The Mansky Caper Review

I did not think I’d enjoy The Mansky Caper. It’s a light,
almost party-style Mafia themed game with strong press your luck elements. None
of those words describe much of anything in my wheelhouse, so I understandably
approached the game with some trepidation.

What I found, though, was something much different than what
I expected – not necessarily in terms of mechanics or game play style, but the
overall execution of what turns out to be a very good game that fills a gap I
didn’t know I had in my collection.

How The Mansky Caper plays

The Mansky Caper dubs each player a member of an unnamed family of mobsters in 1920s America. You’ve been trying to make it big for years, struggling against bigger and better marketed names. The game introduces all of this to you in a cute and well-drawn comic that takes up the first half of the rule book. I’ve seen this in a couple of games lately and I really like it. Keep it up publishers!

To become better known and rise in the ranks, your family decides to rob Al Mansky’s house, which is loaded with gems, cash, and riches that he is too nervous to leave to any bank or associate. Of course, because he’s a nervous guy, he’s boobytrapped EVERYTHING.

The game is not cooperative, but it has some interesting
interactive elements. You will visit rooms together, try to access loot
together, and even cash in favors amongst each other to gain advantages, but in
the end, it’s the player with the most loot at the end who wins. In terms of
actual gameplay, the game is very simple.

The play area is made of several room cards, most of which
start face down. You will visit each room (unlocking new ones when you find
tokens), and then swipe tokens out of safes that exist in each room (chunky, 3D
safes that you’ll drop a set number of tokens into. The catch is that while
each of these safes might have a dozen or more gems and cash tokens, they also
have traps in them. If you pull a trap token from a safe, you have to roll the
trap die, which can do all sorts of bad things to you. Sure, sometimes, it
comes up safe and nothing bad happens, but most of the time some amount of
explosion will happen. The room blows up, the loot blows up, EVERYTHING blows
up. And the best part is that it can affect people around you too.

At any time, you can take an action to go back to the car
and drop your loot off there, putting whatever you’ve collected into a bag so
that it can’t get destroyed by future traps. It uses up a turn, but if you
don’t do it, you’re almost certain to lose stuff to an explosion eventually.

How do you know this? Because that’s the end condition of
the game – that all the rooms have blown up, or that everyone is at the car and
agrees to leave (which rarely happens). So the game becomes a combination of
two things – luck in that you may or may not pull a loot token from the safe
(and it may or may not have anything good on it), and press your luck, in that
even if you get something good, the next draw might blow it all to heck. Or
worse, by staying in the room and drawing instead of leaving, someone else
might blow you up.

Throw in some player powers for each character, the favor
tokens, the hush cards that offer some interesting game twists, and a fantastic
visual style, and the game is a lot more than just Zombie Dice in a box.

What We Like About The Mansky Caper

This is a very good game.

Of course, it’s also still a press your luck game, so it has
to manage those expectations accordingly. The game works when you are willing
to push things just a bit further, but it also offers the opportunity to
mitigate luck with the player powers and favor tokens (many of which allow you
to offset the traps), and you can count the tokens that are still in the box.
You always know the odds, unless you weren’t paying much attention. Dice games
lack that clarity, and can often by a bit too heavy on the luck side.

The game looks really nice too, which helps elevate it from
just another quick filler to a legitimate game night entry that takes up a
slot. And because it plays with up to 6 players, you can accommodate a healthy
group of people. Calliope games is known for their family fare and this sits
squarely in that complexity bucket, but because of the press your luck nature,
stand up moments and the ability to (kind of) work together, it does a lot more
than just fill time between longer games.

What We Don’t Like About The Mansky Caper

There are a lot of press your luck games out there, and a
staple of the genre is that they tend to be quick, accessible games without a
lot of setup time or overhead. Incan Gold is a prime example. So Mansky Caper
definitely ups the ante a bit, which for many people will be a detriment. It
can take an hour or more to play (or be over in 30 minutes if people pull

Another issue we had and a mechanic that people weren’t too fond of was the loot division action. If multiple players are on the car on your turn, you can force one of them to split their loot with you using the “Hey Buddy” action. The game already forces loot division if people are on the room card with you when you pull something juicy, but having a secondary way to pull loot from the leader can be frustrating – though it does add some new press your luck considerations to deciding when you’ll go to the car (especially if you’re winning). It’s always safe if it’s empty…but it’s not always empty.

The Bottom Line

The Mansky Caper is a very good press your luck game – one
of the best I’ve played in recent years, not because it’s more of a “game” than
it’s lighter, smaller contemporaries, but because it knows exactly what it is
and doesn’t try to be anything else. It leans into it and has a rip roaring
good time pitting players against one another in the race to collect the most
possible loot.





  • Anthony

    Anthony lives and plays games in Philadelphia, PA. A lover of complex strategy, two-player war games, and area control, Anthony is always eager to try a new game, even if he's on rule-reading duty.

  • Show Comments

  • Chris

    Thanks for the review!! Your points are spot on! One slight note: when you do the “Hey Buddy!” action at the Getaway Car, you choose one player (not everyone) and both of you combine and split the loot from your bags. This makes it dangerous for the player in the lead to go bank their stuff at the car, so they may just have to keep pushing their luck in the house (and others have to try to blow them up!). Thanks!!

    • Anthony Chatfield

      Thanks Chris! Great point about the Getaway Car action – I’ll note that as it’s a pretty big difference between messing with one and messing with all.

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