Banditos
Banditos
In 1982, Mexico's economy collapsed, and the government's response was to centralize the banks and devalue the peso. (This much, at least, is true...)
In the game world of Banditos, the Mexican people responded poorly to these changes, resulting in a decrease in effective security and an increase in creative accounting at the new Banco de Mexico. Once some of the "alternatively principled" people in the land of opportunity heard about this, they looked south of the border for their ventures.
You will play one of several American characters making runs into Mexico to pull bank heists. You will need to acquire vehicles, weapons, seed money, and maybe even some inside information to make it all happen.
The first player to get his character home with the equivalent of one million US dollars wins.
Players can acquire cards (vehicles etc.) by drawing them each turn, by buying them from other players, or by stealing them from the discard pile.
Doing anything deemed illegal, however, will bring "heat" to your character (if you steal from the discard pile or pull a heist,) or your vehicle (if you steal gas or pull a heist,) or Mexican cities (if you pull a heist.)
It's up to you as a player to manage your risk and decide how desperate you are to acquire what you need versus how much heat you currently have.
If you have the guts to try a risky heist, it'll either pay off or you'll land in a Mexican jail and have to play catch-up.
In the game world of Banditos, the Mexican people responded poorly to these changes, resulting in a decrease in effective security and an increase in creative accounting at the new Banco de Mexico. Once some of the "alternatively principled" people in the land of opportunity heard about this, they looked south of the border for their ventures.
You will play one of several American characters making runs into Mexico to pull bank heists. You will need to acquire vehicles, weapons, seed money, and maybe even some inside information to make it all happen.
The first player to get his character home with the equivalent of one million US dollars wins.
Players can acquire cards (vehicles etc.) by drawing them each turn, by buying them from other players, or by stealing them from the discard pile.
Doing anything deemed illegal, however, will bring "heat" to your character (if you steal from the discard pile or pull a heist,) or your vehicle (if you steal gas or pull a heist,) or Mexican cities (if you pull a heist.)
It's up to you as a player to manage your risk and decide how desperate you are to acquire what you need versus how much heat you currently have.
If you have the guts to try a risky heist, it'll either pay off or you'll land in a Mexican jail and have to play catch-up.
Player Count
2
-
6
Playing Time
90
Age
12
Year Released
2012
Podcasts Featuring this Game
TDT # 273 - Themes that Turn Us Off
In this show, Ryan talks about a new project he's beginning, Brian examines Shadow Hunters, and Geoff talks about hindsight in games. We take a look at Puzzle Strike, City of Horror, Banditos, Pirates of the Spanish Main Card Game, Lords of Waterdeep, Wilderness, and more! Tom rants about game manufacturing, and we finish up the show with themes that turn us off from a game, despite how good the game plays.
TDT # 257 - Gaming Money
Tom and Eric talk about several new games, including Empires of the Void and Hawaii. We also talk about Nothing Personal and other board game news, and listen to Geoff talk about how our will breaks down. We visit another gaming store, and end the episode with our favorite types of money in games.