
- BGG rank
- BGG #11,290
- BGG rating
- 6.0
Heroes
- 2–4 players
- 20–30 min
- Complexity 2.3/5
- 2015

2013
Rules assistance for Bankraub
Plain-language explanations of turns, card effects and disputed situations, with official source references and saved question history.

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Answers come from the official rulebook, with the page to check.
Bankraub is a board game released in 2013 for 3–5 players, 90 minutes per game, and ages 12 and up. It was designed by Till Meyer and its main mechanics are Hand Management, Dice Rolling, and Grid Movement.
In Bankraub (a.k.a. "Bank Robbery") each player is trying to get as much money as possible during a series of bank robberies. The center of the game board has four banks on it, each equipped with some combination of safes, guards and alarm bells – and the more equipment guarding a facility, the more money you'll find inside should you be the one to crack the bank. Of course the more equipment present, the more gangsters you'll need to get past everything. For a perfect robbery, you'll want to have blueprints of the bank, a safehouse to escape to (so that you don't have to wander the city eternally like the flying Dutchman), and gangsters who are perfect for the situation: an electrician for alarms, a safecracker for safes, and one "gorilla" for each guard. Oh, and unless you want to try walking away with the loot, you'll need some method of transportation. Everything that players need is on the four types of cards: banks, hideouts, gangsters, and movement/action. In the first phase of the game, players draft their eleven-card hand – drawing a card from one stack and discarding a different type of card – until one player feels he has the perfect hand and shouts "Bank robbery!" This player is announcing that he has already robbed a bank, and now the other players need to figure out where the robbery took place and stop those thugs from getting to their hideout. (After all, if you're not getting the money, you don't want anyone else to have it either!) This second phase ends when the gangsters reach their safehouse or one or more opponents block them and show a stronger hand of criminals. During this phase, the bank robber receives no new cards (since he's on the run) while the other players do, giving them resources to hunt down the crooks. If two or more opponents catch the crooks, they each get 10% of the money as a reward; if only one opponent catches the crooks, she can keep the 10% or she can grab the money herself and try to make it to her hideout. After playing a predetermined number of bank robberies, the game ends and whoever holds the most money wins!
Bankraub supports 3–5 players according to the catalogue. This range comes from the publisher’s listed player count, so the game can be set up for any group size within it. Some setups, rules and scoring details may still vary by player count, so check your edition’s rulebook for the exact configuration.
The listed playing time for Bankraub is 90 minutes. This is the publisher’s estimate for a full game. The actual duration depends on the group, the player count and familiarity with the rules: first sessions usually run longer, while experienced groups often finish faster. Setup and teaching time are not included in this estimate.
The catalogue lists Bankraub for ages 12 and up. This is the publisher’s recommendation and reflects reading demands, rule complexity and small components rather than theme alone. Younger players can often join with help from an adult, so check the age guidance on your edition and consider your group’s experience with board games.
Bankraub has a complexity rating of 1.6 out of 5 from BoardGameGeek players, which makes it a light game. The rating reflects how much rules knowledge, planning and decision-making a typical game demands. Expect a longer first teach for heavier games, and use a preparation guide before game night.
Bankraub belongs to these categories: Mafia. Its main mechanics are Hand Management, Dice Rolling, and Grid Movement. Categories describe the theme and setting of a game, while mechanics describe what players actually do on their turns. Each mechanic links to a catalogue hub with similar games, which helps when you want something comparable.
The credited designers of Bankraub are: Till Meyer. These credits come from the published game data and name the people responsible for the game’s design, not its illustrators or publishers. Designer pages on MeepleRules collect other titles by the same designers, which helps when you enjoy a game and want to find similar ones.
The catalogue lists Bankraub as a base game. It can be played on its own with the components in the box and does not require any other title. Expansions, if any exist, add new content or rules on top of it and are listed separately in the catalogue with a link back to this base game.