Pocket Caper®

3–6 friends. One raccoon crew.

Play a ridiculous heist with your friends.

Choose your crew's next move and get the loot out together, one tap at a time.

Round 1 of 3

Loot 0/9
Suspicion (heat) 0/4

The Garden Show Gnome Job

Four masked raccoon accomplices with striped tails plot around the prize. One carries a watering can; a spare sunflower disguise waits beside the gate.

Get through the garden gate

A very serious judge guards the golden gnome at the Garden Show. Beside the gate hangs a spare sunflower mascot costume. How will your raccoon crew get inside?

Choose your crew's action

Talk it out. Majority wins; the Mastermind breaks a tie. Select an action, then commit your plan.

Heat 4 or higher means you're caught at the end. There is no timer. Let the argument breathe.

01 / Assemble your questionable crew

Your night. Your caper.

Already set for four. Adjust the plan before you play; changing a setting resets the current run.

1

The Mastermind

Break a tied vote. Try to look like this was your plan.

2

The Lookout

Read the heat meter. Give everyone your most suspicious squint.

3

The Distraction

Pitch a cover story before the group chooses.

4

The Getaway

Tap the crew's final choice. Make an engine noise if you must.

02 / Less explaining. More plotting.

A party game.
Not a group project.

No one needs to install anything, learn a secret rulebook, or be “good at games.” Put one phone, tablet, or laptop where the crew can see it. The host reads; everyone schemes.

Host's field noteGreat between dinner and dessert. Not recommended during an actual museum visit.

  1. 01

    Claim a deeply unqualified role.

    Go clockwise and pick your seat. Your role gives you something silly to contribute, not a secret objective. With 3–6 players, one person reads, one taps, and everyone schemes.

  2. 02

    Make one bad decision together.

    Each round gives the whole crew three options. More loot can mean more heat. Have a quick debate, vote by pointing, and let the Mastermind settle a tie.

  3. 03

    Own the getaway. Or the mugshot.

    Finish every round to see your loot, heat, and the full trail of questionable decisions. Replay with the other choices to see if you can do better. No real valuables at risk.

03 / Before you case the joint

The small print.
Minus the tiny type.

Do we each need a phone?

No. Pocket Caper is a one-screen, in-person game. Share a phone around the table or use a laptop so everyone can read. Only one person needs to tap each group decision.

Is the time estimate a countdown?

No rush. We allow about two minutes per round plus a minute per player to get settled and pick roles. Your crew may be faster, or much more committed to the bit.

Is it competitive or cooperative?

You're one crew with one shared result. Heat and loot belong to everyone. All choices are visible, and nothing relies on reflexes, hidden information, or random dice.

Where can I find my purchase?

Your billing & access page shows your purchase record and, when available, a secure way to manage billing. Sign in with the account you used to buy.