Think of board games like a heist. You’ve got a target (winning the game), a plan both staffed with clever people (the other players) and enabled by innovative mechanical apparatuses (the rules), and any number of ways for things to go wrong. It’s the sort of analogy that feels so right because it can be applied to pretty much anything. A movie is a heist. A book is a heist. Stealing a bucketful of Fabergé eggs is a heist.
Scoundrel Society, which is about a gentlemen society of thieves seeking to fleece a mark of all their worldly possessions, single-handedly proves the point. Because when it comes to a heist, you can have all the right ideas, people, and tools, and still fall flat on your face right as you’re moseying out the door with a Rembrandt tucked under your coat.