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Midnight Snack Heist

Guard the fridge. Trust no one. Someone here is a Snacker.

4–10 players · 20 min

House rules you can change in the lobby

  • Include the Lookout
  • Voting time

How to play

The Crew wins by protecting the fridge on 3 of 5 patrols. The hidden Snackers win by raiding 3 patrols first, or by naming the Lookout at the end.

Who's who

Crew
Most of the table. You don't know who anyone else is. You can only play Guard, so keep Snackers off the patrols.
Snacker
The hidden raiders: 1 with 4 players, up to 4 with 10. You can see who the other Snackers are. Get onto patrols and play Sneak without getting caught.
Lookout
A Crew member with one secret peek at whether a player is Crew or a Snacker. Keep it quiet: if the Crew wins, the Snackers can steal the win by naming you. The host can leave this role out.

How a game goes

  1. Check your role

    Tap My secret role and shield your screen. Snackers also see who the other Snackers are, and the Lookout peeks from there too.

  2. The leader picks a patrol

    The leader picks who goes on patrol, and the banner shows how many it needs. Anyone can argue out loud! If the leader runs out of time, a random patrol goes.

  3. Vote on it

    Everyone votes Approve or Reject, and the votes are shown together. More than half must approve, or the next player leads. The 5th rejection in a row sends the patrol anyway.

  4. Play a card in secret

    Patrol members secretly play Guard or Sneak. The Crew can only play Guard. Cards are shuffled before they're shown, so nobody knows who played what.

  5. Snacked or safe

    One Sneak card means the snacks are stolen (with 7+ players, patrol 4 needs two). The next player leads, and the first side to win 3 patrols wins.

  6. Find the Lookout

    If the Crew wins with the Lookout in play, the Snackers get 90 seconds to name the Lookout. The first accusation counts, and a right guess steals the win.

Tips

  • Watch who each leader picks and how everyone votes. Talk it out!
  • Snackers can play Guard to earn trust, then Sneak when it counts.
  • No vote in time counts as Approve, and no card in time counts as Guard.