Paris at night, zinc roofs gleaming in the lamplight, and somewhere up there a silhouette darts across the ridge. Ever since Arsène Lupin, the gentleman thief from French novels of the turn of the century, elegant heists across rooftops have been part of every good crime story. What the books rarely tell: in the end, the thieves always quarrel over the loot.
That's exactly where No Honor Among Thieves comes in. On your turn, you reveal loot cards—jewelry, money, artworks, gemstones—and decide after each one: continue or stop? Because with each card, the commissioner draws closer, and whoever gets too greedy goes home empty-handed. Then, as leader, you pick first, and your dear gang members have to take what's left. Even the cards nobody wants. They care about fairness about as much as you do.
For anyone who loves thrills in games lasting half an hour and doesn't consider friendships untouchable. Honor among thieves is, as we know, just a rumor.