
Burgle Bros 3 - Future Flip
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FroGames — Moments You'll Remember
Someone studies the guards' shifts. Someone wears the wrong disguise. Someone hopes the team's programmer finds the right bug. And in the end, no one talks about how lost you got on the third floor.
WHAT IT'S ABOUT
A cooperative heist set in 2088
The classic Burgle Bros team — the one that's emptied safes for two episodes — finds itself catapulted into a future dominated by corporations and artificial intelligence. Tim Fowers and Skye Larsen take the cooperative structure that worked in the first two installments and re-dress it with neon, cyberware, and digital security protocols. Ryan Goldsberry's illustrations transform classic corridors into layered cyberpunk grids.
At the table, you coordinate your team's movements across three overlapping floors, search for program cards to disable the ICE protecting the safe, and manipulate corporate workers to gain information or shift blame when things go wrong. Each room tile is double-sided: the board changes dynamically, and guards follow more complex patterns. Disguises become the new tactical resource: wearing the right uniform opens doors, the wrong one exposes you.
What they're saying abroad
The future is pulling off a heist amidst cameras, AI, and employees who don't want trouble.
— FroGames
The Burgle Bros series stays true to itself: pure cooperative tension, zero downtime.
— FroGames
Burgle Bros 3: Future Flip
The game is designed for solo play from the basic rules: you control the entire team, manage multiple characters, and face the same scenarios as multiplayer. The experience is complete and the tension remains high, but you lose the negotiation and vocal synchronization typical of a group.
Your cyberpunk arsenal
What you use to infiltrate
Disguises
You wear the uniform of a technician, a manager, security. Each disguise opens different doors and fools different guards. Changing it at the right time is half the plan.
Program Cards
Code fragments you collect by exploring the floors. They are used to disable the ICE protecting the safe. Without enough programs, the heist fails.
Worker Tokens
Corporate employees you can manipulate: extract information, create distractions, or incriminate them when cameras catch you. They are human pawns in your plan.
Double-sided Room Tiles
Each room has two sides: a neutral one and an activated one. The board evolves as you explore, creating ever-changing layouts and unexpected traps.
In a few hours, you'll have a story to tell. That time you disabled the ICE on the third floor with one second to spare. Or that time the wrong disguise put you in the middle of an armed security patrol.
A game in five moments
What happens at the table
Not the rules. The experience.
Silent Infiltration
Choose your characters, distribute initial disguises, set up the modular board. Someone studies the layout of the three superimposed floors. Someone counts how many program cards are needed to disable the ICE. The first movement is cautious: each revealed tile can be neutral or hostile.
First Contact
A guard enters the corridor. Someone wears the right disguise and goes unnoticed. Someone else reveals a double-sided tile that shows an unexpected alarm system. The table pauses: the path is recalculated, who goes where is renegotiated.
Corporate Manipulation
Mid-game. You've collected some program cards, but the board has proven more complex than expected. You start to manipulate the worker tokens: extract information from an employee, incriminate another to cover your tracks. The team splits across three floors. Communication becomes crucial.
The ICE Breaks
Someone reaches the safe. The collected program cards are enough to disable the ICE. But there's a problem: a guard is about to discover a teammate on the floor below. The table discusses: do we wait or proceed? Someone sacrifices an action to create a distraction. The moment is tense, silent.
Escape or Capture
The safe is open. Now you must escape. The board is full of alerted guards and activated tiles. Someone finds a side exit thanks to a perfect disguise. Someone else is blocked, and the group decides whether to turn back. The game ends with a daring escape or a collective capture. There's no middle ground.
How to play
The flow of each round
Each turn is a sequence of tactical movements, dangerous discoveries, and shared decisions.
Spend action points to move, explore room tiles, collect program cards, change disguise, or manipulate workers. Each action has a cost and a consequence.
If you reveal a double-sided tile, flip the correct one. Some effects are immediate (alarms, extra guards), others modify the board for the rest of the game.
Guards follow intelligent patterns, not random ones. If you're in the wrong disguise or an exposed room, you're spotted. Corporate AI learns.
Between turns, share information, recalculate paths, decide who takes risks. The game is pure cooperative: you win or lose together, always.
Why it's different from others
Six mechanics that make the difference
Disguise System
Disguises are not simple event cards. They are tactical resources that modify how guards perceive you. Wearing a technician's uniform allows you to pass through some rooms, a manager's through others. Changing disguise at the right moment is a strategic move, not a passive bonus.
Dynamic Double-Sided Board
Each room tile has two sides: one neutral and one activated. The board changes as you explore it, revealing traps, alarms, or alternative paths. It's not static like in the first Burgle Bros: here the layout evolves based on your choices.
Program Cards as Objective
It's not enough to reach the safe. You must collect enough program cards scattered across the three floors to disable the ICE. It's a distributed objective that forces the team to explore, not just rush to the center.
Worker Manipulation
Corporate workers are living pawns: you can interrogate them for information, use them as distractions, or incriminate them when caught on camera. They are a tactical resource that introduces narrative interactions into gameplay.
Layered Enemy AI
Guards don't patrol randomly. They follow logical patterns based on the type of alarm activated and your position. Corporate AI learns: the more noise you make, the more the system adapts.
Campaign Scenarios
Burgle Bros 3 includes progressive scenarios that introduce new mechanics, complex layouts, and variable objectives. It's not a one-shot: it's a series of infiltrations that get more complicated game after game.
How it ends
How to win and how to lose
Victory requires precision, coordination, and a bit of luck. Defeat is swift and collective.
Mission Accomplished
- All team members reach the safe with enough program cards to disable the ICE
- The safe is opened and the loot retrieved
- All team members exit the building before the final alarm sounds
Capture or Failure
- A team member is captured by a guard (if it happens once too often, the game ends)
- The general alarm is activated before the team exits the building
- You fail to collect enough program cards to disable the ICE within the time limit
Burgle Bros 3 is the tactical co-op game for those who want to plan impossible heists, not roll dice and hope. Every game is an infiltration story you'll be telling for weeks.
Frequently Asked Questions
FAQ about Burgle Bros 3: Future Flip
Do I need to have played the first two Burgle Bros to understand this one?
No. Burgle Bros 3 is standalone: autonomous rules, new setting, no prerequisites. The story begins with the time jump into the future, but mechanically it is self-contained. If you know the first two, you'll appreciate the references, but they are not necessary.
How long does a full game last?
A single mission takes 60-90 minutes with experienced players. The first games or more complex campaign scenarios can reach 120 minutes. Setup is quick (5 minutes), most of the time is spent on tactical coordination and managing consequences.
Is it difficult to learn?
The basic rules can be explained in 15 minutes. The turn is clear: spend action points, resolve room effects, move guards. Complexity emerges from stratification: disguises, ICE, workers, three superimposed floors. After an introductory game, the group is self-sufficient.
Does it play well solo?
Yes. The game is officially designed for solo play: you control the entire team, manage multiple characters, and face the same scenarios as in multiplayer. The tension remains high, but you lose the vocal negotiation and synchronization typical of a group. Solo rating: 4/5.
Is it available in Italian?
This edition is in English. The texts on the cards are essential (disguise names, room effects, program cards), so a basic understanding of the language is needed. The rulebook is detailed but clear.
Burgle Bros 3: Future Flip is a cooperative tactical game for 1-4 players, set in a cyberpunk future dominated by corporations and artificial intelligences. Designed by Tim Fowers and Skye Larsen, published by Fowers Games, the game combines grid movement, action points, and a double-sided modular board to create tension-filled and planning-rich games lasting 60 to 120 minutes. Each mission requires close coordination: wearing disguises to fool guards, collecting program cards to disable the ICE, manipulating corporate workers to gain tactical advantages. Recommended age 10+ years. Available on FroGames.it.

Burgle Bros 3 - Future Flip
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