtrays overflow with cold butts and burnt matches. A collapsed couch—springs broken, fabric greasy and torn—breathes out the stale smell of smoke, damp fabric, and old sweat.
- Mini-fridge contents: expired creamer cups, a fuzzy takeout carton, half a lemon wrapped in brittle plastic, and two flat sodas with mismatched caps.
- Door magnets & scraps: a pizza coupon that expired last year, a delivery menu missing half the phone number, and a magnet from a tire shop three cities over.
- Counter crumbs: a stale doughnut box with only sugar dust inside; no writing on the box or lid.
- Coffee station junk: burned filter in the basket, empty sugar packets, a wooden stirrer snapped in half, and a lighter that won’t spark.
- Trash can (top layer): greasy napkins, an empty instant-ramen wrapper, and a plastic fork with a missing tine.
- Couch: two lost buttons, a dead AA battery, lint, and a penny so corroded the year’s unreadable.
- Wall clock: stopped at 11:38; the back is empty—no battery, no notes, no compartment.
- Bulletin tack strip: three thumbtacks, a torn corner of a flyer with no text, and a strip of tape collecting dust.
- Drawer by the coffee maker (junk drawer): roll of nearly-spent clear tape, a jammed stapler, dried highlighter, several old keys (misc. cabinet/padlock types), loose screws, blank sticky notes with a ring-shaped coffee stain.
- Several coffee mugs:
- Mr. Black’s favorite mug, bold white text: “DON’T PANIC.” Venn diagram labeled LIFE / THE UNIVERSE / EVERYTHING with 42 in the center.
- “Harrow & Sons Auto Body” — navy logo, chipped rim, paint-splatter flecks.
- “Sunset Travel & Relocation” — little palm tree, print rubbed off where a thumb rests.
- “World’s Okayest Employee” — gray ceramic, permanent brown halo inside.
- “Plan the Work. Work the Plan.” — blueprint-blue mug, rim dinged on one side.
Floor Safe
You shove the broken couch away from the wall and reveal a flush, high-quality floor safe. There’s no time to crack or pry it before the cops show—you’ll need the combo. This model uses three digits: turn the dial left to a number (0–9), then right to a second number (0–9), then right again to a third number (0–9), and pull the ring to open.
Enter 4-Character Clue CodeThis high-quality safe opens on oiled hinges. Everything inside is dry, tightly packed, and arranged with a planner’s precision.
Typed Note: Very recent stock, crisp edges. Plain typewriter font, no letterhead, no signature. One corner is creased like it was folded to pocket size.
"Don. If you’ve got an undercover in your crew, they’ll have a 4-digit numeric PIN. If you think you figured out that PIN, call (555)-0150. It connects to the automated system the cops use. When prompted, enter the PIN. If you got the right PIN you’ll be connected to the detective handling the undercover. Don’t talk to them. Hang up. Then you’ll know who the rat is. Use a burner to make that call and don’t call more than once. If you do, they’ll disconnect that line and you’ll have no way to find the rat."
Cash: $120,000 in mixed, mostly clean bills under two rubber bands; a few bank straps (no branch stamp). Denominations skew to $50s and $100s.
Precious Stones (older jobs): Two velvet pouches and a small plastic parts bag with loose stones (tagged ~$90,000 by a quick appraisal note). Mix of unset diamonds, rubies, sapphires; a few chips/clouded inclusions; no certificates.
Newspaper Clipping:
JEWELRY HEIST TURNS DEADLY. POLICE ARRIVAL "UNUSUALLY SLOW"
Five suspects killed at scene; investigators believe a sixth gunman fled with the loot alongside a young getaway driver.
August 1988 — Downtown
Police say a robbery at a downtown jewelry store erupted into gunfire late yesterday afternoon, leaving five members of the crew dead and sparking questions about how officers arrived so quickly. Witnesses described chaos as alarms sounded and shots echoed into the street.
Authorities identified the deceased as Frank Moretti, Leonard Russo, Michael Doyle, Salvatore Costa, and Edward Maranzano. Detectives at the scene noted that several wounds appear to have been inflicted by a weapon fired from within the crew, not by responding officers.
Investigators now believe at least one accomplice turned on the others during the confusion and escaped with the jewelry, possibly aided by a young male getaway driver. Police declined to comment what slowed the response.
No arrests have been made. The value of the missing items has not been disclosed. The investigation is ongoing.
Photograph:There is a fresh new white photo envelope with a note on it in Mr. Black's handwriting: "The last loose end to be tied up on the last job." Inside is an old photograph. A small, gloss print matching the wardrobe and time of the faded LeSabre group photo from the Planning Room. In the photo is the image of a young man, maybe a teenager that looks like one of the men in the LeSabre group photo. On the back in unfamiliar handwriting: "This is the 'Tony G' I was telling you about. Good kid. Give him work."
Group decision! Call (555)-0150 and enter a PINYou dial (555)-0150 and punch in Orange’s locker combo. The line clicks, then a steady voice answers:
“This is Detective Paddy Flynn. What do you need?”
Your stomach drops. You don’t say a word — just hang up, smash the burner, and yank out the SIM. The room goes cold as you say it out loud:
“Orange… is a cop.”
You dial (555)-0150 and carefully enter a PIN. Nothing but silence.
Then the line goes dead.
You crush the burner in frustration, snapping the SIM out of habit.
“Well,” you mutter, “that didn’t work.”
Group decision! Name the killer!
The pieces click, sharp as broken glass. It was Green. It had always been Green. By the time you open your mouth to say it, you know it doesn’t matter — there’s no time. The cops will trace Black back to this place, and when they do, it’s over.
You need to get moving. And this time, you need to disappear.
The weight of it crushes you — you may never know who killed Black. Maybe you were all wrong from the start. The only thing you’re sure of is that time has run out. The sirens won’t be far now; the heat is already on the building.
You’ve got one move left: vanish, and hope the past doesn’t follow.
Epilogue
Back in 1988, the jewel heist went bad by design. Mr. Black had planned to kill his crew all along — even the getaway driver. Greed had always been his only loyalty.
He’d already cut a quiet deal with someone inside the department — an “old friend” who made sure the police response would be slow. By the time the sirens wailed, Black was gone with every piece of loot, leaving behind nothing but bodies and questions.
What Black didn’t expect was the kid — Tony Gallo — to be smart enough, fast enough, and lucky enough to escape. That kid grew up to be Mr. Green.
For decades, the guilt and anger burned in Green. He never knew for sure what had happened — just that the man he trusted tried to kill him and killed his friends.
When the new crew formed, Green saw his chance. Time had changed him; Black didn’t recognize the older, quieter man standing in a sharp suit. And when the job went sideways as planned, Green was ready and took his shot.
Mr. Black never saw it coming. Green was never a killer by nature, but in that moment, he knew it was the right thing. All he wanted after that was to let the past go.
But the past never lets go.
Orange goes home to his quiet suburban life, to his wife and little boy.
He files his report, shuts the file, and requests to be taken off the case. He never hunts the crew, never talks about the job again. Late at night, though, he lies awake and wonders if walking away made him a better man — or just another cog in the same machine.
Three months after the warehouse, Green is gunned down in broad daylight, a clean, professional hit. Witnesses see it, but the case stalls. No arrests. No progress.
Those who know the old story don’t need an investigation to tell them what it was: payback, ordered by the bad cop who’d been Black’s “friend” all those years.
Red couldn’t outrun the law forever.
He got picked up on another job. Someone talked — but it wasn’t Red. Red refused to make a deal, refused to rat, and the court threw the book at him.
He spends the rest of his time behind bars, quiet and unbroken, living and dying by the old code.
Blue vanishes. Some say he went west — maybe to Colorado, maybe further. Some think he’s still out there, quiet, steady, maybe even free.
Others say the past always catches up — that no one truly escapes.
Purple convinced himself he had figured out who Black’s cop friend was.
A year after the warehouse, he guns down a retired officer in a quiet neighborhood. The manhunt that follows ends in a high-speed chase, a twisted wreck of metal and glass, and flames lighting up the night.
The papers call it a tragedy. The crew just calls it inevitable.
Clues Pointing to Mr. Green as the Killer
Old Crew Connections
- Locker contents and car documents show his name is Daniel A. Gallo, age 56.
- The floor safe photo shows a young “Tony G” tied to Mr. Black’s old crew in 1988.
- The Planning Room note references someone who “went by his middle name,” tying “Anthony/Tony” to Green.
Not Crossed Off
- In Mr. Black’s handwritten list of names, “Tony” is the only one not crossed out, implying unfinished business.
Behavioral Tells
- During the return scene, Green is nervous but focused, muttering about calming everyone down — an act that could mask guilt.
- His revolver has one shot fired and the smell of powder, showing he discharged his weapon during the heist.
Epilogue Confirmation
- The narrative outright states that Green took his shot when the chaos erupted, killing Black in the process.
Clues Pointing to Mr. Orange as the Undercover
PIN and Locker Code
- His locker code 3779 matches the undercover PIN in the floor safe instructions.
New Identity Props
- Locker wallet is polished, barely used, with crisp bills and clean ID for “Adrian Russo.”
- Keys to a Honda he never drove; he lied about having a car.
Travel Clue
- Orange took the subway to the warehouse, unlike the others who drove.
Gun Detail
- His pistol was found with the safety still engaged and a full clip, unlike others who fired during the chaos.
Golden path (all characters win)
- Expose the Undercover (Orange) but don’t kill him.
- The crew finds/uses 3779 → calls (555)-0150 → the cop line answers → Orange is UC.
- Orange’s win is just survival, so he’s fine as long as he’s alive at game end.
- Purple fulfills his win by attempting to kill the Undercover.
- Use the Majority Kill vote targeting Orange (don’t use Lone Gun).
- This satisfies Purple’s goal (“You win if you attempt to kill the Undercover, regardless of whether you survive.”)
- Green takes the bullet (and wins).
- At resolution, Green declares Take a Bullet for Orange.
- Per rules, if you take the bullet you die and no one can shoot back (neither Green nor the intended victim).
- Green’s win condition triggers (“sacrifice yourself… and no one dies after your sacrifice”).
- Group states the solution: “Green killed Mr. Black.”.
- Red’s win = correctly identify the killer.
- Blue reveals or confirms the stash (jewels + floor-safe cash) and drives a fair split among survivors, excluding Orange (as Blue’s card says).
- Blue’s win = fair split among survivors (and explicitly excluding any Under Cover Mr. Orange). That’s now satisfied.
- Orange walks away alive.
- He doesn’t get a share (fine by his win condition), but his win is survival, which he has.