Take a secret side
You are secretly a Chor or Police. Each player also receives five Vault cards, checks them, shuffles them and lays them face down.



The trust-issues game for 3–10 players. Hidden Chors, suspicious Police and 20–30 minutes of changing accusations.
A hidden-team heist game where knowing who is lying still does not tell you which vault to open.
Trust your friends.
Terrible idea.
The quiet one looks guilty. The loud one has evidence. Two people form an alliance. A minute later, both insist the other one started it.
You are secretly a Chor or Police. Each player also receives five Vault cards, checks them, shuffles them and lays them face down.
The Key player chooses another player’s face-down vault to open while everyone lies, persuades, accuses and misdirects.
The player whose vault was opened receives the Key and chooses the next vault.
At the end of each round, all remaining Vault cards are collected, shuffled and redistributed among the players.
Chor win by revealing all Gold. Police win by revealing all Handcuffs in play or preventing all Gold from being found before the fourth round ends. Roles stay the same; the vaults in front of each player do not.
Role Cards, Vault Cards and 1 Key Card.
Setup Card, Bonus Setup Card and Instruction Manual.
Players: 3–10
Best with: 6–7
Age: 8+
Playtime: 20–30 minutes
Learn in: under 5 minutes
Box: 4 × 3 in
Cards: 3.5 × 2.5 in
Make a claim, sell the lie and hope nobody calls it correctly.
See Wrong Order →The trust-issues game · You’re hereChoose a vault even when you know its owner may be lying.
Current gameThe greed game · Coming SoonLeave with enough—or stay for more and watch it all disappear.
Preview Cash Before Crash →