Playing the Heist: Game Report

Late last year I finally managed to get my scenario “The Heist” to the table. We ended up with six players, one of whom had never played miniatures games before. You can find out about the scenario design here and download the players pack here. Our heist game report gives the exciting detail below. In summary, we had a blast. The game narrative was introduced as follows:

We return to Luthca IV an Imperial world beset by heresy and peril.

Rich in mineral deposits Luthca IV was designated an Industrial World by the Administratum 1000 years ago. Now the planet is covered in strip mines and huge factory complexes pumping noxious fumes into the atmosphere. What remains of the once lush environment is bare trees, acidic mud and heavily polluted oceans. Three Hive Spires shield the population from the worst of the toxins and provide workers who keep the production lines on schedule.

The Imperial Governor and his staff sit at the top of Crown Spire far above the thick clouds of polluted air. High Imperial tithes continue to put pressure on the factories and mines to produce more than ever before. The guilds are stretched, and the Hive cities seethe with discontent. It is all the Governor can do to hold the peace.

The Silent Trade is the illegal trade of xenos commodities and technology by unscrupulous individuals who deal with the alien either for profit or for survival’s sake. Though highly-frowned upon by the Inquisition, many of these items are not considered outright illegal in the Imperium of Man due to the impossibility of categorising and banning every item, device, or object that may or may not have been made by nonhuman hands. What’s more they fetch a staggeringly high price when sold to the right people.

One such item has come to light.

An archotechnology expedition of the Adeptus Mechanicus uncovered something valuable out in the polluted sands of the Cinder Desert. This ancient artefact known only as the endless light is whispered to bestow great power to those who use it. But at what cost?

The expedition sent the artefact in an armoured convoy headed for the Adeptus Mechanicus conclave in Hive Secundo. But it was ambushed on the outer reaches of the hive and the guards massacred. Before the bandits could secure their loot a terrible maelstrom roared in from the desert, killing the hapless villains and leaving the priceless artefact unguarded.

Word spread fast.

Whoever could get their hands on this artefact would be rich beyond their wildest dreams. Buying themselves out of the grim existence of the underhive.

But there is a complication. The Adeptus Mechanicus were not born yesterday, they have secured their valuable find in a secure vehicle that requires a code to open. Despite the best efforts of the Fixers and Data Thieves only parts of the code have come available. The freebooters chasing this prize must work together if there is any hope of untold wealth.

Not only that, but the maelstrom has stirred up the Rad Ghouls from the Cinder Desert. Nothing a little las fire can’t take care of…

The race is on.

So how did the game unfold? Did the players feel the pressure around their decisions? Let’s find out.

Set Up

As per my scenario introduction I set the table up with the crashed APC dead center. The crew entry points (red tokens) were distributed around the edge with terrain placed to ensure it was a relatively safe place to join the game from. Of course, the remaining terrain was placed to resemble a claustrophobic under hive setting reminiscent of games like Necromunda.

Heist board mid play. Note the crews positioning themselves around the central objective.

Each player was given a crew sheet and chose a trio of miniatures to represent their team. Next, they had to name their crew and state their faction affiliation (Inquisition, Criminal Underworld, Adeptus Mechanicus or Evil Cult). As always, my players were pretty creative. Here are the crews:

  • The Professionals (criminal underworld)
  • Cognitive C’s (adeptus mechanicus)
  • Heralds of the Star Children (evil cult)
  • Hectors Hellions (inquisition, but secretly evil cult)
  • Bleeding Eyes (secretly affiliated to the evil cult)
  • Hive fighters (affiliation unknown)

Perhaps unsurprisingly, the evil cult was a tad over represented…

With the crews were named, starting locations allocated and paper provided for secret messaging, the game was afoot.

Tension Builds

Almost immediately secret messages started flying around the table as fledgling alliances were brokered. In addition, the crews were cautiously moving towards the central objective. It began to play out like an old western shootout. Protagonists circling one another but not drawing their weapons until the last possible moment.

A surprisingly large horde of ravening rad ghouls entered play after the first turn throwing more chaos and panic into the mix.

Tension increased dramatically over the following turns as alliances were firmed up and crew members got closer and closer to the prize. Rad ghouls maintained their pressure, harrying lone crew from the edges of the board.

Cognitive C’s and Hectors Hellions face off at the rear of the crashed APC (main objective)

All Hell Breaks Loose

A couple of players (Hectors Hellions and Cognitive C’s) broke the tension, declaring their true intentions too early. Consequently, the shooting started and didn’t really stop. Crew members went down left and right, alliances went out of the window and a bloodbath ensued.

The alien artefact was recovered. However, the last remaining member of the Hive Fighters decided to open it, seeking immortality. Changing the game forever.

I want to make it clear, during game setup I had warned the participants that opening the artefact would probably be a bad thing. So there should have been no surprises when….

Survival Horror

The unsuspecting Hive Fighters unleased a horror. In a scene reminiscent of Raiders of the Lost Ark, our witless crewman turned into a warp fueled abomination and began hunting those few remaining team members. This invincible monstrosity began teleporting around the board to the horror of the other players. Not many escaped before we called the game and tallied up the scores.

The horrific warp entity joins the fray.

Feedback

The game ended up being really close, with the Bleeding hearts winning by one point. Excitement right up until the end.

But did we get emergent play and did the players wrestle with decision making?

Yes and yes!

Feedback afterwards included:

  1. Desperate to get to the artifact and open it I tried to make a few alliances with others but was always wary that I might get back stabbed. Probably because I was going to do a bit myself.
  2. Love the narrative based skirmish as it just adds a little more to the one off battles and gets me invested in my gang as I make stories up about them and why they are getting into the fight.
  3. I absolutely loved the end of the game with the great warp entity being ripped onto the table and chasing everyone down. So freekn cool!!!!!
  4. Regarding alliance forming. It was strong at the start. I had a hunch on my neighbours plans and so took the light touch approach. The alliances had no bearing on the second stage of the game with just a mad panic to get away.
  5. Decision making was fraught with risk. I wanted to position myself furthest away from the prize because getting the artefact was going to be tricky. So I let the other crews sort it out. The cooperative element makes it so much more fun.
  6. The rad-ghouls gave a great element of randomness and we had to watch lots of sides.
  7. The warp creature was a perfect surprise, flipping the game on its head.
  8. All up, changing dynamics, great narrative and tons of fun.
Happy players, which is ultimately what it is all about.

Wrap Up

Emergent play definitely came to the fore with players creating personalities for their gangs. Additionally, uncertain alliances, secret messages and tension building to a cinematic gunfight also played out in unique ways. The monster ending completely flipped that game which was unexpected but which the players completely got on board with.

Decision making for the players was intended to be difficult and I think I succeeded here. Multiple decision points had to be wrestled with including:

  • Who to ally with and whether to declare alliances openly
  • If and when to break alliances
  • Whether to pursue the artefact early or late in the game
  • Use crew members to guard against possible rad ghoul incursions
  • Safest route through the board towards the objective
  • Whether to open the artefact (despite being warned it was a bad thing)

Last Thoughts

Ultimately, this scenario succeeded. Players had fun, which should of course be the priority. Decision making was tough and emergent gameplay rose to the surface.

One thing that worked really well was the opening of the artefact. Despite warning players of the potential dangers of doing so, it was still opened. Which of course, was a fantastic result. To encourage the players to open it I had a sealed envelope with new rules inside that would be opened by the player who took this choice. I positioned this on a shelf above the board in full view. Having this prop definitely piqued the players curiosity, ultimately creating the survival horror endgame to take place. Needless to say, I will be using props in this way in future.

So, a joy to design, run and play. I cant wait to run the next one!

Can 5-Minute Dungeon Significantly Level Up Your Teamwork Skills?

If you’re looking for a game that combines frantic fun, teamwork, and the pressure of time, 5-Minute Dungeon is exactly what you need. This cooperative card game challenges players to battle through dungeons by defeating monsters, overcoming obstacles, and taking down powerful bosses—all in just five minutes.

We bought this as a Christmas present for the family a couple of years ago and fell in love with it! This gem of a game creates tension and puts the players under stress. To win, players must communicate quickly, think on their feet, and work together as a cohesive unit.

What Is 5-Minute Dungeon?

In 5-Minute Dungeon, players take on the role of a unique hero, each with their own special abilities. Working together, they then clear a series of dungeon levels home to a series of increasingly difficult boss monsters. Every dungeon is filled with challenges such as monsters, traps, and bosses, which must be dealt with by playing matching action cards from the players’ hands. The catch? You only have five minutes to clear each dungeon level.

The game requires fast communication and decision-making because there’s no time for long debates or hesitation. Each player contributes their unique deck of cards—swords, shields, arrows, scrolls, and more—and must play the right cards at the right time to survive. If you hesitate or fail to coordinate, you risk running out of time or resources, and the dungeon will defeat your team.

Teamwork Under Time Pressure

One of the standout aspects of 5-Minute Dungeon is the intense, ticking-clock urgency. This forces players to communicate clearly and act quickly. There’s no space for egos or excessive planning. Every player needs to understand their role and support others immediately. That urgency enhances teamwork in ways that slower-paced games might not, making it an ideal exercise for teams that need to learn how to collaborate efficiently under pressure.

This dynamic can translate directly into real-life team scenarios. In a high-pressure work environment, quick decision-making and seamless communication are vital. By playing 5-Minute Dungeon, team members get a taste of this experience in a low-stakes, fun environment. They’ll discover each other’s strengths and weaknesses in real time, learning how to balance leadership, delegation, and collaboration—all while under the clock.

Cards players use to beat 5 Minute Dungeon

How 5-Minute Dungeon Can Bring Teams Closer

While the time pressure forces rapid action, it’s the cooperation that brings players closer. The need for constant communication creates bonds between team members as they learn to trust each other’s judgment and skills. Each successful dungeon completed is a shared victory, reinforcing the idea that teams work best when they collaborate smoothly.

By playing 5-Minute Dungeon, teams practice how to adjust to different situations and adapt to various team members’ play styles. Whether it’s knowing when to use your special ability or when to sacrifice your cards to help someone else, the game demands a constant balancing act of individual and team needs.

Leadership in 5-Minute Dungeon

Now, imagine incorporating 5-Minute Dungeon into leadership training or team development. What if every time the game is played, a new leader is assigned? Each person would have a chance to practice leadership in a safe, playful environment. The leader could be responsible for rallying the team, calling the shots, and making quick strategic decisions under pressure. This rotating leadership format could help participants explore different leadership styles and approaches, building confidence in those new to leadership and offering reflection opportunities for more seasoned leaders.

Moreover, leaders would experience the importance of effective communication and see firsthand how their guidance impacts the team’s performance under stress. This practice would directly translate to real-world team dynamics, where leadership often means managing pressure while still keeping the team focused and aligned.

Bringing Levity to Leadership and Team Development

Incorporating games like 5-Minute Dungeon into leadership and team development sessions might sound unorthodox, but it brings a much-needed levity to the process. Traditional leadership training or team-building exercises can sometimes feel formal, and while they offer valuable lessons, the serious tone may not always foster the team closeness you’re looking for. A game-based approach shakes things up, allowing teams to bond over laughter, creativity, and shared experiences.

Mixing up teams every session and assigning different leaders will also help participants practice adapting to new roles and personalities. Each session becomes a new challenge, with new opportunities to lead, collaborate, and improve team cohesion. Plus, having fun together lowers stress, builds trust, and keeps the atmosphere light even while learning important teamwork and leadership skills.

Final Thoughts

5-Minute Dungeon isn’t just a fun card game—it’s a fast-paced exercise in communication, cooperation, and leadership. Its time constraints force teams to work quickly and efficiently, while the cooperative nature encourages team bonding. By using games like this in leadership training, you can offer a break from the typical learning format while still fostering essential skills such as collaboration, problem-solving, and decision-making under pressure. The blend of play and learning could be just what your team needs to level up their teamwork—and have fun doing it.