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The Heist

Overview

Pull together a crew, pick a target, and try to walk out with more Bread than you walked in with. The Heist is a chat game the whole community plays together: one heist at a time, across every platform we're live on.

The odds are stacked against you, on purpose. That's what makes the wins feel good. Every heist plays out as a little story in chat, and how it ends is up to the crew, the mods, and maybe a goose.

How a heist plays out

  1. The plan. Someone starts a heist with a wager and a target. They're the ringleader.
  2. Assemble the crew. Everyone has 60 seconds to join with their own wager, or join as a lookout for free. Mods pick a side: join the crew, or guard against it.
  3. The job. A few narrated beats play out in chat. Each one is a chance for ducks to get caught.
  4. The last beat. This is when a goose might strike.
  5. The fork. If the crew makes it through, everyone still standing votes: !grab the bags and go, or !crack the second vault for a bigger haul at bigger risk. Majority wins, ties grab.

After a heist ends, the crew lays low for 10 minutes before the next one can start. While the Featheral Bureau is raiding, nobody starts a heist. !check heist tells you where things stand: a crew forming, one under way, how long they're laying low, or open.

Targets

Every stream gets its own board. Type !heist targets to see tonight's.

Target What it is
Businesses A handful of local spots, different every stream. Some are easy, some pay better.
Honk Kong Triad fronts Businesses the geese run. Their enforcers catch you instead of the cops.
The Duckuza The family. Hitting them is a bold move.
The Kumiducko t3r0's own reserve. The hardest job on the board, and the biggest score. t3r0 may personally show up to defend it.
Duckatraz Only on the board while someone's locked up. Break them out and the crew splits the pot.

Who pays the family

A heist on a duck business isn't ducks robbing ducks. It's the family collecting.

  • Behind on payments. The board tells you which businesses have stopped paying. Those are open season: the family wants them reminded.
  • Paying. Some businesses pay the family, and the board won't tell you which. You find out when you're already inside, and the family does not take kindly to that.
  • Off the board. When the Featheral Bureau raids a business that pays the family, everybody learns it pays, and it's off the board for the rest of the stream. A business the Featheral Bureau seizes is closed for the night too.

Honk Kong Triad fronts

The Triads run a few businesses of their own. Get caught in one and the geese hand you over to the Featheral Bureau, which means Duckatraz like any other heist. Get away clean and the geese might come back to the pond later that stream, looking for payback.

Getting caught

Ducks who get caught lose their wager and get sent to Duckatraz general population (Twitch). While you're inside, you can't join another heist, but your crew can always try to break you out.

The Crumbs jar

When a crew gets caught, some of the Bread they lost gets smuggled into Duckatraz with them, into the Stash. A few crumbs of the rest get left behind at the scene, and those land in the Crumbs jar. Losing bets at the Puddle Casino and the Shell Game drop a few crumbs in too.

The jar carries over from stream to stream until somebody hits a jackpot: three ducks at the Puddle Casino, or the black car at the Shell Game, takes everything in it.

Check on it any time with !check crumbs.

Loot

Besides Bread, a successful heist can turn up a little something extra every so often:

  • A file, baked into a loaf of Bread. It helps your next !escape from Duckatraz.
  • A Clemency Card, for getting out of trouble later.
  • A bean. The rarest prize there is. Only from the Kumiducko, only with a big crew, and it's the month's bean, so at most once a month.

Commands

!heist <amount> [target]

Starts a heist with your wager. Name a target from tonight's board, or leave it off to hit a random business. If a heist is already forming, !heist <amount> joins it instead. After a heist, the next one can start 10 minutes later.

Available to Cooldown Aliases
Everyone 10m ALL -

Example:

!heist 200 <target>
!heist 200
!heist all

Wagers go from 10 to 1,000 Bread. !heist all puts in as much as you can, up to the max. You can call the big targets by nickname too, like !heist 200 boss for the Kumiducko or !heist 200 prison for Duckatraz.


!heist lookout

Joins the crew as a lookout. No wager, no loot, but lookouts make it harder for a goose to get away with it, and they split the wager of any goose they stop.

Available to Cooldown Aliases
Everyone None !heist look, !heist watch

!heist targets

Shows tonight's board, including who's behind on payments and which spots are Triad fronts.

Available to Cooldown Aliases
Everyone 30s ALL !heist board, !heist list, !heist tonight

!heist me

Shows your heist record.

Available to Cooldown Aliases
Everyone None !heist record, !heist stats, !heist mine

!heist boot @<username>

The ringleader can kick someone off the crew while it's still forming. Their wager goes back to them.

Available to Cooldown Aliases
Ringleader None !heist kick

!grab and !crack

Your vote at the fork. !grab takes the bags and gets out. !crack goes for the second vault: a bigger payout, but one more beat at worse odds.

Available to Cooldown Aliases
The crew None -

!goose

Betray the crew. During the last beat, a crew member who's still in the job can turn goose (once you're knocked out, it's too late): if it works, they get their wager back plus a bonus, and the rest of the crew gets caught. Nobody finds out until the reveal. Each person can turn goose once per stream.

Available to Cooldown Aliases
The crew Once per stream -

Why a goose? In a world full of ducks, the traitor is always a goose. Lookouts make a goose more likely to get caught, and a duck who goes goose too often starts to get a reputation.


!guard <amount>

Mods only, while the crew is forming. Bet against the crew: every guard makes the job harder, and if the crew gets stopped, the guards get paid.

Available to Cooldown Aliases
Mods None -

Mods can join the crew instead, but a mod caught robbing the Kumiducko or a protected business is a dirty cop, and that comes with a penalty. During a Featheral Bureau raid, the same !guard tips off the defense instead.