Rival thieves stuck in a time loop, reliving the same heist day. Program your day, watch it collide with the timeline, learn, tamper, repeat.
The Timeline — 8 hours of the Grand Exposition (fixed order all game)
The Map — pick where you'll be
Your Action Hand — program 4 onto hours
Your Secret Goals — complete all 4 in one day to win
The Day Log
How to play in under a minute
You are one of three thieves reliving the same day at the Grand Exposition. The 8-hour timeline never changes — but you only start knowing 2 of the 8 events. Learn the rest by living it.
Morning: program 4 of your 6 action cards onto hours. Click a card, click a zone on the map, then click an empty hour to place it.
The day runs: each hour an event flips face-up, then everyone's action resolves. Right zone + matching event type = a clean hit toward a goal. Wrong read = a whiff (you still learn: +1 memory).
Memory buys foreknowledge: Peek a face-down hour (1), Improvise an unfired action mid-day (1), or Tamper two adjacent hours at morning (2) to wreck everyone's plan.
Midnight resets the day — but revealed events stay known and your memory carries over. Loop 1 is guessing; loop 3 is chess.
Win: first thief to complete all 4 goals in a single day breaks the loop. Otherwise, best single-day score after 4 days wins.
Crowding: if you and a rival both nail the same hour, only the initiative holder scores it. Initiative rotates each day.