PuzzleNation Product Review: Vault Assault

There is no rivalry in the world of make-believe more iconic than cops versus robbers, and rarely has that classic dynamic been as frenetic and as fast-paced as it is in the dice game we’re reviewing today, Vault Assault.

The goal of the robbers is to acquire as much wealth as possible and then escape before the cops arrive. The goal of the cops is to minimize the amount the robbers acquire/get away with and capture the robbers before they can escape.

Each round, the players will portray both the cops and the robbers, allowing players opportunities to both rack up lots of ill-gotten gains and minimize the loot captured by the other players.

Each round consists of two phases: the Diamond Heist and the Vault Assault.

In the Diamond Heist phase, the cops and robbers each line up five of their dice. (The cops do so secretly, laying out an arrangement of three alarm symbols, one dye-pack symbol, and one diamond symbol in any order they choose.) The robbers lay out five wire symbols, and then choose one to flip, trying to match the one they flip to the diamond symbol the cops have secretly chosen.

Essentially, the Diamond Heist is part strategy, part luck as the robbers try to steal the diamond by cutting wires to the security system, while the cops lay dye-pack traps to ensnare the robbers. Either the cops will begin the Vault Assault with an advantage or the robbers capture a diamond tile as part of their loot.

[In this scenario, the robbers chose poorly, and triggered the alarm, meaning that the cops will start with one die already rolled when the Vault Assault starts. The robbers could have opted to flip another die in the hopes of finding the diamond, but in the end, they opted not to risk giving the cops a greater advantage.]

Once the Diamond Heist phase is concluded, the Vault Assault begins, and the game kicks into another gear.

Tenzi- or Yahtzee-style dice rolling and quick decision-making become crucial as both cops and robbers try to roll specific patterns in order to complete tasks. As the robbers roll to steal from the vault (or each other), to interfere with the cops, or to escape, the cops are trying to complete rolls in order to fuel up, arrive at the crime scene, engage the robbers, and arrest them.

Both sides roll their dice at the same time, making for an incredibly chaotic and fun play experience that simulates the kind of stress you might be under if you were really robbing a bank and trying to get out before the cops arrived. Between robbers filling their coffers (and forcing the cops to reroll their dice) while the cops confiscate some of the stolen loot while trying to arrest the bad guys, it’s a very competitive and adrenaline-inducing sequence of events.

In this scenario, the cops have two out of the four doughnut symbols up (meaning they’re halfway to completing the first task en route to arresting the robbers). But they also have two dye-packs up, and two more dye-packs would allow them to remove several Vault Tiles from the robber’s stacks, meaning the robbers would have less loot. Would you choose to keep rolling for doughnuts or to hamper the robbers with dye-packs?

On the robber side, they have three targets, meaning they’re one away from stealing a Vault Tile from another player and adding to their loot. But they also have a green hostage symbol up, which they can put aside in order to make the cops immediately reroll all of their dice. Would you choose to go for the steal or to disrupt the cops’ efforts?

In addition to all that interplay, some of the vault tiles also trigger actions that can hamper your gameplay. A handcuffs symbol, for instance, means you have to roll your dice with your wrists together until the end of the turn (as if you’re handcuffed). These little roleplay-centric details add a playful edge to the game, injecting a bit of silliness into gameplay that could otherwise turn somewhat cutthroat.

One several rounds have elapsed, the players (both cops and robbers) total up the value of the loot in their getaway cars, and the player with the highest total wins. Oh, and those Diamond Heist tiles? They’re worth $40,000 apiece!

[With Vault Tiles ranging in value from 0 to $20,000, a diamond tile could be a real game-changer for your loot total at the end of the game.]

Vault Assault is less about long-term strategy and more about being able to make good decisions in the heat of the moment. If you’re able to put your puzzly mind to work making the most of the dice rolls in front of you — both to increase your profits and hamper your opponents, whether you’re a cop or a robber at the time — then you’ll probably come out ahead.

Of course, that’s more of a one-on-one mindset. And with three-player and four-player/team rules to allow for different combinations of players, you can implement some wider strategic gameplay. In three-player games (1 cop and 2 robbers), have one robber focus on hampering the cops while the other raids the vault (and then switching, so both robbers can cash in). In four-player/team games (two cops, two robbers), one cop can focus on recovering stolen goods while the other works on arresting players. There’s plenty of fun to be had with the format.

Can you cash in, hold the cops at bay, and make your escape, or will the cops nab you and all your ill-gotten goods before you make it out the door? And in the end, will you make a better cop or a robber?

[Vault Assault, published by Inside Up Games, is available through their website, as well as certain online retailers.]


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Puzzly Romance Strikes Again!

For some reason, people simply do not associate puzzles with romance. And that’s ridiculous.

In this blog alone, we’ve documented several examples of puzzly romance, including several proposals delivered with the help of our friends at Penny Dell Puzzles.

Pop culture also has its fair share of romantic moments where puzzles play a huge part. The West Wing shared a moment of hilarious, quiet domesticity between the president and the first lady where a crossword was involved. Parks and Rec celebrated Valentine’s Day with a puzzle-filled scavenger hunt.

And last week Brooklyn Nine-Nine — already familiar to PuzzleNationers for their seesaw puzzle episode — added its own unforgettable moment of puzzly romance to the pile of evidence.

[Image courtesy of Indiewire.]

The episode in question, entitled “HalloVeen,” has the officers and detectives of the 99th Precinct engaging in their annual Halloween heist to determine who is the craftiest and most brilliant member of the squad.

As the players double-cross, triple-cross, and outmaneuver each other with increasingly ridiculous and circuitous plans to acquire this year’s MacGuffin — a championship belt in the style of pro wrestling — both the players and the viewers are surprised by one player’s long con…

Jake has used the heist to propose to his girlfriend, fellow detective Amy.

Although there’s a lot of clever plotting in this episode, that’s not the puzzly moment. That comes later, as the characters each share a story explaining when they planted the idea of proposing in Jake’s head.

Jake replies that none of them are correct. It turns out, it was a quiet moment at home with Amy that convinced him:

[Image courtesy of Heroes and Heartbreakers.]

It’s not dramatic or overscripted or full of fireworks. It’s an everyday moment with the woman he loves. It’s nerdy and funny and silly and idiosyncratic. It’s simple. It feels genuine.

All thanks to a typo in a crossword.

Ain’t love grand?


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Puzzles in Pop Culture: Die Hard With a Vengeance

die-hard-with-a-vengeance-original

It’s summer, and when it comes to Hollywood, summer means big blockbuster action movies. One of my favorites is the Bruce Willis / Samuel L. Jackson modern classic Die Hard With a Vengeance.

For those who are unfamiliar with the film — shame on you! — it’s the third installment of the Die Hard franchise, featuring catchphrase-spouting New York City cop John McClane battling terrorists, criminals, and all sorts of unsavory characters.

In Die Hard With a Vengeance, a bomber named Simon is terrorizing the city and McClane is one of his playthings, forced to play Simon Says and accomplish increasingly difficult tasks that Simon sets before him. As McClane (and electrician Zeus Carver, who saves McClane from the first of Simon’s games) race around the city trying to prevent other bombs from going off, Simon enacts an elaborate scheme to rob the city.

Thankfully, McClane and Zeus have a knack for brain teasers and riddles, because several of Simon’s devious tasks require quick thinking and sharp puzzle skills.

diehardwithavengeance1

[One of the last movies to feature payphones as a key plot point…]

First, Simon hits them with a math problem:

As I was going to St. Ives, I met a man with seven wives. Each wife had seven sacks, every sack had seven cats, every cat had seven kittens. Kittens, cats, sacks, wives. How many were going to St. Ives?

As McClane fervently tries to do multiplication in his head, Zeus realizes this isn’t a word problem, it’s a riddle. The man was going to St. Ives when he met this man, meaning the man was coming from St. Ives. So the wives, sacks, cats, and kittens are irrelevant. Only the narrator is going to St. Ives, so the answer to the riddle is 1.

stives-1886892

[Seems like a nice place to take your many wives…]

In their second puzzly task, Simon offers the following question:

“What has four legs and always ready to travel?”

McClane doesn’t get it, but Zeus immediately identifies it as an elephant joke for kids (although he doesn’t actually deliver the punchline: an elephant, because it has four legs and a trunk).

They quickly spot a nearby fountain with an elephant statue. Awaiting them is a suitcase bomb and two empty jugs. When McClane opens the suitcase, he accidentally arms the bomb, and Simon calls to inform them that the only way to disarm the bomb is to fill one of the jugs with exactly four gallons of water and place it on the scale in the suitcase.

die-hard-vengeance-laptop

[And they say what we learn in school has no practical, real-world applications…]

The problem is the two jugs hold 3 gallons and 5 gallons, respectively. Simon has set them up with another brain teaser, but one with a dire time limit to solve.

Thankfully, there are two ways to solve this brain teaser.

Method #1

  • Fill the 3-gallon jug and pour the water into the 5-gallon jug.
  • Refill the 3-gallon jug and pour the water into the 5-gallon jug until the 5-gallon jug is full, leaving 1 gallon in the 3-gallon jug.
  • Empty the 5-gallon jug and pour the 1 gallon of water from the 3-gallon jug into the 5-gallon jug.
  • Fill the 3-gallon jug again and empty it into the 5-gallon jug, leaving exactly 4 gallons in the 5-gallon jug.

Method #2

  • Fill the 5-gallon jug and pour that water into the 3-gallon jug until the 3-gallon jug is full, leaving 2 gallons in the 5-gallon jug.
  • Empty the 3-gallon jug and pour the 2 gallons of water from 5-gallon jug into the 3-gallon jug.
  • Refill the 5-gallon jug and pour that water into the 3-gallon jug until the 3-gallon jug is full, leaving 4 gallons in the 5-gallon jug.

Either way, you’ve disarmed the bomb. Good job!

140-billion-die-hard

[While Simon has McClane and Zeus run
all over the city, he has one specific goal…]

The final riddle Simon gives Zeus and McClane is another brain teaser masquerading as a math problem:

“What is 21 out of 42?”

At the time of the film’s release, there had been 42 presidents, so 21 out of 42 was President Chester A. Arthur, and Chester A. Arthur Elementary School was where Simon had hidden one of his bombs (a fake one, as it turns out) as a distraction.

In the end, McClane and Zeus outwit the cunning Simon, and once again, puzzle-solving skills save the day! Hooray!

Thanks for visiting PuzzleNation Blog today! You can share your pictures with us on Instagram, friend us on Facebook, check us out on TwitterPinterest, and Tumblr, and be sure to check out our library of PuzzleNation apps and games!