




Disco Heist Laundry
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FroGames — Moments You'll Remember
Someone is counting the loot, someone is guarding the door, someone is swearing they'll invest in stocks next time. But in the meantime, that million needs to be laundered.
WHAT IT'S ABOUT
A perfect heist in the 80s, between organized crime and money laundering
Mike Gnade takes us to the most radical 80s, those of oversized jackets and crime dominating the cities. Denis Medri illustrates a game where you are a crime boss putting together a gang for the heist of the decade. But stolen money isn't enough: you have to launder it to retire in infamy.
At the table, you play Crew cards to build your tableau, move around the city avoiding the police, gather intel, and strike when the window of opportunity opens. Then comes the hard part: laundering everything before others beat you to it. Hand management and territory control intertwine in a race where the best heist isn't the one with the most money, but the one you survive.
What they say abroad
The game promises to bring to the table the atmosphere of big 80s movie heists, with that mix of planning, tension, and improvisation that makes every evening memorable.
— FroGames
It's not enough to steal. You have to survive long enough to spend the loot. And that's the hard part.
— FroGames
Disco Heist Laundry
Your criminal organization
Four elements that build your empire
Crew Cards
Each Crew card you play to your tableau is a criminal with specific abilities. Build your engine: some gather intel, others move pawns around the city, still others optimize laundering. The composition of your gang makes all the difference.
City Board
The city is divided into territories. You move to avoid the police, place your men, and control key areas. Each territory offers different resources: control, information, heist opportunities.
Cash and Laundering
Stolen money is just paper. To win, you must launder it through your activities. But laundering takes time and actions: if others strike first, you fall behind. Timing is everything.
Police
They're not just an obstacle: the police move based on your actions and those of your opponents. Too much visibility and you end up under pressure. Evading, bribing, or simply changing zones are constant choices.
In an hour, someone will be counting laundered money. Someone else will be cursing the police. You'll already be thinking about revenge.
A game in five acts
What happens at the table
Not the rules. The experience.
Assemble your crew
In the first few turns, everyone plays Crew cards to build their tableau. Some focus on informants, others on muscle, and some on early money launderers. The table is filled with concentrated silence: everyone is planning their engine. The city is still empty, but it's already clear who will be strong.
The city fills up
Now everyone is moving: pawns in the city, controlling territories, gathering intel. The police start to move. Someone encounters an opponent in the same neighborhood and begins to calculate who will control what. The table comes alive: jokes, veiled threats, glances at other players' boards.
The window opens
First big score: someone has enough intel and control to steal a significant amount. But laundering requires actions, and the others aren't sitting idly by. Those who strike first risk being exposed. Those who wait too long miss the opportunity. Everyone weighs the timing.
Desperate laundering
Mid-game, dirty money starts to circulate. Someone has already laundered a good chunk, others have too much cash on hand and little ability to clean it. The police close in: those who are too exposed must flee or bribe. The exclamations begin: "How did you already launder all that?!"
The final score
Last turns, accounts are tight. The player with the most laundered money wins, not the one who stole the most. Someone attempts a desperate heist to catch up, someone else defends their lead by moving the police onto opponents. End of game: final count, complaints, and immediately the question: "Another one?"
How to play
The flow of each turn
Each turn is a quick sequence: play a card, move, activate your abilities. Then it's the next player's turn.
Draw from your hand and add a criminal to your tableau. Each card has unique abilities: some give you extra moves, others intel, others optimize laundering. The composition of your crew determines your strategy.
Move your pawns to territories. You can control areas, avoid the police, place men where needed. Territorial control gives you access to resources and heist opportunities.
Use the abilities of the cards in your tableau. Some allow you to recruit new members, others to extort money, and still others to launder your loot. The chain of activations can be powerful if built well.
The police move based on everyone's actions. If you're too exposed, you must escape or bribe. Evading costs actions, ignoring the police costs opportunities. The timing of your moves must take this into account.
Why it's different from others
Six mechanics that make a difference
The one who steals the most doesn't win
Dirty money doesn't count. Only laundered money counts. You can pull off the heist of the century, but if you don't have the ability to clean that money, you've wasted your time. This flips the classic logic of heist-themed games: the heist isn't the core of the game, it's what happens after.
Tableau engine building
Each Crew card builds your engine. Combinations of abilities create powerful synergies: an informant that gives you extra intel, a launderer that halves the time, a corruptor that keeps the police away. The gang you assemble determines your playstyle.
Dynamic territorial control
The city isn't a static board: each territory offers different resources and changes value based on opponents' moves. Controlling the financial district gives you access to big scores, but attracts the police. Peripheral areas are safer but less profitable.
Police as a shared system
The police are not managed by the game: they move based on everyone's actions. This creates a layer of indirect interaction: your moves influence where the pressure will be, and you can use it to get opponents into trouble. Those who play too aggressively end up in the spotlight.
Windows of opportunity
Big scores are not always available. You have to wait for the right moment, gather enough intel, position yourself well. But waiting too long means leaving the field open to others. Timing is as much a resource as money.
Strategic hand management
The cards in your hand are future possibilities. Deciding when to play them and when to hold them is crucial: a card played too early doesn't fully exploit its synergies, one played too late arrives when the game is already decided. The development curve needs to be calibrated.
How it ends
How to win and how to lose
The game ends when someone reaches the laundering goal or when opportunities run out. The player with the most laundered money wins, not the one who stole the most.
Victory
- You launder enough money to reach the victory threshold before others
- You optimize your tableau to maximize laundering capacity turn after turn
- You strike at the right moment and clean the loot before opponents catch up
Defeat
- You accumulate too much dirty money without being able to launder it: you stole a lot but didn't win
- The police put pressure on you and you lose valuable turns evading instead of advancing
- Opponents launder faster: your score was big, but their engine was more efficient
Disco Heist Laundry is for those who want a strategic gateway game with a strong theme, direct interaction, and a victory mechanic that flips expectations. The boldest criminal doesn't win, the cleverest one does.
Frequently Asked Questions
FAQ about Disco Heist Laundry
How long does a game really last?
The box says 60-90 minutes, and that's about right. The first few games tend towards 90 minutes because you need to understand the tableau synergies and the timing of the scores. From the third game onwards, it drops to around an hour, even with 4 players. Downtime is limited: turns are quick.
Is it suitable for those unfamiliar with this type of game?
Yes, but with reservations. The basic rules are accessible and the theme helps a lot to understand what to do. However, optimizing the tableau requires a minimum of experience with engine building. It's not a party game, but not a heavy game either. Let's say it's a good second step after classic gateway games.
Does it work well with 2 players?
It works, but territorial competition loses some of its bite. With 2 players, you have more space to develop your engines without constantly stepping on each other's toes. The game shines more with 3-4 players, where control of the city is truly contested and the police become a weapon to use against others.
Are all games the same?
It depends on how much you vary the crews. The Crew cards offer different approaches (fast laundering, big scores, territorial control, corruption), and the initial city layout changes priorities. It's not a game with infinite modular setup, but there are 3-4 valid strategies that change based on what others are doing.
Is it available in Italian?
No, this is the English edition. The game has text on the cards (names, Crew abilities), so it requires at least a school-level knowledge of the language. There are no walls of text, but you will need to read the abilities and remember them during the game.
Disco Heist Laundry is a strategic card game for 2-4 players, lasting 60-90 minutes, recommended for ages 13+. Designed by Mike Gnade and illustrated by Denis Medri, it takes you to the criminal 80s where you assemble a gang, hit banks and deposits, and most importantly launder money to win. The core mechanics are area majority and hand management: you play Crew cards to build your tableau, control territories in the city, evade the police, and compete with other bosses to launder the loot faster. The one who steals the most doesn't win, the one who cleans the money best does. Published by Rock Manor Games, it's a strategic gateway game with direct interaction, a strong theme, and an accessible learning curve. Available on FroGames.it.

Disco Heist Laundry
Frequently Asked Questions
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