COSTA SOL POLICE DEPT · EVIDENCE ITEM 001
Welcome to Costa Sol, a neon-soaked coastal city where the banks are crooked, the cops are for sale, and the radio never stops talking. You are a small-time criminal with big plans: pull jobs, build a crew, dodge or bribe the police, and betray your friends at exactly the right moment. When the city's Final Score goes down, the richest player to escape Costa Sol wins.
| Qty | Component |
|---|---|
| 9 | District tiles (double-sided) |
| 60 | Job cards (3 tiers: Petty, Pro, Legendary) |
| 25 | Gear cards |
| 20 | Crew cards |
| 25 | Radio Costa Sol event cards |
| 10 | Snitch cards |
| 5 | Character boards + standees |
| 5 | Heat dials (0–5 stars) |
| 2 | Police pawns |
| 80 | Cash tokens ($10K / $50K / $100K) |
| 2 | Six-sided dice |
| 1 | First Player token (a golden pager) |
Spend 3 Action Points (AP) on any mix of actions (repeats allowed). Then refill the Job Market to 5 cards and pass the pager clockwise. At the end of every round, flip a Radio Costa Sol card and resolve it.
| Action | Effect |
|---|---|
| 🚗 Move | Move to an adjacent district. |
| 🔍 Case a target | Take 1 Job card from the Market matching or adjacent to your district. Hand limit 3. |
| 💵 Hustle | Gain $10K. Raise Heat by 1 star. Quick money is loud money. |
| 🛒 Gear up | Draw 2 Gear, keep 1, pay its cost. Shop districts only. |
| 🤝 Recruit | Draw 2 Crew, keep 1, pay the fee. Max 3 crew. Bar districts only. |
| 💥 Pull the job (2 AP) | In the job's district: check Gear/Crew icons, roll 2d6 + modifiers vs difficulty. Success: payout (+50% at 3+ stars). Fail: +1 Heat, discard 1 used Gear, keep the card. Either way add the job's printed Heat. |
| 🕶️ Lay low (2 AP) | Lower Heat 2 stars. Only in a district with no player and no police. |
| 📞 Snitch | Play a Snitch card: rival gains 2 stars. They roll one die; on 5–6 the tip is traced and the 2 stars go to you instead. |
| Tier | Payout | Difficulty | Heat |
|---|---|---|---|
| Petty (28) | $20–40K | 5–6 | ★1 |
| Pro (22) | $60–120K | 7–9 | ★2 |
| Legendary (10) | $200–350K | 10–11 | ★3 |
Every job names a district (stand there) and requirement icons. Legendary jobs always need 2+ crew. Nobody robs the Costa Sol Mint alone.
| Heat | Effect |
|---|---|
| ★0–2 | You're a ghost. Nothing happens. |
| ★3–4 | Hunted. Police move toward you on Radio cards. Adrenaline bonus: jobs pay +50%. |
| ★5 | BUSTED, immediately. |
If a Police pawn ends any movement in your district while you are ★3+, you are Busted. At ★2 or less the police walk right past you. You're not worth the paperwork.
Radio cards resolve in order: 1) move the police toward the highest-Heat player (ties: the richest), 2) apply the city event, 3) read the joke aloud. This is mandatory. It's in the rules now.
8.3 Second wind: the first time any player reaches ★4, the second Police pawn enters at the Precinct. Costa Sol PD found the budget.
When the last Legendary job leaves the Market, reveal THE FINAL SCORE:
Then everyone gets one last turn to reach the Marina or Airport and escape. Escaping is free at ★0–3; at ★4+ pay a $100K bribe or stay stuck.
| Character | Ability |
|---|---|
| The Wheel (driver) | Move actions cover up to 2 districts. |
| Glitch (hacker) | Once per turn, reroll one die on a job. |
| Deadeye (sharpshooter) | Jobs needing 2+ crew need one fewer for you. |
| The Smile (con artist) | Hustle gains $20K instead of $10K. |
| The Heiress (broke old money) | Starts with $60K, pays double when Busted. Rich people problems. |
Turn: 3 AP → Move / Case / Hustle / Gear up / Recruit / Pull the job (2) / Lay low (2) / Snitch
Job: stand in district → check icons → 2d6 + mods ≥ difficulty → payout (+50% at ★3+) → add Heat
★5 = Busted: half cash, all gear, Heat to ★2, Hospital
End: last Legendary leaves → Final Score → escape via Marina/Airport → richest escapee wins
NEON HEAT is a work of satire set in the fictional city of Costa Sol. Any resemblance to actual criminals, living or busted, is purely aspirational. v0.1 playtest draft; rules subject to change when playtesters break them.